Metroid Synthesis

Metroid Synthesis is a game on the Nintendo Switch. It takes place within the Metroid Series between the events of Metroid Prime 2: Echoes and Metroid Prime 3: Corruption. Furthermore, it revolves around exploring a tidally locked planet called Signus to stop the Space Pirates from acquiring technology from a long lost alien race known as the Traevonni.
The gameplay is a hybrid between the classic two dimensional Metroid games and the three dimensional Metroid Prime series. Its control scheme is similar to the controls schemes provided in Metroid Prime 1, Metroid Prime 2: Echoes, and Metroid Prime 3: Corruption. However, the game operates in third person within a three dimensional environment.
==World==
===Setting===
Metroid Synthesis takes place on a tidally locked planet called Signus with six different areas to explore. These areas are, the Traevonni Wastelands, Javax Bunker, Umbris Expanse, Ember Labyrinth, Signus Archives, and Signus Gateway.
====Locations====
=====Traevonni Wastelands=====
The Traevonni Wastelands is the first area that Samus can explore and it is tied with Umbris Expanse as the second largest area.
The Traevonni Wastelands is on the side of Signus that never faces the planet’s sun. As a result, it is a cold region of Signus that is predominantly covered in ice that has long since frozen over into the jagged, nearly impassable mountainous formations that cover its landscape. However, the landscape is not completely frozen because fresh snow, mountain rocks, and rivers can be located throughout the area. Furthermore, the primary sources of light within the Traevonni Wastelands are moonlight of Signus’s two moons, Renor and Gezen, some bioluminescent life, and the remaining artificial light sources from failing Traevonni structures.
It is highly difficult to proceed through the Traevonni Wastelands, but its denizens have adapted to navigate the treacherous area. Acquiring their traits and navigating the difficult platforms are essential for progression in this area.
The sub-areas for the Traevonni Wastelands include;
* Traevonni Research Outposts - Within the wasteland lies a series of weathered grey towers. Many of these structures have collapsed, but the few that remain maintain enough power to provide basic heating, lighting, and operating functions.
* The Cliffside - Along the cliffside of the mountains lies a series of nearly impassable routes and jumps. Occasionally, ruined Traevonni structures and streams of water can be seen.
* The Overlook - At the top of the cliffside where Samus has chosen to explore lies a flat, snowy, field. Progression here is simple, but the overlook is also home to many of the Traevonni Wasteland’s predators.
* The Wasteland Caverns - Inside the jagged mountains that cover Signus’s frozen wasteland lies a sprawling cave network that teems with the life of plants and animals alike that seek refuge from the cold surface of the area. Furthermore, an underground spring appears to feed into the source of most of the cliffside’s streams.
* Space Pirate Research Outpost - Deep within Wasteland Caverns, the Space Pirates have taken over one of the Traevonni’s Data Access Stations and are using it for their own purposes. As a result, it is filled with a mixture of Traevonni and Space Pirate technology.
=====Javax Bunker=====
The Javax Bunker is the second area that Samus can explore and it is the largest area.
The Javax Bunker, named after the Traevonni scientist that led the efforts to terraform Signus, was once split in half between a city and industrial complex. But over time, the gardens left by the Traevonni have overtaken parts of the abandoned bunker in absence of its creators. In many areas, the Javax Bunker’s security system dominates the environment, while in other areas, nature has completely overtaken the facility. However, neither is welcoming to outsiders.
The dangerous wildlife and the devious machines of the facility’s security system lurk around every corner of the Javax Bunker. Mastering the art of combat is necessary to unlock the secrets of the Javax Bunker and leave it alive.
The sub-areas for the Javax Bunker include;
* Ruined City - The upper area of the Javax Bunker houses what once was a highly accommodating city for the Traevonni. Despite its dark grey corridors, It boasts wide streets, reinforced glass sunroofs, and lush green gardens, and several systems needed for its residents to live comfortably. Furthermore, orange lines provide routes to guide inhabitants through the long winding corridors between the wide open areas. Here, the patches of greenery on the floor, wall, and ceiling show that nature has overtaken much of the area.
* Hangar - A small section of the bunker extends above ground to provide an entry port for incoming and outgoing ships. Additionally, it is home to several monitor stations. There are minimal natural hazards here, but there are several dangerous security systems in this area.
* Industrial Site - The industrial site is the home of several machines that keep the Javax Bunker running as well as multiple workshops for several Traevonni projects. It is marked with cramped, dim, corridors, numerous mechanical security systems, and areas that are partially flooded with acid. Unlike the ruined city, very little plants and animals dwell here.
=====Signus Archives=====
The Signus Archives is the third area that Samus can explore and it is the second smallest area.
Between the points in the Traevonni’s fast travel network, there is an endless thin orange beam of light to represent local time space within an overwise pitch black void. Javax’s faction was granted a data archive that connects to this beam to house the fruits of their research within this area. So naturally, it holds the greatest abominations and the strongest security systems that Signus has to offer. Furthermore, along the edges of the light that the bright futuristic data archive provides, the occasional shadow of the denizens that lurk in the void can be seen.
The Signus Archives is second only to the Signus Gateway in challenge and danger. To survive, it is important to know how to circumvent security lockdowns, navigate through the station’s numerous obstacles, and successfully defeat creatures that inhabit the area as well as the security forces that guard against them.
The sub-areas for the Signus Archives include;
* Subsystem Network - The lowest area of the Signus Archives holds the machines that help the Signus Archives perform its basic functions such as maintaining power, producing artificial gravity, and establishing a breathable environment. Many of these areas are held together with hanging silver bridging corridors, but they are all also capable of individually detaching in the event that any system threatens the integrity of the archives. Furthermore, the subsystem areas are highly interspersed. Finally, the Subsystem Access possesses a portal that is currently calibrated to the Data Access Station in the Traevonni Wastelands.
* Terraformer Wing - A sector of the Signus Archives dedicated to testing and documenting the Traevonni’s efforts to terraform Signus. It has numerous rooms dedicated to testing various environmental controls and the effects that they may have on both the various biomes of Signus and the wildlife that is inhabited within them. As a result, the conditions of most rooms, such as their temperature, wind speed, and air toxicity levels, can be manipulated through control terminals. The Terraformer Wing also has a portal that is calibrated to the Data Access Station in the Ember Labyrinth.
* The Hub - A small, centralized, and relatively homogeneous area. The Hub connects to all other regions of the Signus Archives. Moreover, it is where the majority of the Traevonni data, the security drones, and the entrance to the Signus Gateway, are located. Finally, The Hub contains a portal that is malfunctioning but still leads to an area within the Umbris Expanse.
* Restricted Wing - Where the Traevonni store the information, technology, and creatures that terrify them. It is the only testing and data-oriented area to possess detachment capabilities, an explosive failsafe, and an acid distribution failsafe. The latter of which can be manually toggled to fill the area with acidic gas and weaken enemies within it.
* Intel Hub - The second most connected area of the Signus Archives, the Intel Hub works in conjunction with the Traevonni facilities on Signus to scan and record information about the planet. It can be used to determine the location of all optional upgrades on Signus or in Signus Archives. Furthermore, it has a portal that is calibrated to the Data Access Station in the Javax Bunker.
* Holding Area - An area between the Terraformer Wing and the Intel Hub, the Holding Area contains artificial environments for the living creatures that the Traevonni intend to introduce into Signus’s environment.
=====Umbris Expanse=====
The Umbris Expanse is the fourth area that Samus can explore and it is tied with Traevonni Wastelands as the second largest area.
Under the vast thick icy shelves of Signus’s frozen wastelands is a vast, vibrant, thriving, and seemingly endless ocean. The majority of the Umbris Expanse is a series of colorful and often luminescent reefs. These reefs provide the calmest areas on Signus. However, the remaining regions of the Umbris Expanse, such as the hanging Traevonni facility that the Space Pirates have overtaken and the darker depths of the region, are packed with unseen dangers.
The Umbris Expanse is among the most enigmatic and puzzling areas of Signus. It is critical to learn from its denizens and improve your own capabilities to navigate the encumbering environment and survive the predatory wildlife that persist in the Umbris Expanse.
The sub-areas for the Umbris Expanse include;
* Umbris Reef - In the middle of the ocean is a series of sea shelves that teem with wildlife. The reefs display a myriad of colors and many flora as well as fauna are bioluminescent so it is easy to navigate through the areas getting lost. Furthermore, the few Traevonni structures in the region provide additional landmarks. However, some predators thrive within this area.
* Umbris Depths - Within the ravines and below the sea shelves where the majority of Signus’s aquatic life lives, the waters quickly become darker, more secluded, and less hospitable. Their massive underwater caverns hold many forgotten Traevonni sites. However, they also hold predators of colossal proportions.
* Space Pirate Home Base - This former Traevonni research facility can be found hanging just below the ice shelves of Signus. It has been taken over by the Space Pirates who now call it their home. Now, it possesses ship docks, repurposed research labs, forgotten experiments, and a combination of Traevonni and Space Pirate technology. Moreover, the lower section of the base pumps fluids through it to supply the base with filtered water as well as power. Manipulation of the water levels as well as the water currents is required to explore the base in its entirety.
=====Ember Labyrinth=====
The Ember Labyrinth is the fifth area that Samus can explore and it is the third smallest area.
