--------------------------------------------------------------------------- \\\\\\\\\\Metroid Prime 2: Echoes for Nintendo Gamecube\\\\\\\\\\\\\\\\\\\\\ \\\\\\\\\\FAQ/Walkthrough Guide Written by DarthMarth\\\\\\\\\\\\\\\\\\\\\\\ \\\\\\\\\\Version 1.00\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ --------------------------------------------------------------------------- ------------------------------------------------------------------------------ \\\\\\\\\\1. Table of Contents\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ ------------------------------------------------------------------------------ Note-Press Ctrl+F and type in the code next to the section to jump to it. On Mac browsers, use Command+F. 1. Table of Contents (you're reading it) 2. Introduction -Intrd- 3. FAQ -Frakq- 4. Walkthrough -Wkthr- I. Agon Temple a. Missile Launcher -Mslnr- b. Morph Ball Bomb -Mrbbo- c. Space Jump Boots -Spjub- d. Dark Beam -Drkbm- e. Light Beam -Litbm- f. Dark Suit -Drkst- II. Torvus Temple g. Super Missile -Sprms- h. Boost Ball -Bstbl- i. Seeker Missile Launcher -Skrml- j. Darkburst (Optional) -Dkbst- k. Gravity Boost -Grtyb- l. Grapple Beam -Grplb- m. Dark Visor -Drkvs- III. Sanctuary Temple n. Spider Ball -Spdrb- o. Power Bomb -Pwrbm- p. Sunburst (Optional) -Snbst- q. Echo Visor -Ecovs- r. Screw Attack -Scwat- s. Annihilator Beam -Anlrb- t. Sonic Boom (Optional) -Sncbm- u. Light Suit -Litst- IV. Sky Temple v. Sky Temple Grounds Keys -Stgks- w. Dark Agon Wastes Keys -Dkawk- x. Dark Torvus Bog Keys -Dktbk- y. Ing Hive Keys -Ihiks- z. To the Sky Temple -Skytm- 5. Enemies -Enmis- 6. Bosses -Bosss- 7. Items -Itms#- 8. The Logbook -Tlgbk- a. Creature Logs -Crtlg- b. Lore Logs -Lrlgs- c. Research Logs -Rslgs- d. Logbook Scan Locations and Missable Scans -Lgslc- 9. Expansions -Expns- 10. Legal Information -Legin- ------------------------------------------------------------------------------ \\\\\\\\\\2. Introduction (Intrd) \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ ------------------------------------------------------------------------------ Welcome to my FAQ for one of the Nintendo Gamecube's greatest games, Metroid Prime 2: Echoes. This guide should cover absolutely everything in this game. It has a walkthrough guaranteed to get you 100% items and scans, and appendices for enemies, items, those pesky Expansions, and the Logbook entries. It also features my snappy new FAQ format! I hope you enjoy playing this great game as much as I enjoyed writing this guide for it! ------------------------------------------------------------------------------ \\\\\\\\\\3. FAQ (Frakq) \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ ------------------------------------------------------------------------------ I'll post any questions I'm asked via E-mail more than a few times here for future reference! Make sure your question isn't already answered here before E- mailing me. Q: I'm out of Beam ammo and I can't get out of a room! Help me! A: Check your inventory menu. You can fire a normal shot of a Beam by charging it if you're out of ammo. Q: I have 250 Missiles, 14 Energy Tanks, 8 Power Bombs, and 4 Beam Ammo Expansions, but I don't have 100%! A: You can get 255 Missiles and 10 Power Bombs in this game. Q: My question isn't answered in here! A: E-mail me at dpitch40@yahoo.com or post your question on the GameFAQs message boards. If you e-mail me, please put "Metroid Prime 2" somewhere in the e-mail title or it will likely be deleted. ------------------------------------------------------------------------------ \\\\\\\\\\4. Walkthrough (Wkthr) \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ ------------------------------------------------------------------------------ I. Agon Temple a. Missile Launcher (Mslnr) The first upgrade you collect is the Missile Launcher, an invaluable source of homing explosives. In one form or another, it's one of your most-used weapons. What? You say you start out with the Missile Launcher? Welcome to Metroid Prime. In the game's opening scene, Samus receives her newest mission: to find some Galactic Federation Marines that mysteriously disappeared on the planet Aether. A strange energy storm leaves her ship crippled and forces a near-crash landing on the surface. After her usual entrance, it's time to get started. +--------------+ |TEMPLE GROUNDS| +--------------+ >Landing Site After getting out of your ship, turn around and hit D-left to use the Scan Visor. Highlight your ship and hold L to scan it-your first scan one the game. Scan anything else you want in the surrounding area, then look at the webs across from your ship. Lock onto the green thing in the middle with L and shoot it to clear out the web. Repeat a few more times and exit through the blue door by shooting it. >RESEARCH>MECHNANISMS>VEHICLES>SAMUS' GUNSHIP >Hive Access Tunnel This crazy room is filled with moving plants. The path forward is blocked by a strange door; to open it, you'll need to be able to translate its text. To keep going, take the side path (past the potted plant) and have Samus automatically jump down the hole. >Hive Chamber A This room is the beginning of the Galactic Federation Marines' makeshift base, and has quite a few of their storage creates. The crates can hold energy or ammunition, but you probably won't need anything, unless you've had some fun with the Missile Launcher and neglected to refill at your ship. To proceed, activate the Scan Visor and look at the gate on the far wall. Scan the gate to add it to your logbook, then the red panel next to it, to the left. Scanning the panel reveals two locks above the gate. Lock onto them with L and blast them as you did the webs to make the gate open. To open the next gate, look to the right of it, in a small alcove, for another panel to Scan. The gate opens into a command chamber of the base. Walk into the orange hologram; it's a Map Station. (Luckily, you don't need to Scan them like in Metroid Prime) When you walk into it, Samus downloads a map of part of the Temple Grounds, up to the location of your first upgrade. (Never mind that you already have it) Study it, then exit the map screen and keep going around the room the way you were, to the next room. RESEARCH>MECHANISMS>GF SECURITY>GF GATE MK VI >Hive Tunnel The next room contains some rather gruesome hanging decorations: the dead bodies of some Galactic Marines. It must have been Splinters, like the ones you might have seen piled up earlier. Scan the weak, harmless Worker Splinters patrolling around them, then destroy them with the Power Beam. Once they're gone, look up and shoot the center of the web to access the door behind it. CREATURES>AETHER>GROUND>TUNNEL PROWLERS>WORKER SPLINTER >Command Chamber This room has more dead Troopers. Scan the two red-highlighted ones to download their final logbook entries. The panel near the first Trooper is nonfunctional; you'll need to find a power source. Use the Morph Ball to roll under the large bars and into a small opening on the other side of the room. Follow this long tunnel until you reach some blockage; hit A to lay a Morph Ball bomb and clear it out. Continue rolling to a small room filled with Splinter carcasses, and return to normal mode. Scan the Bomb Slot on the far side of the central pillar, then use Morph Ball Bombs to get up to and activate it. This provides power to the panel near the beginning of the room. However, as you leave the Bomb Slot, a strange dark mass appears out of nowhere and enters some nearby Trooper bodies, bringing them back to life and making them attack you! Quickly scan one of the undead Dark Troopers, then start destroying them. Moving back and forth, charge the Power Beam and fire the charges at the Troopers; one charged shot will kill each. Luckily, the Dark Troopers' machine guns are weak and do very little damage. After you've dispatched of all 4 Troopers, roll back to the first part of the room. Roll back under the gate, defeating some more Dark Troopers, and scan the now-active panel. This opens the large gate-and reveals more Dark Troopers behind it. Use the Charge beam to take them out and enter the door behind them. CREATURES>DARK AETHER>DARKLINGS>DARKLING OFFWORLD>DARK TROOPER LORE>TROOPER LOGS>FORCE TWO>GSGT C. BENET LORE>TROOPER LOGS>FORCE TWO>SPC B. REEVS RESEARCH>MECHANISMS>SYSTEMS>BOMB SLOT >Hive Storage This room is filled with boxes. Break open enough to replenish your health and continue through the door. >Hive Chamber B As you walk into the empty room, you see a strange, dark figure bearing a resemblance to Samus herself floating in front of you. The creature floats into a strange, purple ball of energy and disappears into it. Run into the ball, a portal, to follow it/her. Samus appears in a strange darkened version of the Hive Chamber B. She notices the Dark version of her floating in front of some Phazon, seemingly absorbing it. If this has anything to do with Phazon, it has to be bad. As "Dark Samus" notices her, several dark, inhuman creatures appear from the ceiling. A shot from Dark Samus' cannon shatters the crystal Samus stands in front of, causing the circle of light around her to shrink as the monstrous creatures surround her. Just as the circle disappears and the creatures attack, Samus attempts to Grapple her way out, but is sucked into another portal back to the normal world. Besides being weird, that little trip was costly; all of Samus' systems except the Power Beam, Varia Suit, Morph Ball, Scan Visor, and Charge Beam have been taken! After returning, continue forward past where the portal was. The end of the passage is blocked; shoot the green sacs of fluid to destroy them and reveal a hole on the right-hand wall. Use the Morph Ball to roll through the tunnel and into the next room. >Hive Chamber C This metallic room has 4 more Dark Troopers in it. Use the Charge beam to destroy them, then look behind some crates on the far side of the room for a hidden door. This door leads to a Save Station; be sure to use it to replenish your health and save your game. After that, leave and use the other door in this room. >Hive Transport Area Scan the panel near the metal platform to activate an elevator. Step into the hologram to activate it and travel up to the room right beyond the Hive Access room you couldn't get through. Now that you're past the translator doors, go through the door to continue forward. >Industrial Site Right off the bat, open the GF Door by scanning the panel and shooting the locks. As you step through the doorway, you enter a large outdoor area filled with creates and winches. There's a huge metal crate blocking your way; scan a panel to the left of it to lift it. As you go forward, look for some scannable objects. The insectoid is a Green Kralee, and the small spheres on the far wall are Splinter Cocoons. Scan a Cocoon, then shoot it repeatedly to destroy it and make the other ones burst open to reveal some Splinters. Scan one of these new enemies, then destroy them with a few Power Beam shots each. After the Green Kralee and Splinters are gone, take the ramp up to the left and through a short tunnel. Scan the bridge in front of you, then a panel in front of it. Aim up and shoot the two locks that appear as with the door to lower the bridge into position. Cross it and continue on to the door. CREATURES>AETHER>GROUND>PREDATORS>SPLINTER CREATURES>AETHER>GROUND>SURFACE PROWLERS>GREEN KRALEE RESEARCH>BIOLOGY>COCOONS>SPLINTER COCOON RESEARCH>MECHANISMS>GF SECURITY>GF BRIDGE >Collapsed Tunnel Scan the dead Trooper half-buried in the rubble, then get into a Morph Ball and enter the tunnel. Follow it to the next door. LORE>TROOPER LOGS>FORCE TWO>PFC M. VERONI >Temple Assembly Site As you enter the huge next room, you get a sweeping view of the Great Temple, a huge suspended building far above the Temple Grounds. The Temple Assembly Site has more crates and winches. Walk forward across the lowered area, to near the translator door with the hologram on it. Defeat the Splinters that pop out and turn around to look for a scannable panel. When you scan it, another large crate is moved on a cable, and you notice a weak point on the cable it hangs from. Lock onto and shoot the sparking point a few times to make the cable snap and the create drop. You can now jump across it to reach the door. >Dynamo Chamber Keep going forward until you reach a gate. Scan the gate, then look to the left of it for a box. Scanning the box opens the gate in front of you but closes one behind you, forcing you to keep going forward. RESEARCH>MECHANISMS>GF SECURITY>GF GATE MK VII >Communication Area This area is mostly just a path between several ledges too high to jump onto for now. Follow it until you reach another dead trooper and a panel. The panel will move the large communication dish in an attempt to transmit a distress signal, but the transmission fails. After scanning the Trooper, keep going forward. Charge your Power Beam up; you'll fight several more Dark Troopers in the clearing right before the next door. LORE>TROOPER LOGS>FORCE TWO>PFC L. BROUDA >Trooper Security Station As you enter the small clearing in this tunnel, scan the Growler Class Turret that lowers to shoot you, then destroy it with a Charge Shot. After the Turret is gone, enter Morph Ball mode and enter the small hole to the left of the Turret to enter a small enclosure. Scan the Trooper, then the panel to make the gate periodically open a little ways. Roll back out the tunnel, then under the gate when it opens. After getting past the gate, go back to normal and through the door. CREATURES>AETHER>MECHANOIDS>STATIONARY>GROWLER CLASS TURRET LORE>TROOPER LOGS>FORCE TWO>SPC M. ANGSETH >GFMC COMPOUND This area is the landing site of the Troopers' ship and their center of operations. As you approach the huge ship, a cutscene starts. Samus walks up to a trooper lying next to a computer with a hole in his visor directly over his eye, then downloads the data from the computer to find out what happened to the Marines. They came to Aether in pursuit of a downed Space Pirate ship, but their ship was damaged by a storm during entry like yours, preventing them from leaving. They separated into two forces of 6 and set up a base on the new planet, but they were all wiped out by a swarms of insectoids resembling Splinters. After the cutscene ends, start exploring the area. All 6 members of Trooper Force One are lying around the compound; scan all of them as well as the ship to add to your logbook. Next, go into the ship and scan the door between the rows of seats. The map station behind the door will give you the map for the remaining half of the Temple Grounds. Next, go back outside and hit the large crate on the metal square with a charged Power Beam shot to break it open and reveal the Missile Launcher. (Strange how their version works on your Varia Suit) LORE>TROOPER LOGS>FORCE ONE>CAPT A. EXETER LORE>TROOPER LOGS>FORCE ONE>LCPL J. BRODE LORE>TROOPER LOGS>FORCE ONE>PFC G. HALEY LORE>TROOPER LOGS>FORCE ONE>PFC I. CRANY LORE>TROOPER LOGS>FORCE ONE>PFC S. MILLIGAN LORE>TROOPER LOGS>FORCE ONE>SPC F. TRIPLETTE RESEARCH>MECHANISMS>VEHICLES>G.F.S. TYR >Expansions Available with the Missile Launcher< Missile Expansion 1>Temple Grounds>Transport to Agon Wastes Missile Expansion 2>Agon Wastes>Portal Access A Energy Tank 1>Temple Grounds>Storage Cavern B (off Temple Assembly Site) b. Morph Ball Bomb (Mrbbo) I'm sure you've had enough of being a sitting (er, rolling) duck while in the Morph Ball, right? Right. It's time to get some bombs...again. The unlimited- use energy explosives will serve you well over your adventure on Aether. >GFMC Compound After getting the upgrade, some more Splinters appear. Soon, the same dark force that possessed the Dark Troopers appears and enters the Splinters, turning them into the creatures that attacked the Troopers! Scan the new monsters, then use either charged Power Beam shots or some Missiles to destroy them. After destroying the Dark Splinters, it's time to leave the area. Enter the ship and turn left to find a flaming hole in its side. Jump to a ledge and follow it to a panel. The metal disc on the ground is a Kinetic Orb Cannon; be sure to scan it, then scan the panel next to it to activate it. Enter the hologram that appears in Morph Ball mode to get shot across the area to another ledge near the entrance. Jump across the ledge and go over to the door with the red blast shield. Blow the shield off with a Missile and enter the door. CREATURES>DARK AETHER>DARKLINGS>DARKLING GROUND>DARK SPLINTER RESEARCH>MECHANISMS>SYSTEMS>KINETIC ORB CANNON >Sacred Bridge Scan the final GF Trooper, then roll through the morph ball hole on the right to a pit. Scan the War Wasps that appear and defeat them with a few Power Beam Shots, then scan a panel high on the other (non-covered) side of the pit to activate a Kinetic Orb Cannon that will blast you to the other side, allowing you to reach the door. CREATURES>AETHER>FLYING>SMALL FLYERS>WAR WASP LORE>TROOPER LOGS>FORCE TWO>PFC E. DENYS >Sacred Path There are lots more War Wasps in here, along with some War Wasp Hives. After scanning them, blast all the hives you can find with Missiles to stop most of them from coming. After most of the War Wasps have been dealt with, look to a pillar to the left of where you entered. Blast the cracked part of it with a Missile, then go across the clearing and look for a panel near the base of a Kinetic Orb Cannon, in a small rocky alcove. Scan it to activate the cannon, then use it to blast into the weakened wall and break it. Enter the Morph Ball tunnel and roll across the rails to a high ledge on the other side. Enter the blue door up on this ledge and scan the panel to activate an elevator. RESEARCH>BIOLOGY>COCOONS>WAR WASP HIVE +------------+ |GREAT TEMPLE| +------------+ >Transport A The elevator took you far up into an alien temple held hundreds of feet in the air by 3 elevator shafts. There's nothing to do in the first room except continue on. >Transport A Access A huge swarm of Sandbats swoops overhead as you enter this room. You can try to scan them now, but they move too fast and you'll get more chances later. After the Sandbats all leave, be sure to look for a hole in the left wall. (Several cables are running into it) Enter the holes with the Morph Ball and use the Save Station-you have a big fight coming up. When you're ready, go through the next door. >Temple Sanctuary This high-tech room is the center of the Great Temple. There are 4 other doors in it, with many ornamental lights and statues. Hanging outside the room are some stasis pods of some kind. More importantly, a strange cocoon is hanging right above the center of the room, and can't be scanned due to interference. As you step near it, six Splinters drop from smaller cocoons and are possessed by the same dark energy as before. Time for your biggest battle yet! /CREATURES>AETHER>GROUND>PREDATORS>ALPHA SPLINTER |Location>Great Temple>Temple Sanctuary |Difficulty>3/10 |Strategy>The first boss of the game is a moderately difficult one. Before the |main fight, you'll face several more Dark Splinters. Save your Missiles and |try to take the out with the Charge Beam. After they're defeated, the Alpha |Splinter appears. Make sure to scan it first, then get ready to fight. This |huge Splinter behaves much like a normal one, but its charge attack is much |tougher to avoid and does more damage, especially since you won't have an |Energy Tank yet. Continually dash around the Splinter to hopefully dodge its |charges, but expect to take some damage. When the boss isn't charging, use |Missiles and charged Power Beam shots to defeat it and move on to the |strangely weaker dark form. | |CREATURES>DARK AETHER>DARKLINGS>DARKLING GROUND>DARK ALPHA SPLINTER |Location>Great Temple>Temple Sanctuary |Difficulty>2/10 |Spoils>Unknown Technology |Strategy>The Dark Alpha Splinter has become more powerful and cool (it seems |like you can make anything cooler by putting "Dark" before its name) thanks to |the Ing possessing it. However, it's also easier; it simply spits some acid at |you, then charges. Both attacks are easily dodged if you keep sidestepping. |Use any Missiles you may have left and the Charge Beam to take care of this \thing. (Remember to scan both forms of the Alpha Splinter) After winning, the Dark Alpha Splinter dies and leaves a strange glowing ball behind. As Samus approaches, it floats around wildly and merges with her suit! Once the force field that confined you during the battle is down, go through the only door without a translator door in front of it. CREATURES>AETHER>GROUND>PREDATORS>ALPHA SPLINTER CREATURES>DARK AETHER>DARKLINGS>DARKLING GROUND>DARK ALPHA SPLINTER >Controller Transport Scan the panel and use the elevator to ascend to a room above the Sanctuary. >Main Energy Controller This room is dominated by a strange machine in the center. When you walk up to it, Samus meets her first NPC: a huge, bat-like creature called U-Mos. He tells you that he is the last sentinel of the Luminoth race, a peaceful species that once inhabited Aether. He tells you about the history of Aether: long ago, a meteor struck the planet's surface (not again) and not only damaged the planet, but also the space around it, creating a second, "dark" version of Aether. The inhabitants of Dark Aether are the Ing, a race aptly named for the Luminoth word "terror." A war soon begun between the two races for the four Energy Controllers, which harness planetary energy. If one side of Aether got control of all four Energy Controllers, the other would cease to exist. Luckily, you now possess a valuable weapon to prevent Aether from being destroyed: the Unknown Technology you just found is actually the Energy Transfer Module, which can transfer energy from one planet's energy controllers to the other. After finishing, U-Mos replenishes your energy and updates your transfer files to let you scan purple Luminoth holograms, like the one you saw in the Sanctuary below. Your first task is to go to Agon Wastes and recover the energy from there. Once the cutscene finishes, scan the Main Energy Controller, U-Mos, and your first Luminoth Lore near the exit door. You'll find hologram projectors containing Luminoth Lore all over Aether, and they tell the story of the Luminoth from the beginning to just before you arrived. After getting everything, go back the way you came and take the elevator to the Temple Sanctuary. LORE>LUMINOTH LORE>HISTORY>GOLDEN AGE>ORIGINS RESEARCH>AETHER STUDIES>AETHER>ENERGY CONTROLLER RESEARCH>AETHER STUDIES>AETHER>U-MOS >Temple Sanctuary Now that your translator files have been updated, you can scan the door with the purple hologram to open it. >Transport B Access A new enemy, the Lightflyer, is found in this room. It's a glowing collection of light that can cause damage if you get too close. Scan it, then defeat it with a charged shot and continue down the path to an elevator back to the Temple Grounds. CREATURES>AETHER>FLYING>SMALL FLYERS>LIGHTFLYER +--------------+ |TEMPLE GROUNDS| +--------------+ >Temple Assembly Site This elevator leads to behind another translator door in the Temple Assembly Site. Open it, defeat the Dark Splinters, and look for a red door to your right as you continue to the tunnel you first used to access this area. Now that you have Missiles, you can access the Energy Tank behind the door. After getting it, take the tunnel back to the Industrial Site. >Industrial Site There's another translator door here. Scan it to open it, then scan the dead Luminoth behind it. This Luminoth is one of the Keybearers, and will be important later. Make sure to remember where you found it. After getting the scan, go through the door. LORE>LUMINOTH LORE>KEYBEARER LORE>CADRE 2>J-FME'S TESTAMENT >Transport to Agon Wastes After going through a tunnel with another Green Kralee, you emerge in the elevator to Agon Wastes. Before using it, walk out to the cliff and look to the right for another Luminoth Lore scan. Next, blast away some webbing nearby to find your first Missile Expansion. After getting both of these goodies, use the elevator and enter a brand new area. LORE>LUMINOTH LORE>HISTORY>GOLDEN>OUR HERITAGE +-----------+ |AGON WASTES| +-----------+ >Transport to Temple Grounds Agon Wastes, as its name suggests, is a rocky desert with little life. Scan the strange, living items containers in the elevator room and continue on. RESEARCH>BIOLOGY>PLANTFORMS>AGON BEARERPOD >Plaza Access This narrow pass contains Lumites, a hostile new species. Though your scan says they get stronger in the light, for some reason they remain weak here. Pick them off with a few Power Beam shots each. (Make sure to scan the Sandgrass as well) CREATURES>AETHER>FLYING>SMALL FLYERS>LUMITE RESEARCH>BIOLOGY>PLANTFORMS>SANDGRASS >Mining Plaza The Mining Plaza is a huge central area of Agon Wastes. As you enter, you're treated to a short cutscene of it. There are two patches of sand around the huge central pillar where you'll fight Sandiggers. These worms tunnel out of the sand and spit projectiles at you. Charge the Power Beam, lock onto one of the creature's two heads, and fire to destroy it. Repeat with the other head to kill the Sandigger, and stand well clear; they explode. Look for a Save Station behind a red door. (You can keep going in the room it's in, but save that for later) Next, look for a series of ledges around the edge of the area that you should climb. By doing this, you'll make your way up and onto the central pillar. You'll encounter several pillars with Brinstone bases on the way up; hit the bases with Missiles to turn them into bridges. Also, you'll find several circling swarms of Sandbats; now is the time to scan one and add it to your logbook. Keep on going until you reach the central pillar. There's some Luminoth Lore on a wall, but you can't translate it for now. The strange structure on top is a special sonic lock, which also can't be used now. Continue to the door directly across from where you first entered and proceed on. CREATURES>AETHER>FLYING>SMALL FLYERS>SANDBAT CREATURES>AETHER>GROUND>PREDATORS>SANDIGGER >Mining Station Access There's obviously more to this area than you first see while rolling through the tunnel, but you can't do anything for now. Just continue through to the Mining Station. >Mining Station A You couldn't avoid them forever; the Space Pirates have arrived. 