Before You Start
- Platform: Metroid Prime 4: Beyond is available on Switch 2 and Switch. Switch 2 players get Joy-Con 2 mouse controls for PC-style aiming, the most precise option available if you are comfortable with a mouse.
- Control Type is chosen at new game. The selection is not permanent, but you will be asked to make it before you play a single room.
- Sol Valley and the Vi-O-La unlock during the campaign, not at the start: the Vi-O-La Suit is obtained at Volt Forge, alongside the second Master Teleporter Key. The desert hub and its motorcycle open up as the story progresses, so Shrines are not reachable from the opening hours.
- The Psychic Visor arrives with the Psychic Crystal. Until then you scan with the standard Scan Visor; the upgrade comes as part of the main path.
- Amiibo: three compatible Metroid-series figures are advertised in-game. Open the minus button menu, press L or R to reach the amiibo tab, then scan the figure.

Pick Your Control Type Before You Start
When you start a new game in this Metroid Prime 4 walkthrough, the game asks you to choose a Control Type. Two schemes are offered, and the choice mostly comes down to the controller in your hands.
- Choose Dual Stick Fusion if you play in handheld mode, on a Pro Controller or in a grip. The two sticks handle movement and camera, and you can still use motion aiming while holding ZL.
- Choose Pointer Fusion if you play with Joy-Con in both hands. You move with one stick and aim with the right Joy-Con's motion controls.
Either scheme lets you swap to mouse aiming at any time by placing the right Joy-Con on a flat surface. Button mapping can also be changed whenever you like, so a bad first choice is never permanent.
How the Campaign Is Structured
Beyond uses a more Zelda-like dungeon structure than a sprawling, interconnected Metroidvania. You tick off distinct areas in sequence, with some backtracking and a few short early visits to regions that get fleshed out later.
The critical path is on the linear side for a Metroid game, which makes it easy to follow area by area. The catch is that the main quest sends you between locations frequently, so the order you pick up equipment and weapons can feel confusing. Follow the region order rather than wandering.
Samus inherits a psychic power from the Lamorn race at a strange Chrono Tower, and those powers underpin both puzzle-solving and the Psychic Visor used for scanning.
The Five Master Teleporter Keys, Region by Region
The key hunt is the campaign. Work through the regions in this order rather than skipping ahead; the game gates progress on equipment: for example, the Great Mines require both the Thunder Shot and the Spider Ball before you can explore the final region.
- Fury Green, the first Master Teleporter Key.
- Volt Forge, the second Master Teleporter Key.
- Ice Belt, the third Master Teleporter Key.
- Flare Pool, the fourth Master Teleporter Key.
- Great Mines, the fifth Master Teleporter Key.
The finale plays out at the Chrono Tower, after all Five Master Teleporter Keys are assembled.
Early-Game Walkthrough: UTO Research Center
The opening stretch sets the pattern for the rest of the game.
- Clear the enemies outside the base, then head inside.
- A scanning tutorial teaches you how to open the door ahead.
- Follow the linear stretch of Space Pirate encounters.
- After a corridor with two injured Space Pirates, use the Morph Ball to roll through the vent and claim your first Energy Tank.
That first Energy Tank is easy to miss if you push straight through the corridor, so grab it before moving on.
Scanning and the Psychic Visor
Press X, then hold ZL, to lock on with the Scan Visor. After you obtain the Psychic Crystal, this becomes the Psychic Visor.
Unscanned targets are highlighted, so a sweep of each room tells you what you have missed. Scans also reveal enemy and boss weaknesses, which is worth doing before a fight rather than during one.
The Scan Logbook returns, and missed scans are the main completionist trap in a linear campaign. Scan anything highlighted the first time you see it. Backtracking to a story area for a single missed scan is the least enjoyable way to spend an evening on Viewros.

Collectible Totals and What Each One Gives You
Four categories make up the 100% sweep.
| Collectible | How many | What it gives you |
|---|---|---|
| Energy Tanks | 14 | +100 max energy each, to a total of 1,499 |
| Missile Expansions | 48 | +5 missiles each, from 10 starting to a 250 maximum |
| Suit upgrades | 25 | Upgrades spread across the campaign |
| Shrines (Sol Valley) | 6 | One Arm Cannon weapon upgrade each |
Missile capacity starts at 10, so the expansions are a slow build rather than a single power spike. Energy Tanks matter more early, when your margin for error is thinnest. The 25 suit upgrades are awarded across the campaign rather than banked in one place, so treat them as a running priority: take each one as the story offers it rather than planning a dedicated sweep.
The Six Sol Valley Shrines
Six Shrines are hidden across the Sol Valley desert, and each guards an optional but powerful Arm Cannon weapon upgrade. None of them are required to finish the story, but all six are worth having.
Sol Valley is the open-world hub, crossed on the Vi-O-La motorcycle. Use the bike to loop between Shrines rather than treating the desert as a corridor between story areas.
Shrines are optional, so bank the story keys first and treat these as a mid-game power spike or a post-campaign victory lap. They reward short, purposeful visits rather than long wandering.
How Long It Takes and What to Prioritise
Expect about 14 hours for the main story, around 17 with story plus sides, and roughly 18 for everything. Those numbers assume you are not lost, which is exactly what a plan is for.
The practical order is straightforward:
- Five Master Teleporter Keys first.
- Shrines and suit upgrades second.
- Energy Tank and Missile Expansion sweep last, with a fully powered Samus.
Doing the collectible sweep last means every traversal tool and weapon upgrade is already in hand, and the desert loops on the Vi-O-La become quick. Doing it first means hitting walls the game has not yet given you the equipment to climb.
Getting Home First, Then Getting Everything
The cleanest way through Metroid Prime 4: Beyond is to treat the Master Teleporter Keys as the only objective that matters until the Chrono Tower, then turn around and clean house. The linear structure works in your favour here: the path is readable, the gating is honest, and the collectibles stay put. Grab the first Energy Tank in the UTO Research Center vent, scan everything highlighted the moment you see it, and leave Sol Valley's six Shrines for the point where your Arm Cannon is worth the trip.
Sources
- IGN: Metroid Prime 4: Beyond Walkthrough
- IGN: Fury Green - First Teleporter Key Walkthrough
- IGN: Great Mines - Fifth Teleporter Key Walkthrough
- IGN: Chrono Tower - Finale Walkthrough
- IGN: Energy Tank Locations
- IGN: Missile Expansion Locations
- IGN: Suit Upgrades
- IGN: Shrine Locations
- IGN: Scan Logbook - All Scan Locations
- IGN: Amiibo Functionality, Rewards, and Unlocks
- IGN: Metroid Prime 4: Beyond Review
- Eurogamer: Metroid Prime 4: Beyond walkthrough
- HowLongToBeat: Metroid Prime 4: Beyond
- Nintendo: Metroid Prime 4: Beyond store page
- Nintendo: Amiibo







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