On the side of Signus that faces the Signus’s sun, the Ember Labyrinth lies under its constant scorching rays. As a result, most of the area is a forest consisting of scorched black rocky ground, supermassive pale skeletal trees with neon orange leaves, and acid rivers. Furthermore, beyond the forest, where the trees are unable to help regulate and purify the environment, there are open lava fields. Despite the harsh environmental conditions however, the Ember Labyrinth teems with life aside from the lava fields which are devoid of living creatures.
The Ember Labyrinth is nothing short of a winding maze of toxic rivers, rocky jagged formations, and twisted overgrown trees. Yet, its denizens have adapted to thrive in the environment and navigate it with ease. To venture far into the Ember Labyrinth, it is necessary to learn from them and navigate through all levels of the overgrown fiery forest.
The sub-areas for the Ember Labyrinth include;
* Forest Floor - The forest floor possesses many hostile features including acid rivers, prowling wildlife, and impeding formations of rock. However, it is also where creatures seek shelter from the searing sun underneath the giant trees and within the underground tunnels that are littered throughout the environment. Furthermore, on the edge of the forest floor near Signus’s twilight zone, the acid rivers are eventually filtered to produce pure clean water.
* Ember Trees - What many Traevonni within Javax’s faction believe to be the apex of Traevonni genetic editing technology. In addition to slowly terraforming the environment, the ember trees are a foundation for ecosystems within their roots, branches, trunks, and canopies. And most importantly of all, they are critical for the successful navigation of the Ember Labyrinth.
* Acid Fields - In some areas, the Ember Trees give way to flat rocky clearings and acid lakes. Very few creatures can successfully maintain an existence here. But it is home to the Ember Labyrinth’s deadliest predatory species, the Zenith Wyrm.
* Thermal Facility - Beyond the edge of the Ember Labyrinth and at the edge of Signus where the planet’s sun strikes it directly, the acid fields give way to lifeless molten lakes where magma flows across the surface freely. It is here that the Traevonni built a thermal-powered station to monitor the flow of lava and its effects on the Ember Labyrinth.
=====Signus Gateway=====
The Signus Gateway is the final area that Samus can explore and it is the smallest area.
The Signus Gateway is the quadronary access port to any and all data archives within the greater Traevonni faction’s possession. Anyone who can gain access to just one of the Traevanni gateways can gain the knowledge and power of a forgotten universe worth of old secrets.
The Signus Gateway can be best described as a vault within a vault within a vault. It is the only place where anyone can access the terminal that connects the Signus Archives to the other Traevonni Archives. However, just reaching it is a grand test of everything that was learned from traversing Signus.
The sub-areas for the Signus Gateway include;
* Signus Terminal Access - At first, this long-winding pathway to the quadronary terminal bears an uncanny resemblance to the Signus Archive’s hub and hallways. However, as further progression is made down the terminal access route, the aesthetic will gradually give way to a more digital design as neon orange data trees line the walls. At the heart of the Signus Gateway, there is a computer capable of transmitting information beyond time and space.
===Background===
Long ago, a species known as the Traevonni dwelled on a planet known as Luniro I. Many details of this era were lost with the planet, but the Traevonni remember that Luniro I, despite being rich in resources, orbited a dying red star within a solar system known as the Keldren System. In this beginning stage of their existence, the Traevonni encountered numerous problems, the most significant of which were the dramatic and prolonged changes in Luniro I’s climate and semi-occasional droughts. However, the Traevonni found the solutions to many of their problems by learning from as well as emulating the wildlife that dwelled on the planet, and many Traevonni tribes emerged.
After an unknown period of time, someone named Zedin emerged in one of the many Traevonni factions that occupied Luniro I. According to Traevonni history, Zedin unified the Traevonni under a centralized government through a series of alliances, appeals, and a surprisingly few military campaigns. However, the extent to which Zedin used military force and the actions that he was willing to perform are still largely debated among the more speculative of the Traevonni. 
Regardless, a golden age shortly followed afterwards for the Traevonni. In the period that followed, the Traevonni learned to utilize the abundant resources that were provided for them and they began to take an interest in the scientific arts. During this time, their form of government became a geniocracy, their experiments flourished, knowledge was mass-distributed, and perhaps most importantly of all, many Traevonni began to look to space and consider the possibility of expanding beyond Luniro I.
However, the Traevonni golden era ended around the time that they made two major discoveries. First, the Traevonni learned that the red star that their home world inhabited would soon die. Furthermore, they discovered that the chemical compounds within Luniro I’s atmosphere were both exceedingly rare and necessary to support their lives. 
The revelation that the Traevonni had a limited time to escape their home world before they would all perish prompted several technological discoveries. The two most significant were the use of space travel and the rifts that could move objects through space and time by connecting two points in current time space to another plane of existence. These advancements, along with many other technological discoveries, quickly drained through the Traevonni resources. However, very few Traevonni protested against the endeavor to escape Luniro I.
To oversee the endeavor, the central Traevonni government established a science ethics board. With their power, they would regulate scientific studies so that they had complete control over what could be tested, oversee resource consumption, and oversee the punishment of any scientist that failed to produce results. For a short period of time, the ethics board even considered raising a separate group of live Traevonni to be test subjects for the more dangerous projects, but the consideration was immediately and almost unanimously stopped.
Regardless, when the time came to escape Luniro I, the Traevonni lacked the resources to transport everyone. So, they elected to leave those who protested against the endeavors to escape Luniro I to their fate. In doing so, they minimized the number of supporters for the project who were left behind. However, many Traevonni were abandoned and many of those who escaped Luniro I, including those that decided who to save, considered the act of abandoning their brethren to be vile and regrettable.
Their actions allowed them to escape Luniro I and bought them some time to dwell among the stars, but with no way to synthesize the compound that was necessary for their survival, the Traevonni found themselves limited to the reserves of the compound that they brought with them during their escape of Luniro I. Though they evaded extinction, they were left without a home and an urgent need to find an ecosystem that could sustain them.
As the Traevonni population continued to grow, resources began to dry up, and issues arose with increasing frequency, the Traevonni leaders starting making difficult decisions. For example, isolating and abandoning sick colonies, gleaning some resources from inhabited planets albeit while allowing some resources to remain, increasing the use of banishment as a punishment to reduce the population to a manageable level, and enforcing strict mandatory population controls. Over time, and one policy at a time, the central Traevonni government, as well as many Traevonni themselves, began to abandon their morals.
Naturally, Traevonni still set out to locate a planet that met the atmospheric conditions that they required or find a way to synthesize the compound that was necessary to their survival. However, despite their thorough search, the first two decades of their efforts were largely fruitless.
Eventually, the Traevonni’s failure to locate a suitable planet or synthesize the compound led one member named Zizer to seek an alternative solution to the problem in hopes of one day reverting society to its former status quo. Zizer discovered that the Traevonni portals pulled objects into a void between time and space and released them at the other end of the portal. And while it didn’t solve their problem, he realized and conveyed that establishing the void could be able to expedite their search by allowing them to monitor their time space from a different plane of existence. Furthermore, it would maintain a safe network where they could more easily transfer information between planets regardless of their distance. 
The ethics board were somewhat hesitant to accept the proposal when they factored the cost of constructing the data network. However, the Traevonni ultimately decided to provide Zizer with the resources to establish a safe and secure archive within the void. So, the practice of backing up information within the void archive systems became commonplace.
Furthermore, the Traevonni quickly established a security system within their new archive network that utilized an artificial intelligence program created by the finest coders among the Traevonni. This program was named Zedden in honor of the original ruler over the entire Traevonni race. However, they kept the name different out of respect for Zedin and programmed Zedden to embody the philosophy of peace through power.
As a result of Zizer’s actions, multiple promising planets were discovered and new data archives were connected to them with unparalleled efficiency. One such planet was a tidally locked planet called Signus which was inhospitable but bore micro-organisms that produced a similar compound to the one that the Traevonni needed. So, the Traevonni sent Javax, one of their greatest minds, to oversee the terraforming process.
Efforts on Signus were slow, but for some time, they were successful as the cold side of Signus began to heat up and the warmer side of Signus began to cool down. And around this time, they built several research outposts within the Traevonni Wastelands and the Ember Labyrinth to monitor their progress. Likewise, they built the Javax Bunker as a place where they could safely dwell and manufacture the resources that they needed. Finally, while Javax desired peace as well as the free exchange of knowledge with other races, he remained aware of the possibility of hostile species invading Signus. So he used the existing Traevonni software and hardware technology to create a defense matrix to protect the Javax Bunker from invaders.
Nonetheless, despite the advancements that Javax and his followers were making, progress was too slow for the Traevonni’s central government. Furthermore, when the prospect of altering Signus’s microbiological ecosystem appeared to be an apparent dead end, they saw it as one delay too many. So, they cut Signus’s archive off from the network, banished Javax as well as his followers from the greater Traevonni society, confined them to Signus as punishment for their waste of Traevonni resources, and reallocated their resources to terraforming efforts on other promising planets.
Nonetheless, during his life, Javax continued his work with the hope of one day terraforming the planet and bringing a chance of a new home to his race. Furthermore, he sought to develop a way to re-establish a connection with the Traevonni archive network so that he could one day report good news to the greater Traevonni race, end the suffering of the more moral Traevonni, and provide a way for the fallen Traevonni to change without dooming their race. 
Despite his best efforts, he could not find a way of successfully overcoming Zedden and re-entering the network. But while he failed to see the fruits of his latter endeavor, he did manage to find a strain of bacteria that naturally produced the compound the Traevonni needed to survive within the depth of the Umbris Expanse. So, towards the end of his life, he ordered the beginning of an underwater research outpost, and he died happy.