3 Pirate Troopers are waiting in the Mining Station and attack you on sight. Luckily, they're much weaker than in Metroid Prime. Lock onto them and take them out with the Charge Beam and Missiles; make sure to sidestep plenty to avoid their laser blasts. Scan one during the fight; there are a limited number of Troopers to fight. After all 3 go down, destroy the crates in the middle of the sand for some refills and begin climbing up the ledges. Enter the blue door you come to after a few ledges to reach Portal Access A. CREATURES>OFFWORLD>PIRATES>PIRATE TROOPER >Portal Access A Enter Morph Ball mode and use the Kinetic Orb Cannons to reach the other side of the room. You don't want to continue yet; just get the Missile Expansion behind the dead Luminoth and return to Mining Station A. >Mining Station A Continue up the ledges here and across some platforms on pillars. The next ledge you reach has a translator door with an amber hologram, which can't be opened yet. You'll also encounter a new enemy, the Brigzee. After scanning one, blast its outer shell with a Missile, then finish it with the Power Beam. Continue across the room, crossing some sand waterfalls, until you reach a red door. CREATURES>AETHER>GROUND>SURFACE PROWLERS>BRIGZEE >Temple Access You're almost there. This hallway contains Shriekbats, small flyers that hang from the ceiling and detach to fly at you when you approach. Though you can't see them with the Thermal Visor anymore, the Scan Visor still works; it also lets you scan one before picking them off with the Power Beam. CREATURES>AETHER>FLYING>LARGE FLYERS>SHRIEKBAT >Agon Temple This huge circular room is the most important in Agon Wastes and your destination. You can't do anything in either of the side paths yet, so just down and enter the sandy middle area of the Temple. Get ready for an easy boss fight! /CREATURES>AETHER>GROUND>PREDATORS>ALPHA SANDIGGER |Location>Agon Wastes>Agon Temple |Difficulty>1/10 |Strategy>The only hard thing about the Alpha Sandigger is scanning it before |it's possessed and turns into the Bomb Guardian. After that, fight it like any |other Sandigger. Make sure to scan both the sand worm's forms. | |CREATURES>DARK AETHER>GUARDIANS>SUB GUARDIANS>BOMB GUARDIAN |Location>Agon Wastes>Agon Temple |Difficulty>3/10 |Spoils>Morph Ball Bombs |Strategy>The Bomb Guardian is the first of many powerful Darklings that has |one of your stolen items. (In this case, the Morph Ball Bombs) It will run |(Crawl? Wiggle? Slither?) around the arena and drop Bombs behind it. Use the |delay before their explosion to avoid the Bombs. Anyway, at first the only |vulnerable part of the Guardian is its glowing tail. (Don't bother when it |isn't glowing) Hit the tail with Missiles or a charged Power Beam to damage |it. (Be sure to stay close behind it if you're using the Power Beam to make |sure you hit the fast-moving creature) After a few hits to its tail, the |Guardian's mouth glows and it rears up. Hit the mouth with a charged Beam or a |Missile to inflict damage. The only thing you need to worry about is an attack |in which the Guardian rears up and fires HUNDREDS of Bombs everywhere-this |move is practically impossible to dodge and you WILL take damage. It only uses |this move if you wait too long to blast its mouth, however. It should only |take about 4 hits to the mouth with a Charge Beam or Missiles to kill the \Guardian. Once the Bomb Guardian is dead, take the item it left behind; it's your Morph Ball Bombs! CREATURES>AETHER>GROUND>PREDATORS>ALPHA SANDIGGER CREATURES>DARK AETHER>GUARDIANS>SUB GUARDIANS>BOMB GUARDIAN >Expansions Available with the Morph Ball Bombs< Missile Expansion 3>Temple Grounds>Hive Chamber A Missile Expansion 4>Agon Wastes>Sand Cache (Must visit Agon Energy Controller) Missile Expansion 5>Agon Wastes>Transport Center Missile Expansion 6>Temple Grounds>Hive Chamber B Missile Expansion 7>Great Temple>Transport B Access Energy Tank 2>Agon Wastes>Mining Station Access c. Space Jump Boots (Spjub) Allowing you to jump on nothing but air, the Space Jump Boots are any adventurer's best friend. You'll wonder how you ever got along without them. >Agon Temple Use your new Bombs to escape the arena you fought the Bomb Guardian in and use the door across from where you first entered the temple. (The two side doors are inaccessible for now) >Controller Access It's time to use your new ability again. Do a Bomb Jump to reach the Bomb Slot, then use it to rotate the room and reveal another doorway. >Agon Energy Controller This room, obviously, contains the energy controller of Agon Wastes. Look for a small post and scan it to activate an amber hologram of a Luminoth. This Luminoth is (or was) the sentinel of the Agon Energy Controller, until the Ing invaded and stole the energy. It asks you to recover the energy and updates your translator files to let you scan amber holograms. Look for one in a small tunnel in this room, then leave and backtrack all the way to Mining Plaza A. LORE>LUMINOTH LORE>HISTORY>GOLDEN AGE>SAVING AETHER >Mining Station A Now that you can scan amber holograms, scan the translator door in Mining Station A and get the Missile Expansion. After that, head back to the Mining Plaza. >Mining Station Access Take a quick detour here to get an Energy Tank. Use a Morph Ball Bomb on the stone block in the middle of the tunnel to break it and fall onto a Kinetic Orb Cannon below, which blasts you up to the tank. After this, continue back to the Mining Plaza. >Mining Plaza Remember the amber hologram on top of the central stone pillar? Scan it to add more Luminoth Lore to your collection. Also, scan the translator door across from the Save Station and enter the Morph Ball tunnel to reach the Map Station. Unlike previous ones, it gives you the map for all of Agon Wastes at once. Also, scan one of the strange blue trees you find in it. After getting everything, go back to Mining Station A and enter the door to Portal Access A, where you found the Missile Expansion behind the dead Luminoth. LORE>LUMINOTH LORE>HISTORY>GOLDEN AGE>PARADISE RESEARCH>BIOLOGY>PLANTFORMS>BLUEROOT TREE >Portal Access A Use the Kinetic Orb Cannons to get over to the other side of this room and use the far door. >Portal Site This large room contains a mysterious portal...as well as more Pirate Troopers. After taking them out, several more appear, and are possessed by dark energy. Scan the new monsters, then attack them with Missiles and the Charge Beam. Beware; they're much tougher than normal Pirate Troopers. Be sure to scan one during the fight. After defeating all the Dark Troopers, go up to the far end of the room. Some Luminoth Lore can be found to the left of the ramp, and the room's namesake, an unpowered portal, is at the top of it. Look for some Morph Ball-sized tracks in the wall, and make sure to scan the Pillbugs inside them. (You may need to move around to get one within your line of sight) Use the now-active Bomb Switch nearby to activate a Morph Ball elevator you can use to reach the tracks in the wall. Go through them until you reach an obstruction at the end. Bomb it to remove it and cause a large circular lens device to rotate into position. Jump to the platform that is now horizontal on it and to some more tracks, repeating the process. If you encounter any Pillbugs in the Morph Ball indentations, Bomb them once to dislodge and stun them, then again to kill them. Keep going along the wall and rotating the lens structures until you focus a beam of light that powers the portal. Drop out of the tracks and scan the circle with the small hologram in it to activate the portal. It charges and creatures a sphere of pulsing dark energy. Samus automatically enters it to be transported to Aether's dark side. CREATURES>AETHER>GROUND>TUNNEL PROWLERS>PILLBUG CREATURES>DARK AETHER>DARKLINGS>DARKLING OFFWORLD>DARK PIRATE TROOPER LORE>LUMINOTH LORE>HISTORY>GOLDEN AGE>LIGHT OF AETHER +----------------+ |DARK AGON WASTES| +----------------+ >Portal Site Just like with your first encounter with Dark Samus, you're now in the twisted dark version of Aether. A cutscene plays where Samus notices the strange sphere of light around the portal and sticks her hand out of it. Dark globules appear on it from the planet's atmosphere. It looks like you'll have to stay within the light (or "safe zones") to avoid heavy damage from the air. Besides protecting you from Dark Aether's atmosphere, safe zones also slowly heal you as you stay within them, reversing the air's effects. Two types of Luminoth technology create safe zones: Crystals, which are permanent, and Beacons, shining balls of light that must be shot in order to be activated for a short time. Anyway, start by scanning one of the pods around the portal. (You can then destroy them to get items) Activate the light portal as you did that dark one and scan it for another entry, and as anticlimactic as it is, go into it. In the light world, activate and scan the Dark Portal, then go back into it to return to where you need to be. Now, it's time to head across the Portal Site. (Dark Aether levels have virtually the same layout as Aether ones) Needless to say, you should spend as little time outside the safe zones as possible, and let them heal you in between. Scan both a Light Crystal and Light Beacon as you go, and look for a Bomb Slot at the far left corner. Activating it opens doors in both the dark and light worlds, but don't go back just yet. Continue through the new path to another room. RESEARCH>AETHER STUDIES>AETHER>DARK PORTAL RESEARCH>AETHER STUDIES>DARK AETHER>LIGHT PORTAL RESEARCG>BIOLOGY>ING STORAGE>BLADEPOD RESEARCH>LUMINOTH TECHNOLOGY>LIGHT BEACONS>LIGHT BEACON RESEARCH>LUMINOTH TECHNOLOGY>LIGHT CRYSTALS>LIGHT CRYSTAL >Crossroads This room contains your first dark enemies: Inglets. They are the weakest of the Ing race and move around in puddles of darkness, forming to fire goo at you. It's easiest to take them out with the charged Power Beam when they form, but they can also be targeted manually while in their viscous state. Be sure to scan one, and stay in the safe zone as you fight them. CREATURES>DARK AETHER>ING>INGLET >Save Station 2 Just like in the light world, this room is a Save Station. Enter the Morph Ball and roll through the tunnel to reach it. Be sure to scan one of the bladelike Nightbarbs flying overhead. CREATURES>DARK AETHER>DARKLINGS>DARKLING FLYERS>NIGHTBARB >Dueling Range This large area is the parallel of the Mining Plaza, and contains the mainstay of the Ing forces-a Warrior Ing. This massive Ing is the one U-Mos showed you and is much deadlier than the Inglets. The beast can turn liquid and untargetable just like its smaller cousins, but also has powerful melee attacks and can fire energy beams at you. You only have to worry about the latter if you stay within the safe zone, which you should already have learned to do by now. Scan the Ing, then dodge the beams and hit it with charged shots and Missiles until it dies. Next, it's time to head up to the higher part of the room. To avoid incurring massive damage from the air, wait for a Lightbringer to come to you. These light world creatures create a permanent safe zone around themselves, allowing you to travel in safety if you stay close to them. While following one of the Lightbringers, be sure to scan it-this is your only chance. Once you've followed two Lightbringers up the side of the room, you'll be close enough to the door. CREATURES>AETHER>GROUND>SURFACE PROWLERS>LIGHTBRINGER CREATURES>DARK AETHER>ING>WARRIOR ING >Junction Site Ignore the tracks as you roll through the Morph Ball tunnel in this room; you won't be able to use them for a long time. >Judgment Pit Jump down to the safe zone in this room to engage the next of the Guardians. CREATURES>DARK AETHER>GUARDIANS>SUB GUARDIANS>JUMP GUARDIAN Location>Dark Agon Wastes>Judgment Pit Difficulty>2/10 Spoils>Space Jump Boots Strategy>The next Guardian is an Ing that has stolen your Space Jump Boots. As expected, he's considerably more mobile than a Warrior Ing, but the strategy for beating him is much the same. The battle is made considerably easier by the fact that you can simply stay in the fairly large safe zone in the center and regenerate HP. Anyway, as the fight begins, scan him, then blast the Guardian with the Charge Beam or a Missile when he's solid. (You may want to save your more accurate Missiles for when his HP is low and he speeds up) Things get slightly more complicated when he jumps. He's invincible when he's about to jump, in the air, or landing. Don't attack him when he's surrounded by a blue field. Besides the traditional lasers (try to keep the Luminoth Crystal between you and him), the Jump Guardian's other main attack is a ground quake generated when he lands. Keep your distance so you can see the move coming and jump over it. You'll have to track him manually when he jumps; lock onto him again ASAP when he lands. After winning, you receive your most useful items ever-the Space Jump Boots! Since you already had them in the beginning and the game tells you how to use them, I shouldn't have to go into a tutorial. CREATURES>DARK AETHER>GUARDIANS>SUB GUARDIANS>JUMP GUARDIAN >Expansions Available with the Space Jump Boots< Missile Expansion 8>Agon Wastes>Command Center Missile Expansion 9>Temple Grounds>Temple Assembly Site Missile Expansion 10>Temple Grounds>Communication Area Missile Expansion 11>Temple Grounds>GFMC Compound Energy Tank 3>Agon Wastes>Bioenergy Production d. Dark Beam (Drkbm) It's time to even the odds against the Space Pirates with some of their own technology. The denizens of Aether won't stand a chance against you upcoming weaponry. To claim it, though, you'll need to face the darkness within (or outside?) you. >Judgment Pit As usual, it's time to use your new/old item. You're headed to the Dark Agon Temple, which is in the same place as on the light world. The layout of the room is similar to Mining Station A; use the Space Jump Boots to reach the red door and blast it open with a missile. >Dark Agon Temple Access Just continue through this room quickly to the Temple itself. >Dark Agon Temple The center of the Dark Temple is sealed off by a forcefield, preventing you from reaching the Energy Controller yet. Scan the center of the field to learn that you need the three Dark Temple Keys to gain entry. The first key is easy to get. Turn left and head around the edge of the temple to a door 90 degrees around the side. >Trial Tunnel This tiny alcove's name is misleading, but who cares-the first Dark Temple Key is right in front of you! Don't expect the other two to be as easy. Next, return to the Judgment Pit. >Judgment Pit Jump down to the safe zone and across to the lower blue door on the opposite side. When you shoot the door open, begin charging the Power Beam. >Portal Access As you enter this room, blast the Lightflyer with the Charge Beam to create a temporary safe zone under it. Space Jump up to it, then continue across to return to the Portal Site. >Portal Site Space Jump up to the portal and scan the red spot with the small animated image in it to activate it. Enter the portal and return to the light world. +-----------+ |AGON WASTES| +-----------+ >Portal Site It's finally time to use the path you opened in the Dark World. Head back to the far end of the room and enter the left door. >Transport Center Activate another Bomb Slot on the far end of this tall room to open a gate. Grab the Missile Expansion that was inside it and continue to Save Station A. >Save Station A Roll down the tunnel as you did in the dark world and save, then reenter the Mining Plaza and go back to Mining Station A. (The Space Jump Boots make navigating the Plaza much easier) >Mining Station A Head back up to the sand waterfall on the higher level of ledges in this room (the Space Jump makes it easy to get around here) and jump onto the stone statue in it. Jump to a tunnel in the wall and follow it to a metal catwalk above the waterfall. Scan the Luminoth Lore and the control panel to open a gate in front of a door. LORE>LUMINOTH LORE>HISTORY>DARK AGE>CATACLYSM >Central Station Access There are some more Pirate Troopers hanging out in this tunnel. Take them out normally, or just shoot the Phazon container they're standing next to. >Central Mining Station Players of the MP2 demo should recognize this room. The entrance to the Pirates' desert base is here, and as expected it's heavily guarded. You don't even have your precious Dark Beam like in the demo to take them out in style. (Not yet) The Space Pirates descend on transport skiffs (scan one if you can, but don't worry if you miss the chance; there will be more later) and attack in three waves. The first two are just normal Troopers; take them out with Missiles or charged shot. The Space Jump Boots make dodging even easier. The last wave gets into the two Vigilance Turrets on a ledge. Before battling the turrets, SCAN ONE!! This is your only chance to do so! After scanning a turret, dodge around to avoid the turrets' powerful shots and hit each one with Missiles or charge shots until they break down. After winning, break open the crates scattered around the room to refill. Once you're ready, press onward into the base. CREATURES>AETHER>MECHANOIDS>STATIONARY>VIGILANCE CLASS TURRET RESEARCH>MECHANISMS>VEHICLES>PIRATE SKIFF >Command Center Access The next door in this room is a new kind that you can't open yet (you expected the Pirates to let you in?). To gain access to the Control Center, look around for some cracked flooring (it's highlighted by the Scan Visor) and lay a Morph Ball Bomb on it. This breaks the panel and lets you drop down below the floor. Bomb some crates underneath the locked door to reveal a tunnel that you can roll down. >Command Center This is it-the center of the Space Pirates' operations. As you roll under the floor, watch as some Space Pirates disappear into a Dark Portal-they seem to be studying them. Be careful as you roll; in several places, lightning shoots between power conduits, and rolling through it hurts. When you reach a fork in the path, take the right-hand tunnel to reach a Missiles Expansion, then go back and use the left to get to an open pit where you can un-Morph. Unfortunately, several Pirates stayed behind; take them out first thing. Next, start scanning. The Pirate Base is filled with their logs that tell how they came to Aether and what they've been doing there. After getting all 5 Pirate Logs (and the data on Aether and Dark Aether), scan a panel in the corner near the portal alcove to activate an elevator to the second floor. Continue on the walkway to a blue door. (Ignore the white one for now, and watch out for the Space Pirate in the blue enclosure as you leave) LORE>SPACE PIRATE LOGS>CYCLE 4>LOG 44681 PHAZON OPERATIONS LORE>SPACE PIRATE LOGS>CYCLE 4>LOG 48853 LOCAL CONFLICT LORE>SPACE PIRATE LOGS>CYCLE 5>LOG 50086 GREAT DISCOVERIES LORE>SPACE PIRATE LOGS>CYCLE 5>LOG 54421 RIFT PORTAL LORE>SPACE PIRATE LOGS>CYCLE 6>LOG 62217 PHAZON RAIDS RESEARCH>AETHER STUDIES>AETHER>AETHER RESEARCH>AETHER STUDIES>DARK AETHER>DARK AETHER >Security Station B Your dark Phazon form appears again in this room-on the other side of a door, luckily. After she disappears, scan the Pirate Data on the left behind the gate and continue down the only other open path. LORE>SPACE PIRATE LOGS>CYCLE 7>LOG 70136 FEDERATION ATTACK >Command Center Take out the other Pirate and scan the computers until you find one that opens some blast doors in the main part of the Command Center. Go back through Security Station B and through the normal door behind the blast doors. >Biostorage Access There are two Space Pirate turrets in here. They're identical to the GF Marine turrets except in name; scan on, then take them out with a charged shot or Missile each and continue on. Be sure to avoid the laser traps. CREATURES>AETHER>MECHANOIDS>STATIONARY>HUMILITY CLASS TURRET >Biostorage Station Defeat some more Pirate Troopers here before continuing up to the second floor of the room. Some old friends are waiting for you-Metroids. Luckily, they're kept in tanks so you don't need to fight them, but scan one anyway. Also, look around for more Pirate Data before going through the door behind the main storage tank. CREATURES>OFFWORLD>METROIDS>TALLON METROID LORE>SPACE PIRATE LOGS>CYCLE 6>LOG 63622 THE HUNTER >Security Station A Defeat the turret, then trigger the Bomb Slot in this room to rotate a complex security lock and expose the next door. >Bioenergy Production You'll face more familiar enemies in this massive room-two Flying Pirates. (Though they're now Pirate Aerotroopers) They are extremely mobile and will strafe around you on their jetpacks while firing barrages of laser bolts and missiles. It's best to follow suit; Missiles are the easiest way to hit the fast-moving Pirates, though if you time your shot for when they pause the Charge Beam also works. Be careful about killing them; they will perform a suicide dive at you as they go down. After taking out (and hopefully scanning) both Aerotroopers, begin exploring the room. First, go to the control panel on the narrower end and scan the red part to activate some huge storage racks. Cross over to the other side and examine these controls. There are three control panels, each with two things to scan. Each of the two things either raises or lowers a platform on the corresponding storage rack. After getting the hang of the controls, lower one platform on your left, two in the middle, and all three on the right. This produces a stairway of sorts that you can Space Jump up to reach an Energy Tank. Next, reverse the order of the platforms to reach the door. CREATURES>OFFWORLD>PIRATES>PIRATE AEROTROOPER >Ventilation Area B This is a Morph Ball area, with a usual complication: a series of lasers blocks your path. The longer path through the room has lasers that only activate intermittently; use the Bomb Jump to navigate it and time yourself to avoid getting hit by the lasers. Luckily, as you go through this way, you deactivate the lower lasers, allowing you to roll through easily on subsequent visits. >Save Station C Save your game and scan the Pirate Data here. LORE>SPACE PIRATE LOGS>CYCLE 6>LOG 67135 SECURITY BREACH >Sand Processing Destroy the two Humility Turrets in here first, then look around with the Scan Visor to find a weakened wall under one of the destroyed Turrets. Blast through with a Missile (make sure you have plenty) and go through the door behind it. >Main Reactor There's not much to do here but jump down to the reactor. When you do, your darker side appears. It's finally time to battle! CREATURES>OFFWORLD>DARK SAMUS>DARK SAMUS 1 Location>Agon Wastes>Main Reactor Difficulty>4/10 Spoils>Dark Beam Strategy>Dark Samus is a mysterious figure. She's a Phazon-powered doppelganger with some powerful attacks and the ability to float in the air. She also seems to like the color blue. Although you need only scan her once, the battle has two phases. In the first stage, Dark Samus fires Phazon projectiles and a shrapnel beam; both are fairly easily dodged, especially with the Space Jump Boots. You can also hide behind the pillars in the room to avoid damage. Simply blast DS with charged shots and Missiles whenever her blue shield isn't up and she isn't glowing (never a good sign). When her HP is lower, she charges with Phazon and you enter the second phase. Dark Samus' attacks are stronger now, and they can destroy the 4 outer pillars if you attempt to use them for cover. She also has a new attack where she enshrouds herself with Phazon and rams you hard. (Take cover behind the center pillar) Continue hitting DS with the Charge Beam when she's not shielding herself to win. (Missiles no longer work) After defeating DS (if you didn't scan her, restart from your last save and try again), scan some of the Phazon, then take an elevator in the corner up to the second floor. Go through the blue door to claim the spoils of your victory. CREATURES>OFFWORLD>DARK SAMUS>DARK SAMUS 1 RESEARCH>AETHER STUDIES>DARK AETHER>PHAZON >Storage D Scan the Pirate Data in here, then get your new item: the Dark Beam! This new weapon can rapidly fire bursts of Dark energy that are death to any light world enemy. It also has several other uses. Unfortunately, this new Beam has limited ammo (only 50 shots), and at the moment you have no way of getting more except backtracking all the way to your ship. Conserve your shots well to avoid running out. Once you can get more ammo, you can use the charged shot, which fires dark goo that entangles anything it hits and does heavy damage. LORE>SPACE PIRATE LOGS>CYCLE 6>LOG 69898 SHADOW WAR >Expansions Available with the Dark Beam< Missile Expansion 12>Agon Wastes>Storage B (off Biostorage Station) Missile Expansion 13>Dark Agon Wastes>Warrior's Walk (having more Energy Tanks and Dark Suit recommended) Missile Expansion 14>Dark Agon Wastes>Ing Cache 4 (off Dueling Range) Energy Tank 4>Agon Wastes>Mine Shaft e. Light Beam (Litbm) Where there is dark, there is always light. (Well, maybe not) Your days of struggling against the Ing and their Darkling hosts will soon be over. >Storage D Test out your new weapon by opening the now-Dark Door with it. >Main Reactor Open the gate blocking you off from the rest of the second floor by hitting the white crystal with a Dark Beam shot. Use the door up here you haven't before to reach the other side of Security Station B. Open these gates in the same way and return to the Command Center. >Command Center Some new Pirates await you here-Grenadiers. They can fire explosive grenades at you, so stay at a distance. Your new Dark Beam can quickly defeat them. After they go down, it's time to return to the Dark World. If you've been reading the Pirate Logs (recommended), you'll probably know that they use the Dark Beam to power the Dark Portals. To do so, simply fire it at the portal in the alcove to activate it and step through to return to Dark Aether. CREATURES>OFFWORLD>PIRATES>PIRATE GRENADIER +----------------+ |DARK AGON WASTES| +----------------+ >Doomed Entry You're now in an entirely different part of Dark Agon Wastes. This room barely resembles its light world counterpart, but evidence of the Space Pirates is still here. Floating above you are Dark Preeds, tougher versions of poison- filled robots used by the Space Pirates. Make sure not to step into the cloud they leave behind upon dying, or you'll lose HP even faster. Next, look around for some more scans. You'll come across Crystals that have been covered in dark ooze, nullifying their effects. They count as new log entries, so scan them. There are also Nullified Beacons, but you won't find any; create one by shooting a Beacon with the Dark Beam. Next, look for a carving highlighted red by the Scan Visor. (It's visible from the other side of the room where you start out) Blast it open with a Missile and scan the crystal underneath, then shoot it with the Dark Beam to lower the platform it's embedded in. Shooting the crystal also activates a Light Crystal on top of the platform, letting you freely stand on it. First, jump over to get your second Temple Key in plain sight, then to the Dark Door across from the platform. CREATURES>DARK AETHER>DARKLINGS>DARKLING OFFWORLD>DARK PREED RESEARCH>LUMINOTH TECHNOLOGY>LIFT CRYSTALS>LIGHT LIGHT CRYSTAL RESEARCH>LUMINOTH TECHNOLOGY>LIGHT BEACONS>NULLIFIED BEACON RESEARCH>LUMINOTH TECHNOLOGY>LIGHT CRYSTALS>NULLIFIED CRYSTAL >Oasis Access You'll fight another Warrior Ing in this hallway. Don't even think of using your Dark Beam on it; it does so little damage, you'll just be wasting ammo. Take it out the same way as the last time and continue on. >Dark Oasis There isn't really much to do here except fight off a few Inglets. Go to the right as you progress through the room to a door. >Hall of Stairs This room is misnamed; there are no stairs in sight. Instead, there is a pillar with another crystal on it. Hit the crystal with the Dark Beam to lower the platform (scan it afterward) and use it to reach the door on the high end of the room. >Bitter Well It's Morph Ball time again. Quickly get into the light