Metroid Prime 4: Beyond Walkthrough – Mech Parts Guide
Mech Parts
Here you’ll find the location for each Mech Part, how to obtain the Teleporter patches, and what requirements you need to send the various pieces of “Betsy” (or 83T5Y) back to Base Camp.
- Getting Started – Teleporter Patches
- Right Leg
- Left Forearm
- Chest Protector
- Head
- Power Cell
- Particle Cannon
Getting Started – Teleporter Patches
(P30, Map)
By now, you’ve probably already found a few Mech Parts around Sol Valley, but you won’t be able to move them to Base Camp until you acquire one last bit of kit. Head towards the Flare Pool entrance, and you’ll see a plume of smoke rising from a nearby stone formation. As you approach, you’ll hear Tokabi playing his harmonica. Approach him to automatically interact with him.
He’ll chat about his family history of hunting (animals and game, not bounties) and once he’s finished, he’ll give you the Teleporter Chip. Bring it back to MacKenzie, and he’ll use it to make some Teleporter Patches. Now, you can interact with a Mech Part to apply a Patch to it and it’ll immediately teleport to Base Camp.
There are six Mech Parts in total, five of which are found across Sol Valley.
Right Leg
(B4, Map)
A mech that can’t walk isn’t very useful, so you’ll need to find an additional leg for the Golem. The Right Leg is located by the Ice Belt Entrance. Head inside the elevator access, and use the Grapple Node to exit from the other side. Just walk up to the Leg and attach a Teleporter Patch to it.
Before you go, use the Psychic Boost Rail behind the Leg to reach the Missile Expansion on a far away platform, if you haven’t already.
Left Forearm
(B20, Map)
Like Samus, Betsy only has a cannon on her right arm, so she’ll need a hand for her left side. Thankfully, you can find the Left Forearm in the G.F. Debris on the north side of Sol Valley, between the Ice Belt and Great Mines. The hand is firmly holding onto some metal protruding from the warehouse. Give a jolt with Thunder Shot to release its grasp, and you’ll be able to send it to MacKenzie with a Teleporter Patch.
You’ll hear an item nearby as well. Head into the warehouse and shoot the Federation crates to break them, revealing a Missile Expansion inside. Hop up to collect it. After talking to him at his Volt Forge camp, Tokabi will also have a camp here, in the wreckage east of the warehouse. Listen to him for a bit, and he’ll give you a Shot Expansion.
Chest Protector
(L8, Map)
The Golem needs a Chest Protector, which you can find near the G.F. Debris directly south of the Fury Green entrance. Destroy the Sand Shren nests with Vi-O-La’s projectile as you approach, and you’ll come across a Federation DA-T Truck crashed into the hangar door. Pull on its tow hook with Psychic Lasso, and it’ll roll away to reveal the Chest Protector. Slap a Teleporter Patch onto the Protector to send it to Base Camp.
While you’re here, there’s a Missile Expansion you’ll want to snag if you haven’t yet. Circle around the west side of the building and climb up the debris. You’ll see a cargo crane on top, and scanning it indicates it’ll activate with a burst of beam energy. Fire a Control Beam and direct it into the tube below the crane to hit the switch, dropping the crane down and revealing a Grapple Point. Swing across and the Expansion is right in front of you.
Head
(R20, Map)
The Head for the Golem is on top of the G.F. Debris in the south of Sol Valley, between Volt Forge and Flare Pool. Destroy the Sand Shren nests with Vi-O-La’s projectile as you approach, and jump up onto the top roof to find the Head. Place a Teleporter Patch onto it, and that’s that.
Before you leave, make sure to grab the Missile Expansion inside the building. Circle around to the northwest side of the building, and you’ll find a maintenance shutter. Scanning it reveals that it’ll open with a surge of electricity, so zap it with Thunder Shot and then roll through the tunnel with Morph Ball to pick up the Expansion.
Power Cell
(K33, Map)
A giant mech’s no good without a fuel source, and fortunately you can find a Power Cell for Betsy on the eastern edge of Sol Valley. Head to the G.F. Debris on the eastern side of the map, and you’ll see and hear a blinking alert from a large box west of the building. Before that, though, there’s a Psychic Power Bomb Expansion nearby. Look for a Grapple Node on the west side of the building. After pulling yourself up, either circle around the roof or make a well-timed Space Jump behind you to reach the top, where you’ll find the Expansion in a container made of Denzium. Metroid Prime veterans will remember that Denzium can be destroyed with Power Bombs, so place one next to the container to reach it. (There are other Denzium crates you can break nearby, but there’s nothing inside them).
Once you’ve grabbed that, head towards the blinking transport pod where the Power Cell is contained. Since it’s also made of Denzium, you can vaporize it with a Psychic Power Bomb… unfortunately, before you can do that, a giant Varmis will appear in the distance and charge you, swallowing the pod whole before vanishing under the dunes! Once it snatches the Power Cell, this boss will lurk in the valley west of the G.F. Debris. After an initial leap to re-assert itself, it’ll disappear under the sand again, and the fight will begin.