The children of his followers ultimately devised what they believed to be a method of accessing, and even hijacking, the Traevonni archive network known as the Admin Key. However, while Javax believed in sharing his discovery with the entirety of the Traevonni, by the time that the task was complete, the members of his faction was old, their numbers had dwindled, and they knew that they would not live long enough to be recognized as heroes among the Traevonni. 
So, there was a debate over whether or not to report their success to the Traevonni. Ultimately, they decided to announce their success, but they also decided to punish the Traevonni by delaying the message for a century following the death of their last member. Furthermore, they split the Admin Key into five smaller and incomplete Admin Keys to ensure that nobody would interfere with their decision.
Following their actions with the Admin Key, the Traevonni on Signus decided to prohibit outsiders from coming to Signus and to modify their security networks so that any species that entered the stratosphere of Signus at any point of time would be treated as an invader. Their justification was that the terraforming process used dangerous tools and produced dangerous wildlife, and many of Signus’s inhabitants genuinely convinced themselves of this, but the decision was actually made so that nobody could report the truth to the Traevonni that exiled them. However, aside from the defense matrix within the Javax Bunker, they left the devices that Javax personally created untouched out of respect for him. 
Some time later, after all of the Traevonni on Signus died, the Space Pirates found Signus, have learned about the Traevonni as well as the archive that they left behind, and begun to extract the technology that the Traevonni developed for their own purposes. Recently, they have been confirmed to have conducted Space Pirate raids using advanced technology and the technology has been traced back to planet Signus. So, they have sent Samus to put a stop to it.
===Story===
Metroid Synthesis takes place between the events of Metroid Prime 2: Echoes and Metroid Prime 3: Corruption. Initially, Samus travels through space in her gunship and takes the opportunity to pull up her current contract once more.
The story officially begins with a text-based report that the Galactic Federation had recently suffered from a series of attacks at the hands of the Space Pirates. According to the report, the Space Pirates were using unknown alien technology to augment their forces. Additionally, while they didn’t know the origins of the technology, they have recently detected several Space Pirate ships moving to and from a specific unnamed tidally locked planet. Finally, the planet is officially owned by an unknown alien species that has forbidden any form of entry to the planet. So, the Galactic Federation is sending Samus Aran to intervene to reduce the risk of causing an intergalactic relations incident.
Sure enough, Samus closes the message and looks up just in time to see the planet to which the Space Pirate activity had been tracked come into view. She wastes absolutely no time entering the planet’s orbit. But the moment that she does so, she receives a message in an unknown language. And after her ship finishes translating the message, it is apparent that a race known as the Traevonni consider the planet, planet Signus, to be a testing site that outsiders are forbidden to enter for their own safety. But nonetheless, Samus ignores the warning and presses onward.
Samus descends into orbit. Despite the warning, the dark skies, and light snowfall, she finds a landing point in the Traevonni Wastelands, a jagged series of icy mountains, crevices, tundras, and bluffs that cover the surface of the planet, without any major incident. And following her discovery, she makes a successful landing along the edge of a cliffside.
From there, she explores a cliffside route that eventually takes her to a nearby weather-damaged tower. Once she enters it, she finds a Traevonni device that was designed to merge with other technology and reconfigure any systems that are available to it to produce new efficiencies. 
Here, Samus potentially acquires the device. And if she does so, she obtains the Synthesis Suit. And if Samus examines her logbooks, she finds a message that the device is scanning her suit. Additionally, she learns that the device is willing to help her despite having no knowledge of her origins since it assumes that the Traevonni have given the suit to her, and that the device will allow Samus to synthesize suit upgrades with her existing technology. However, Samus learns that her Chozo based suit is so complex compared to the Traevonni device, that the Synthesis Suit will require Samus to find and download Information Sequences scattered throughout the world to successfully manage and produce potential upgrades.
Regardless, Samus continues to explore the snowy wasteland until she acquires the Morph Ball Bombs which grant her access to both a larger area of the Traevonni Wastelands and the entrance to the Javax Bunker. The latter of which is quickly revealed to be an abandoned semi-industrialized underground city that has long since been overtaken with what wildlife successfully grew within the artificial lights and biomes that were created.
As Samus explores both regions, she collects several helpful powerups and she potentially determines the basic nature of the Traevonni as well as the existence of a data archive full of Traevonni technology known as the Signus Archive through scanning the available Traevonni logs.
However, Samus also has her first encounters with the Space Pirates. In the Javax Bunker, she encounters a few Space Pirates scouting parties and eventually faces the Space Pirate 7th Exploration Division on her way to acquire the Super Missiles. However, Samus eliminates them in an explosives workshop station and proceeds to acquire the Super Missiles that one of them stole from the Traevonni site.
Additionally, on her way to acquire the Command Visor, Samus spots Meta Ridley, pursues him, and potentially sees him swiftly dispatching several enemies including two Nest Crawlers if she pursues him quickly enough. The Space Dragon leaves well before Samus is close enough to try and shoot him and Samus’s pursuit is interrupted by the arrival of a Nest Crawler, but after a duel with the creature, Samus is awarded with the Command Visor for her efforts.
Regardless, after acquiring the Boost Ball and the Super Missiles, Samus discovers that the Space Pirates set up a small outpost deep within the cave where she acquired the Boost Ball, that they have energized a Traevonni Data Access Station, and that they can access the Signus Archives. So, Samus heads to Space Pirate Research Outpost. 
Once Samus reaches and infiltrates the Space Pirate Research Outpost, she accesses a Space Pirate Terminal and discovers that the Space Pirates plan to access the Signus gateway so that they can utilize the Traevonni technology to become unstoppable. So, she energizes the base’s energy to grant herself an entrance to the Signus Archives, and heads to the Signus Archives herself to learn more about the Signus Archives and to try and find a way to stop the Space Pirates.
Samus proceeds to explore the Signus Archives. However, her actions are immediately met with hostility as a reinforced Traevonni security drone attacks Samus. Because Samus does not have any weapons that can harm the drone, she is forced to retreat as the drone chases her through the Subsystem Network in the space station. However, when Samus eventually reaches one of the station’s many power relays, she tricks the drone into veering too close to three of the conduits and frying itself.
After her fight, Samus quickly makes her way to the Hub. On the way, she finds the route to access the Signus Gateway. However, she finds a barrier blocking that route and she can potentially scan the barrier to reveal that it requires five Admin Keys to deactivate. So, she reluctantly decides to return to Signus to find what she needs to make her way past the energy shield so that she can enter the Signus Gateway and stop the Space Pirates.
She finds a portal back to Signus and restores power to it. However, due to a system error that is present in the portal generator, Samus is sent underneath the icy mountains that she targeted and finds herself in an underground ocean known as the Umbris Expanse.  So, she explores the Umbris Expanse, an underground ocean that teems with bioluminescent life closer to the surface but bears very little light further into the depths. And after a quick trek through the depths, she locates the Gravity Suit that she needs to access the Traevonni Wastelands and Javax Bunker once more.
From there, Samus makes her way upward, past an expansive reef, and close to a Space Pirate Base. She then enters the base, explores its upper levels, traverses its hangar, and spots the Spatial Visor within one of the Space Pirate’s radar stations. Finally, Samus takes it thereby disabling the Space Pirate air defenses, allowing her to land her ship within the hangar, and opening new parts of the Javax Bunker and Umbris Expanse as well as the entrance to the Ember Labyrinth for her to explore.
Samus then proceeds to explore the three regions. When Samus explores the newly available areas of the Javax Bunker, she finds the trail of destruction. Here, she potentially scans the trail and determines that Meta Ridley ventured into the Javax Bunker at some point before breaking out of it through the roof of the West Fountain room. Furthermore, Samus can also potentially learn that the reason that the Traevonni security systems are hostile to outsiders is because Javax’s followers turned away from his more peaceful philosophies as part of their quest for revenge on the greater Traevonni race.
Furthermore, Samus potentially learns more about the Space Pirate’s plans during her search through the Umbris Expanse and her second incursion into the Space Pirate base. During her search, Samus potentially discovers that Meta Ridley led an assault in the Javax Bunker to acquire the necessary equipment to power another Data Access Station that they located in what they call the lava fields. Furthermore, she potentially learns that he led the assault because the Space Pirate 7th Exploration Division was crippled and the Space Pirates didn’t want any more delays.
Finally, after Samus acquires the Seeker Missiles in the Ember Labyrinth and as she walks under the cover of the forest’s canopy, she potentially notices Meta Ridley’s shadow and deduces that he is flying overhead. She can potentially look upward at the source of the shadow. However, by the time she can react, the space dragon will have already flown over the area without noticing her and will have left her range of attack.
Eventually, Samus acquires the Screw Attack, the Ship Grapple Beam, and the Grapple Launch. With them, she acquires the Power Bomb. And eventually, she finds a new area in the Ember Labyrinth that leads to the lava fields that she could have learned about by scanning Space Pirate logs in the Umbris Expanse. Finally, she locates a geothermal-powered Traevonni structure that contains an active Data Access Station.
As the Space Pirate logs have already implied, the Space Pirates have already located the Data Access Station in the Ember Labyrinth. Furthermore, when Samus arrives, she finds that the Space Pirates have occupied the Data Access Station and that they have set up defenses to prevent Samus from using it. But naturally, Samus breaks through their defenses and uses the Data Access Station to return to the Signus Archives. 