bubble and Bomb Jump to the upper ledge. To cross the Phazon pit in the middle, lay a Bomb while sitting on the ledge, then push the control stick to the right as it explodes. If you mess up, get out of the Phazon FAST and try again. (Let the Light Crystal heal you if necessary) >Phazon Site This is the dark version of the Bioenergy Production room, and is just as big. Descend to the ground level on the Light Crystal-equipped elevator for starters. The room is filled with Phazon, and you must scan three panels to open the far door. The panels are more easily found (and used) with the Scan Visor; one is on a low ridge you can jump to, another is hidden behind some crates, and the last is on a ledge. (Use some floating platforms to get to it) As usual, stay out of the atmosphere as much as possible, and avoid the Phazon at all costs. Once you've scanned all 3 panels, the door across from where you entered opens. >Watering Hole Get to the Nullified Crystal and shoot it to purify it first thing. This room contains more Lumites, but they seem to be able to feed off the protective bubble and become invisible, making them extremely tough to kill. Look for the circles that they create from feeding off the bubble and use your radar to find them when they move. Once the Lumites are gone (or you've gotten sick of getting hit from nowhere), jump across some more platforms to the exit. (Scan one of the large toxin-spewing things here) RESEARCH>BIOLOGY>DARKLINGS>INGCLAW >Feeding Pit As usual, get to a safe zone and take out the Nightbarbs. (Or at least, a good deal of them) To reach the door leading to your next weapon, you need to shoot two Light Lift Crystals with the Dark Beam. Try to stay within the safe zones as you do so. Once they're both down, you can Space Jump to the door. (It's the other one not leading to the Doomed Entry) >Ing Cache 1 Luckily for your, the Ing aren't as good at guarding their valuables as the Space Pirates. The Light Beam, your next beam weapon, is lying in easy reach here. This new beam is a lethal weapon against the Ing and their Darkling hosts, dealing massive damage and setting them on fire. The Beam's charged shot uses 5 ammo units to fire at least as many light shots in a spread. Even better, enemies and storage units destroyed by the Light Beam drop Dark Beam ammo and vice versa, allowing you to get all the ammo for both Beams you need. With these two new weapons in tow, it's time to finish off Agon Wastes. Expansions Available with the Light Beam< Missile Expansion 15>Sky Temple Grounds>Plain of Dark Worship (dark version of Temple Assembly Site) Beam Ammo Expansion 1>Agon Wastes>Central Mining Station f. Dark Suit (Drkst) It's finally time to do something about the atmosphere of Dark Aether. Once you conquer the Dark Agon Temple, you'll be able to brave its poison fearlessly...almost. >Ing Cache 1 Now, leave the room and go to the Feeding Pit. >Feeding Pit With your awesome new, Plasma Beam-like weapon, you can open the white door in this room. >Feeding Pit Access Before blasting the Weblings away in this hall with the Light Beam, make sure to scan one-they are missable. >Doomed Entry You're right back where you started, but it isn't time to head back to the light world yet. (In fact, you can't) It's time to see what your new Beam does to Crystals and Beacons. Try it out by shooting both; it energizes the protective field, instantly killing any Ing that touch it. (This is an excellent trick later on with Beacons; this also makes them stay active for longer) Scan both of the Energized objects, and stock up on Light Beam ammo by shooting the Bladepods with the Dark Beam. When you're ready, jump to the ledge with the dark door (where you found the Dark Temple Key) and go through it. RESEARCH>LUMINOTH TECHNOLOGY>LIGHT BEACONS>ENERGIZED BEACON RESEARCH>LUMINOTH TECHNOLOGY>LIGHT CRYSTALS>ENERGIZED CRYSTAL >Double Path You're on the upper level of this aptly named hallway. Rush through to the next big room, making sure you're at full health or so. >Battleground Can you guess what you'll be doing here? As you approach the final Dark Temple Key lying in the middle of the area, some Ing take it! Looks like it's time to...well, you know. Before going any further, be SURE you don't miss one of the most diabolical scans alive: the Ing Webtrap covering the dark door below the one you entered in. It's extremely unobvious that you need to scan it, and it disappears after the fight! Dash out and try not to get hurt too much as you get the scan, then return to the safe zone and get fighting. This time, you must fight several Ing Warriors. Luckily, you have the Light Beam to even the odds. Test out your powerful new weapon on them to win in no time. After winning, the final Dark Temple Key is yours! Go back through the dark door that was covered by the Ing Webtrap. RESEARCH>BIOLOGY>DARKLINGS>ING WEBTRAP >Double Path The power part has some new enemies, Darkling Tentacles. Lock onto each one and hit it with a Power Beam shot to make it retract, then jump past it over the acid. CREATURES>DARK AETHER>ING>DARKLING TENTACLE >Doomed Entry Head back to the Dark Oasis from here. >Dark Oasis Look for a light door in here and open it. (It's to the left as you enter) >Ing Cache 3 This room contains an Ammo Station, which refills your Beam Ammo and Missiles. How handy. Next go back to Dark Oasis. >Dark Oasis Go around to the other side of the room and use the Light Beam to activate the portal here. As usual, use it to return to Aether. +-----------+ |AGON WASTES| +-----------+ >Main Reactor Consider going to the nearest Save Station after all your progress, then go back through the Command Center to Biostorage Station. (If you didn't already get the Expansion near there) >Biostorage Station Metroids on the loose! All the subjects in Biostorage have escaped! It's time for some good old fashioned Metroiding. Since you don't have the Ice Beam, use the charged Dark Beam; it works just as well. After freezing each Metroid, blast it with a Missile as usual. After winning, use the dark door to reach Storage B, which contains a Missile Expansion. Next, return to the Command Center. >Command Center It's time for one more expansion, which will be vital for fighting the Dark Temple Guardian. Use the elevator to reach the upper walkway and go through the light door above the dark one. (There's a double path here too) This leads out to... >Central Mining Station You're now on the ledge with the two Vigilance Turrets! Get into the left one and start blasting. Shoot the large, vertical, spinning wind turbines, three generators on ledges and under the Skiffs, and two Pirates that appear. After blasting everything, jump across the inactive Pirate Skiff to the left (scan it if you didn't before) and then across two platforms on pillars to the other side of the area. Continue through a small cave (scan the Pirate Data in the computer) to a forcefield. The Beam Ammo Expansion is behind it, but you can roll through the small tunnel to reach it. Scan the Keybearer once you're in as well. Anyway, this expansion gives you 50 more Light and Dark Beam ammo! You'll need it for the upcoming Guardian. Now, return to the Portal Site. (You'll fight some Pirate Aerotroopers in Mining Station A on the way) LORE>LUMINOTH LORE>KEYBEARER LORE>CADRE 1>J-STL'S TESTAMENT LORE>SPACE PIRATE LOGS>CYCLE 7>LOG 71599 TWO HUNTERS >Portal Site As usual, scan the icon on the portal to activate it and go to the dark world. +----------------+ |DARK AGON WASTES| +----------------+ >Portal Site Now, go back to the Judgment Pit. (Where you fought the Jump Guardian) >Judgment Pit Stock up on Light Beam ammo, making sure that you have all 100 shots. Use the Save Station behind the dark door above the one you likely entered through, then make your way to the door to the Dark Agon Temple. >Dark Agon Temple Access Stop here for another Energy Tank...just kidding, there's never anything to do here. Just keep going to the Temple. >Dark Agon Temple Step into the light ahead of you to place the three Keys and open the door to the Temple itself. As you jump down to the huge sandy pit, get ready for your biggest fight yet... /CREATURES>DARK AETHER>GUARDIANS>AMORBIS>AMORBIS 1 |Location>Dark Agon Wastes>Dark Agon Temple |Difficulty>3/10 |Strategy>Amorbis is the first true boss of the game, a giant sandworm that |dives in and out of the arena. Make sure you have a full complement of |Missiles and Light Beam ammo going into this fight; that will make it much |easier. Anyway, stay within a safe zone as much as possible, except when |Amorbis forces you to flee. As Amorbis dives in and out of the sand, track him |with your radar. (Make sure to flee if he's right under you) Once he emerges |from the sand, lock on and hit him with 1 or 2 missiles. With almost every |hit, the monster drops refills; be sure to grab them to keep supplied. Repeat |this until he turns blue and attaches himself to the sphere in the middle of |the arena. Scan this new form of Amorbis (as well as the old form later, if |you didn't already) and move onto phase 2. Also, note that after you finish |phase 2 with one Amorbis, another will appear and you'll repeat both phases. |After this, you must defeat 3 sandworms in both phases to secure victory. | |CREATURES>DARK AETHER>GUARDIANS>AMORBIS>AMORBIS 2 |Location>Dark Agon Wastes>Dark Agon Temple |Difficulty>2/10 |Spoils>Dark Suit, access to Dark Agon Energy Controller |Strategy>The second form of Amorbis is the easier, no matter how many of him |there are. Staying in a safe zone, lock onto the head of Amorbis as he latches |onto the center sphere (that thing must be packed with caffeine or something). |Whip out the light beam and fire a charged shot when you're sure it will hit. |If all the beams hit his head, its armor breaks off. If not, fire a few single |shots. (Save your missiles for phase one) Once a head's armor is removed, it |activates some blue suction. (And drops more refills) Enter Morph Ball mode |and let it suck you in, then detonate a Bomb in the creature's mouth to |eliminate it. If you're fighting 2 or more worms, repeat this easy process \for all of them. After winning the arduous battle, you get a much-needed costume change: the Dark Suit! Besides looking disputably awesome, the suit also reduces the damage you take from Dark Aether's atmosphere to about 1/5 the original rate so that you lose energy as fast as you gain it in safe zones, letting you stay outside them for longer. Next, go to the door across from where you entered to claim your real prize. CREATURES>DARK AETHER>GUARDIANS>AMORBIS>AMORBIS 1 CREATURES>DARK AETHER>GUARDIANS>AMORBIS>AMORBIS 2 >Expansions Available with the Dark Suit< Missile Expansion 16>Torvus Bog>Forgotten Bridge Missile Expansion 17>Torvus Bog>Portal Chamber (must reach through dark world) Energy Tank 5>Torvus Bog>Temple Access >Dark Controller Access This room uses a huge lock to restrict access to the Ing's precious Energy Controller. To get past, get into the Morph Ball and Bomb Jump to the bomb slot. Lay a Bomb in it to rotate the outer wall of the room so that the opening is over the door to the Energy Controller. >Dark Agon Energy Controller Approach the dark Energy Controller to trigger a cutscene and steal the region's energy. (And change the atmosphere from purple to red) Now, it's time to get out of here! Leave and head for the Portal Site. (Perhaps in response to your energy theft, Warrior Ing are out in force in Dark Agon Temple and Judgment Pit) >Portal Site There are more Dark Pirate Troopers in this room guarding the home stretch before you escape to Aether with the energy. Take them out with the Light Beam, but make sure to get the scan if you didn't already. Once they Troopers are defeated, return to the light world. +-----------+ |AGON WASTES| +-----------+ Now, it's time to...uh...what was it? OH, right, return the energy and save 1/3 of the world! Go to the Agon Energy Controller (in the same place as the dark one, and accessed in the same way) and return the lost energy. It surges up in a huge energy ball above the Controller and shoots a beam of light to the Main Energy Controller as U-Mos watches in excitement. Now that the Agon Temple has been restored, head back to the Main Energy Controller for your next assignment. (Now is also a great time to get any Expansions you've skipped) II. Torvus Temple g. Super Missile (Sprms) Ah, the Super Missile? Where would Samus be without your ridiculous firepower? Merging the Power Beam and Missile Launcher creates an explosive to be reckoned with, and a powerful weapon against the creatures of Torvus Bog. +------------+ |GREAT TEMPLE| +------------+ >Main Energy Controller When you speak to him, U-Mos thanks you and tells you of your next mission: to restore energy to Torvus Temple, which lies in the middle of Torvus Bog. After speaking with him, return to the Temple Sanctuary and go through the amber translator door. >Transport C Access The only thing of note in this hallway is a new enemy, the *coughpulsebombucough* Harmony Class Drone. Scan on, then take them out with any *coughwavebeamcough* weapon. Beware; they get pulled toward you when you charge a Beam near them. Take both Drones out and use the transport beyond them. CREATURES>AETHER>MECHANOIDS>SMALL>HARMONY CLASS DRONE +--------------+ |TEMPLE GROUNDS| +--------------+ >Meeting Grounds After a whole level of freedom from the annoyance, War Wasps are back with a vengeance. If you can, don't even waste Missiles on the hives; just get the Luminoth Lore to the left and then go across the smooth section of ground and down a winding tunnel to the next area. LORE>LUMINOTH LORE>HISTORY>DARK AGE>AGE OF ANXIETY >Hall of Eyes This mid-sized, aptly named room is filled with red Luminoth "eyes" on the walls...as well as more stupid War Wasps. The next door is sealed with a green blast shield, so you'll have to find another way around. Switch to the Dark Beam and blast some of the pots for Light Beam ammo, then use it to activate a portal on the upper part of the room and enter the dark world. +------------------+ |SKY TEMPLE GROUNDS| +------------------+ >Base Access The dark version of the Hall of Eyes also has blue and green doors, but they have switched places. Head through the now-blue door to the dark version of the next room. >Abandoned Base You'll face some new enemies here: Corrupted Sentreyes. They should be familiar to MP1 players; they shoot laser beams in a pattern out and damage you if you run into the beams. They can be stunned by a direct Power Beam hit, but not destroyed. Hurry along this long hallway to an alcove on the other end. Get into the Morph Ball and ride the right-hand piston up to a Bomb Slot. Bomb it to release a trigger that blocks your path. Go back down and ride the other piston up, rolling as far around as you can to the third Bomb Slot from the right. Roll back and Bomb the slots from left to right. Once all 4 have been triggered, the gondola in the middle of the room is activated. When you jump onto it (luckily, it has a safe zone on it), you enter a minigame of sorts. Your movement is disabled, so you must use the control stick to aim as you ride the gondola. Swarms of Nightbarbs will attack you several times during the ride. Rapid-fire the Power Beam to take out as many as possible. One you reach the end of the line, jump to the portal in plain sight and return to the light world. CREATURES>DARK AETHER>DARKLINGS>DARKLING MECHANOIDS>CORRUPTED SENTREYE +--------------+ |TEMPLE GROUNDS| +--------------+ >Path of Eyes You're back in the light world, on the other side of the green door. Neat, huh? Didn't think so. Anyway, make your way through the Path, defeating some Dark Pirate Troopers and shooting the crystals with the Dark Beam to move blocks along your way. (One reveals another green door, but don't count on using it anytime soon) Once you reach the end, don't leave just yet. Look for a small hole to the left and roll through it. In the alcove you emerge in, scan the Luminoth Lore and shoot the crystal with the Light Beam to create a nifty shortcut through the room. Then roll back through and leave. LORE>LUMINOTH LORE>HISTORY>DARK AGE>THE WORLD WARPED >Torvus Transport Access You're almost there. Don't bother fighting the War Wasps-just run along the ledge to the door. >Transport to Torvus Bog Like before, scan the panel next to the elevator to activate it and step into the hologram to enter a new world...or at least, a new area. +----------+ |TORVUS BOG| +----------+ >Transport to Temple Grounds As you'll soon enough see, Torvus Bog is a waterlogged swamp filled with rusty technology and dangerous creatures. For now, scan the native storage plantforms and continue through the door to experience more of the swamp. (Stand back when shooting them; they are filled with poison gas as well as refills) RESEARCH>BIOLOGY>PLANTFORMS>TORVUS BEARERPOD >Temple Transport Access For now, just scan the hanging native storage plantforms and keep going through the soggy hallway. RESEARCH>BIOLOGY>PLANTFORMS>TORVUS HANGING POD >Torvus Lagoon This larger room is your first taste of Torvus Bog. It's a mix of overgrown plant life and a pool of murky water added to by pouring rain. Look around for another Keybearer to scan as you enter. As you approach the lagoon, you'll likely confront some helicopter-like enemies called Shredders. They will chase you down and attempt to use a kamikaze attack. Make sure to scan one (they are missable scans), then destroy them by setting off an explosive chain reaction with a Missile. Next, save in the Station behind the red door if you wish and test the water. Samus' movement and vision are severely restricted in water; luckily, her beams still work perfectly. Scan some of the fish as you make your way around the roots to a dark door. CREATURES>AETHER>AQUATIC>SMALL AQUATIC>HYDLINGS CREATURES>AETHER>FLYING>LARGE FLYERS>SHREDDER LORE>LUMINOTH LORE>KEYBEARER LORE>CADRE 1>S-DLY'S TESTAMENT >Path of Roots Just use the Morph Ball to roll under the metal structure and resurface. Turn around to scan some Luminoth Lore before going through the door. LORE>LUMINOTH LORE>HISTORY>DARK AGE>THE ING ATTACK >Great Bridge It's easy to see how this area got its name; a large bridge spans the entire room. Soon after entering the room, annoying, cloaking creatures (Shriekers) that briefly appear in the air to fire projectiles at you. After managing to scan one, you can either try to hit them with the Dark Beam as they appear or just ignore them and make for the red door in the corner. Make sure to get around to scanning one of the red, eye-like things on the wall. CREATURES>AETHER>FLYING>LARGE FLYERS>SHRIEKER RESEARCH>LUMINOTH TECHNOLOGY>UTILITY CRYSTALS>SENTINEL CRYSTAL >Portal Chamber Use the Morph Ball to pass through this room without trouble. (You can later come to the dark version of this room to get a Missile Expansion, but that's another story) >Torvus Lagoon You're now on a metal walkway above the lagoon. Or at least, you will be when you scan a panel to set things up. You can now jump to the walkway from the shore. Continue along it to a light door on the other side. >Forgotten Bridge You'll face some of your toughest enemies yet in this large, misty area: Grenchlers. These two-legged predators are armed with sharp teeth and claws, lightning breath, and terrible hit detection allowing them to damage you by attacking within about 3 feet of you. Their attacks are both very damaging and hard to dodge, and Grenchlers are hard to take down. They're defeated similarly to Baby Sheegoths in Metroid Prime; only their backs are vulnerable to attack. Keep dashing around one while trying to avoid the other (expect to take lots of damage) until you can get around to its back. (It stops turning while attacking) Charge the Dark Beam during this and unload an Entangler on its back. This not only freezes it, but also destroys the shell protecting its back. Shoot 2 or 3 more shots at the creature's back to kill it, then repeat for the other one. Once you defeat both Grenchlers, scan one of the gas-filled plant things around the central pillar, then climb up the circular platforms on the pond across from where you entered. On a metal ledge, you'll see a Bomb Slot in flux; like in the Portal Site, most of its molecules are in the dark world. Cross the Forgotten Bridge to a dark portal and use it. CREATURES>AETHER>GROUND>PREDATORS>GRENCHLER RESEARCH>BIOLOGY>PLANTFORMS>BLOATSAC +---------------+ |DARK TORVUS BOG| +---------------+ >Dark Forgotten Bridge As if regular Torvus Bog wasn't disgusting enough. Anyway, cross the bridge and use the fully functional bomb slot to rotate the bridge in both worlds. Unfortunately, this also prevents you from using it to reach the portal again. Jump down to the ground floor (stay out of the purple water!) and make your way to some mushroom platforms under the portal letting you jump up to it. On your way, get a few more scans. CREATURES>DARK AETHER>DARKLINGS>DARKLING AQUATIC>DARK PHLOGUS RESEARCH>BIOLOGY>ING STORAGE>INSPHERE CACHE RESEARCH>LUMINOTH TECHNOLOGY>UTILITY CRYSTALS>DARK SENTINEL CRYSTAL +----------+ |TORVUS BOG| +----------+ >Forgotten Bridge Upon returning, you're confronted with another deadly duo of enemies: Dark Pirate Commandos. These are Ing-possessed versions of the most elite Pirates; they can fire EMP grenades and globs of poison, as well as vanish from timespace and reappear elsewhere. Luckily for you, they don't seem to notice you until they jump down to confront you. Stand up by the portal and scan one, then wait for them to leave. (Don't worry, you'll get plenty of chances to fight them later...*shudder*) Once the Commandos leave, you can reach the bridge again by jumping to another ledge on the wall first. Once you're back on the bridge, go for the newly accessible door. (The one with the easy Missile Expansion in front of it) CREATURES>DARK AETHER>DARKLINGS>DARKLING OFFWORLD>DARK PIRATE COMMANDO >Abandoned Worksite Before using the old Morph Ball tracks in the walls, jump down to the water. A new enemy lies dormant on the walls. The Sporb will attack you as you traverse the wall in Morph Ball form, but is invincible until then. Scan it, then jump back to the ledge you entered on and get into the Morph Ball track. Once the Sporb wakes up and begins attacking you, quickly drop off the wall, unmorph, and destroy it with the Dark Beam. After the Sporb is eliminated, resume your Morph Ball journey to the far ledge in the room and through a tunnel to the near-symmetrical other side of the room. From here, go to the next door and leave the Worksite. CREATURES>AETHER>GROUNDS>PREDATORS>SPORB >Great Bridge Scan the panel you enter next to in order to activate a Kinetic Orb Cannon across the room. Jump over to the cannon (avoid the Shriekers) and use it to reach the Great Bridge. While crossing it, watch for Shriekbats and enter the dark door. >Temple Access You'll probably want another Energy Tank before entering the Temple, won't you? Right. Bomb the round circle on the ground here to fill through to a lower passage containing the Tank. If you get it, you'll have to return to the Great Bridge and get onto the bridge again to be back on the top of the Temple Access. Anyway, continue along the narrow hallway to the next dark door. >Torvus Temple This huge, spherical room is the center of the fading Luminoth civilization here, and the location of the powerful Super Missiles. To get your next weapon, though, you'll first need to take out a full Pirate attack force. The first wave consists of a skiff carrying a Pirate Trooper, as well as two Aerotroopers. Use the Dark Beam liberally to take them out. (Missiles may be better on the agile Aerotroopers) Next, several more Pirate Troopers show up. Use the Dark Beam some more to eliminate them. (if you need some ammo, shoot the crates strewn about the huge room with the Light Beam) Once all the Pirates are dead, the Super Missile appears in the middle. In case you didn't play Metroid Prime, the Super Missile fires a massively powerful projectile that packs the power (and ammo usage) of 5 Missiles into one shot. Though it don't home in like a regular Missile, it is incredibly powerful when used well. besides being awesomely powerful, the Super Missile is also used to destroy green blast shields. >Expansions Available with the Super Missile< Missile Expansion 18>Torvus Bog>Underground Tunnel h. Boost Ball (Bstbl) Once you have the Boost Ball, you can traverse Aether in speed and style...provided you encounter no bumps, hills, sudden turns, or doors. >Agon Temple Now, use the elevator across from the entrance to climb to a door high on the temple's wall. Try out your new explosives by blasting open the green door at the top and go through. >Controller Access Unlock the way to the Energy Controller exactly as before. >Torvus Energy Controller Scan the hologram in front of the energy controller to meet the last guardian of Torvus Bog...or at least a recording of him. After telling you about his last moments during the Ing invasion, the sentinel upgrades your translator module to let you open emerald translator doors. Scan the nearby emerald hologram to download some Luminoth Lore, then leave and return to the Great Bridge. LORE>LUMINOTH LORE>CONFLICT>FIRST PHASE>DARK AETHER >Great Bridge Open the emerald translator door behind the Kinetic Orb Cannon in here. >Torvus Map Station Finally, a map station! As usual, step into the hologram to download the map of Torvus Bog. Note that there seems to be a huge, ringlike structure of rooms linked by Morph Ball tunnels below the main part of Torvus Bog...what could it be? Also, there are a few rooms below Torvus Temple. In case you haven't already explored them, go back to the Temple. >Torvus Temple Scan the hologram in the middle of the Temple to activate an elevator leading to the room below and use it. Note the green door behind you; it leads to the lower part of the Temple Access. The Morph Ball tube across from it leads to a green door to an elevator that can take you to the huge ring structure below the bog, but don't use it yet. Instead, go through the tunnel to the right of that one. >Underground Tunnel Right off the bat, get the Missile Expansion under the grate you enter standing on with the Morph Ball. Now, proceed down the tunnel, entering the small waterway with the Morph Ball. watch for two Sporbs that will attack as you exit; defeat them with the Dark Beam as usual. Look for some Luminoth Lore as you come to the light door exit. LORE>LUMINOTH LORE>CONFLICT>FIRST PHASE>OUR WAR BEGINS >Torvus Grove As you enter this room, you'll face some powerful new enemies: Pirate Commandos. (Maybe not so new; they're the normal versions of the Dark Commandos you mat earlier) This elite Pirates have been trained specifically to fight you, and they boast some powerful weaponry to do so. They can fire a powerful laser cannon at you, or an EMP grenade that creates static in your visor. They also carry energy scythes and a limited-use shield to block your attacks. Make sure not to attack them while their shield is up. The Super Missile can do massive damage to a Commando, but the Entangler works even better. Never stop moving to dodge most of their