Varmis (Boss)
(L26, Map)
Varmis is pretty simple to deal with: it’ll emerge from the sand a good distance away from you, and then attempt to charge you head-on. It has no other variations on its main attack, and the only way it’ll damage you is if it catches you with its mouth or body. The damage isn’t a big deal at this stage of the game, and while hitting Varmis will force you off of Vi-O-La, you can recall it and carry on instantly. The logbook scan for this boss is the same as a regular Varmis, so don’t stress about that.
Just drive to the side of its charge, drift around, and hit its tail with a Vi-O-La projectile to stagger it. Once it’s slowed down, it’s easy enough to ram into the tail with a Power Slide and deal damage. Any physical contact with Varmis’ tail will damage it, but since you get a Boost Charge every time you hit it with the projectile, it’s always possible to boost and slide into it. Make sure you hit the glowing green end of the tail; miss, and you’ll just fly off into the distance, although you won’t get hurt doing so.
At the start of the battle, Varmis will return to the sand after it charges, regardless of if you hit it or not. After 3 hits, it’ll stay above the sand no matter what you do. After 6 total hits, it’ll leap in the air a second time before charging you, and it will either charge again if you’re close by or dive back into the sand if you stray too far. After 9 total hits, Varmis will finally keel over, and you can enter its body with Morph Ball to reach the pod inside. Deploy a Psychic Power Bomb to free the Power Cell from both the pod and from Varmis, and plant a Teleporter Patch to send it to Base Camp.

Particle Cannon
No mech is complete without a massive overcompensating weapon, and Betsy’s weapon of choice is a Particle Cannon in place of her right hand. This is the only Mech Part not found in Sol Valley; you’ll need to return to Flare Pool for this one. Head to the Lava Lake Bridge and look under the western side of the bridge. There’s a Koornicite wall blocking your path which can be cleared with a Super Missile. Destroy it and summon Vi-O-La to enter the Lava Works.
The Vehicle Door in here is malfunctioning, so you’ll need to go through the Morph Ball tunnel on the right side of the room, taking care to avoid the lava flows. You’ll notice a Psychic Power Bomb Expansion accessible via a Tether Node, but blocked by a nonstop stream of lava. Fortunately, we can take care of that immediately. Head out the tunnel and look back over the room and you’ll see several Grapple Nodes, Points, and a Spinner on the other side. Grapple over to the machine and activate it. This will cut off the lava flows, allowing you to re-enter the tunnel and grab the Expansion immediately. Once you’ve done that, enter the Expansion Site next door.
You’ll see the Particle Cannon on the right side of the room, but impossibly out of reach. After you scan it, you’ll find that’s the least of your concerns: the Behemoth calls the Expansion Site home, and it doesn’t like trespassers.
Behemoth (Sub-Boss)
This large, flaming, rock-shelled arthropod is no joke, and can quickly kill you if you’re not engaged. The Behemoth has three main attacks: first, a continued stream of fireballs spewing from its three mouths after a moderate build-up, shaking about to cover a wide area. After it loses one eye, it’ll occasionally begin a quick build-up, then turn and slam the ground, creating an expanding ring of fire. Finally, when it feels threatened, has all of its mouths frozen, sees you in Morph Ball, or has just lost an eye, it’ll wildly charge across the room, stunning itself momentarily when it hits the wall. The Behemoth will suck you towards it while building up a fire attack, and forcefully push you back when it begins. It doesn’t move very fast, but the number of fireballs it creates can easily drain a full tank if you’re careless.
This is your only chance to scan the Behemoth to your Logbook, so make sure you do that now. This is the last scan made available to you as well, so hopefully your Logbook is now 98% complete!
Locking on to the Behemoth is rather pointless, as you won’t lock on to where you actually want to hit, and free-aiming it isn’t the easiest thing in the world. Most of its body is covered in solid rock and is immune to all weapons. The Behemoth’s four eyes are vulnerable to all damage, but you’ll want to use Ice Shot as much as possible. Charged or Super Ice Shots make a hit much more likely, and you’ll usually hit multiple targets at once. You can also freeze the mouths with Ice Shot, which will briefly stop that mouth from launching fireballs at you. The Behemoth’s other two attacks are much easier to deal with; the fire slam can be easily jumped over, and the charge can be dodged just by dashing to the side.
A good approach is to freeze the mouth(s) closest to the eye you’re currently focusing on, then blast the eye with as many Ice Shots as possible. If you run out of ammo, just spam your Psychic Beam on the eyes. (Super) Missiles will hit the eyes reliably, but the Behemoth will frequently close them after a missile hit, slowing down the fight considerably. The Behemoth will also close its eyes while building up a fire attack, so that’s a good time to prepare a charged shot of some kind.
Each eye will drop some replenishments after it’s destroyed. Once all four eyes are gone, the Behemoth will stagger against the wall, helpfully knocking the Particle Cannon down to the ground before it withers away. Place a Teleporter Patch on it to send it off to Base Camp.






















