However, when Samus reaches the Hub, she learns that Meta Ridley and several other Space Pirates are raiding a maximum security area that is filled with experiments that are dangerous enough to evoke fear in the Traevonni themselves. So, Samus presses on towards the restricted area and makes her way through it in a desperate bid to prevent the Space Pirates from acquiring whatever they are seeking. On her way through the restricted area, Samus potentially activates an acid dispersal unit in order to cripple her enemies. But if she does, it floods the area with acidic gas capable of harming her.
Regardless of what Samus does, she eventually finds Meta Ridley in a vault where the Distortion Beam is contained, activates an emergency lockdown before Meta Ridley can grab the beam, and initiates a fight. Here, Meta Ridley puts up a strong fight against Samus, but he eventually gets shocked by the energy barrier along the walls and he starts to fall apart. Additionally, his contact with the energy barrier causes power surge that in turn causes part of the energy barrier that encompases the floor to deactivate and he falls through the hole in the floor. So, the Distortion Beam emerges from its lockdown and Samus acquires it.
On the way back to the central area from acquiring the Distortion Beam, Samus encounters a security terminal, re-activates all of the deactivated portals within the station, and reboots the one that leads to the Umbris Expanse. So, Samus gains the ability to access the Signus Archives from any area on Signus and the ability to fully explore every area that is available to her.
With her new tools, Samus explores the main planet once more, finds all five Admin Keys, and returns to the Signus Archives. When she does so, the keys merge together and open the barrier to the Signus Gateway granting Samus a possible yet highly difficult route to the Signus Archive’s terminal room.
Regardless, once Samus reaches the terminal room, she locates a message terminal. If she has scanned all of the Traevonni logs on Signus and throughout the Signus Archives, then she has the option to send a message containing the full truth of what happened on Signus throughout the archive system, send a false message citing that Javax’s faction remained loyal to the other Traevonni so that they and Javax can be treated as heroes, or to refrain from sending any message. However, if Samus has not scanned all of the Traevonni logs, then she will simply refrain from sending any information throughout the network.
Regardless, Samus will approach the main terminal where she will see a monitor showing the recent activity in the Signus Archives including new connections that have been made from the Signus Archives to Signus. And upon seeing the extent to which the Space Pirates have forced entry into the Signus Archives, Samus will conclude that the only way to stop the Space Pirates from retaining the information that they acquired is to destroy the Signus Archives. 
Samus goes through with the procedure and remotely instructs the Signus Archive’s primary reactor to cause a chain reaction that will destroy the Signus Archives as well as the Signus Gateway. But, the possibility that someone would want to destroy an archive was not considered by the Traevonni that created the Admin Key. So, the action is noticed despite Samus’s possession of the Admin Key, it is taken by the Traevonni Archive Network as a threat. Zedden, an Artificial Intelligence program that guards the Traevonni Archive Network, converges on Samus’s location, halts the process to destroy the Signus Archives, and fights her. However, Samus kills Zedden and the process resumes.
While the station tears itself apart, Samus travels through the Signus Gateway under a strict time limit, activates an exit, gets onto it, and heads back to her home dimension. Conveniently enough, it takes her to a facility within Signus’s twilight zone. When Samus steps outside the facility, she is met with lush green fields. And from there, she contacts her ship, commands it to pick her up, enters it, and flies off into space.
==Gameplay==
===Important Gameplay Notes===
* All doors that lack a blast shield can be opened with any beam weapon. However, doors often have blast shields that require a specific weapon to destroy and when they are destroyed, they will remain destroyed for the rest of the game. Therefore, doors only need to be unlocked with a specific weapon once. Afterwards, they can be opened with any weapon for the rest of the game.
* Metroid Synthesis’s map aesthetic is identical to the map aesthetics used in Metroid Prime 1 and 2.
* All save stations, including Samus’s Ship, have a “Customize Equipment” option that allows Samus to unlock new Synthesized Upgrades for her suit, toggle any Synthesized Upgrades on or off, and switch between any mutually exclusive Synthesized Upgrades that she has unlocked.
* Metroid Synthesis’s difficulty progression is based on the selected difficulty mode, the number of Mandatory Upgrades that have been collected, and the number of active Synthesized Upgrades.
===Control Scheme===
Metroid Synthesis is a three dimensional third person game. Its control scheme is partially reminiscent of the control schemes from Metroid Prime 1, Metroid Prime 2: Echoes, and Metroid Prime 3: Corruption, but several adjustments have been made to account for Metroid Synthesis’s Gameplay Style as well as the Nintendo Switch’s capabilities.
====Standard Gameplay====
* Left Control Stick - Moves Samus forward, backward, left, or right. After sprinting in a single direction for a long enough period of time, Samus can move at supersonic speeds. Furthermore, while locked onto an enemy, she can strafe left or right.
* A Button - Fires Samus’s currently equipped beam. When held, it either charges up a more powerful charged beam attack, locks onto additional targets, or continues to fire standard shots at a steady rate depending on which firing mode is equipped. When a held A Button is released, it either fires the charged shot, fires a shot at every marked target, or ceases to fire depending on which firing mode is equipped. Alternatively, when an “A” icon appears, pressing A allows Samus to interact with a given object.
* B Button - When pressed, Samus jumps. When pressed again mid-air, Samus will do a second Jump. When pressed a third time mid-air, Samus will initiate a final third jump that consists of an upward travelling Screw Attack. Additionally, while an enemy is locked on, Samus can perform quick side jumps.
* X Button - Allows Samus to switch between Morph Ball mode and standard walking mode.
* Y Button - Allows Samus to fire a missile provided that there are any available. When held, Samus can lock onto up to five targets provided that she has enough missiles available. When a held Y Button is released, a missile is fired at every locked on target provided that it was held long enough to lock onto at least one target.
* A Button + Y Button - When held, Samus fires or initiates a Beam Missile Combo. Depending on the beam currently equipped, Samus will fire a Super Missile, Spike Driver, Acid Sprayer, or Physics Shifter. Additionally, the Acid Sprayer will continue to fire as long as the A Button and Y Button are held down and there are enough missiles available.
* ZL Button - When held, Samus can lock onto nearby creatures, objects, or icons and strafe them. If Samus locked onto a Ship Command Icon, a progress bar will gradually fill up and her gunship will perform an action when filled. Alternatively, while the scan visor is equipped and Samus locks onto an object or creature, a progress bar will gradually fill up and add information to her log book when it is completely filled. Finally, when a grapple point is close enough for an “ZL” icon to appear, Samus will use her Grapple Beam. However, the Grapple Beam can be released by releasing the ZL Button.
* ZR Button - Initiates a melee attack based upon the currently equipped beam. If pressed at the right time while an enemy is performing a melee attack, it will perform a melee counter based upon the currently equipped beam.
* L Button - Toggles the map screen.
* Control Pad - Allows Samus to switch between visors.
* Right Control Stick - Allows Samus to switch between beams.
* - Button - When held, it pulls up a menu that allows Samus to switch between beam firing modes by pointing at a given mode and pressing “A”.
* + Button - Toggles the pause menu.
* Motion Sensor - Controls where Samus aims her arm cannon. Additionally, it controls the direction of the camera angle in any area that does not contain a fixed camera angle.
====Morph Ball Gameplay====
* Left Control Stick - Moves the Morph Ball in any direction.
* A Button - Drops Morph Ball Bombs.
* B Button - When held, the Morph Ball charges up. When released, the Morph Ball accelerates rapidly in the selected direction.
* Y Button - Drops a Power Bomb provided that there are any available.
* X Button - Allows Samus to switch between Morph Ball mode and standard walking mode.
* ZR Button - When held, it allows the Morph Ball to cling to magnetic surfaces.
* L Button - Toggles the map screen.
* + Button - Toggles the pause menu.
* Motion Sensor - Controls the direction of the camera angle in any area that does not contain a fixed camera angle.
====Map Controls====
* Left Control Stick - Moves across the map screen.
* A Button - Re-orients the map on Samus’s location.
* B Button - Leaves the map screen.
* Y Button - Toggles the map legend.
* X Button - Marks a room as a waypoint. When toggled, the rooms that the player must traverse along the fastest route to reach the marked room from where they are currently located are highlighted green. This feature will not create any paths to undiscovered rooms or that require traversal through undiscovered rooms.
* L Button - Toggles the map screen.
* ZL Button - When held, the Left Control Stick zooms the camera in and out instead of moving the camera across the map screen.
* ZR Button - When held, the Left Control Stick changes the angle from which the map is viewed instead of moving the camera across the map screen.
====Menu Controls====
* Motion Sensor - Moves the cursor across the menu screen.
* A Button - Selects an option.
* B Button - Exits out of an option. Alternatively, it can be used to leave the pause menu.
* + Button - Toggles the pause menu.
===Upgrades===
Like always, Metroid Synthesis revolves around the collection of upgrades that render progression possible. With the exception of Synthesized Upgrades, these are activated immediately upon acquisition and cannot be disabled, but they are all beneficial to the player. In Metroid Synthesis, there are four types of upgrades;
# Owned and Automatically Acquired Upgrades - These are upgrades that Samus either has at the start of the game or collects automatically as a consequence of obtaining another upgrade. They will not be found anywhere on planet Signus or the Signus Archives, but they are recorded in Samus’s Inventory and the player will be notified of any automatic upgrades if they are acquired.
# Mandatory Upgrades - Like always, there are mandatory upgrades throughout the game that are found at points that Samus is required to reach so that she can improve her power suit. These particular upgrades are necessary to finish the game conventionally. However, some upgrades do not necessarily need to be acquired in any particular order. In fact, there are two instances where there are multiple upgrade “paths” that can be pursued. When there are two or three diverging “paths”, they can be completed fully or partially in any order but they all of them must be fully completed to progress the story.