attacks, especially the EMP grenade. You can also lure them close to the Phazon in the center and shoot it to inflict lots of damage on them. After the Commandos are gone, the shields on the doors go down, letting you pass through the one across from the first. CREATURES>OFFWORLD>PIRATES>PIRATE COMMANDO >Meditation Vista Use the portal on this not-so-scenic ledge to enter the dark world. +---------------+ |DARK TORVUS BOG| +---------------+ >Gloom Vista Reenter the dark version of Torvus Grove from here. >Polluted Mire You'll face an annoying new enemy in the Polluted Mire: Metroid Prime! Oh, wait, I mean Hunter Ing. I hope I didn't cause any nervous breakdowns. Anyway, Hunter Ing are unlike any you've faced before. They're ethereal floating Ing with 4 long tentacles they use to whip you. Even worse, they can phase in and out of timespace to become impossible to hit and target. The Lightburst works well against them, but you need to be up close and fire as soon as they phase in to avoid hitting them. A better plan is to lure them near the Beacon in the middle and shoot it with the Light Beam to instantly destroy any Ing near it. After the Hunter Ing are defeated, begin scaling the platforms around the room and central tree. Keep climbing to a dark door. CREATURES>DARK AETHER>ING>HUNTER ING >Dark Falls Make sure to use the Save Station in this room. You'll probably be returning to it a few times. >Dark Forgotten Bridge Go along the path here (note the half-phased mechanism on the way) above the swamp. >Dark Arena Tunnel As you roll along the blocks in this tunnel, they disappear under you. Bomb Jump the rest of the way up. >Dark Torvus Arena As you jump down to the safe zone in the middle of this tall room, you see what looks like a dark version of your Morph Ball zoom through a hole in the wall. Use the safe zone to get up to full health and roll through to begin the toughest battle in the game. CREATURES>DARK AETHER>GUARDIANS>SUB GUARDIANS>BOOST GUARDIAN Location>Dark Torvus Bog>Dark Agon Temple Difficulty>10/10 Spoils>Boost Ball Strategy>Most people, including me, will agree that the Boost Guardian is the hardest boss in the game. This Warrior Ing uses the Boost Ball ability to pummel you with powerful attacks at rapid speed, and even worse, there is no safe zone in the room to take shelter in. Contrary to what I often say, don't scan the creature as the fight begins and make sure to come in with a full complement of 5 Energy Tanks and 100 Light Beam ammo units. Every second counts here; as soon as the fight begins; charge up a Light Beam shot and quickly hit him with it at close range to inflict decent damage. As soon as you fire one shot, charge another. If the Guardian is in puddle form when you finish charging, don't wait; manually aim at the puddle and hit it. If you're good, you should be able to hit him with 3 Lightbursts before he goes into Boost mode and the real chaos begins. Other guides may tell you to enter Morph Ball mode as well at this point, but I think it's best to stay in first-person mode. He will begin boosting and rocketing around the circular arena, bouncing off walls. (Maybe he stole some of Amorbis' caffeine) Try to keep track of the Boost Guardian as he rockets around and Space Jump over his attacks, but expect to be hit. Also, try and scan him while he's in this form. After a few boosts, he goes into an unusual grey-red puddle form. Go into Morph Ball mode and drop some Bombs on the puddle (it always follows you) to make him get back to boosting. It's best to jump over the puddle and enter the Morph Ball as you land; if you simply enter it while standing, you'll get pummeled by the puddle before you can escape. After this, avoid some more boosting and repeat. You have to Bomb the new puddle form 3 times to make the Guardian return to his normal form. As soon as he does, IMMEDIATELY charge the Light Beam some more and hit him as rapidly as you can; you can't afford to get hit by too many Boosts. It should take about 5-9 Lightbursts to take the Boost Guardian out, depending on how many of the shots hit him. (Blast him from as close as possible) The only other complications are the Inglets that appear periodically around the arena. They are blessing in disguise; a single Light Beam shot fells them and they will almost always drop precious energy. Also, if the Boost Guardian rams into one of the 4 pillars in the room, an Ultra Energy will appear; grab it quickly to help stay alive. After finally defeating the Boost Guardian (you'll probably die several times on him), you get the hard-earned Boost Ball! This upgrade lets you use a burst of speed while in Morph Ball mode, which will come in handy soon. CREATURES>DARK AETHER>GUARDIANS>SUB GUARDIANS>BOOST GUARDIAN >Expansions Available with the Boost Ball< Missile Expansion 19>Dark Agon Wastes>Crossroads Missile Expansion 20>Torvus Bog>Plaza Access Missile Expansion 21>Torvus Bog>Hydrodynamo Station i. Seeker Missile Launcher (Skrml) Firing one Missile at a time is so out of date these days. Blasting five targets at once is truly the way to go. >Dark Torvus Arena Now, leave the circular arena where you fought the Guardian and go to the main part of the arena. You appear to be trapped here; it's time to use your new upgrade to escape. Get into the Morph Ball and use the rounded floor and walls like a half-pipe, using a Boost whenever you roll across the middle to boost up the wall. Try to stay within the safe zone as much as possible while doing this. Using this method, get the first Dark Temple Key in an alcove high on the wall. Next, use the technique to get enough height to reach the ledge you started on and leave. In the Dark Arena Tunnel, use the Boost Ball to get over the blocks before they can disappear. Return to the Meditation Vista to reenter the light world. +----------+ |TORVUS BOG| +----------+ >Torvus Grove Use the half-pipe in front of the light door you first entered the room with to reach a high ledge. This lets you reach a dark door along the ledge. >Grove Access This room is simply a winding path. Scan one of the slightly cute, hopping things in the waterfall pool as you go. CREATURES>AETHER>GROUND>SURFACE PROWLERS>KROCUSS >Forgotten Bridge Now that you're in the light version of this enclosed path, use the Spinner by entering it in Morph Ball mode and repeatedly Boosting in place. This opens a gate connecting the path to the rest of the Forgotten Bridge. Consider getting the Missile expansion in Plaza Access just ahead, then return to and use the Transport to Temple Grounds. +--------------+ |TEMPLE GROUNDS| +--------------+ >Transport to Torvus Bog Go back to the Path of Eyes and use the shortcut, then blast open the green door with a Super Missile and go through the Hall of Eyes to the Meeting Grounds. >Meeting Grounds Take care of or try to ignore the War Wasps and use the half pipe in the middle of this room. Boost up to reach the ledge that's on your right as you came in and enter a small tunnel on top of it. >Service Access Roll along this long Morph Ball tunnel until you reach a larger area with a side view. Quickly stop and use the Boost Ball to get over the disappearing blocks as you did in Dark Arena Tunnel. Once across, continue along even more tunnels until you drop into... >Hall of Honored Dead This sacred room is directly below the Great Temple; it's obviously important, besides the fact that your next upgrade sits inside a force field in the middle of it. (Note the portal; you won't be using it for a long, long time) To get it, you'll need to use the Spinners along the edge of the huge room. Test them out to find which ones control which ring around the force field. Use the spinners to rotate the rings so that they align and glow, from the inside out or outside in. Once all the rings have been aligned, the force field disappears. Get the upgrade, the Seeker Missile Launcher! It lets you fire up to 5 Missiles at once by holding Y and moving the targeting cursor over multiple objects. You can also fire more than 1 missile at the same object for increased firepower. To avoid wasting a Missile when you start charging, hold Y as you switch beams or as you fire a charged shot. >Expansions Available with the Seeker Missile Launcher< Missile Expansion 22>Agon Wastes>Sand Processing Beam Ammo Expansion 2>Dark Torvus Bog>Cache A (off Poisoned Bog) j. Darkburst (Optional) (Dkbst) All your other weapons will start to seem useless once you start combining the Dark Beam and Missiles to create your own black holes with the awesome Darkburst. However, this charge combo is optional, so if you don't feel like getting it, skip ahead to the marked point in the next chapter. >Hall of Honored Dead Time to Seek your way out of the Hall of Honored Dead. To open the purple door and escape, use the Seeker Missile to shoot all five of the purple circles around the door at once. When you hit them all, the door opens. If you somehow miss, wait for the circles to reappear and try again. Once you're free, you'll probably want to rest and refuel at your ship. >Landing Site Scan the Keybearer Luminoth here and jump down to your ship. To create a shortcut to the ledge you came from, shoot the block in it with the Light Beam. After refilling your energy and ammo, it's time to return to Agon Wastes. You know the path; head to the transport and enter the desert. LORE>LUMINOTH LORE>KEYBEARER LORE>CADRE 2>M-DHE'S TESTAMENT +-----------+ |AGON WASTES| +-----------+ >Transport to Temple Grounds Head back to Agon Temple from here. >Agon Temple Use the dark door here corresponding to where you got the first Dark Temple Key. >Mine Shaft Use the Morph Ball to enter the tunnel. If you didn't already, get the Energy Tank in here with some Bomb Jumps. (See the Expansions section if you can't figure it out) Once you have it, descend along the Mine Shaft (you can get past the Pillbugs easily by Boosting through them) to a purple door. Open it as you did the one in the Hall of Honored Dead. >Mining Station B Jump down from the ledge you start on and scan the panel to activate a Kinetic Orb Cannon. It's used to exit the room; you obviously don't need it yet. From there, leave the cave to enter the main part of the Mining Station, which has been carved out by a huge drill. Look out for a new enemy on the rock walls: the Kralee. It's stronger than its green counterpart, able to phase in and out like a Hunter Ing. Luckily, it's mostly harmless and easy to destroy. After scanning and destroying the Kralee, go through another tunnel to a room with a half pipe. Scan the panel behind it to activate another cannon and return to the main chamber. Use the Bomb Slot next to the dead Luminoth to make the huge drill start spinning. While it's still spinning, quickly return to and use the Kinetic Orb Cannon you just activated (not the one near the exit) and use it to reach another Bomb Slot in a control room of sorts. Triggering this one raises the drill, causing it to remove a wall covering a portal. Next, leave the control room (scan the Luminoth Lore on your way out) and jump to the half-pipe. Use it to reach a high ledge on the left, which eventually leads to the top of the drill! (You may need to Boost to get up the incline of the tunnel) Walk along the drill to the portal. CREATURES>AETHER>GROUNDKRALEE LORE>LUMINOTH LORE>HISTORY>GOLDEN AGE>THE STELLAR OBJECT +----------------+ |DARK AGON WASTES| +----------------+ >Trial Grounds Stand in the safe zone in the middle of the area and wait for all the Nightbarbs to stop flying out of the crack in the wall. (It takes quite a while) After they stop, go into the crack and jump up some ledges. Follow them along the cliff to the door. >Dark Transit Station The Morph Ball track has some flying creatures constantly going through it. Use the Boost Ball to get past unharmed. >Dueling Range You arrive in a part of the Dueling Range sealed off from the rest by some indestructible bars. Use the portal to return to the light world. +-----------+ |AGON WASTES| +-----------+ >Mining Plaza The area you emerge in is also sealed off. Go back the way you came from. >Transit Station This area is just like the dark version, only with Sandbats instead. Once again, Boost your way through. >Mining Station B As you reenter this room, your prize is sitting in front of you. The Darkburst is the charge combo for the Dark Beam, using 5 Missiles and 30 Dark Beam ammo to fire a shot that creates a miniature black hole, doing even more massive damage than the Super Missile. Unfortunately, it doesn't open up any new paths. (It is optional, after all) To get back on track to the next upgrade, it's time to use a handy shortcut. Jump down to the ground and use the first Kinetic Orb Cannon you activated to leave the room. Go back up through the Mine Shaft and Agon Temple, Mining Plaza, and Portal Site to the Transport Center. >Transport Center In case you didn't already know, there's a huge half pipe in this room. First, Boost your way up to the higher of the two ledges. (It's fairly difficult and may take a while) When you get up, you'll find a one-way portal. Use it to get to the dark version of the ledge, which has a Missile Expansion waiting for you. If you get the Expansion, you'll have to jump down and return to the light world from the Portal Site. Anyway, after that, Boost up to the lower ledge and open the purple door here. Behind it is a transport from Agon Wastes to Torvus Bog; how convenient! +----------+ |TORVUS BOG| +----------+ >Transport to Agon Wastes You emerge in a transport room right off the lower part of Torvus Temple, exactly where you need to get to. Now, skip ahead to the marked part of the next chapter to continue. k. Gravity Boost (Grtyb) A bounty hunter like Samus should never be stopped by a little water. It's time to conquer the wetness and travel the Hydrodynamo like never before. I'm starting this chapter assuming you didn't detour to get the Darkburst, if you did, quit reading this and skip ahead! >Hall of Honored Dead If you didn't read it in the Darkburst chapter, it's time to use the Seeker Missile to escape this room. Hold Y (preferably just after switching Beams) to charge the Launcher, then move the cursor over all five purple circles to target them. Release Y to simultaneously fire a Missile at each one, blowing off the purple blast shield and letting you continue. Go back through the next few rooms to the Landing Site. >Landing Site Scan the Keybearer Luminoth and jump down to your ship. After refueling, shoot the crystal on the block in the ledge you jumped from to create a stepping stone back up. LORE>LUMINOTH LORE>KEYBEARER LORE>CADRE 2>M-DHE'S TESTAMENT >Service Access take care of or ignore the War Wasps and Bomb Jump into the Morph Ball tunnel entrance on the left side of the room. Use Bomb Jumps to get past the side view section and continue to the Meeting Grounds. >Meeting Grounds You should know the way from here; continue along through the rooms leading to the Transport to Torvus Bog +----------+ |TORVUS BOG| +----------+ >Transport to Temple Grounds From here, head back to Torvus Temple through the lower route from Great Bridge. !!!PEOPLE WITH THE DARKBURST SKIP TO HERE!!! >Torvus Temple Go through the center Morph Ball tunnel and blast open the green door. >Underground Transport It's finally time to visit the ring structure under Torvus Bog. Just like with Transports between areas, scan the panel and step into the hologram to descend. >Hydrodynamo Station This is the central room of the underground series of rooms, which seem to be much wetter than the surface bog. Before jumping into the deep pool, pay attention to what's above you. Several vents pump Preeds, floating Pirate explosives. (the normal versions of the Dark Preeds you met in Doomed Entry) Shoot the circles with Missiles to stop the Preeds from coming. (Scan one before shooting them all) Next, consider climbing the rotating platforms on the central turbine shaft to a door across from the entrance leading to a Save Station. After that, jump right in...at least to the shallow parts around the edges for now. Before going too deep, it's time to get another scan. Switch to the Scan Visor and look around in the water for some large, swimming shapes: Bloggs. These powerful aquatic predators are nothing like the blogs you probably know. Surprisingly, they're fairly peaceful and rarely attack you unless you provoke them with the Power Beam, but when they do, be ready. Bloggs are completely invulnerable to attack until when they charge at you. Right before they hit you, they open their mouths, their only weak point. When fighting a Blogg, keep locked on and charge the Dark Beam. When the Blogg opens its mouth, fire a Darkburst into it to destroy the creature just before it hits you. There are two of them in the water here, so try and keep track of both. Anyway, back to the walkthrough. Jump down to the lowest part of the door pool and look for an indentation in the wall with rising bubbles. (Luckily, Samus' Dark Suit lets her breathe underwater, though she's much less agile) In the Morph Ball, roll into the bubbles to be pushed up higher, from which you can jump to a large central platform. From there, look for an indentation in the stone wall with a scannable panel. Doing so extends a bridge from a ledge above you and removes one of three locks from the central platform, which you should now return to. Get into the Morph Ball and enter the tube in the middle, which shoots you up to the top of the room. Next, jump part of the way back down to a metal platform above the lower one. Jump to the bridge that was extended and get the Missile Expansion, then open the purple door to proceed. CREATURES>AETHER>AQUATIC>LARGE AQUATIC>BLOGG CREATURES>OFFWORLD>PIRATES>PREED >Training Chamber As you enter this waterlogged room, you meet an old nemesis...Dark Samus! She's back from the dead, and ready to...disappear. After laughing evilly (I thought she was mute 0_o), she vanishes and leaves behind a cloud of Phazon particles. Next, jump into the water and take out the two Bloggs. After the Bloggs are defeated, go to the Spinner and use it to align the red sections of track with the one in the huge circular piece of floor in the middle. Once the path is complete, use it to reach the area behind one of the two underwater fences. Get the Luminoth Lore and go through the dark door. LORE>LUMINOTH LORE>CONFLICT>FIRST PHASE>RECOVERING ENERGY >Transit Tunnel East The rooms of the Hydrodynamo are connected by long, curving Morph Ball tunnels that give it its ringlike shape. Bomb Jump into the Kinetic Orb Cannon to be shot into the main part of the tunnel. For now, just navigate through this tunnel using the bubbles to lift you. >Catacombs Jump into the water here and run across the bottom of the pool to some platforms you can jump up to reach lands. (Or metal) Scan some more Luminoth Lore (above the ledge with the forcefield and the Keybearer. Go through the dark door on the side of the room, just beyond the Keybearer. (You won't be using the grey door for a long time) LORE>LUMINOTH LORE>CONFLICT>FIRST PHASE>THE NEW TERROR LORE>LUMINOTH LORE>KEYBEARER LORE>CADRE 1>G-SCH'S TESTAMENT >Hydrodynamo Station When you arrive in the central room again, scan the panel in front of you to extend another bridge and disengage another lock. The Bloggs in here have been replaced by new enemies: Blogglings. These baby Bloggs are considerably less fearsome than the adults. Just shoot them in the side or back a few times with the Power Beam to dispatch them. Make sure to Save your game now; it's your last chance before the next boss. Next, jump back to the center platform and go through the first door you used to the Training Chamber. >Training Access There are some new enemies in this tunnel. Seedbursters swarm along the walls and fire seed things at you; stay back and shoot them with the Power Beam. CREATURES>AETHER>GROUND>SURFACE PROWLERS>SEEDBURSTER >Training Chamber Repeat the process you used last time, but use the blue path this time. >Transit Tunnel West A fan in this Morph Ball tunnel prevents you from getting through. Bomb a blue panel on the floor just before the fan, then use the Bomb Slot underneath to reverse it. Bomb Jump through the fan and continue on. >Gathering Hall Jump into the water here, avoiding the spiky floating things, and shoot the light crystals on their underside with the Dark Beam to flip them over, creating platforms to jump over. Scan some Luminoth Lore while you're underwater, then jump up to the ledge you entered on. Use the things you flipped to reach the other ledge and trigger the Bomb Slot to open a gate to an underwater portal. Needless to say, jump in to use it. LORE>LUMINOTH LORE>CONFLICT>FIRST PHASE>NEW WEAPONS +---------------+ |DARK TORVUS BOG| +---------------+ >Crypt Unlike in the light world, the ring structure in Dark Torvus Bog is dry as a bone. This particular room also contains two Dark Pirate Commandos. Unlike last time, you have to fight them. Try to stay in the alcove with the portal and try to dodge their laser shots and glop and EMP grenades, and hit the Commandos with Super Missiles or Lightbursts whenever they appear. Once they finally both go down, leave the safe zone and jump to the ledge above where you appeared. Get into the Spinner below the laser and use it to turn the beam to the far wall. After accomplishing this, return to the light world. +----------+ |TORVUS BOG| +----------+ >Gathering Hall The laser beam was turned in both worlds; it activates a Kinetic Orb Cannon here. Jump across more ledges to the Cannon and use it to reach a light door high on the wall leading back to the Hydrodynamo Station. >Hydrodynamo Station Once again, scan the panel you end up behind to extend a bridge from your ledge and undo the final lock, causing the whole central platform to lift up. Jump down and use the door under it. >Hydrodynamo Shaft As you descend the underwater stairs, note the massive swimming thing in the middle of the shaft. Make sure to scan it now instead of while you're fighting it. Near the bottom, shoot the swarm of Hydlings to get refills for your Missiles and energy. (And ammo, if you use the Light and Dark Beams) CREATURES>AETHER>AQUATIC>LARGE AQUATIC>ALPHA BLOGG >Main Hydrochamber This is it, the lowest room in the Hydrodynamo. Jump down to the huge chamber and go through a door to a small room on the other side. This room contains a new upgrade: the Gravity Boost! This gadget somehow lets you move around in water as though it were air, and gives you a third jump when underwater by holding B. It also enhances your underwater vision. After trying it out, go back to the main chamber. You didn't think you'd get the Gravity Boost without a fight, did you? As you reenter the Main Hydrochamber, a door on the top opens and the Alpha Blogg appears! CREATURES>AETHER>AQUATIC>LARGE AQUATIC>ALPHA BLOGG Location>Torvus Bog>Main Hydrochamber Difficulty>4/10 Spoils>Escape with Gravity Boost Strategy>I hope you're practiced with Blogging by now, because you're about to fight the strongest one. The Alpha Blogg fight, like any Blogg fight, relies on your timing; if you have it down, the fight is easy. As the battle begins, the Alpha Blogg will fire 3 bubble bursts at you. They will fog up your visor and keep you from firing, but should be easy to dodge with the mobility of the Gravity Boost. After firing them, the Alpha Blogg charges. As usual, you must hit him as he charges and opens his mouth. However, the timing for hitting him is strangely different than with a regular Blogg and could throw you off guard at first. Instead of hitting him a fraction of a second before he rams you, fire a Super Missile just after he begins charging so it hits him while he's still about 15-20 feet from you. As you fire the Missile, do a Space Dash to dodge the charge. It shouldn't take too many Super Missiles to defeat the Alpha Blogg and escape with the Gravity Boost. If you already have the Darkburst, consider using it-it only takes 2 of the powerful blasts to destroy the Alpha Blogg. After winning, you get...to keep the Gravity Boost. >Expansions Available with the Gravity Boost< Missile Expansion 23>Dark Torvus Bog>Undertransit One Missile Expansion 24>Torvus Bog>Torvus Lagoon Energy Tank 6>Torvus Bog>Transit Tunnel East l. Grapple Beam (Grplb) The Grapple Beam lets you swing around like Tarzan through the air. To get it, though, you'll have to fight the incarnation of boredom itself. >Main Hydrochamber Now, time to get a Boost on your way out...a Gravity Boost. Okay, that was terrible. First, jump to an alcove with a fan on the wall. Continue to climb and float your way up more platforms to the door. >Hydrochamber Shaft Before going back up, use the Gravity Boost to reach a portal right above the door you just used. +---------------+ |DARK TORVUS BOG| +---------------+ >Undertemple Access Grab the Dark Temple Key in front of you, then turn around and go back through the portal. Tricky, huh? +----------+ |TORVUS BOG| +----------+ >Hydrodynamo Shaft Next, go back to the Catacombs. >Catacombs Jump into the water and use the underwater Bomb Slot to lower a force field around a portal above. Jump to the ledge it's on and return to... +---------------+ |DARK TORVUS BOG| +---------------+ >Dungeon As if regular Grenchlers weren't bad enough, you're pitted against Dark Grenchlers in the Dungeon. Luckily for your, their darkling possession actually makes them easier-the Lightburst and the same tactics as before can make short work of the fiends, though you'll likely take lots of damage in the fight. (Especially if you happen to fall into the poison water below the portal) After the Dark Grenchlers are defeated, use the only door in the room to continue. CREATURES>DARK AETHER>DARKLINGS>DARKLING GROUND>DARK GRENCHLER >Undertransit Two This Morph Ball tunnel is like the light world ones, but far deadlier. Use timing to avoid getting smashed by the pistons. >Sacrificial Chamber There's nothing to do here...yet. Continue across to another door. >Undertransit One You'll need to navigate between several levels of pipes to get through here, without being able to see much of what you're doing. Roll forward slowly to find any hidden gaps in the pipe to drop down to the lowest one. Roll as far left as possible and Bomb Jump up and left until you go through the stopped fan. Repeat this on the other side, unless you want a Missile Expansion. (And you probably have enough of those anyway) On the far right side of the lowest level on the other side of the fan, Bomb Jump up and left, then up and right to reach the Expansion. After that, leave the pipes and continue on to the next big room. >Crypt Get rid of the force field you start behind with the Dark Beam and start using the ledges on the walls to jump up around the room, starting to your right. (Time your jumps; the platforms retract) Continue going around to reach a ledge above the laser with a light door. Go through it and enter the Undertemple Shaft. >Undertemple Shaft Look down and carefully jump to the round metal platform suspended above the floor in the middle of the shaft. (If you fall all the way down, you'll have two Hunter Ing to fight) Get into the Morph Ball and lunch to the top