# Optional Upgrades - Similarly to the mandatory upgrades, these upgrades are scattered throughout the game. Unlike the mandatory upgrades, none of the optional upgrades are required to advance the story and they all can be collected in any order so long as the player has the mandatory upgrades that are necessary to reach them. However, while the optional upgrades are not strictly needed, they improve Samus’s power and survivability. So, they are highly worth pursuing.
# Synthesized Upgrades - These upgrades are not scattered throughout the game, but they are acquired by collecting Information Sequences, accessing Save Stations, and spending the Coded Information to acquire whatever upgrades are chosen. Some synthesized upgrades are mutually exclusive, but they can be changed by visiting a Save Station provided that an alternative upgrade has been acquired. Furthermore, they can be toggled on or off at Save Stations. Finally, like Optional Upgrades, these are not required to complete the game. However, they either provide Samus with additional options or confer small benefits to her.
====Owned/Automatic Upgrades====
These are the upgrades that are not scattered through the game, but rather, are either owned at the start of the game or are collected automatically as a consequence of collecting a different upgrade.
Upgrade Name 	Description 	Owned or Acquired?	Additional Notes
Power Suit 	The most basic form of protection, it provides an airtight environmental seal, contains basic environmental protection, and holds a maximum of 99 units of energy. Finally, it contains a modular upgrade system that allows Samus to upgrade her equipment with almost any technology she finds.	Owned 	
Varia Suit 	Prevents Samus from losing energy from extremely hot or extremely cold environments. However, the Varia Suit does not protect her from hot or cold based attacks or hazards. 	Owned 	
Power Beam 	Samus’s most basic beam. Standard shots create and fire single yellow balls of energy directly towards their target. The Power Beam can fire as fast as Samus can pull the trigger and it has a fast projectile speed.
The Power Beam’s charged shot, the Charge Beam, deals considerably more damage and can knock back weaker enemies, but has a moderate projectile speed.	Owned 	The Power Beam deals 100% damage to all enemies.
Charge Capacitor	Allows Samus to charge basic beam shots into more powerful shots by holding the trigger. The Charge Capacitor works for every beam that Samus owns or acquires. 	Owned 	When fully charged, Samus’s beams have a “tractor beam” effect that pulls nearby consumable items such as Missile Ammo, Ship Missile Ammunition, Power Bomb Ammo, and Energy Capsules towards her.
Missile Launcher	Allows Samus to shoot 1 missile at a time. Missiles deal more damage than standard Power Beam shots and can destroy some objects that are overwise immune to damage. By default, Samus can store a maximum of 5 missiles. 	Owned 	Missiles deal 100% damage to all enemies.
Morph Ball 	Allows Samus’s Power Suit to transform between its standard form and the form of a compact, mobile, sphere. 	Owned 	
Combat Visor 	Samus’s default visor. It provides her with a heads up display that contains a radar, a mini-map, lock on riticules, a threat assessment, an energy gauge, and a missile counter. 	Owned 	
Scan Visor 	Allows Samus to remotely interact with terminals and collect data from nearby objects or creatures.
While the Scan Visor is equipped, mission-critical objects are highlighted red if they have not been scanned, optional objects are blue if they have not been scanned, and all objects are green if they have been scanned.
While the Scan Visor is equipped, Samus will not be able to perform any attacks.	Owned 	
Power Grip 	Allows Samus to grab onto some ledges with her left hand and subsequently pull herself upward. 	Owned 	Samus can only use the Power Grip on designated ledges.
Ship Missiles 	Upgrades Samus’s Command Visor to allow her to remotely conduct a bombing run on a given target by locking onto missile related Ship Command Icons. By default, Samus’s Ship can hold a maximum of 3 Ship Missiles. 	Acquired 	Ship Missiles deal 100% damage to all enemies. 
Ship Missiles are acquired at the same time as the Command Visor.
====Mandatory Upgrades====
These are the upgrades scattered throughout the game that are strictly mandatory in order to progress. Furthermore, if hints are enabled, this is the exact order in which “ship scan data” is given to the player. Note that if the player takes too long to acquire an upgrade and there are multiple upgrade paths available, “ship scan data” can reveal another available mandatory upgrade and will do so until all accessible rooms with mandatory upgrades are shown. After that, the cycle will repeat itself.
Upgrade Name 	Description 	Upgrade Number 	Location 	Additional Notes
Morph Ball Bombs 	Allows Samus to drop bombs while in morph ball form. 	1 	Traevonni Wastelands	Morph Ball Bombs allow Samus to access the Javax Bunker.
Morph Ball Bombs deal 100% damage to all enemies.
Assembler Beam 	Standard shots create three semi-solid shards that solidify into solid shards of an unknown synthetic grey metal alloy when fired. The Assembler Beam has a moderate rate of fire and fires all three projectiles in a spread.
After enough hits from the Assembler Beam, enemies are pinned in place and immobilized by metal spikes that impale them from multiple angles. The exact number of hits required as well as the duration for which enemies are pinned is based on their size, health, and damage resistance.
The Assembler Beam’s charged shot, the Assembler Spray, fires five spikes that each deal more damage and pin targets more efficiently.	2, 3, 4, or 5 	Javax Bunker 	The Assembler Beam and the Space Jump Boots are the first two upgrades that can be unlocked in a non-determined order.
The Assembler Beam deals 120% damage to unarmored organic enemies, but 85% damage to mechanoids and armored enemies.
Space Jump Boots 	Allows Samus to perform a second jump while in mid-air. 	2, 3, 4, or 5 	Traevonni Wastelands	The Assembler Beam and the Space Jump Boots are the first two upgrades that can be unlocked in a non-determined order.
Grapple Beam 	Allows Samus to cling onto and swing from certain surfaces. 	3, 4, 5, or 6 	Javax Bunker 	Requires the Assembler Beam, but not the Space Jump Boots, to access.
Command Visor 	Allows Samus to remotely command her gunship by scanning available Ship Command Icons. By default, the Command Visor can be used to remotely dock Samus’s Ship in any designated landing area.	3, 4, 5, or 6 	Traevonni Wastelands	Requires the Space Jump Boots, but not the Assembler Beam, to access.
When unlocked, Ship Missiles are also automatically unlocked.
Super Missile 	Allows Samus to combine a charged Power Beam and 5 Missiles to create and fire a powerful Super Missile. Super Missiles deal more damage and create larger explosions. 	4, 5, 6, or 7 	Javax Bunker 	Requires the Grapple Beam, but not the Command Visor, to access.
The Super Missile deals 100% damage to all enemies.
Boost Ball 	Allows Samus to rapidly accelerate in any direction while in Morph Ball mode. 	4, 5, 6, or 7 	Traevonni Wastelands	Requires the Command Visor, but not the Grapple Beam, to access.
The Boost Ball deals 100% damage to all enemies.
Speed Booster 	Allows Samus to travel at supersonic speeds after sprinting in a single direction for a short period of time. Enemies hit by Samus while she is using the Speed Booster will be damaged. 	8 	Signus Archives 	Requires both the Boost Ball and the Super Missile to acquire.
The Speed Booster deals 100% damage to all enemies.
Gravity Suit 	Allows Samus to move freely through water and environments with abnormal gravity.
Additionally, the Gravity Suit provides a 30% damage resistance against all sources of damage. 	9 	Umbris Expanse 	The Gravity Suit is required to leave Umbris Expanse and return to the Traevonni Wastelands.
Once the Gravity Suit is acquired, the Admin Key 1 is accessible.
Spatial Visor 	Allows Samus to see invisible objects, detect structural weaknesses, and maintain a line of sight in total darkness. 	10 	Umbris Expanse 	Although the Spatial Visor is not required to leave the Umbris Expanse, it is mandatory to progress through the game.
The Spatial Visor creates a grey environment with a white backdrop and a bright green grid. Enemies, other shootable objects, and enemy projectiles will appear as dark blue, enemies and doors that can only be damaged or opened by a certain weapon will have a hue that matches the needed weapon’s corresponding color, and structural weaknesses will appear as red cracks.
Spider Ball 	Allows Samus’s Morph Ball to traverse along magnetic surfaces and repel itself off of them. 	11, 12, 13, 14, 15, 16, or 17	Ember Labyrinth 	The Ion Bomb, Corrosion Beam, and Spider Ball start three more upgrade chains where the upgrades can be acquired in a non-determined order.
Ion Bomb 	Upgrades Samus’s Morph Ball Bombs to deal more damage to enemies and generate electricity to energize or supercharge certain machines. 	11, 12, 13, 14, 15, 16, or 17	Umbris Expanse 	The Ion Bomb, Corrosion Beam, and Spider Ball start three more upgrade chains where the upgrades can be acquired in a non-determined order.
Ion Bombs deal 100% damage to all enemies.
Corrosion Beam 	Standard shots create single large globs of dark green acid that are launched towards the target when the beam is fired. The Corrosion Beam has a slow rate of fire but a fast projectile speed.
Enemies hit by the Corrosion Beam receive corrosive burns that damage them over time. This effect does not stack and the duration of the corrosive burn as well as the damage that the targets receive are based on their damage resistance.
The Corrosion Beam’s charged shot, the Corrosion Bomb, deals more damage, applies stronger corrosive burns, and diffuses into smaller corrosive shots upon contact with a wall or enemy.	11, 12, 13, 14, 15, 16, or 17	Javax Bunker 	The Ion Bomb, Corrosion Beam, and Spider Ball start three more upgrade chains where the upgrades can be acquired in a non-determined order.