of the room in the Kinetic Orb Cannon, just like in the light world. Make sure to jump over to the Save Station up here, then leave again and drop down to the main floor. Drop down again through the hole in the floor to a ledge below and enter a cagelike structure in the middle. Trigger the Bomb Slot to rotate the cage and enter the newly accessible door. Shoot the Ingsphere Caches along the way to get some refills in preparation for your next boss battle. >Sacrificial Chamber As you jump to the floor again, you're confronted with your next Guardian: a giant Grenchler that's stolen your Grappling Beam! CREATURES>DARK AETHER>GUARDIANS>SUB GUARDIANS>GRAPPLE GUARDIAN Location>Dark Torvus Bog>Sacrificial Chamber Difficulty>2/10 Spoils>Grapple Beam Strategy>The Grapple Guardian is a mutant Grenchler that has stolen your Grapple Beam. The fight with him isn't hard at all, but it's extremely long and tedious. As soon as the fight begins, scan him, then lock onto the Guardian and get an energy pillar between you and him. He'll continuously circle around the pillar and periodically fire a Grapple Beam at you, but with the pillar in front he can't hurt you. You should always be charging the Power Beam for this battle; if he Grapples you, unleash a charged shot in his face to make him let go. Otherwise, use your charge to blast him in the mouth when the purple energy ball is there to make him flash yellow. With 3 charges to the mouth, he'll be VERY briefly stunned. Dash around behind him as you fire the third charged shot and immediately charge another one so you can hit his back while he's stunned. He may also randomly get his Grapple Beam stuck to the pillar. If he does, he'll be stunned for much longer; hit his back with a Super Missile. This is pretty much the pattern of the battle, except that he eventually loses his tail and sparks with Grapple energy when his health gets low. The energy pillars also go out, so he can't get stuck to them anymore. Just keep stunning him and hitting his back to eventually kill this tedious boss. After winning, you get the Grappling Beam! (Whoah, I wasn't expecting THAT) By facing special Grappling points and holding L, you can swing from them, Tarzan- style. CREATURES>DARK AETHER>GUARDIANS>SUB GUARDIANS>GRAPPLE GUARDIAN >Expansions Available with the Grappling Beam< Missile Expansion 25>Torvus Bog>Abandoned Worksite Missile Expansion 26>Torvus Bog>Path of Roots Energy Tank 7>Temple Grounds>Windchamber Gateway Energy Tank 8>Dark Torvus Bog>Cache B (off Dark Torvus Temple) m. Dark Visor (Drkvs) I'm sure you've developed a good-sized ball of rage for those stupid Hunter Ing and Pirate Commandos. Once you take out the boss of Torvus Bog, you'll be ready for payback. >Sacrificial Chamber As usual, you'll be using your new upgrade immediately. Metal cages have covered both of the side doors, and you can't destroy them with any of your current weaponry. Jump up the pile of rubble across from where you entered and face the Grappling Beam icon until it turns white and grows. (make sure to scan it) You can how hold L to fire the Grappling Beam and use it to swing back to where you entered. RESEARCH>MECHANISMS>SYSTEMS>GRAPPLE POINT >Undertemple Shaft Upon entering, turn to the right and swing to another ledge using the Grappling Beam. Enter the door on it to return to the Crypt. >Crypt Kill the dark Pirates if you want and enter the portal here. +----------+ |TORVUS BOG| +----------+ >Gathering Hall Now, return to the Hydrodynamo Chamber, save in the Save Station, and take the elevator back to the surface. (Well, almost) >Torvus Temple Next, return to the Forgotten Bridge, either through Torvus Grove or the Great Bridge. >Forgotten Bridge Get up onto the bridge and jump to the ledge below the gate you opened earlier. Jump over to the portal ledge from there and, what else, use it. +---------------+ |DARK TORVUS BOG| +---------------+ >Dark Forgotten Bridge Jump back to the Bridge and go through the green door at the end. >Brooding Ground Dispatch of the Dark Preeds before going anywhere and scan the crystal on the ground below you. (Make sure not to jump down) After he poison clouds from the Preeds clear, shoot the crystal with the Light Beam to make it and the platform it's on raise up, allowing you to jump across. Go through the Morph Ball tunnel at the end to repeat the process and reach the next room. RESEARCH>LUMINOTH TECHNOLOGY>LIFT CRYSTALS>LIFTVINE CRYSTAL >Venomous Pond Roll into the tunnel to your left as you enter to reach a ledge from which you can Grapple over to the final Dark Temple Key. Don't bother fighting the Hunter Ing in here; instead quickly go through the dark door in a corner. >Portal Chamber Roll through the Morph Ball tunnel in here to reach the other side. When you do, you can jump up to a high ledge and roll into another hole leading to an elevator and a portal. If you use the portal, you can end up in a seemingly inaccessible chamber in the light world with a Missile Expansion. After getting it, return to Dark Aether and go through the next door you skipped. >Poisoned Bog Jump over to and enter a door on the right. In a room corresponding to a Save Station is a Beam Ammo expansion, which will come in handy for the upcoming boss battle. Now, return to the Venomous Pond. >Venomous Pond Continuing to ignore the Hunter Ing, use the Save Station behind the red door, then use the light door to go to the Temple. >Dark Torvus Temple The room you end up in is like the lower side of Torvus Temple, but with one less path. Don't approach the light in the middle of the room yet; first, visit both of the two other side rooms. They contain an Ammo Station and Energy Tank, which will get you fully refilled for the boss. Next, it's time to step into the light. Samus uses the three Dark Temple Keys to open the way and turns the floor into an elevator that lifts you to the main part of the Temple, which is a platform surrounded by poisonous water. In a cutscene, Samus notices a whale- like creature swimming in the water. Time for your next Guardian fight. /CREATURES>DARK AETHER>GUARDIANS>CHYKKA>CHYKKA LARVA |CREATURES>DARK AETHER>DARKLINGS>DARKLING FLYERS>DARK SHREDDER |Location>Dark Torvus Bog>Dark Torvus Temple |Difficulty>3/10 |Strategy>Your fight with the boss of Torvus Bog is a long and arduous, but |multistaged and interesting one. You start out on a circular platform on |poison water with a safe zone, facing a large cocoon on the far wall. When |you're ready, hit each of the 4 supporting tentacles with a Charge Beam to |dislodge the cocoon and make it fall in the poison water. After that, the real |fight begins. The Chykka Larva is a huge, whale-like creature that swims |around the platform you're on. Track it manually with the Light Beam and try |to hit its head whenever it pokes it out of the water. The Larva may also roar |and dive underwater. When it does, charge the Light Beam and find out where it |is with your radar. When it breaches, quickly lock onto it and fire the |charged shot as you jump over the wave of poison water that appears when it |hits the water again. Finally, the Larva sometimes gets onto your platform and |tries to hit you with its tongue. Dash back and forth to dodge and stay locked |on, firing as many charged Light Beam shots as you can. If its tongue gets |you, hit it some more to hopefully make it let go. Just follow this simple |pattern for a while (The Larva has a lot of HP) to eventually advance to the |next phase. Also, the Larva sometimes summons Dark Shredders to attack you. |(Remember to scan them as well) They're easily dispatched with a Missile, but |you can also use the Dark Beam to get your Light Beam ammo back. | |CREATURES>DARK AETHER>GUARDIANS>CHYKKA>CHYKKA |CREATURES>DARK AETHER>GUARDIANS>CHYKKA>DARK CHYKKA |CREATURES>DARK AETHER>GUARDIANS>CHYKKA>CHYKLINGS |Location>Dark Torvus Bog>Dark Torvus Temple |Difficulty>5/10 |Spoils>Dark Visor, access to Dark Torvus Energy Controller |Strategy>After you defeat the Chykka Larva, it instantly matures into a huge |4-winged insect. The center platform also splits into 3 sections connected by |Grapple points. This new form of Chykka has 2 main attacks. It can spit |multiple globs of poison water at you, but this attack is easily jumped over. |Later, it may charge and then fly around the arena, though this is rare. |Anyway, you must first hurt Chykka for a while to stun it. You can simply |rapid-fire the Power Beam to hit the fast-moving insect some of the time, but |the charged Light beam also works well. However, I'd recommend the Power Beam; |you'll need your Light Beam ammo for later. Anyway, once the beast is stunned, |you'll see 4 red spots glow on its back; quickly Grapple over to whichever |platform is closest to being behind it, charging the Seeker Missile Launcher |as you do. Once you get behind it, lock onto all 4 glowing spots and fire |Seeker Missiles at them. Repeat this process once more to make Chykka fall |into the poison water, stunned. (And remember to jump over the resulting |shockwave) When it emerges, it's in a new form: Dark Chykka, which you should |also scan. The strategy for this form is simple: target the boss' bloated egg |sac to hurt it. Unfortunately, it can deflect Missiles, so you'll have to |stick with beams. You can still rapid-fire the Power Beam, but the Light Beam |works better; fire a charged shot to do good damage. Dark Chykka occasionally |summons a swarm of Chyklings. Take them out for refills galore, and use the |Darkburst if you can to get an incredible amount of Light Beam ammo. After a |while, Dark Chykka returns to being normal Chykka and you must clip its wings |again. Continue to attack Dark Chykka's egg sac to eventually kill it and \restore energy to the Torvus region. After finally killing Chykka, it crashes to the ground lifeless and all the poison water drains. Oh, and your latest upgrade appears in the middle: the Dark Visor! This item lets you see objects that were previously invisible, as well as keep locks on Hunter Ing and Dark Pirate Commandos when they phase out. It also has an awesome black, white, and red color scheme and highlights enemies in the center in red. Use it to find some invisible platforms hovering around you. Use them as stepping stones to reach the door high on the Temple wall leading to the Energy Controller. (Get through the Access room as before) CREATURES>DARK AETHER>DARKLINGS>DARKLING FLYERS>DARK SHREDDER CREATURES>DARK AETHER>GUARDIANS>CHYKKA>CHYKKA CREATURES>DARK AETHER>GUARDIANS>CHYKKA>CHYKKA LARVA CREATURES>DARK AETHER>GUARDIANS>CHYKKA>CHYKLINGS CREATURES>DARK AETHER>GUARDIANS>CHYKKA>DARK CHYKKA >Expansions Available with the Dark Visor< Missile Expansion 27>Great Temple>Transport A Access Missile Expansion 28>Sky Temple Grounds>War Ritual Grounds (dark version of Meeting Grounds) Missile Expansion 29>Sky Temple Grounds>Phazon Grounds Missile Expansion 30>Ing Hive>Hazing Cliff >Dark Torvus Energy Controller You know the drill: when you approach it, Samus drains the Energy Controller. After getting the Torvus area's energy, leave and return to the Dark Forgotten bridge to use the portal. (If you encounter any Hunter Ing or Dark Commandos on the way, give them some payback using your new eyewear) +----------+ |TORVUS BOG| +----------+ >Forgotten Bridge You know what to do: go back to the Torvus Energy Controller from here. (Watch out for the Shriekers in Torvus Temple) >Torvus Energy Controller Approach the Controller to return the energy and send a second beam of light to the Main Energy Controller. Torvus Bog is restored! Now, head back to U-Mos for your third and final assignment. There are a few things to note along the way. (Make sure to pass through the Path of Roots) III. Sanctuary Temple n. Spider Ball (Spdrb) The handy Spider Ball lets you defy gravity and climb walls to new heights. To get it, you'll journey through a world unlike anything you've seen before. +----------+ |TORVUS BOG| +----------+ >Path of Roots Now that you have the Grapple beam, you can access a Missile Expansion on the metal structure you had to roll under before. >Torvus Lagoon Before going up on shore, use the Gravity Boost to get another Missile Expansion above some Venom Weed to the right. Beware of the Grenchlers that have moved into this area; they're amphibious. Anyway, continue on to the Transport to Temple Grounds from here. +--------------+ |TEMPLE GROUNDS| +--------------+ >Transport to Torvus Bog Return to the Path of Eyes. >Path of Eyes Don't take the shortcut; instead, go to the green door you passed by before and blast it open with a Super Missile. >Windchamber Gateway Use the Kinetic Orb Cannon to cross the big gap here, then from the other side Grapple out to another Energy Tank. Now, return through the Path of Eyes to the Meeting Grounds and up to the Great Temple. +------------+ |GREAT TEMPLE| +------------+ >Main Energy Controller U-Mos tells you of the third temple in a huge Luminoth stronghold: the Sanctuary Fortress. After speaking with him, go back down to the Temple Sanctuary and use the Emerald translator door to return to the path you first took to reach the Great Temple. >Transport A Access Roll through the small hole in the wall to reach the Save Station. Now that you have the Morph Ball Bombs, you can blow up some Talloric Alloy next to it to get a Missile Expansion underneath. After getting it and saving, continue to the transport and descend to the Temple Grounds. +--------------+ |TEMPLE GROUNDS| +--------------+ >Sacred Path There isn't much to do here except evade the War Wasps and head for the Sacred Bridge. >Sacred Bridge You bypassed the bridge last time by rolling through a Morph Ball tunnel, but that's not an option now. Use the Dark Visor to find some targets around the circular bridge and shoot them all with Seeker Missiles. If you hit all 5 at once, the bridge lowers and you can cross. >GMFC Compound Take out the Pirates inhabiting this area first. If you didn't already, Space Jump to the top of the Federation ship from the ledges you enter on to get a Missile Expansion. Open the Emerald door to the left of the ship (looking at it head-on) to continue. >Fortress Transport Access You'll face some Luminoth Turrets in here. They're identical to Federation and Pirate turrets except they take two charged Power Beam shots to destroy. As usual, scan one as well as the Lore near the end of the room. Go through the door and take the transport to the Sanctuary Fortress. CREATURES>AETHER>MECHANOIDS>STATIONARY>LUMINOTH TURRET LORE>LUMINOTH LORE>CONFLICT>SECOND PHASE>THE SKY TEMPLE +------------------+ |SANCTUARY FORTRESS| +------------------+ >Transport to Temple Grounds As you can immediately see, being a Luminoth city, the Sanctuary Fortress is much more technological than the other two levels; the entire thing is made of metal and filled with robots. Leave the transport room to get your first taste of the coolest level in the game. >Temple Transport Access In the first part of this long hall, blast two more Luminoth Turrets and scan a panel to rotate a huge wheel that serves as a security barrier. In the hallway ahead, scan (and shoot, if you like) the tiny drones crawling on the right wall. Use the Spinner to rotate another barrier into place and go through. >Sanctuary Entrance As you enter this huge cliff face, a cutscene plays showing you the level's mind-blowingly cool futuristic architecture. Unfortunately, you don't have much time to enjoy the view of the Fortress or city far below; as you cross the bridge leading to the main structure, 4 or so Pirate Commandos attack you. Engage them as usual, using the crates on the bridge for cover. The Entangler, Darkburst, and Super Missile are your best friends in this battle, but make sure to wait until they lower their shields. if one passes near some containers of Phazon, shoot them for a nasty surprise. After all the Commandos go down, finish crossing the bridge and continue on. >Power Junction You'll find more mostly harmless robots in the Power Junction: Octopedes. They don't attack you, but when killed their pieces split up and bounce around until they self destruct; stand well back. To destroy them without fear of this feature, use the Dark Beam. (For some reason, you often seem to miss when using it, though) CREATURES>AETHER>MECHANOIDS>SMALL>OCTOPEDE >Reactor Access Repeat the technique you used in the Sacred Bridge in the large room here. Find 5 targets for your Seeker Missiles with the Dark Visor and shoot them to open a new path. As soon as you do, a Rezbit appears. These bizarre robots are best described as floating computer programs and have powerful offensive abilities. They can fire powerful laser shots at you, or give you a virus. (Yes, a glitch in your suit's programming; hit L, R, and Start to reboot your system and clear out the virus) They can also project a blue energy shield that immune to most attacks and become untargetable. Wait for the Rezbit to drop the shield while dodging its powerful attacks and hit it with an Entangler. Once frozen, it's just as vulnerable to Missiles as anything else. When the Rezbit is deleted, jump up to the ledge you created and to the Reactor Core. CREATURES>AETHER>MECHANOIDS>SMALL>REZBIT >Reactor Core You encounter yet another new mechanoids in here-a Quad. Quad are 4-legged mechanoids walkers that can shoot laser blasts from their top section of use a vortex attack to spin at you. The best way to defeat a Quad is to first lock onto its head and blast it with a Super Missile, then get into Morph Ball mode and boost at the Quad's body when it starts spinning. This makes it break down and a red dot appears under it; boost through the dot to kill the body. You should do these steps in reverse this time, however, to get scans of both the head and body. If you do take the body out first, the head flies around and shoots lasers at you. It also uses an opposite-polarity shield at times. It's vulnerable to the Dark Beam when the shield is white, and the Light Beam when the shield is dark. The Super Missile still works, assuming it's not shielding. Before entering the Reactor Core area, go along the path to the right to reach a Save Station. Next get to the Reactor Core column and start climbing the platforms around the walls to reach the top. (Beware of the Rezbits floating around) Once you reach the top, go through the blue door. CREATURES>AETHER>MECHANOIDS>LARGE>QUAD CM CREATURES>AETHER>MECHANOIDS>LARGE>QUAD MB >Minigyro Chamber As you enter, scan the console in front of you to learn an override code for the minigyro. Now, get into Morph Ball mode and roll over to the gyro reactor. As the scan said, roll around the gyro and Bomb the slot in the order amber, cobalt, ruby, emerald. This stops the gyro and lets you roll through. >Hall of Combat Mastery This long hall lives up to its name, containing many inactive Quads and two functioning ones. When fighting them, make sure to take out the heads first. If you don't they can simply flying to another body and activate it. Once the Quads are destroyed, use the portal at the end of the hall to enter the Ing's central base. +--------+ |ING HIVE| +--------+ >Culling Chamber Exit the enclosure with the portal and turn to your right. You should see another door behind and to the left of the portal; go through it. >Hazing Cliff This room's name...is wierd. Anyway, go along the creepy cliff and use Lightbursts to take out the Dark Diligence Drones and Dark Tallon Metroid. (just when you thought they couldn't get uglier...) In a dead end behind the last Drone is a Missile Expansion; take it and go back. CREATURES>DARK AETHER>DARKLINGS>DARKLING MECHANOID>DARK DILIGENCE DRONE CREATURES>DARK AETHER>DARKLINGS>DARKLING OFFWORLD>DARK TALLON METROID >Culling Chamber Go back through the hall (there are some Warrior Ing on the way) and look for a dark door on your right in a corner, as well as some new Ing storage containers. RESEARCH>BIOLOGY>ING STORAGE>INGWORM CACHE >Central Hive East Transport Use the elevator here to ascend to the upper level of the Hive. >Hive Dynamo Works You need to Grapple across this sheer drop, but make sure to eliminate the swarm of Nightbarbs first. The Power Beam works well, but if you're feeling particularly wasteful you can give the Seeker Missiles a try. Once across the gap, turn around and look for a portal behind a barrier. Once again, find the targets around it with the Dark Visor and hit them all with Seeker Missiles to open the portal for use. +------------------+ |SANCTUARY FORTRESS| +------------------+ >Dynamo Works There isn't much to do here now but go through the dark door ahead of you. >Dynamo Access There are some regular Diligence Drones in the tunnels. A single Dark Beam, shot quickly destroys them. In the main part of the room, scan one of the Mechlops *coughtriclopscough* and then use the Morph Ball to get into the region under the floor where they are. These horned robots will suck you into their jaws, then carry you to the nearest exit and spit you out. To destroy them, lay a Bomb just as they notice you and roll away; they suck in the Bomb instead and blow themselves up. Repeat this with two Mechlops to get across the barrier in the middle of the room and "surface" on the other side. Take out another Diligence Drone and go through the dark door. CREATURES>AETHER>MECHANOIDS>SMALL>DILIGENCE CLASS DRONE CREATURES>AETHER>MECHANOIDS>SMALL>MECHLOPS >Main Gyro Chamber This room is the source of the Sanctuary Fortress' power. Or rather, the enormous gyro pulsing with energy in the middle is. First, activate and use the elevator to your left to descend to the lowest part of the chamber. Ignore the door and posts for now, and get the Luminoth Lore. Now, go back up, get into a Morph Ball track in the wall, and roll to another section of the chamber. Repeat the process in another track to reach a puzzle of sorts. You're faced with a 3 by 3 grid of colored dots which you must align with the laser beams on the left-red on top, then green, then blue. To do this, rotate clusters of 4 dots by shooting the spots in between them. Focus on doing the red row first, then the green and blue ones. When all the rows are aligned, the puzzle is replaced by a Bomb Slot; activate it to stop the outer gyro ring spinning. Be sure to save your game while you're in this section. Roll back to the previous section of the room and get onto the ring, then walk across to the opposite side and use the Morph Ball track to reach the other side of the section you started in. Open the door separating the two areas with the Spinner and take the elevator up and to the next room. LUMINOTH LORE>CONFLICT>SECOND PHASE>SHATTERED HOPE >Temple Access When fighting the Quad in here, take the legs out first-another head is always ready to take the current one's place if it dies first. >Sanctuary Temple The temple of the Sanctuary Fortress is the biggest yet, a massive, roughly ovoid room with some long metal platforms resembling scaffolding scattered around it. For now, jump down to the huge floor of the temple. Apparently, Quad can become even cooler, because you face dark versions of them here. Strangely, they are virtually identical to their regular versions and are destroying in exactly the same way. Be sure to scan both parts; they are missable. After getting the scans, climb the scaffolding to the main platform and Grapple over to the door across from the one you entered in. CREATURES>DARK AETHER>DARKLINGS>DARKLING MECHNOID>DARK QUAD CM CREATURES>DARK AETHER>DARKLINGS>DARKLING MECHNOID>DARK QUAD MB >Sanctuary Energy Controller Enter the energy controller the same way as the other two. As usual, scan the hologram to meet a recording of the last sentinel of this energy controller, who tells you of his last moments. After this, he gives you the translator data to scan cobalt holograms. Use this new ability to get some Luminoth Lore on your way out. LORE>LUMINOTH LORE>CONFLICT>SECOND PHASE>AGON FALLS >Sanctuary Temple What did I tell you about the Dark Quads? They've already been replaced by even more robots, magnetic things called Mekenobites. They're fairly tough, so don't jump down to the main floor and try to scan them from the platforms. if you don't, you'll get plenty of chances later. Anyway, from the door to the Energy Controller, jump to the central platform and right to the cobalt translator door. >Worker's Path Jump to the father floating platform and scan a red thing on the higher one to activate a Kinetic Orb Cannon that shoots you across the nearly bottomless gap. You may as well activate the other cannon in the same way just in case before going through a door near the platforms you land on. >Dynamo Works CREATURES>DARK AETHER>GUARDIANS>SUB GUARDIANS>SPIDER GUARDIAN Location>Sanctuary Fortress>Dynamo Works Difficulty>5/10 Spoils>Spider Ball Strategy>As you first enter the Dynamo Works from the Worker's Path, you see the Spider Guardian, a massively strengthened Pillbug, circling a Morph Ball hole. Make sure to scan it now; you won't have another chance! After this, enter the hole and get ready for one of the most interesting battles in the game. The entire affair takes place in Morph Ball mode, and the Guardian is restrained to moving on Spider Ball tracks. Its only weapon is an electrical field that surrounds it and can hit you even through thin walls; always keep a good distance away to avoid being shocked for a constant 30 damage. The only way to damage the Spider Guardian is by redirecting its path into a sparking blue energy conduit; this removes 1/6 of its health. To do this, you must first use Morph Ball Bombs on the Guardian to stun it. The creature's electrical field may then turn red or green. (It starts out blue) If it turns red, the Guardian moves faster; adjust the timing of your Bombs accordingly when you try again. If it turns green, the Bomb Slot in the area activates and some platforms may extend from the wall. (You'll also hear an audio cue) Quickly go to the slot and trigger it to move part of the course and redirect the Guardian into the power conduit. To help you plan on defeating the Spider Guardian, I've made text maps of all 4 areas in which you must fight it. C=Energy Conduit B=Bomb Slot S=Spider Ball Track D=Moving Door E=Extending Platform X=Lay Bombs here STAGE 1 __________ ___________ | | | | | ______ |__| _______ | ___ | | SSSSSSSSSSSSS | | | B | |__ | S _________ S | __|__| | __| | S| |S X ___| | | S| |S ______/___ | ___| S| |SSSDSSSSC | S| |S __________ |___ S|_________|S | | SSSSSSSSSSSSS | |________ ______| __________| | START ___| __________/ The first stage is easy. Wait for the SG to roll past above you, then quickly Bomb Jump up to the left. Roll as far left as possible and Bomb Jump again to get to the left side of the area. Staying as far away from the Spider Ball track as possible to avoid the electrical field, wait for the Guardian to pass before Bomb Jumping your way up to the top of the steps. Wait for him to pass by again and drop onto the top of the center square, then BJ onto the other part of the highest level. Drop down a few levels to reach the part of the area with the Bomb Slot. Make sure not to get hit as you lay some Bombs on the leftmost part of the ledge you're on, right next to the