The Corrosion Beam deals 85% damage to unarmored organic enemies, but 120% damage to mechanoids and armored enemies.
Seeker Missiles 	Allows Samus to lock onto up to five targets and fire up to five missiles simultaneously. 	12, 13, 14, 15, 16, 17, or 18	Ember Labyrinth 	Requires the Spider Ball, but not the Corrosion Beam or Ion Bomb, to access.
The Seeker Missiles deal 100% damage to all enemies.
Crippler Missiles	Upgrades Samus’s standard Missiles to Crippler Missiles. Crippler Missiles deal more damage and make enemies take additional damage from all sources for a short time. 	12, 13, 14, 15, 16, 17, or 18	Umbris Expanse 	Requires the Ion Bomb, but not the Corrosion Beam or the Spider Ball, to access.
Crippler Missiles deal 100% damage to all enemies.
The Super Missile, Spike Driver, Acid Sprayer, and Physics Shifter, do not receive any damage bonus from this upgrade. However, they still deal more damage overall and they retain the effect of making enemies take additional damage from all sources for a short time.
Grapple Trojan 	Upgrades Samus’s Grapple Beam. In addition to retaining its previous functions, the Grapple Trojan can latch onto certain circuitry and power or depower it.
Once the Grapple Trojan is acquired, grapple points where Samus can use the Grapple Trojan will be marked as green while grapple points that she swings from will be marked as blue.	12, 13, 14, 15, 16, 17, or 18	Javax Bunker 	Requires the Corrosion Beam, but not the Ion Bomb or the Spider Ball, to access.
Screw Attack 	Allows Samus to initiate a third jump while in mid-air. While the Screw Attack is active, Samus will not be able fire her missiles, fire her beam weapons, or perform any melee attacks. However, any enemies that she touches will be damaged.
The Screw Attack can be used to repel off of some surfaces for additional height.	13, 14, 15, 16, 17, 18, or 19	Ember Labyrinth 	Requires the Seeker Missiles, but not the Grapple Trojan or the Crippler Missiles, to access.
The Screw Attack deals 100% damage to all enemies.
Grapple Launch 	Upgrades the Grapple Beam to allow Samus to pull herself towards some grapple points.
Once the Grapple Launch is acquired, grapple points that Samus pulls herself towards will be marked as yellow while grapple points that she swings from will be marked as blue.	13, 14, 15, 16, 17, 18, or 19	Umbris Expanse 	Requires the Crippler Missiles, but not the Grapple Trojan or Seeker Missiles, to access.
Once the Grapple Launch is acquired, the Admin Key 3 is accessible.
Ship Grapple Beam	Upgrades the Command Visor so that Samus can lock onto a grapple related Ship Command Icon to remotely instruct her ship to lift or carry objects using its mounted Grapple Beam.
While lifting or carrying objects, Samus’s ship must drop the object that it is carrying before it can perform any other tasks.	13, 14, 15, 16, 17, 18, or 19	Javax Bunker 	Requires the Grapple Trojan, but not the Crippler Missiles or Seeker Missiles, to access.
Once the Ship Grapple Beam is acquired, the Admin Key 2 is accessible.
Power Bomb 	Allows Samus to create fully charged and devastating Power Bombs while in Morph Ball mode. 	20 	Ember Labyrinth 	Requires the Grapple Launch, Ship Grapple Beam, and the Screw Attack to acquire.
The Power Bomb deals 100% damage to all enemies.
Distortion Beam 	Standard shots create single balls of semi-translucent light purple energy that discharges as a solid laser when a shot is fired. The Distortion Beam has a medium-fast rate of fire.
The Distortion Beam’s charged shot, Spacetime Distorter, Deals more damage. Additionally, while it is charged, it can draw some projectiles towards it to absorb as well as replicate their properties and increase its own damage. When a projectile is absorbed, it does not harm Samus.	21 	Signus Archives 	Once the Distortion Beam is acquired, Admin Keys 4 and 5 are accessible.
The Distortion Beam deals 100% damage to all enemies.
====Optional Upgrades====
These are the upgrades scattered throughout the game that are not mandatory in order to progress, but are helpful for increasing Samus’s power and survivability. Their locations will not be shown with “ship scan data” even if hints are enabled.
Upgrade Name 	Description 	Number of Occurrences	Location 	Additional Notes
Missile Expansion 	Increases the maximum number of missiles that Samus can store by 5. 	49 	Traevonni Wastelands, Javax Bunker, Umbris Expanse, Ember Labyrinth, and Signus Archives.	The player can acquire two “free” Missile Expansions, or Missiles Expansions along the main path that do not require any effort to acquire. Once just before acquiring the Morph Ball Bomb, and once before acquiring the Grapple Beam.
Energy Tank 	Increases Samus’s maximum energy by 1 tank or 100 units. 	14 	Traevonni Wastelands, Javax Bunker, Umbris Expanse, Ember Labyrinth, and Signus Archives.	The player can acquire two “free” Energy Tanks, or Energy Tanks along the main path that do not require any effort to acquire. Once just after acquiring the Morph Ball Bombs, and once before acquiring the Command Visor.
Power Bomb Expansion 	Increases the maximum number of Power Bombs that Samus can store by 1. 	6 	Traevonni Wastelands, Javax Bunker, Umbris Expanse, Ember Labyrinth, and Signus Archives.	There are 6 total Power Bomb Expansions and none of them are “free”, but 1 is easily noticeable without any effort to locate and it is on the route to acquire the Distortion Beam.
Ship Missile Expansion	Increases the maximum number of Missiles that Samus’s Ship can store by 1. 	7 	Traevonni Wastelands, Javax Bunker, Umbris Expanse, Ember Labyrinth, and Signus Archives.	The player can acquire one “free” Ship Missile Expansion, or Ship Missile Expansion along the main path that does not require any effort to acquire. It is found before acquiring the Boost Ball.
Information Sequences 	Increases the number of Coded Information that Samus possesses by 3. 	15 	Traevonni Wastelands, Javax Bunker, Umbris Expanse, Ember Labyrinth, and Signus Archives.	The player can acquire one “free” Information Sequence, or an Information Sequence along the main path that does not require any effort to acquire. It is found before acquiring the Morph Ball Bombs.
Information Sequences will not spawn until the Synthesis Suit is acquired.
Synthesis Suit 	Allows Samus to synthesize her own upgrades based on other upgrades and any acquired Information Sequences that she collects. Upgrades can be acquired, toggled on or off, and alternated between at any available Save Station including the one in Samus’s gunship. 	1 	Traevonni Wastelands 	This upgrade is located along the main path of the first available route through which Samus travels. Additionally, it is located in the center of the room in which it is acquired. However, it is entirely possible to continue without acquiring the suit.
The Synthesis Suit’s predominant color scheme is silver, yellow, orange, and red.
Spike Driver 	Allows Samus to combine a charged Assembler Beam and 10 Missiles to create and fire a powerful Flechette Missile. Flechette Missiles create small explosions but release several spikes in every direction that deal heavy damage and automatically pin enemies. 	1 	Umbris Expanse 	The Spike Driver deals 120% damage to unarmored organic enemies, but 85% damage to mechanoids and armored enemies.
The Spike Driver requires the Spatial Visor to acquire.
Acid Sprayer 	Allows Samus to combine a charged Corrosion Beam and 5 Missiles to create and release a continuous spray of acid that damages and inflicts corrosive burns on enemies. While active, the Acid Sprayer will consume 5 missiles per second and continue to fire until either the missile button is released, the beam button is released, or the available missiles are reduced to 4 or less.	1 	Javax Bunker 	The Acid Sprayer deals 85% damage to unarmored organic enemies, but 120% damage to mechanoids and armored enemies.
The Acid Sprayer requires the Grapple Trojan, Ion Bomb, and Spider Ball to acquire.
Physics Shifter 	Allows Samus to combine a charged Distortion Beam and 25 Missiles to create and fire a powerful Distorter Missile. Distorter Missiles instantly kill most standard enemies, deal heavy damage to anything that isn’t killed, and generate additional Physics Shifter explosions from where killed enemies were. 	1 	Signus Archives 	The Physics Shifter deals 100% damage to all enemies.
The Physics Shifter requires the Distortion Beam to acquire.
====Synthesized Upgrades====
These upgrades are not scattered throughout the game or mandatory to progress through the game. Instead, they are unlocked when Samus acquires Information Sequences scattered throughout the world, visits a save station, and uses the Coded Information to acquire them. Furthermore, while they are not mandatory, they are helpful for providing Samus with additional abilities or small benefits.
It should be noted that Samus can toggle Synthesized upgrades on and off and switch between mutually exclusive Synthesized upgrades at any save station including her gunship.
Upgrade Name 	Description 	Cost	Prerequisite Upgrades 	Incompatible Upgrades 	Additional Notes
Repeater Coil 	Adds a “Repeater Beam” beam firing mode. When active, all beams will fire a steady stream of normal shots for as long as the trigger is held. Furthermore, the rate of fire depends upon the beam, but all beams receive a rate of fire increase while the “Repeater Beam” firing mode is active. 	2 	Power Beam, Charge Capacitor	None 	
Power Beam Charge+ 	Decreases the time required to create a fully charged Power Beam shot. 	1 	Power Beam, Charge Capacitor	None 	Despite the upgrade’s name implying that it only improves the Power Beam’s rate of generating charged shots, it also affects the rate at which the Repulsion Beam and the Crystal Beam generate charged shots.
Emergency Energy Storage Unit	Attacks that would normally kill Samus will instead reduce her energy to 1. Once this effect is activated, it will become unavailable until Samus either completely restores her suit's energy or until Samus restores 300 units of energy if her suit’s maximum energy exceeds that amount. 	1 	Synthesis Suit 	None 	
Ammo Collector 	Increases the rate at which enemies drop Missile Ammo, Ship Missile Ammo, and Power Bomb Ammo. 	2 	Synthesis Suit 	Energy Collector 	
Energy Collector 	Increases the rate at which enemies drop Energy Capsules. 	2 	Synthesis Suit 	Ammo Collector 	
Morph Ball Bomb Storage+ 	Increases the number of Morph Ball Bombs that Samus can drop while in Morph Ball form before needing to recharge by 1. 	1 	Morph Ball Bombs 	None 	
Repulsion Beam 	Converts the Power Beam to a Repulsion Beam which has a moderately higher projectile speed and knockback effect in addition to dealing slightly more damage to enemies.
The Repulsion beam’s charged shot, the Heavy Repulse, releases a larger energy blast that deals increased damage and has an even greater knockback effect. 	5 	Assembler Beam 	Crystal Beam 	The Repulsion Beam deals 100% damage to all enemies.
The Repulsion Beam upgrade changes the Power Beam icon and changes the beam color to a reddish-orange hue. However, when a Super Missile is fired, yellow pierces the usual coloration and the beam quickly turns yellow again before the Super Missile is fired.
This upgrade has no effect on Super Missiles.
Glide Jump 	Decreases the rate at which Samus descends and increases her movement speed while descending. 	1 	Double Jump Boots 	High Jump 	
High Jump 	Increases Samus’s maximum jump height. 	1 	Double Jump Boots 	Glide Jump 	
Missile Fragment Reclaimer 	Decreases the missile cost of all missile-based attacks by 1 as long as they cost 2 or more missiles to initiate. 	2 	Super Missile 	None 	
Quick Boost 	Decreases the time required to reach supersonic speeds while using the Speed Booster. 	1 	Speed Booster 	None 	
Hazard Suit 	Completely protects Samus from all acid and poison based attacks and Hazards.
Additionally, the Hazard Suit retains the Gravity Suit’s 30% damage resistance against all other sources of damage. 	4 	Gravity Suit 	Lightning Suit, Momentum Suit	The Hazard Suit’s predominant color scheme is silver, white, red, and orange.
Lightning Suit 	Increases the window of opportunity that Samus has to perform melee counters, increases the damage of her melee attacks, and reduces all melee damage taken by 50%.
Additionally, the Lightning Suit retains the Gravity Suit’s 30% damage resistance against all other sources of damage. 	4 	Gravity Suit 	Hazard Suit, Momentum Suit 	The Lightning Suit’s predominant color scheme is dark grey, dark brown, dark green, and light green.
When Samus performs a melee attack, performs a melee counter, or is hit by a melee attack, a light green hue will briefly appear around her suit.
Momentum Suit 	Increases Samus’s movement speed and prevents Samus from being stunned, knocked back, stalled, or redirected.
Additionally, the Momentum Suit provides a 40% damage resistance against all sources of damage. 	4 	Gravity Suit 	Hazard Suit, Lightning Suit 	The Momentum Suit’s predominant color scheme is grey, dark grey, and yellow.
Ion Boost 	Upgrades Samus’s Boost Ball to deal more damage to enemies and to hit enemies within a slightly larger area. 	2 	Ion Bomb 	None 	
Crystal Beam 	Converts the Power Beam to a Crystal Beam. The Crystal Beam has a moderately fast firing rate and deals very low damage. However, each shot applies a weak but long lasting corrosive burn that damages enemies over time. 
The Crystal Beam’s corrosive burn effect stacks with each hit. Furthermore, the duration of the corrosive burn as well as the damage that the targets receive are based on their damage resistance.
The Crystal Beam’s charged shot, the Cluster Shot, releases a larger crystal cluster that deals increased damage and applies the Crystal Beam’s corrosive burn effect multiple times.	5 	Corrosion Beam 	Repulsion Beam 	The Crystal Beam deals 100% damage to all enemies.
The Crystal Beam upgrade changes the Power Beam icon and changes the beam color to a white and light grey hue. However, when a Super Missile is fired, yellow pierces the usual coloration and the beam quickly turns yellow again before the Super Missile is fired.
This upgrade has no effect on Super Missiles.
Scatter Matrix 	Adds a “Scatter Beam” beam firing mode. When active, Samus can target up to five different targets by holding the trigger and then release the trigger to shoot all targets with a normal shot. Furthermore, the weapon damage depends upon the beam, but all beams receive a damage increase while the “Scatter Beam” firing mode is active.	2 	Seeker Missiles 	None 	The Scatter Beam firing mode will only lock onto targets within Samus’s line of fire and will cease to lock onto any targets that move outside her line of fire.
If a beam missile combo is initiated while the Scatter Beam firing mode is active, Samus will only attack the first target that she locked onto and ignore all other targets until the beam missile combo is finished.
Ice Missiles 	Upgrades Samus’s standard Missiles to Ice Missiles. Ice Missiles deal more damage and freeze targets. 	2 	Crippler Missiles 	Tracer Missiles 	
Tracer Missiles 	Upgrades Samus’s standard Missiles to Tracer Missiles. Tracer Missiles deal much more damage, have more effective homing capabilities, and travel faster. 	2 	Crippler Missiles 	Ice Missiles 	
Grapple Discharge 	When Samus uses her Grapple Trojan on an enemy mechanoid, it will receive damage over time until Samus releases her Grapple Beam. 	1 	Grapple Trojan 	None 	
==Bosses==
These are the bosses that are necessary to acquire mandatory upgrades, proceed through a room that is critical towards advancing the story, or to leave an area after immediately acquiring a mandatory upgrade.
Boss Name 	Basic Description 	Method of Destruction 	Reward 	Additional Notes
Bomb Bat 	An Aerial predator of the Traevonni Wastelands. It hunts by dropping explosive charges on the ground and scavenging the remains of creatures that it kills. 	The Bomb Bat’s mouth is vulnerable. If allowed to cycle through its attacks normally, it will open its mouth to screech shortly before releasing a volley of explosives. However, enough shots will stun it and force its mouth agape for a limited time before it recovers. 	Morph Ball Bomb 	This boss was created to teach players how to strafe.
Creophaar 	An indigenous carnivorous plant that has adapted to to overtake its environment in the absence of the Traevonni. It is omnivorous despite having a sufficient source of nutrition from the soil and the ambient light sources where it dwells. Furthermore, it is exceptionally aggressive. 	Creophaar is entangled in the pistons throughout its room that supply the power for the devices that provide its garden with artificial light when natural light is unavailable. Simply shoot its vines to uncover the blockages in the pistons and remove the blockages to activate them so that they tear Creophaar apart.
However, you are under a loose time limit. While active, Creophaar will passively flood the area with poison removing 1 energy point every 2 seconds. 	Grapple Beam 	Although unnecessary, it is highly recommended that you acquire the Space Jump Boots prior to fighting Creophaar.
Nest Crawler 	A land based predator of the Traevonni Wastelands. It has a symbiotic relationship with resident Ice Wasps in which it allows them to build their nests on its back and underbelly in exchange for protection from other predators and aid in hunting large targets. 	The Nest Crawler can be killed by shooting it with 50 missiles. By the time that Samus reaches the Nest Crawler, she can only store up to 40 missiles assuming that she has acquired every available Missile Expansion, but the Nest Crawler often spawns Ice Wasps that frequently drop missile ammo. 	Command Visor 	This boss was created to teach players how to manage multiple enemies, how to use the Charge Beam’s Tractor Beam function, and the importance of item drops from enemies.
The Space Pirate 7th Exploration Division	One of several Space Pirate divisions that were sent out to explore Signus and sworn enemies of Samus Aran. While ordinarily weak, they are in possession of technology that has elevated their threat level. 	The Space Pirate 7th Exploration Division will attack you in a group. To start, simply whittle the group’s survivor count down to one. The Space Pirate 7th Exploration Division will use better tactics and weaponry against you than most Space Pirates and they have energy shields to nullify any damage that they receive. However, at any given time, at least one member’s energy shield will need to deactivate and recharge rendering them vulnerable to damage.
When only one remaining survivor is left, a missile launcher will arrive in the room through an overhead track. The remaining Space Pirate will steal the missile launcher and use it to attack you with Super Missiles. However, its energy shield will flicker on and off so shooting the Space Pirate while the energy shield is inactive will end the encounter.	Super Missile 	The Space Pirate 7th Exploration Division is the Space Pirate’s answer to dealing with the Traevonni security systems which is why they have superior training and equipment compared to most Space Pirates.
According to a Space Pirate Log, their energy shields were looted from the Javax Bunker.
Although you eliminate the members of the 7th division, individual Space Pirates from other exploration divisions can be fought later as common enemies. Luckily, they do not appear until you have the Grapple Trojan which allows you to remove their energy shields.
Security Drone Alpha 	One of many Traevonni security drones tasked with protecting the Signus Archives. Its advanced movement and target tracking systems enable it to identify targets and zero in on their locations within seconds. 	The Security Drone Alpha will relentlessly chase you through the Subsystem Network of the Signus Archives. At first, you will not be able to do anything other than stun the drone for a few seconds so you will have to retreat instead. 