track, to hit the SG. Roll away from the track as soon as you lay the Bombs to avoid the electricity. If he turns green, you can easily roll up the short hill and Bomb the slot to trap the Guardian. After he gets shocked, follow him to the next stage. STAGE 2 ____ / \____ / | ___ | _____ | | B | _______ | | | |__| |____ / \ __| |_____| | | | START SSSSSSSSSSSSSSSS| | ____ |___ __ ___ SEEEEEEEEEEEEEES| |SSSDSSSSSCSSS |S | |S S| |SX __________ |S | |S S| |SX| |S |___|S S|_____|SX| |SSSSSSSS SSSSSSSSSX| | | | | \ / \ / \ / \ / \_ _/ \_ _/ \_ _/ \____________/ The next stage is harder. There's a half-pipe under the main part of the level; Boost to the ledge on the right near the conduit when the Guardian isn't around there. Sit on the edge of the ledge (you'll have to switch the camera wit X every time you do, which is annoying). As the Guardian is about to climb up the track to your ledge, fall down and drop 3 Bombs over the track as you fall, charging a Boost right afterward. If you had good enough timing, he'll get hit. If he turns green, boost up to the high ledge of the left, then fall down onto the ledge and Bomb the slot. It can be tough to boost fast enough, though, and you'll probably take damage. STAGE 3 ______ / \__________________ | | |S | | __________ _______|S | | |__________| XX |_______|S | | |SSSSSSSSSSSSSSSSSSSSSSDCS | | |S EEEEEEEEEEEEEEEE ___| | |SSSSSSSSSS | | __| |EEEEEEEEES | | START B S | | __ SSSSSSSS S | | | |SSSSSSSSSS __| | | | EEEEEEEEEEE| | | | |__| | \ / \_ _/ \_ _/ \_ _/ \___________/ The third stage also has a half-pipe. You want to get up onto the ledges on the top of the room, preferably on the left side of the gap. As the Guardian approaches, drop across the track and quickly lay 3 Bombs, then charge a Boost as you hit the bottom of the half-pipe. Regardless of whether he turns green or not, quickly Boost back up to the top ledges. If he turned green, fall onto the ledge that extends when you return to the top and fall along the ledges down to below the slot. Bomb Jump up to it and activate it, then follow the Spider Guardian to the final stage. STAGE 4 C=Crate |S | _________|S |__________________________________ SSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS | ______________ S | | B | C C C S | ___| |____________________________ S | _____/SSSSSSSS\_______________ | B | | S |________ | SSS _______SSSSSSSSSSSSSSSSC| | | | SSSSSSSSSS | | ___/_______\_____DS ____|___/SSSSS\_|_________ | | CSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS ____SSS|SSSSSSSSSSS | | _______________________ SD ___/____\ | _______| | BSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSC |SSSSSSSSSSS | | _________________DS X______________ |_________ | |SSSSSS\_____/SSSSSSSSSSSSSSSSSS\__A__/SSSSSSSSSSSSSSSS | |_____ SSSSSSS ________________ SSSSSSSS _______________| \_______/ \________/ The last stage is extremely tricky. There are 3 conduits and 3 Bombs slots; you must trigger 1, 2, or all 3 of them in order to get him to run into a conduit. First, roll along the top and Bomb the crates to get 3 Super Energy units. Fall down the ledges on the right side and drop onto the lowest level where the Spider Guardian is. Roll just behind him and Bomb Jump onto the right-hand ledge, rolling onto the thicker section marked with the A. On this or the other thicker section, the Spider Guardian can't shock you. This time, lay the Bombs on the leftmost part of your ledge to hit the Guardian as he comes from the left. Right after laying them, roll back to the thick section of ledge. If you hear the audio cue meaning the Bomb Slots have activated, quickly boost across the gap to the other ledge and first Bomb Slot. Activate it to move the lowest moving door. After doing that, drop down to the left to avoid getting shocked as the Guardian comes past. He'll roll to the Bomb Slot, then right into the first energy conduit. For the next conduit, repeat the above process, then roll back to the right after activating the first Bomb Slot. He should have started to continue rolling to the right by now; Bomb Jump from where he was to the ledge you laid your Bombs on, then up and right again. Roll up the tiny hill and Bomb Jump to the second slot. Once he gets off the lowest level of track, roll right and drop to it to avoid him as he continues on his roll of electrocution. The third conduit, obviously, is the hardest; you must activate all 3 slots while he's green. After reactivating the second slot, drop off the ledge where the second moving door was, then Bomb Jump up and left twice to the level with the third Bomb Slot. Roll up the small hill and activate it within the time limit, then drop off the ledge to the left and watch your victory. (Note that the opening under the third Slot is tiny, so you need to be aligned very precisely, just to the left of the top of the hill, to Bomb Jump to the slot) If you're having trouble making it to all 3 slots, you can Bomb him while he's green to reset the timer, but this shouldn't be necessary. After being defeated, the Spider Guardian leaves behind the Spider Ball upgrade! Get it to gain the same wall-climbing power he had, which will be useful for getting out. To move along the distinctive Spider Ball tracks regardless of position, hold down R. CREATURES>DARK AETHER>GUARDIANS>SUB GUARDIANS>SPIDER GUARDIAN >Expansions Available with the Spider Ball< Missile Expansions 31>Sanctuary Fortress>Dynamo Works Missile Expansions 32>Sanctuary Fortress>Hall of Combat Mastery Missile Expansions 33>Agon Wastes>Reactor Core Missile Expansions 34>Agon Wastes>Storage C (off Bioenergy Production) Missile Expansions 35>Dark Agon Wastes>Junction Site Missile Expansions 36>Torvus Bog>Training Chamber Energy Tank 9>Sanctuary Fortress>Reactor Core Energy Tank 10>Torvus Bog>Torvus Plaza o. Power Bomb (Pwrbm) The Morph Ball Bombs are useful explosives, but they're almost boringly weak. If you really want to cause some damage, you can't go wrong with Power Bombs. +------------------+ |SANCTUARY FORTRESS| +------------------+ >Dynamo Works Use your new upgrade to escape the Dynamo Works. It's recommended that you use a shortcut to escape; it saves time and gets you a Missile Expansion. To do so, use the Spider Ball tracks to leave the fourth area and jump up to a ledge on top, between the third and fourth areas. Roll along this new ledge to get a Missile Expansion and to come out in the main part of the Dynamo Works. Go up the Spider Ball tracks on the wall (scan them and the Keybearer) and take the elevator down to the Hall of Combat Mastery. LORE>LUMINOTH LORE>KEYBEARER LORE>CADRE 2>C-RCH'S TESTAMENT RESEARCH>MECHANISMS>SYSTEMS>SPIDER BALL TRACK >Hall of Combat Mastery Scan the Luminoth Lore and use the Spider Ball to escape the enclosure you start in. Consider navigating the Morph Ball maze found all over the room to get a Missile Expansion if you have the time, but in any case head back to the Minigyro Chamber. LORE>LUMINOTH LORE>CONFLICT>SECOND PHASE>THE FINAL CRUSADE >Minigyro Chamber Instead of having to solve a puzzle in here, you now need to get past two Harmony Class Drones. Time your runs so they don't hit you with bombs. >Reactor Core Go back down to the ground floor of the Reactor Core (you can also get an Energy Tank in here by boosting up the reactor orbs-see the Expansions section) and turn right as you exit the reactor column. Behind the cobalt translator door is the Sanctuary Map Station; a map of the Fortress will be quite useful. After getting it, it's time for a quick return to Torvus Bog. Leave the Reactor and go back to the Sanctuary Entrance. >Sanctuary Entrance As you approach the bridge, Dark Samus reappears. She doesn't fight you, but destroy the bridge! Luckily, you can still make it across on the intact support cables. Look for a Spider Ball track behind you on the wall and roll up it and out over the cliff. When you reach the end of this track, roll out to the curved section facing the other cable and hold B to charge a boost, as the help caption says. When you release it, you fly off the track and (hopefully) land on the other one, allowing you to reach the other side. From here, you can easily return to Torvus Bog for your next upgrade. (Take a shortcut through the Great Temple to reach the transport faster) Once in Torvus Bog, keep backtracking all the way down to the Main Hydrochamber, where you fought the Alpha Blogg. +----------+ |TORVUS BOG| +----------+ >Main Hydrochamber Look for some Spider Ball tracks across from the door to the chamber with the Gravity Boost. Use them to reach an underwater portal. +---------------+ |DARK TORVUS BOG| +---------------+ >Undertemple As you enter the main part of the Undertemple, you meet the final Sub Guardian, a mutated Sporb that has your Power Bombs! CREATURES>DARK AETHER>GUARDIANS>SUB GUARDIANS>POWER BOMB GUARDIAN Location>Dark Torvus Bog>Undertemple Difficulty>2/10 Spoils>Power Bomb Strategy>The final Sub Guardian is pathetically easy, as long as you have enough energy. (You should have 9 Energy Tanks now, which is way more than enough) He's a mutated Sporb that sits on a pillar in the middle of the room and spits Power Bombs at you. It sounds painful, but keep in mind that Samus is normally immune to Power Bomb explosions. (Except in multiplayer >=) Anyway, to beat the Power Bomb Guardian, you simply need to activate all 4 Bomb Slots around the walls of the room. Sound easy? It is. After scanning the one-time boss, enter Morph Ball mode and climb onto the walls with the Spider Ball track. You simply need to follow the tracks to 4 Bomb Slots now. I'd recommend Bombing the right and leftmost slots first, since the Guardian spits more Power Bombs as his health drops. You'll need to make use of most of your Spider Ball tricks; lay a Bomb to jump higher, and drop by briefly releasing R. The Spider Ball tracks aren't hard to navigate, and activating all the slots is incredibly easy. However, I wasn't kidding when I said you need lots of energy. You're unprotected from the atmosphere of Dark Aether while on the tracks, and while the Power Bombs aren't very damaging, they will knock you off the track. Keep moving to stay ahead of them, The Power Bomb Guardian will also summon Inglets; ignore them or try to take them out with Bombs if you want. CREATURES>DARK AETHER>GUARDIANS>SUB GUARDIANS>POWER BOMB GUARDIAN After winning, the PBG drops the Power Bombs on the pedestal on which it sat. On the opposite side of the Spider Ball track leading up from the floor is one going up to a walkway to this pedestal. Roll up to it and get the upgrade. >Expansions Available with the Power Bomb< Missile Expansion 37>Agon Wastes>Ventilation Area A Missile Expansion 38>Torvus Bog>Gathering Hall Missile Expansion 39>Sanctuary Fortress>Main Research Missile Expansion 40>Agon Wastes>Mining Station A Missile Expansion 41>Agon Wastes>Storage A (off Mining Station B) Missile Expansion 42>Torvus Bog>Torvus Grove Power Bomb Expansion 1>Temple Grounds>Dynamo Chamber Power Bomb Expansion 2>Torvus Bog>Great Bridge Power Bomb Expansion 3>Sanctuary Fortress>Sanctuary Entrance Power Bomb Expansion 4>Sanctuary Fortress>Transit Station p. Sunburst (Optional) (Snbst) The Sunburst fires a huge, explosive ball of light that can lay waste to any dark enemy if it can just...get...there... It can also get you a 5/5 flyer for 5...oops, wrong game. Like the Darkburst, it's optional, so it's fine if you don't want it. +---------------+ |DARK TORVUS BOG| +---------------+ >Undertemple Now that you have the Power Bombs, you can break the yellow blast shield over the door out of the Undertemple. (Don't leave the dark world just yet; by waiting you can emerge near a Missile Expansion) >Undertemple Access Climb up the stairs here as in the light world; blast the Darkling Tentacles with the Power Beam. >Undertemple Shaft Fight off or ignore the Hunter Ing down here and get back up to the top of the room. From there, proceed to save your game and then head off for the Crypt. (The Grappling Beam makes it easier) >Crypt Use the portal in the alcove to reenter the light world. +----------+ |TORVUS BOG| +----------+ >Gathering Hall Drop down into the water (oh, wait, you're already in it) and lay a Power Bomb on the over-shaped piece of glass on the bottom to expose a half-pipe of sorts. Next, Power Bomb the plug below it to drain the room of water. (And you liked the water...) Now, use the half-pipe you've exposed to Boost up to some Spider Ball tracks suspended near the ceiling. (Hold R as you boost to avoid missing them) Bomb Jump to a higher track from the one you're on, then roll around to the opposite side. From the end of this track, Boost off to a rotating section of track and then into a Bomb Slot. Activate it and repeat on the other side to reveal the Expansion. (Jump up the retracting ledges to get it using good timing) Now, head back to the surface and make your way up to the Temple Grounds. +--------------+ |TEMPLE GROUNDS| +--------------+ >Path of Eyes Make your way to the Path of Eyes and go through the green door in the middle of the path. (Of course, since you should have the Energy Tank from Windchamber Access, it will be blue) >Windchamber Access Shoot yourself across with the Kinetic Orb Cannon and Grapple to the Energy Tank if you didn't already. Enter the room beyond with a Power Bomb. >Grand Windchamber This massive room is built into the Cliffside, and contains a puzzle you'll have to solve to get the Sunburst. To start off, you'll have to take a detour to the dark world. Look to the right for a portal and use it. +------------------+ |SKY TEMPLE GROUNDS| +------------------+ >Ing Windchamber Like in the light world, there's a large lock mechanism in the middle of the Ing Windchamber. Travel around the room using the Kinetic Orb Cannons and use the Spinners to rotate the locks so they are all highlighted the same color. Get to the ledge in front of the gems on the locks and shoot them all with Seeker Missiles. repeat this process for the other color of locks to blast them off and unlock the mechanism. Now, return to the light world. +--------------+ |TEMPLE GROUNDS| +--------------+ >Grand Windchamber Your puzzle solving in the dark world created four Grapple Points here. Use them to reach a far platform with a Kinetic Orb Cannon and shoot up to the central lock. The Sunburst is up there, waiting to be claimed, just as you'll be waiting for the immensely powerful but incredibly slow-moving move to hit. Like the Darkburst, it consumes 30 ammo units and 5 Missiles to fire. Make sure not to try to hit anything moving. Now, back to the Sanctuary Fortress. Luckily, there's a shortcut you can now use to reach the Fortress if you have enough Power Bombs. (It should be no problem if you've been getting Expansions) Grapple over to the ledge farthest from where you first entered and go through the yellow door. Go through the ensuing tunnel and one last yellow door to arrive in the GMFC Compound. From there, return to the Sanctuary Fortress. +------------------+ |SANCTUARY FORTRESS| +------------------+ >Transport to Temple Grounds You know the way; return to the Sanctuary Entrance. >Sanctuary Entrance Cross the gap as usual, then go to the left on the other side to the high-tech elevator structure. Use a Power Bomb to destroy the Denzium panel in front of it (break some crates for Power Bombs if necessary) and go up. Scan the panel on the higher ledge to activate a Kinetic Orb Cannon on a walkway below. Use it while holding R to reach a Spider Ball track. Roll up this track to the top of the platform to find a Vigilance Turret. Cool! Using the turret, shoot the rocky upper part of the far side of the bridge and the upper section of the main Fortress. Also shoot a spiky part down and to the right of this, to the right of the light door. Now, end your rampage and take the track back down to another Cannon that returns you to the main part of the Fortress. Go over to the spiky part of blasted, scan the Luminoth Lore, and ascend the tracks using the Spider and Boost Ball. At the top, scan the Keybearer and use the Cannon to be shot all the way across the gap to a well-earned Power Bomb Expansion. Jump down and cross the gap one more time, then proceed to Reactor Access. LORE>LUMINOTH LORE>CONFLICT>FINAL PHASE>TWILIGHT LORE>LUMINOTH LORE>KEYBEARER LORE>CADRE 2>S-JRS' TESTAMENT >Reactor Access As you enter the main part of this area, one of the dormant robots on the walls comes to life and attacks! Scan the Ingsmasher, then get ready for a miniboss fight. Their main attack is a ground quake that repeatedly sends shockwaves at you; the waves are easy to jump over but it creates so many that you'll almost inevitably be hit. The Super Missile is your main weapon against the Ingsmasher; charge the Power Beam constantly and fire a Missile whenever the Ingsmasher isn't using its opposite-polarity shield. If you can, try a Power Bomb to make things quick. Try not to get close to the mechanoids, though; it is an IngSMASHER. Unlike with their Metroid Prime clones the Elite Pirates, you don't get anything for beating Ingsmashers, annoyingly enough. After dispatching it, continue on to the Reactor Core. CREATURES>AETHER>MECHANOIDS>LARGE>INGSMASHER >Reactor Core Now that you're here, skip ahead to the marked part of the next section to continue. (Consider reading the parts before it for info on a few more Expansions) q. Echo Visor (Ecovs) The Echo Visor gives you the vision of a bat. And you thought the game's name was just there to sound cool. +---------------+ |DARK TORVUS BOG| +---------------+ >Undertemple Use your new Power Bombs to destroy the yellow blast shield on the door ahead and leave. >Undertemple Access Climb up the stairs here as in the light world; blast the Darkling Tentacles with the Power Beam. >Undertemple Shaft Fight off or ignore the Hunter Ing down here and get back up to the top of the room. From there, proceed to save your game and then head off for the Crypt. (The Grappling Beam makes it easier) >Crypt Use the portal in the alcove to reenter the light world. +----------+ |TORVUS BOG| +----------+ >Gathering Hall Drop down into the water (oh, wait, you're already in it) and lay a Power Bomb on the over-shaped piece of glass on the bottom to expose a half-pipe of sorts. Next, Power Bomb the plug below it to drain the room of water. (And you liked the water...) Now, use the half-pipe you've exposed to Boost up to some Spider Ball tracks suspended near the ceiling. (Hold R as you boost to avoid missing them) Bomb Jump to a higher track from the one you're on, then roll around to the opposite side. From the end of this track, Boost off to a rotating section of track and then into a Bomb Slot. Activate it and repeat on the other side to reveal the Expansion. (Jump up the retracting ledges to get it using good timing) Now, go through the Hydrodynamo Station to the Training Chamber. (As rockin' as you Power Bombs are, they still can't open grey doors to access the short path) >Training Chamber As you enter, the Bloggs swimming in the water are transformed to Dark Bloggs! Not only do they look insanely awesome now; they're also much more resistant to your methods of killing them. Luckily, their Darkling possession gives them a weakness to light; a Lightburst to the face will take out a Dark Blogg. Now, it's time to uncover another shortcut. For starters, go up the Spider Ball track to the left of the Spinner and boost from the top to a track on the underside of a platform held by the large statue. Roll around the curved track and boost to more track on the other wall. From there, roll up to the huge Spider Ball oval on the ceiling and drop onto the platform held by the statue. (It may take a few tries) Once on it, activate the Bomb Slot to move the statue forward, revealing a Missile Expansion and tracks leading to a yellow door. CREATURES>DARK AETHER>DARKLINGS>DARKLING AQUATIC>DARK BLOGG >Sanctuary Transport Access There's a regular Blogg swimming around in the pool in this room if you still need the scan. Otherwise, jump across the rotating platforms to the door, and take the Transport beyond to the Sanctuary Fortress. +------------------+ |SANCTUARY FORTRESS| +------------------+ >Transport to Torvus Bog Leave this room (after enjoying the incredible view) and go through the tunnel with the Octopedes. >Main Research You can't do much in this room yet; you're just passing through. For now, deal with the Dark Quads and scan the Luminoth Lore in here and the large robot at the top of the middle column. You can also get a Missile Expansion by navigating the maze of Spider Ball tracks on a wall. Simply use timing to avoid the various robotic arms as you roll along the tracks to reach the Expansion. After getting it, drop off, roll up some tracks to a ledge, and leave. CREATURES>AETHER>MECHANOIDS>STATIONARY>CARETAKER CLASS DRONE LORE>LUMINOTH LORE>CONFLICT>SECOND PHASE>TORVUS FALLS >Transit Station It's time for...another Expansion! (I hope you have some Power Bombs) Power Bomb the glass in front of the portal and enter it. +--------+ |ING HIVE| +--------+ >Hive Portal Chamber As you enter this room, a huge mechanical monstrosity smashes through a wall: a Dark Ingsmasher! It's defeated in much the same way as the light variety, though the Lightburst is preferable to the Super Missile for defeating them. Of course, since you probably haven't met regular Ingsmashers yet, just try jump over the ground quakes they produce in rapid succession and let them have it whenever they aren't projecting an opposite-polarity shield. Make sure to respect the "Smasher" part of their name and not get too close, and to scan it. After killing the Dark Ingsmasher (er, deactivating), go through the portal behind where it was. CREATURES>DARK AETHER>DARKLINGS>DARKLING MECHANOID>DARK INGSMASHER +------------------+ |SANCTUARY FORTRESS| +------------------+ >Transit Station Simply roll through the tunnel in this sealed-off alcove and enter another portal. +--------+ |ING HIVE| +--------+ >Hive Portal Chamber Climb the Spider Ball tracks in front of you and enter one last portal. +------------------+ |SANCTUARY FORTRESS| +------------------+ >Transit Station Use some more Spider Ball tracks to reach a Power Bomb Expansion. After getting it, roll back out and drop into the main part of the room, then go through the yellow door to the Reactor Core. !!!PEOPLE WITH THE SUNBURST SKIP TO HERE!!! >Reactor Core Proceed up the central column (or across it, depending on where you entered from) to the Hall of Combat Mastery. >Hall of Combat Mastery Some of the Ingsmashers in this hall come to life and attack as you pass them. Scan one if you didn't already and fight them if you want. Use the Morph Ball to boost past them and get into the enclosure leading to the elevator. (If you want, you can take a shortcut across the room by going up the tracks ahead of you as you enter) Once you're up on the second level, go to the Main Gyro Chamber. >Main Gyro Chamber Take the elevator back up to the top floor of the room, but don't go to the Temple. Lay a Power Bomb next to some of the debris in the corner to reveal another Bomb Slot. Solve another colored dots puzzle and activate the second Bomb Slot that appears to stop the smaller, inner gyro ring at an angle. Now, walk out onto the outer ring and go to where the rings cross. (You also might want to save your game while you're here) At one of these intersections is an open Spider Ball track. Get onto it and go up as far as you can, then boost off to fly through a cracked pane of glass to another upper part of the room. Go though the yellow door. >Checkpoint Station As you enter this room, you see your old friend Dark Samus wipe out a squad of Pirates. Luckily, there's a wall between you so you can only watch as she floats off. Go around through the hallway (destroy the crates for supplies) and into the open room DS was in, then follow her through the next door. >Aerie Transport Station You're now at the bottom of the massive vertical shaft you undoubtedly saw after downloading the level map. As expected, Dark Samus is waiting for you in here. As the huge elevator you're standing begins to ascend, she finally gets around to fighting you a second time. CREATURES>OFFWORLD>DARK SAMUS>DARK SAMUS 2 Location>Sanctuary Fortress>Aerie Access/Aerie Difficulty>5/10 Spoils>Echo Visor Strategy>Dark Samus returns as you ascend to the Aerie. She's fought much like before, but hard some new attacks and abilities. As usual, DS is very fast; don't use slow-moving attacks and imitate her speed. (Remember to scan her first thing) For this battle, Super Missiles are the weapons of choice. She can turn into a Morph Ball and speed around the room; avoid her like you did the Boost Guardian. A charged Light Beam shot can force her out of Morph Ball mode instantly. She can also turn invisible; if she does, track her with the Dark Visor. Beyond that, just use Super Missiles and engage her as you did before. Try to hit her when she attacks to prevent her from dodging or blocking you. By the time you defeat Dark Samus (again), the elevator you battled on will have reached the Aerie, the top of a huge tower on the Fortress. After winning, you get...nothing, yet. To claim your prize, go through the window Dark Samus smashed on her way out. (Make sure not to fall like she did) Walk along the edge until you reach a portal. CREATURES>OFFWORLD>DARK SAMUS>DARK SAMUS 2 +--------+ |ING HIVE| +--------+ >Hive Summit Walk along the dark version of the ledge to a Spider Ball track and use it to enter the main room again. Use the Spinner to rotate a track so you can Spider Ball up it and boost off to another section. From there, roll up to the end and boost off to a ledge from which you can jump to another portal. >Aerie From the central platform you emerge on, jump back to the other high ledge and get your prize: the Echo Visor. This eyewear allows you to see sound like a bat, and will be useful in later parts of the game. As usual, you can't just leave; some transmitters are inhibiting the elevator. Use the Echo Visor to find small devices emitting sonic pulses and shoot them. Once all three are down, you can use the elevator to return. >Expansions Available with the Echo Visor< Missile Expansion 43>Sanctuary Fortress>Central Area Transport West Missile Expansion 44>Sanctuary Fortress>Temple Access Energy Tank 11>Sanctuary Fortress>Watch Station Access Beam Ammo Expansion 3>Sanctuary Fortress>Watch Station r. Screw Attack (Scwat) Samus has enjoyed screwing her enemies since the early days. Now you get to do it in 3-D. The move also gives you mobility like you've never dreamed of. +------------------+ |SANCTUARY FORTRESS| +------------------+ >Aerie Transport Station Once you reach the bottom again, leave the Aerie shaft. >Checkpoint Station Your progress is sealed in this room. Use the Echo Visor to find more sonic transmitters and eliminate them to proceed. Head back down to the Hall of Combat Mastery from here (save as you pass through the Main Gyro Chamber) and use the Portal in it. +--------+ |ING HIVE| +--------+ >Culling Chamber Look for a vertical red Spider Ball track near the middle of the Culling Chamber and roll up it. Inside the glass chamber, roll around to