However, once you reach one of the Signus Archive’s secondary generators, you can scan the controls to one of three different conduits to send electricity through them for a limited time and then stun the Security Drone Alpha to force it to lurch forward into the conduits so that it takes damage.	Speed Booster. 	
Tesla Glider 	An aquatic predator known for using its innate electrical generation to stun and kill its prey. While most Tesla Gliders rarely pursue larger targets for food, they are very territorial and highly aggressive. 	To defeat the Tesla Glider, simply use the Kinetic Orb Cannons littered throughout the arena to hit the Tesla Glider with your morph ball three times. Under most circumstances, the Tesla Glider is very difficult to hit. However, after being shot enough times, the Tesla Glider will stop in the line of fire of one of the Kinetic Orb Cannons to recuperate its energy. 	Ion Bombs 	
Defense Matrix 	The centralized computer system tasked with defending the Javax Bunker. It commands and coordinates the otherwise autonomous mechanical defense systems in the Javax Bunker. 	The Defense Matrix possesses no less than six different ways to damage it. Furthermore, only four different methods are required to actually destroy it. However, when sufficiently damaged, it will temporarily suppress at least one of the suit upgrades that were used to damage it. The ways to hurt it are;
1) Shoot it directly with the newly acquired Corrosion Beam. The Defense Matrix will suppress the Corrosion Beam once you do this.
2) Use the boost ball for all three boost ball slots in the room to reverse the flow of the defense matrix’s coolant fluid. Then, when an emergency hatch opens up, enter it, travel through it to reach the Defense Matrix, and release a Morph Ball Bomb inside the Defense Matrix. The Defense Matrix will suppress the Boost Ball and Morph Ball Bomb once you do this.
3) Use the Spatial Visor to locate weak points in the Defense Matrix’s frame and hit them with your missiles. The Defense Matrix will suppress the Spatial Visor once you do this.
4) Hit three generators on the edge of the arena with your Super Missiles. The Defense Matrix will suppress the Super Missile once you do this.
5) Use the morph ball to enter a pipe that leads to the fan near the Defense Matrix. Then, use the Grapple Beam to swing to the various terminals of the fan and hack them with your Scan Visor to shut the fan down temporarily and damage the Defense Matrix by overheating it. Once you return from doing this, the Defense Matrix will suppress the Grapple Beam.
6) If you have the Screw attack, you can hack a platform with your Scan Visor to raise it. Then, get onto it and use the Screw Attack to hit the Defense Matrix. The Defense Matrix will suppress the Screw Attack once you do this.	Any and all suppressed abilities will be returned to Samus. Additionally, the fight is required for Samus to leave the nearby area with the Corrosion Beam.	The Corrosion Beam is actually acquired two rooms prior to fighting the Defense Matrix but Samus must pass through the room with the Defense Matrix on her way back from acquiring the Corrosion Beam so the boss fight is unavoidable.
Ceiverus 	A land based predator of the Ember Labyrinth that has adapted to thrive in its environment. Its high internal resistance acid, combustive spit, and camouflage capabilities significantly elevate its threat level. 	To defeat Ceiverus, simply shoot it to temporarily stun it. Ceiverus will then turn invisible for a short time, but can be detected by your Spatial Visor and it exposes a vital gland on its back whenever it does so. Simply shoot the gland to harm Ceiverus and eventually kill it. 	Seeker Missiles. 	
Subject ZR133 	A half-organic and half-biological Space Pirate experiment created to dominate the lower regions of Signus. It has the ability to operate underwater, can traverse freely on land, and has a wide array of biological as well as mechanical weapons to boot. 	You must destroy three weak points on Subject ZR133 to defeat it. When the arena is filled with water, you must attack its belly. When the arena is half full of water, you must attack the subsonic cannon on its back. And when the arena is empty, you must attack its legs. The water level can be changed by scanning two control switches with your Scan Visor during the fight. 	Crippler Missiles 	Subject ZR133’s attacks will vary based on the room’s water level.
Sariik 	The supreme predator of Signus’s aquatic food chain, the Sariik possesses a wide variety of weapons to subdue prey of all shapes and sizes. 	The Sariik has six eyes that must be destroyed to overload its brain with shock and kill it. Three eyes are on its face, one is on its belly, and two are on its back. Each eye is associated with an ability that the Sariik possesses so each eye that you destroy will eliminate one of its attacks and each eye glows when its corresponding attack is used. However, the remaining attacks will become stronger and faster so you should choose whichever attack you want to supercharge wisely.	The fight is required for Samus to leave the nearby area with the Grapple Launch. 	The Grapple Launch is actually acquired prior to fighting the Sariik but Samus is attacked in the same cutscene that she receives the Grapple Launch so the boss fight is unavoidable.
Traevonni Repair Drone 	This highly advanced autonomous repair drone has repurposed itself to hunt down and eliminate any intruders that reside within the Javax Bunker. While lacking in conventional weaponry, it is more than capable of constructing metal spikes and combat units with the metal that it normally uses to repair machinery. 	The Traevonni Repair Drone is protected by a thin layer of resilient alloy and frequently creates new enemies using a molecular assembler. To defeat the Traevonni Repair Drone, simply defeat its enemies faster than it can generate metal so that it has to borrow from its own protective alloy shell. Then, shoot it while it is vulnerable. 	Ship Grapple Beam 	
Zenith Wyrm 	The supreme predator of Signus’s land-based food chain, the Zenith Wyrm likes to burrow and ambush its prey, but it is also capable of launching high yield energy blasts that can incapacitate targets. For targets that are too fast to catch, the Zenith Wyrm has developed a symbiotic relationship with resident Pulse Screechers in which it allows them to ride within a crevice on its back in exchange for aid in hunting fast targets.	Simply shoot the Zenith Wyrm to magnetize its husk and daze it temporarily, use the Spider Ball to climb its husk while it is dazed, and plant a morph ball bomb in one of four areas on its head. However, be aware that with each successfully planted morph ball, parts of the Zenith Wyrm’s shell will flake off making subsequent trips up with your morph ball harder. Furthermore, be aware that the Pulse Screechers will attempt to knock your Morph Ball off of the Zenith Wyrm. 	Power Bomb. 	Samus’s Ship can be used in one of two ways during this fight. It can hit the Zenith Wyrm with missiles to immediately daze it. Additionally, it can use its Ship Grapple Beam to keep the Zenith Wyrm dazed for a longer duration. However, the ship can only be used once before the Zenith Wyrm attacks it and forces it to retreat for the rest of the fight.
Meta Ridley 	A sworn enemy of Samus Aran, reborn through Space Pirate technology. Meta Ridley is armed with several powerful weapons including a Multi-Missile System, a Kinetic Breath Weapon, a Meson Bomb Launcher, and an Ultrathermal Flamestrike Projector. Additionally, Meta Ridley has been given a highly resilient armored hide though a flaw in the Space Pirate’s design provides a weak point in his less protected chest. 	Meta Ridley can be defeated by shooting his chest enough times. Furthermore, during some attacks, Samus has the opportunity to target his mouth and stun him to provide a window of opportunity to attack his chest without fear of retaliation. 	Distortion Beam. 	It is important to watch the floor of the arena in which Meta Ridley is encountered. The arena is divided into twenty four sections consisting of an inner octagon, a middle octagonal ring, and an outer octagonal ring. If Meta Ridley deals enough damage to any given section, the hard light floor of that section will temporarily short-circuit providing a pitfall for Samus.
Zedden 	An artificial intelligence defense system created to protect the Traevonni Archive Network. Zedden possesses a vast assortment of weaponry and full access to everything within the Signus Gateway. 	Zedden’s fight occurs in three phases. First, Zedden will cycle through a wide array of attacks before shooting shock coils at you. Furthermore, Zedden will call for several defense systems to assist him during the fight including a Traevonni gunship. To damage him, use the Distortion Beam to catch these shock coils and fire them back at Zedden. Additionally, shooting Zedden normally will aggravate him and make him attack you with the shock coils earlier.
When Zedden is sufficiently damaged, you will enter phase two and you will be able to damage him normally. However, Zedden will frequently change between energy shield types and visibility spectrums so that only one visor will allow you to see him and only one beam type will allow you to damage him at any given time.
After Zedden is sufficiently damaged, you will enter phase three where he has lost control over the security systems in the Signus Gateway, where he can no longer alter his visibility or use his energy shields, and where he can be stunned after taking enough damage. To defeat him, simply stun him so that he cannot respond when the Traevonni gunship launches a bombardment. As a result, he will take damage and after three times of doing this, he will be defeated.	None but the fight is required to advance the story. 	
==Gallery==
==Trivia==
* When “Samus” discovers or does something in the story, it refers to a player action or discovery since Samus is a surrogate for the player.
* The cutscenes in Metroid Synthesis are kept to a minimum, but they are still present to a small degree. Aside from the boss introductions and conclusions, they occur at the start of the game, when Samus approaches a Space Pirate terminal to learn their plans in the Space Pirate Research Outpost, when Samus approaches the monitor in the terminal room in the Signus Gateway, and the end of the game.
* This game has been a concept for a very long time and it has gone through many, many, many changes.
* The inclusion of the Traevonni was originally due to the decision to introduce a malevolent precursor race to contrast the more benevolent ones such as the Chozo and the Luminoth. The plot was scrapped, but the Traevonni remain an antithesis of the Chozo in that they are becoming increasingly hostile over time and they remain in the game as a means of justifying the new upgrade features.
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