the ledge holding your first Dark Temple Key. (Bomb the metal barrier in front of it) After getting the Key, return to the light world. +------------------+ |SANCTUARY FORTRESS| +------------------+ >Hall of Combat Mastery Next, return to the Reactor Core. Take out the top Rezbit and Bomb the yellow door. (You'll definitely want to Save again) >Transit Station I'll do this next part assuming you got the Sunburst, meaning you haven't been through here before. (If you have, just skip ahead) To get the Expansion in this room, Power Bomb the glass in front of the portal and enter it. +--------+ |ING HIVE| +--------+ >Hive Portal Chamber As you enter this room, a huge mechanical monstrosity smashes through a wall: a Dark Ingsmasher! It's defeated in much the same way as the light variety, though the Lightburst is preferable to the Super Missile for defeating them. Of course, since you probably haven't met regular Ingsmashers yet, just try jump over the ground quakes they produce in rapid succession and let them have it whenever they aren't projecting an opposite-polarity shield. Make sure to respect the "Smasher" part of their name and not get too close, and to scan it. After killing the Dark Ingsmasher (er, deactivating), go through the portal behind where it was. CREATURES>DARK AETHER>DARKLINGS>DARKLING MECHANOID>DARK INGSMASHER +------------------+ |SANCTUARY FORTRESS| +------------------+ >Transit Station Simply roll through the tunnel in this sealed-off alcove and enter another portal. +--------+ |ING HIVE| +--------+ >Hive Portal Chamber Climb the Spider Ball tracks in front of you and enter one last portal. +------------------+ |SANCTUARY FORTRESS| +------------------+ >Transit Station Use some more Spider Ball tracks to reach a Power Bomb Expansion. After getting it, roll back out and drop into the main part of the room, then continue on to Main Research. >Main Research Upon entering this room, don't jump down yet; try to blast at least one of the Dark Quads' heads before jumping down. Next, do so and finish them and get two scans: the large robot in the top of the huge central column, and the Luminoth Lore. Also, you'll probably want the Missile Expansion on the wall covered in Spider Ball tracks...and mechanical arms and claws. Use timing to get past the hazards without getting hurt and reach the expansion. Next, switch over to the Echo Visor and find some sonic transmitters. To avoid a game-ending glitch, MAKE ABSOLUTELY SURE you destroy all three emitters in one go, without leaving the room before they're all down. It seems unlikely that you would, but if you don't and save again, you'll have to restart your game. As long as you're making sure of things, double-check that you scanned the Caretaker Drone. Anyway, after destroying all the transmitters, a door opens to reveal a portal. Do I really need to tell you to take it? CREATURES>AETHER>MECHANOIDS>STATIONARY>CARETAKER CLASS DRONE LORE>LUMINOTH LORE>CONFLICT>SECOND PHASE>TORVUS FALLS +--------+ |ING HIVE| +--------+ >Staging Area Try to stay in the safe zone around the portal as you take out the pair of Hunter Ing; as usual, wait for them to become solid again and give them a Lightburst to the face. (The Sunburst isn't very practical) After winning, use the Echo Visor to find more transmitters and shoot them to reveal a panel. Scan it and the central section of the room lifts, giving you access to the central cylinder. Fall down into it to find another portal. Before using it, it's highly recommended that you recharge all your health in the safe zone. It's boring, but worth it. +------------------+ |SANCTUARY FORTRESS| +------------------+ >Main Research You're now right below the Caretaker Drone you hopefully scanned. Roll up the Spider Ball Track to a metal floor in the cylinder, then QUICKLY Bomb Jump up to the circular Spider Ball Track to avoid massive damage from the electrified floor. Next, several various robotic arms lower. Roll away from them to avoid being damaged and dislodged, causing you to fall onto the floor which is quickly re-electrified. If necessary, cross to the opposite side of the track by using the Boost Ball to avoid the arms. Whenever a red light lowers, quickly position yourself across from it and boost into it. Repeat the process for two more red lights to cause a cylinder to lower. Boost through the bottom of this cylinder (it's in the middle, so you don't need to aim) to damage the Caretaker and create some Spider Ball Tracks leading up. Bomb Jump up to them and again to the next level of track. This one is identical to the one below, but with two small gaps in the track. Luckily, if you plan your Boosts well enough, this shouldn't hinder you. Repeat the process once more with three gaps to defeat the Drone. Go up more Spider Ball Track and through a tunnel to the main part of the room. Roll through some tube to drop out on a higher ledge, in front of a door you should use. >Central Area Transport West Use the Echo Visor again to destroy a sonic transmitter blocking access to a Kinetic Orb Cannon. Roll into it to start a chain reaction that shoots you up to the top. If you have a few more moments, drop into the central shaft to get a Missile Expansion. Once in, look for three Morph Ball holes and take the left one. Choose two right-hand forks in the ensuring Morph Ball maze to fall onto the Expansion. Continue all the way back down, then shoot yourself up again and continue on. >Watch Station This huge ledge is filled with Spider Ball Tracks and other various attractions; it's the Sanctuary Fortress' closest thing to a fun fair. For starters, jump out off the ledge you begin on to the rotating platforms in the middle and ride them to the main ledge. Go across this ledge (get the Luminoth Lore) and jump up to a light door and use it. LORE>LUMINOTH LORE>CONFLICT>FINAL PHASE>SANCTUARY FALLS >Watch Station Access Get the easy Energy Tank here and scan the panel to lower some Grappling Points that create a useful shortcut from the Main Gyro Chamber to the Watch Station. Return and save your game if you want, then head back to the Watch Station. >Watch Station Next, get onto the Spider Ball Tracks next to you as you enter. Don't roll to the impassable grey door; instead, Bomb Jump up to some more tracks and drop down onto a central platform with a Kinetic Orb Cannon. Blast yourself out while holding R to some Spider Ball Tracks. Make your way across more tracks until you reach a series of tracks mounted on rotating disks. Get onto one and (without moving) carefully lay a Bomb so it explodes just before you get carried into the metal piece on the wall, which knocks you off. If you timed it right, you get shot up to the next disk. If you were off, quickly roll back to avoid getting dislodged. Get up one more disk and roll down to a huge rectangle of track. Roll down to the bottom-right corner of it and continue down until you're right above a Bomb Slot. Drop off the track while holding up to get into the slot; Bomb it to reveal a portal. Before using it, you can also claim a Beam Ammo Expansion here. Get back over to the rectangle of track and briefly release R while sticking to the bottom left corner. You'll fall onto more track; from here you can go up two more disks and into a pipe. When presented with a fork, don't go right; it drops you down to ground level. Take the path away from your view to roll into a secret chamber with another Beam Ammo Expansion! Now, roll back and down the pipe to exit right in front of the portal, which you should use. +--------+ |ING HIVE| +--------+ >Aerial Training Site Take out the Dark Pirate Commandos (try to stay inside the safe zone as usual) and go through the blue door to the right. >Judgment Drop Unlike in the light world, there are Grappling Points here that allow you to cross the huge gap. Make sure to blast all the Dark Preeds floating around first with the Power Beam or Seeker Missiles. Don't go through the next door upon crossing the gap; turn left and jump down to a small platform, then to a portal right under the platform you Grappled to. +------------------+ |SANCTUARY FORTRESS| +------------------+ >Grand Abyss Jump back up from the portal and go through the blue door. >Vault Walk across the long bridge to the central platform in this area. Your next upgrade is sitting in the middle of it, but this room isn't called the Vault for nothing. You'll have to unlock it before getting the Screw Attack. Go around to the lower level of the central vault and scan a panel to lower the bridge you just took, letting you reach a portal. +--------+ |ING HIVE| +--------+ >Vault Attack Portal Grapple all the way across the considerably barer gap to another portal. Before using it, make sure to scan the rare Dark War Wasps. CREATURES>DARK AETHER>DARKLINGS>DARKLING FLYERS>DARK WAR WASP +------------------+ |SANCTUARY FORTRESS| +------------------+ >Vault From here, you can jump to a series of platforms guarded by Rezbits. Use the standard Entangler-Missile combo to take them out one by one before jumping to the platforms they're above. To unlock the Vault, you need to use 4 Spinners on platforms around the room. Jump to each one and do so. (The jumps are quite challenging, so be careful) After triggering all 4 Spinners, go back to the portal and cross the room via the dark world. Once you're back at the first portal, go across the bridge and activate the Bomb Slot to unlock the awesome Screw Attack! This old school move is finally in 3-D, and allows Samus to cross nearly unlimited distances by repeatedly pressing B while flying through the air. She can use the Screw Attack up to 5 times after Space Jumping, and destroys any enemy she runs into. >Expansions Available with the Screw Attack< Missile Expansion 45>Ing Hive>Aerial Training Site Missile Expansion 46>Torvus Bog>Undertemple Energy Tank 12>Agon Wastes>Mining Plaza Energy Tank 13>Torvus Bog>Meditation Vista Power Bomb Expansion 5>Agon Wastes>Sandcanyon s. Annihilator Beam (Anlrb) Ever wanted to annihilate stuff? Use sound as a weapon? Get your ultimate revenge against Hunter Ing? With your last Beam, you can do all that and more. There's just the tall order of getting it... +------------------+ |SANCTUARY FORTRESS| +------------------+ >Vault In case you didn't already notice, there's no way to get out of here now that the bridge has been lowered...or is there? Jump off the higher ledge above it and keep hitting B with rhythm to use the Screw Attack, which lets you easily cross the gap. (Note that it doesn't give you any vertical distance) >Grand Abyss Once again, cross this massive gap with the Screw Attack. >Watch Station Take out the Pirate Aerotroopers and use the portal again. +--------+ |ING HIVE| +--------+ >Aerial Training Site Look for some strange pinkish walls above the portal. These are Wall Jump Surfaces; scan them, then Space Jump into one. Hit B as you touch the wall to start Screw Attacking between it and the opposite one. Keep hitting B as you touch each wall to Wall Jump up between them. (It takes quite a bit of practice) Once you perfect this technique, you can reach a Missile Expansion. After getting it, head back through the portal. RESEARCH>MECHANISMS>SYSTEMS>WALL JUMP SURFACE +------------------+ |SANCTUARY FORTRESS| +------------------+ >Watch Station Use the Screw Attack to reach the door you originally used to enter this room. >Central Area Transport West Drop down through the Morph Ball paths in this shaft to reach the bottom. (If you didn't already get the Missile Expansion, go left, right, right to drop into it) >Main Research Use the portal in this room again. +--------+ |ING HIVE| +--------+ >Staging Area Jump to the raised floor surrounded the central cylinder, then to a flat piece of machinery on the wall and to the dark version of the door you just entered through. >Central Hive West Transport You need to Screw Attack your way up this room. As before, jump at the wall and hit B right as you hit it. Keep hitting B with timing as you touch each wall to climb up to the top. Go through the door up here. >Aerial Training Site You can now get the Dark Temple Key behind the forcefield in here. Scan the panel to lower it, then Screw Attack back to the portal and use it again. +------------------+ |SANCTUARY FORTRESS| +------------------+ >Watch Station Go through the light door in here to Watch Station Access. >Watch Station Access Either Grapple or Screw Attack back across this gap. >Main Gyro Chamber You'll probably want to save your game first. Now, head back into Dynamo Works and enter the portal. +--------+ |ING HIVE| +--------+ >Hive Dynamo Works Go through the light door ahead of you to Hive Dynamo Access. >Hive Dynamo Access Defeat the Warrior Ing in here and use the Echo Visor to open the door ahead. >Hive Gyro Chamber Jump to one of the platforms around the Spider Ball orb in the center. Shoot some of the Darkling Tentacles so they don't knock you off, then get onto the orb. Avoid any remaining tentacles and roll as far up the track as possible. (If they knock you down, Spider Ball up from the floor, but be careful to avoid them next time) From the highest part, you can boost to a circle of track with the final Dark Temple Key in the middle. Boost through the key to get it, then drop off and roll back up to the platforms around the orb. From here, you'll want to visit a few more rooms. First, there's a Save Station in the same place as in the light world near here. Get rid of the blast shield around it with a Missile but don't go in yet. First, jump to the door above it and go through. >Hive Ammo Station In the room corresponding to the Aerie Transport Station is an ammo station; it's highly recommended that you use it. Next, go back and use the Save Station. Finally, use the room above the entrance from Hive Dynamo Access corresponding to Temple Access. >Hive Temple Access Use your three Dark Temple Keys to unlock the Hive Temple. >Hive Temple Note the massive Quad in the middle of the huge Hive Temple as you jump down. Yes, that's the final temple Guardian. Get ready for your biggest (and coolest) fight ever against... /CREATURES>DARK AETHER>GUARDIANS>QUADRAXIS>QUADRAXIS |Location>Ing Hive>Hive Temple |Difficulty>5/10 |Strategy>The Guardian of the Ing Hive, Quadraxis is a 50-foot Quad with |virtually impervious armor, massive 50-foot size, high-tech weapon systems, |and is 50 feet tall. Oh, and did I mention that he's 50 feet tall? Don't let |his size or power scare you, however; he's really just a very, very, very big |Quad. Or maybe not. In his first and most imposing form, Quadraxis crawls |around the arena while firing missiles and lasers. Keep moving and dashing to |dodge them. (Make sure to scan him at some point) Being a huge Quad, Quadraxis |also has a vortex attack with the size and power of a real tornado. A real |tornado filled with metal. You should always be charging the Power Beam in |this fight; quickly lock onto his feet when he begins to spin and fire a |charged shot at the red thing where they meet to stop the spin. If you're too |slow, the vortex will suck you in and do damage. Quadraxis also has a ground |quake attack; as usual, jump over it. It comes from all 4 of his feet, so try |jumping towards it to hopefully go over all 4. He has an attack where he locks |onto you with 3 red lasers and makes a targeting reticule appear on your |visor. To dodge it, enter Morph Ball mode and use a Boost right when the 3 |Beams merge over you. If they hit, you'll be unable to attack for a few |moments. He can also fire rapid laser blasts and sonic particles that home in |slightly; sidestep both of these. To beat the first form, you must take out |the robot's kneecaps. Charge the Power Beam and lock onto one, then quickly |blast it with a Super Missile when it turns blue. It takes 2 Super Missiles to |destroy each kneecap, and make sure not to miss. Paradoxically, Quadraxis |speeds up and tends to keeps its remaining knees away from you as you destroy |more and more; if you can, try to hit each knee with one Super Missile before |destroying any. Whenever you destroy a knee, Super and Ultra Energy modules |fly out everywhere; draw them in with the Charge Beam. It's important to pick |all of them up in order to keep healthy from Quadraxis' attacks and the lack |of safe zones in the battles. If you need even more energy, you got it; you |can boost through the red orbs under hits feet to damage them. Destroying one |gives you another Ultra Energy. After destroying all the knees with Super |Missiles and some luck, move onto the easier second stage. | |CREATURES>DARK AETHER>GUARDIANS>QUADRAXIS>DAMAGED QUADRAXIS |CREATURES>DARK AETHER>GUARDIANS>QUADRAXIS>SHIELD HEAD MODULE |CREATURES>DARK AETHER>GUARDIANS>QUADRAXIS>STUNNED HEAD MODULE |Location>Ing Hive>Hive Temple |Difficulty>4/10 |Strategy>In Quadraxis' second phase, the body slumps down lifeless, and the |separated head floats around, just like with a regular Quad. Make sure to scan |both of them, then get started. When you scan the head, you learn it's |receiving sonic transmissions. Switch to the Echo Visor to learn that the |transmissions are coming from the body. Lock onto the antenna and blast it |with 2 Super Missiles or to destroy it and stun the head. Scan the now-stunned |head again, then switch back to the Echo Visor and target one of the antennae |on the head. Blast with 2 Super Missiles to destroy it and repeat the process. |As usual, destroying an antenna gives you more Energy and Missiles. (The head |will also summon Dark Quads; consider destroying them) Once all 3 antennae on |the head are gone, you move onto the final phase. | |CREATURES>DARK AETHER>GUARDIANS>QUADRAXIS>FINAL HEAD MODULE |Location>Ing Hive>Hive Temple |Difficulty>5/10 |Spoils>Annihilator Beam, access to Ing Hive Energy Controller |Strategy>As the fight begins, the head module goes crazy and crashes into the |body to reveal Spider Ball tracks on the legs. Scan the head one last time, |then lock onto it and use 2 Super Missiles to stun it. The head will slowly |drift around the body; boost ahead of it and quickly Spider Ball up a leg it's |going to pass by. Charge a boost and release it while still holding R as the |head floats by. (It will seem to pause for a moment when it's in the right |place) If you aim was good enough, you fly at the head and hit the Spider Ball |tracks on it. (It takes practice to hit the head) Once you're on, roll to one |of the bomb slots of the head and lay a bomb in it to damage the head and get |still more refills. Repeat this process with the other slot to destroy the \head and win. After finally winning this awesome battle, you get an even more awesome weapon: the Annihilator Beam! The final Beam is almost as awesome as its name suggests, firing homing sonic pulses that uses both light and dark energy. (And ammo) The shots are fairly powerful against all types of enemies, and the Beam can fire nearly as fast as the Power Beam. It uses ammo quickly, but when you run low you tend to get lots of light and dark ammo from storage containers. The charged shot is the Disruptor, a powerful sonic blast that doesn't home in but does huge damage. Anyway, get to the top of the platform that raises using the Spider Ball. Screw Attack to the grey door across from the way you entered and use the Annihilator Beam to open it. Go through the Energy Controller Access as usual. >Expansions Available with the Annihilator Beam< Missile Expansion 47>Sanctuary Fortress>Sentinel's Path Missile Expansion 48>Torvus Bog>Transit Tunnel South Power Bomb Expansion 6>Sanctuary Fortress>Main Gyro Chamber Beam Ammo Expansion 4>Sky Temple Grounds>Profane Path (dark Sacred Path) >Hive Energy Controller As usual, approach the Energy Controller to steal the energy from the Ing Hive. After getting it, leave and return to the Temple. >Hive Temple Go back to the main platform and Screw Attack over to the left grey door. >Temple Security Access The only object of interest in this curving hallway is an Ingstorm, a group of tiny flying Ing that can rapidly corrode any metal that passes through them. This means massive damage for your. Boost to get through the Ingstorm as quickly as possible (remember to scan it) and continue to the next door. CREATURES>DARK AETHER>ING>INGSTORM >Aerial Training Site Before reentering the portal, take the opportunity to test out your new Beam on crystals and beacons. It supercharges them with both light and dark energy, luring Ing in and killing them instantly upon contact with the field. It's the perfect weapon against those annoying Hunter Ing. RESEARCH>LUMINOTH TECHNOLOGY>LIGHT BEACONS>SUPER BEACON RESEARCH>LUMINOTH TECHNOLOGY>LIGHT CRYSTALS>SUPER CRYSTAL +------------------+ |SANCTUARY FORTRESS| +------------------+ >Watch Station Test out the Annihilator against the flying Pirates of you want (the Disrupter kills one instantly) and head back through the grey door you just used in the dark world. >Sentinel's Path In this middle of this hall is another Echo Door. Unlike previous ones, it isn't sealed by sonic emitters, but is opened by them. While using the Echo Visor, shoot the orange sound icon in the middle of the door with the Annihilator Beam to hear the sonic pattern that will open it. Test out the three stands around the door to hear what sounds they make and imitate the one on the door to open it and reveal a Missile Expansion. You can also use this technique in the bottom of the Main Gyro Chamber to get a Power Bomb Expansion. Anyway, continue on to the Sanctuary Temple and head back to the Energy Controller. >Sanctuary Energy Controller As you approach the Controller, Samus returns the energy to Aether's third and final region. However, your work isn't done yet. It's time to visit U-Mos to get your last assignment. IV. Sky Temple t. Sonic Boom (Optional) (Sncbm) Thought the Annihilator Beam couldn't get any more powerful? Wrong. With the final charge combo, you can destroy stuff at the speed of sound. As usual, the Sonic Boom is unnecessary (though highly recommended), so if you want to skip it, you can. +------------------+ |SANCTUARY FORTRESS| +------------------+ >Sanctuary Energy Controller Head back out and to Temple Access. >Temple Access Use the Dark Visor and Seeker Missile to find and shoot four circles on the wall ahead of you, which activates a Kinetic Orb Cannon. This Cannon can shoot you back to the higher part of the room. If you want an easy Missile Expansion, find and shoot a sonic emitter on the upper part of the room, then quickly jump down to the lower part and use the cannon again to get below the floor, where you'll find the Expansion. Use the Spinner to open a way out. >Main Gyro Chamber If you want, jump down to the bottom of the room and open the echo door as before to get a Power Bomb Expansion by shattering the gyro core. (That can't be good) Oh, and you might want to SAVE YOUR GAME! Now, return to the Hall of Combat Mastery. >Hall of Combat Mastery Stay in the Morph Ball and head for the hall leading to the portal. (Defeat or ignore any Ingsmashers in your way) Instead of using the portal, lay a Power Bomb in the hall to shatter it and let you access a nearby shortcut to Agon Wastes! +-----------+ |AGON WASTES| +-----------+ >Transport to Sanctuary Fortress Exit this room with a Power Bomb. >Ventilation Area A Kill or get past the Pillbug in this tunnel and roll out to a perpendicular one. Go right and kill the Pillbug, then double Bomb Jump onto the block it was rolling around. Keep Bomb Jumping until you reach the top of a block, then drop onto a Missile Expansion. After getting, it, continue to a light door. >Main Reactor Scan the Keybearer and descend back to where you first fought Dark Samus using the Spider Ball. If you want, look for another track next to the one you came on and climb it up to a series of segments over Phazon. Use the Boost Ball to jump from each of the segments to the next, and be sure to align yourself with the gaps so you don't land in Phazon. (If you do, quickly roll out a gap in the bottom of each Phazon cage) After getting all the way across, Bomb the glass circle for a Missile Expansion. Now, return to the Command Center and use the portal there. LORE>LUMINOTH LORE>KEYBEARER LORE>CADRE 1>B-STL'S TESTAMENT +----------------+ |DARK AGON WASTES| +----------------+ >Doomed Entry Head back around the loop of rooms to the Phazon Site. >Phazon Site This place is crawling with Dark Tallon Metroids. A few Lightbursts can pretty easily kill one. If they latch onto you, you can use a Power Bomb to kill them instantly. After getting rid of them, jump up the floating platforms until you can Screw Attack to the grey door. >Ing Cache 2 Your final Charge Combo is unprotected in this room. The Sonic Boom uses 30 units or light and dark ammo, as well as 5 Missiles, but the attack is worth it; it creates a shockwave that does massive damage to anything it hits and travels at the speed of sound. Use it wisely. Now, head for the Great Temple. u. Light Suit (Litst) Your final suit protects against anything imaginable. (Except that stupid Phazon) Once you claim it from U-Mos, you'll be able to pass through the atmosphere of Dark Aether and even poison water unharmed, and warp between levels in an instant. Not to mention it looks freakin' awesome. +------------------+ |SANCTUARY FORTRESS| +------------------+ >Sanctuary Energy Controller From here, leave the Fortress however you wish and make your way back to the Main Energy Controller. +------------+ |GREAT TEMPLE| +------------+ >Main Energy Controller U-Mos is happy that you've restored energy to all three temples, but the Ing aren't defeated yet. They still have one last energy source, in the dark version of this very temple! In order to get to the Ing Sky Temple, you'll need to gather not 3, but 9 Sky Temple Keys from all over Dark Aether. To help you defeat the Ing once and for all, U-Mos gives you a powerful gift. By opening up the Main Energy Controller, U-Mos reveal a new suit composed of a mix of Luminoth and Chozo technology, and light itself: the Light Suit! This insanely awesome-looking new armor will make you wonder how you ever did without it. It makes you fully immune to Dark Aether's poisonous atmosphere, poisonous purple water, and Ingstorms. Even better, it allows you to warp between the 4 Energy Controllers! >Expansions Available with the Light Suit< Missile Expansion 49>Sanctuary Fortress>Sanctuary Map Station Energy Tank 14>Temple Grounds>Fortress Transport Access Power Bomb Expansion 7>Dark Agon Wastes>Feeding Pit Power Bomb Expansion 8>Dark Torvus Bog>Putrid Alcove v. Sky Temple Grounds Keys (Stgks) +------------+ |GREAT TEMPLE| +------------+ >Main Energy Controller Now that you have your awesome new suit, you can freely explore Dark Aether to get Expansions and the Keys. But where to look? Remember all the dead Keybearer Luminoth you've found over the course of the game? They got their titles for a reason; they were carrying the Sky Temple Keys when they died. The Keys are found in the rooms you found the Keybearers in, or rather, the dark versions of those rooms. In case you've forgotten, a helpful Keybearer named A-Kul left clues as to the locations of the Keybearers at the entrance to the Sky Temple. The lore you gained by scanning the Keybearers themselves contains a testament of their last moments; the highlighted words are part of the name of the room where they're found. Anyway, to get started, head down through Temple Transport C to the Meeting Grounds (use the Lightburst to take out the Dark Pirate Commandos that appear) and use the Portal in the Hall of Eyes. +------------------+ |SKY TEMPLE GROUNDS| +------------------+ >Base Access After trying out your awesome new suit in the now-harmless atmosphere, blast the green door to continue. >War Ritual Grounds Annihilate the Hunter Ing (hint hint) and use the Seeker Missile Launcher to open the door in the small room corresponding to the Transport to get a Missile Expansion. Now go through the only other door. >Shrine Access Roll through the Morph Ball tunnel, clearing away blockage with Bombs. In the main part of the room, blast the Corrupted Sentreyes to stun them and enter the purple door. Clear out the Darkling Tentacles in the ensuring hallway and continue on to the dark version of the Hall of Honored Dead. >Sky Temple Gateway This room is situated directly below the floating Sky Temple, and once all 9 Keys are placed, you will be able to reach it. It also seems to be home to the biggest deposit of Phazon anywhere. Now, you have a lot of scanning to do. The Keys are placed in the pillars around the center of the room, and there are actually 10; A-Kul lies dead under an activated pillar with his Key. Scan him and all the other pillars to get some more clues as to the locations of the Keys, then head out through Shrine Access and a green door to the dark version of the Landing Site. LUMINOTH LORE>KEYBEARER LORE>CADRE 1>A-KUL'S TESTAMENT LUMINOTH LORE>A-KUL'S CLUES>CADRE 1 CLUES>J-STL'S KEY LUMINOTH LORE>A-KUL'S CLUES>CADRE 1 CLUES>B-STL'S KEY LUMINOTH LORE>A-KUL'S CLUES>CADRE 1 CLUES>S-DLY'S KEY LUMINOTH LORE>A-KUL'S CLUES>CADRE 1 CLUES>G-SCH'S KEY LUMINOTH LORE>A-KUL'S CLUES>CADRE 1 CLUES>S-JRS'S KEY LUMINOTH LORE>A-KUL'S CLUES>CADRE 2 CLUES>C-RCH'S KEY LUMINOTH LORE>A-KUL'S CLUES>CADRE 2 CLUES>D-ISL'S KEY LUMINOTH LORE>A-KUL'S CLUES>CADRE 2 CLUES>M-DHE'S KEY LUMINOTH LORE>A-KUL'S CLUES>CADRE 2 CLUES>J-FME'S KEY >Defiled Shrine In case you already forgot, you found a Keybearer as you entered the light version of this room, meaning there's a Key here. Besides being hidden in the dark world, the Keys are also hidden from sight. Use the Dark Visor to spot a storage unit floating around the room. Blast it once to make it overload the Dark Visor and become visible, then scan it and finish it off with a charged shot to reveal the Key inside. Next, go back through the Portal you used and go around through the Grand Windchamber to the Sacred Path. (You can use the Light Suit to get an Energy Tank in Fortress Transport Access) RESEARCH>BIOLOGY>ING STORAGE>FLYING ING CACHE +--------------+ |TEMPLE GROUNDS| +--------------+ >Sacred Path Get up onto the far ledge, then jump to the metal platform in the middle and to a portal. +------------------+ |SKY TEMPLE GROUNDS| +------------------+ >Profane Path Use the Echo Visor and Annihilator Beam in here to get your final Beam Ammo Expansion(!) in the useless dark version of the transport and go to the dark version of the Sacred Bridge. >Phazon Pit A Dark Tallon Metroid confronts you in here. Take it out with two Lightbursts and jump across the Phazon to proceed. >Phazon Grounds There's a Missile Expansion in a tower far from the main ledge. To get it and simultaneously rid yourself of the swarms of Dark Tallon Metroids, use the Screw Attack. Go through the purple door after getting it. >Reliquary Grounds Take out the Warrior Ing in here if you want and head for the blue door at the high opposite end of the room. >Ing Reliquary Like before, use the Dark Visor to find the Flying Ing Cache and get the Key inside. Next, return to the Profane Path and light world and go through the Communication Area to the light version of the Ing Reliquary. +--------------+ |TEMPLE GROUNDS| +--------------+ >Storage Cavern A Scan the last Keybearer in here, then continue back to the Temple Assembly Site. (in Dynamo Chamber, make sure you've scanned the gates and Power Bomb them; also lay a Power Bomb next to the cracked wall in the middle for an Expansion) LORE>LUMINOTH LORE>KEYBEARER LORE>CADRE 2>D-ISL'S TESTAMENT >Temple Assembly Site It's finally time to do something about that annoying crystal that keeps stealing your lock-on. Shoot it with the light beam to reveal another portal behind it. +------------------+ |SKY TEMPLE GROUNDS| +------------------+ >Plain of Dark Worship If you didn't already, get the Missile Expansion sitting in the dark version of the transport and go through the only door. Continue through a quick hall to Accursed Lake. >Accursed Lake Supercharge one of the crystals with the Annihilator Beam to take out the Hunter Ing and jump into the poison water. Get onto some land and look around above the lake for a Flying Ing Cache and reveal it. Wait on killing it until you can jump to reach the key. Scan one of the Ingclaws in here and leave. Return to the portal and back to the Main Energy Controller; it's time to try out your new suit's last power. RESEARCH>BIOLOGY>DARKLINGS>DORMANT INGCLAW +------------+ |GREAT TEMPLE| +------------+ >Main Energy Controller Step into the icon below the Light of Aether to activate a strange new transport system. If you didn't already know, the Light Suit lets you ride beams to light to travel between Energy Controllers instantly. Use this new power to go to Agon Wastes. w. Dark Agon Wastes Keys (Dkawk) +-----------+ |AGON WASTES| +-----------+ >Agon Energy Controller Go out to Agon Temple and through the Mine Shaft to Mining Station B. >Mining Station B Take out the Sandigger in here and use a Power Bomb on the breakable wall (find it with the Scan Visor) to shatter it. Enter the light door behind it for a Missile Expansion, then head back across the Temple to the opposite door. >Sandcanyon This massive room consists of a few platforms over a huge ledge. You can cross it using the Kinetic Orb Cannons, or use the cool way and Screw Attack across. When you land on the platform in the middle of the canyon, Power Bomb the huge structure above it to break it off and get a Power Bomb Expansion. Continue across and head through Ventilation Area A, the Main Reactor, and the Command Center to Biostorage Station. >Biostorage Station The Metroids seem to have escaped in here and taken things over... and had kids! The cocoons all over the room spawn Infant Tallon Metroids. (They're so cute!) They can't drain your energy and attack by ramming you; a simple charged shot will take them out. Beware; if they absorb some Phazon, they grow up into regular Tallon Metroids! Scan them and the Cocoons (eliminate them with Super Missiles if you want), then return to the Command Center. CREATURES>OFFWORLD>METROIDS>INFANT TALLON METROID RESEARCH>BIOLOGY>COCOONS>METROID COCOON >Command Center As usual, defeat the Pirate Grenadiers and use the portal. +----------------+ |DARK AGON WASTES| +----------------+ >Doomed Entry Head back through the dark door to Dark Oasis. >Dark Oasis Find a weakened wall in front of you with the Scan Visor and Power Bomb it to expose the actual oasis in the center, albeit a poison one. Jump into the poison water and find the next Flying Inc Cache under the surface with the Dark Visor. Kill it as usual and get the Key. Go back through Doomed Entry to Feeding Pit. >Feeding Pit Get the Power Bomb Expansion hidden in an alcove under the poison water. Go back through Doomed Entry, using the light door behind where the Dark Temple Key was to go through the upper part of the Double Path. >Battleground Take out the Warrior Ing without jumping from the ledge you're on. (Try to supercharge a Crystal) By using the Dark Visor, you can spot the Flying Ing Cache way on the other side of the room, as well as a series of moving platforms leading to it. Use them to reach the Cache (if you fall you need to start over from Doomed Entry) and get the Key. Next, jump down and go through Warrior's Walk. >Warrior's Walk This room has its name for a reason. To get the Missile Expansion under the floor, you'll need to Bomb a weakened section and roll through a Phazon deposit. Be quick to conserve energy and continue on through Judgment Pit. >Junction Site Bomb Jump up to the Spider Ball Tracks in the middle of the Morph Ball tunnel and activate the Bomb Slot at the top to rotate the track below you. This lets you drop down to another Missile Expansion. Get it, then go through Dueling Range to the door on the other side, corresponding to where you first entered the Mining Plaza. >Ing Cache 4 Get one last Missile Expansion under the rock ledge you start on using the Morph Ball. After getting everything, go through the Save Station and reenter Agon Wastes in the Portal Site. +-----------+ |AGON WASTES| +-----------+ >Portal Site I know you're eager to travel by light again, but you should use the easier shortcut to Torvus Bog. Go back to the Transport Center and get onto the lower half of the half-pipe to reach a Transport to Torvus Bog. x. Dark Torvus Bog Keys (Dktbk) +----------+ |TORVUS BOG| +----------+ >Transport to Agon Wastes Head through Underground Tunnel to Torvus Grove. >Torvus Grove Use the Scan Visor to find two roots of the massive tree in the center that have been weakened with Phazon and Bendezium exposure. Lay a Power Bomb right between them to make the tree collapse and smash open a wall to reveal a Missile Expansion. Get it and enter the Mediation Vista. >Meditation Vista Look for a moving platform a bit of a way away from the cliff. Screw Attack to it (it will take good timing, and maybe a few tries) and ride it to a floating Energy Tank. Go back to Torvus Grove next. >Torvus Grove Use the half-pipe to reach the door to Grove Access and go through to Forgotten Bridge. >Forgotten Bridge Avoid the Grenchlers and jump out the doorway here to the portal. +---------------+ |DARK TORVUS BOG| +---------------+ >Dark Forgotten Bridge Jump down and go through the door to Putrid Alcove. >Putrid Alcove Stun the Dark Phlogus and find the weakened wall in the water next to it. Power Bomb the wall to get a Power Bomb Expansion, then continue on to Poisoned Bog. >Poisoned Bog Jump into the poison water and find your first Flying Ing Cache there. Get the Key, then return to Dark Forgotten Bridge and the light world. +----------+ |TORVUS BOG| +----------+ >Forgotten Bridge Go back up to the metal walkway from the bridge and through the door to Plaza Access. >Plaza Access Make your way through this series of twisted wooden tunnels with the Bomb Jump to reach two Bomb Slots; each rotates one of the mechanisms blocking your path. You can also reach a tunnel after rotating the second one leading to another 2- D area consisting of a half-pipe. Use it to get to a Missile Expansion on the right. Now go back and continue left to Torvus Plaza. >Torvus Plaza You can use the half-pipe here and some Spider Ball tracks high on the walls to get an exceedingly frustrating Energy Tank. Use the half pipe in the room to reach a Spider Ball track high on the walls. Follow it to a log you should roll across and use the Morph Ball Bomb to get onto another track. Follow it to another log and track (lure the Sporb out so you can drop down and kill it before proceeding) and then to a third log. After this, you'll reach another cylinder with moving Spider Ball tracks. This wouldn't be so hard, except for some stupid reason a glitch may give you the worst possible camera angle as you approach the cylinder, preventing you from seeing anything useful. Since you can't see what you're doing, follow me very closely. First, roll as far right (or left when the camera switches) as you can on your current track. When the rotating part with track on it moves as far clockwise as it goes, Bomb Jump while still holding R up to another section of track. Once it finishes moving in the other direction, briefly release R to drop back down to a stationary section. Now, experiment by Bomb Jumping to reach another section of moving track other that the first one. Once you manage to make it on, hold up to roll onto some stationary track just above the moving one. As the next section of track finishes moving, Bomb Jump up twice from there to get to the end of the nightmarish section. Keep following the track or a while to reach a Kinetic Orb Cannon that shoots you to the Energy Tank. After this extremely hard-earned Energy Tank, head back to the Great Bridge through the Abandoned Worksite. >Great Bridge Use a Power Bomb on the Bendezium blocking the Morph Ball tunnel on the ledge you'll emerge to expose it. Roll down to get a Power Bomb Expansion. (Use another to clear your path out) After getting it, go through the lower door to Torvus Temple and use the Underground Transport. >Hydrodynamo Station Go down through the lowest door and Hydrodynamo Shaft to the Main Hydrochamber. >Main Hydrochamber Like when you got the Power Bombs, roll up the Spider Ball tracks on the far wall and enter the portal. +---------------+ |DARK TORVUS BOG| +---------------+ >Undertemple Use the Screw Attack to wall jump up right in front of the portal to a Missile Expansion, climb the Spider Ball tracks back to the top of the room and head up to the Undertemple Shaft. >Undertemple Shaft Defeat the Hunter Ing if you want and use the Cannon to get to the top of the room. Jump down and enter the Dungeon. >Dungeon Drop into the poison water under the floor here. Scan the invincible robots sitting on the floor, then shoot the Beacons over them to make them move out of the way. Roll through the holes they guard until you reach the final underwater room, which contains Torvus' second Flying Ing Cache. After getting it, surface and jump to the portal right above the entrance to the water. CREATURES>AETHER>MECHANOIDS>LARGE>WATCHDRONE +----------+ |TORVUS BOG| +----------+ >Catacombs Avoid the Grenchlers and finally open the grey door in here. >Transit Tunnel South Make your way through the rock tunnels in this room, triggering Bomb Slots to activate updrafts of bubbles. When in one, you can Bomb Jump much higher. By laying a Bomb just before the height of a jump, you can go as high as you want. Keep climbing and activating more updrafts to reach a Missile Expansion. Continue through the Tunnel and another one after the Gathering Hall to the Training Chamber. >Training Chamber First, you'll probably want to eliminate the pair of Dark Bloggs swimming around in the main part of the room. If you got the Sunburst, you may not have opened the shortcut here yet. (if so, use it and skip the next part) Get onto some Spider Ball tracks to the left of the statue at one end of the main pool of water and Boost off the top to a semicircle on track on the statue. Roll around it and Boost to more tracks on the other side, then roll up to the huge oval of track on the ceiling. Drop from it onto the flat front of the statue (it may take practice) and activate the Bomb Slot. This move the statue forward, exposing a Missile Expansion and yellow door. >Sanctuary Transport Access Jump across the rotating platforms in this hallway (note the regular Blogg in the pool) and enter the Transport to Sanctuary Fortress beyond. Use it to start your quest for the last two Sky Temple Keys. y. Ing Hive Keys (Ihiks) +------------------+ |SANCTUARY FORTRESS| +------------------+ >Transport to Torvus Bog Head back through the next few rooms from here to the Main Reactor; get past the Rezbits, Save your game, and enter the Map Station. >Map Station Step into the solid beam of light to be transported to a small secret room in the Station to get a Missile Expansion. Next, continue through the Minigyro Chamber to the Hall of Combat Mastery and use the portal. +--------+ |ING HIVE| +--------+ >Culling Chamber Use the Spider Ball track shortcut in this room (it's the same as in the light world) to get past most of it and enter the dark version of the Minigyro Chamber. >Unseen Way This room's name is much less fitting if you spot some platforms to jump across using the Dark Visor. Of course, you could just Screw Attack your way across. >Hive Reactor Jump down to the bottom of the Reactor (defeat the Dark Ingsmasher with the Lightburst and scan it if you didn't already), then go back through the center door on the floor. (That was terrible) Note that there is a Save Station in the same place as in the light world, and the Map Station is now an Ammo Station. >Hive Reactor Access Clear out as many of the Nightbarbs as you can before trying to cross this infested room. >Entrance Defense Hall The Ing Larva Swarm found in this hall is like a cluster of Seedbursters, but deadlier. Scan them, then defeat them in the same way and continue on. CREATURES>DARK AETHER>ING>ING LARVA SWARM >Hive Entrance Cross the massive gap and take out some Dark Preeds with the Screw Attack and ride the light beam up. Screw Attack back to above where you started to the Flying Ing Cache, get the Key, and jump back down to the door. Return to the Culling Chamber and use the portal there again. +------------------+ |SANCTUARY FORTRESS| +------------------+ >Hall of Combat Mastery Go back into the Transport adjacent to this room to ascend to the upper floor. Head through Dynamo Works, Dynamo Access, the Main Gyro Chamber (Save here if you want), the Temple, and Worker's Path to the section of Dynamo Works where you fought the Spider Guardian. >Dynamo Works Go all the way back through where you finally defeated the Guardian, to the tunnel behind where it left the Spider Ball, and open the yellow door in the small chamber beyond. Use the portal in this tiny room to enter another isolated part of the Ing Hive. +--------+ |ING HIVE| +--------+ >Hive Dynamo Works From the entrance to this considerably barer area, use the Spider Ball track and Boost onto the orb when it lowers. Roll onto the conveniently placed red dot and Boost from it when your orb rises above the far one. Get onto the second dot and Boost onto more track when your orb is just above it. From there, roll to the far ledge and get the final Key as usual. Escape with the Screw Attack and return back through the Portal. +------------------+ |SANCTUARY FORTRESS| +------------------+ >Dynamo Works Leave the Dynamo Works the way you came in and go back through the Worker's Path to the Temple. Enter the Sanctuary Energy Controller and warp back to the Main one. z. To the Sky Temple (Skytm) +------------+ |GREAT TEMPLE| +------------+ >Main Energy Controller Go back down to the Temple Grounds through Transport C (consider saving in Transport A access) and use the portal in the Hall of Eyes. (If you don't have full ammo, return to your ship to get it first) +------------------+ |SKY TEMPLE GROUNDS| +------------------+ >Base Access From here, take the path you used last time to the Sky Temple Gateway. >Sky Temple Gateway As Samus steps into the middle of the ring of pillars, one of the Keys flies into each one. This creates a beam of light in the middle; step into it to be transported to... +----------+ |SKY TEMPLE| +----------+ >Sky Temple Energy Controller The Sky Temple is slightly different from the Great Temple, aside from its being far more evil. It's also upside down; you emerge in the Temple's Energy Controller. (or rather, right in the middle of it) Obviously, you aren't just going to take the energy; several tentacles reach around the energy and envelop it! Jump up to the ledge ringing the room and use the Save Station, then enter the door across from it to give chase. >Sanctum Access Use the Wall Jump to ascend the upside-down elevator shaft in the absence of one. >Sanctum As you enter the Phazon-filled room, a massive being of darkness grows around the red energy it's stolen. It's time to fight the leader of all the Ing! /CREATURES>DARK AETHER>EMPEROR ING>EMPEROR ING HEAD |CREATURES>DARK AETHER>EMPEROR ING>EMPEROR ING BODY |CREATURES>DARK AETHER>EMPEROR ING>EMPEROR ING EYE |Location>Sky Temple>Sanctum |Difficulty>7/10 |Strategy>This is it: the final fight against the leader of the Ing. He starts |as a massive, many-tentacled monstrosity that sits in the middle of the arena. |The tentacles have a variety of painful attacks, such as swinging them around |the body (Space Jump over them) and warping them through portals to make them |appear behind you. (Run away from this attack, but expect to take damage) |First, scan both the thing's head and body for separate entries. Keeping away |from the tentacles and the Phazon lining the arena, lock onto each one and |blast them with Missiles. (Seeker Missiles may work; the Annihilator Beam is |best but it's recommended you save your ammo for later) It takes 2 Missiles to |kill each tentacle. After all the tentacles are gone, the head disappears and |a massive eye appears on top of the body. (Sound familiar, Sauron?) The eye |fires a laser beam at you that's easily jumped over or dashed away from. Lock |onto it and strafe around the eye to get in front of the gap between the two |energy shields surrounding the eye. When you have a clear shot, open fire. |Super Missiles do decent damage to the eye, but a Sonic Boom will remove about |1/3 of its HP is one go, so use a few if you want to speed things up. It's |very unlikely you'll destroy the first phase of the Ing Emperor before the |head reappears, often with more tentacles. Destroy them again to reveal the |eye and finish it off with Super Missiles or the Sonic Boom. Destroying the |tentacles can be tricky, making the first phase of this fight the hardest. |After you defeat this form, get ready for the easy part. | |CREATURES>DARK AETHER>EMPEROR ING>EMPEROR ING CHRYSALIS |Location>Sky Temple>Sanctum |Difficulty>3/10 |Strategy>In this form, the Emperor enters a huge cocoon and fills the floor |with poison gas. Quickly scan it, then enter Morph Ball mode and Spider Ball |onto the cocoon. To move onto the next phase, you must destroy all the |cocoon's tentacles. Each one resides in one of the glowing pits on the |cocoon's surface. To destroy one, wait right next to the pit. When dark smoke |starts coming out, the tentacle is about to emerge; quickly lay 3 bombs and |roll away to kill it. Try to get the lower tentacles first; the poison gas |periodically rises to cover them. The Inglets that continually appear to |attack you are blessings in disguise-while they can knock you off into the |poison gas, they can be killed with Bombs and often drop energy or beam ammo |refills. Be careful not to get knocked off, and leave your tentacle stakeout |to kill the Inglets if necessary. I'd recommend taking the opportunity to |refill your energy and beam ammo fully-you'll need them for the final phase. | |CREATURES>DARK AETHER>EMPEROR ING>MUTATED EMPEROR ING |Location>Sky Temple>Sanctum |Difficulty> 6/10 |Spoils>Imminent destruction of Dark Aether...with you still in it |Strategy>In his final phase, the Emperor in attacks as a huge, mutated version |of a normal Ing. This monstrosity is only weak in its mouth, and only when |it's open and uncovered by its legs. Stay as close to the mouth as possible |when attacking and keep the mouth's color in mind-hit it with the Power Beam |or Super Missiles when it's orange, the Dark Beam when it's white, and the |Light Beam when it's purple. The Annihilator Beam works well on all 3 colors. |I hope you have plenty of Beam Ammo for this stage-you'll need it. The best |thing to do is to wait for the mouth to turn orange and hit it with a Super |Missile to stun the beast. Quickly switch to the Annihilator Beam and start |mashing A to pump fire into its mouth, making sure you have a clear shot. You |can also use the A-Beam to stun the Emperor, but it's best to save ammo. If |you run out, he'll summon swarms of Nightbarbs or white squiggly things which |you should take out with the Power Beam for more ammo. (Who would have thought |the leader of a pure evil race out to kill you would help you out?) As you're |being a serious pain in the mouth for him, he'll be retaliating with claw, |laser, ground quake, and charging attacks. If you manage to dodge the charge |attack, switch to the Annihilator Beam and lock onto the hole in his back. \Rapidly blast this hole to damage the Emperor further. After finally killing the Emperor Ing, it leaves the energy behind and Samus quickly absorbs it. Unfortunately, this triggers a cataclysmic chain of events. Now that you've taken all of Dark Aether's energy, it will soon cease to exist- in exactly 8 minutes, conveniently enough. You need to make sure to get out before it takes you with it. Quickly climb the platform that appears in the middle of the Sanctum and Screw Attack back to the door. CREATURES>DARK AETHER>EMPEROR ING>EMPEROR ING BODY CREATURES>DARK AETHER>EMPEROR ING>EMPEROR ING CHRYSALIS CREATURES>DARK AETHER>EMPEROR ING>EMPEROR ING EYE CREATURES>DARK AETHER>EMPEROR ING>EMPEROR ING HEAD CREATURES>DARK AETHER>EMPEROR ING>MUTATED EMPEROR ING >Sanctum Access Jump back down the shaft here and leave. >Sky Temple Energy Controller Don't bother taking time to Save again (the Station isn't even working, and it's been done for you); just get into the light as quickly as possible. You escape should have taken about 30 seconds so far, but it's about to meet some complications. +------------------+ |SKY TEMPLE GROUNDS| +------------------+ >Sky Temple Gateway As Samus reappears on the ground, she can't help but notice the huge column of Phazon has spread all around the room, including over her only exit. If case you didn't already se it coming, Dark Samus is back for one last battle. She's assumed a transparent, skeletal form and looks more like Metroid Prime than ever. Even worse, the timer is still ticking as you fight her, so be fast. /CREATURES>OFFWORLD>DARK SAMUS>DARK SAMUS 3 |Location>Sky Temple Grounds>Sky Temple Gateway |Difficulty>4/10 |Strategy>You didn't seriously think you'd beat the game by defeating only one |boss, did you? Dark Samus is back, and crazier than ever. Besides having to |beat her, you also have to beat the clock; the 8-minute timer from after |defeating the Emperor Ing is still ticking, and you must defeat your alter ego |once and for all before it expires. (There should be about 7 and a half |minutes after escaping the Sky Temple) Don't worry-if you know what you're |doing, this time is plenty for beating her. Anyway, Dark Samus 3 shouldn't |last long-make sure to scan her. She starts by firing a huge beam of Phazon. |It shouldn't be too hard to sidestep, but you must keep dashing away from it |for a few moments. After she lands, she disappears; this time, track her with |the Echo Visor. As usual, Dark Samus is fast and can often break your |targeting lock. Super Missiles (or another Sonic Boom, if you have the ammo) |are the weapons of choice; after removing about 1/4 of her HP, you move onto |the second phase. (Make sure to scan both of DS' forms) | |CREATURES>OFFWORLD>DARK SAMUS>DARK SAMUS 4 |Location>Sky Temple Grounds>Sky Temple Gateway |Difficulty>5/10 |Spoils>Victory! |Strategy>You'll know the battle with Dark Samus is entering its final phase |when she floats up and surrounds herself in a Phazon bubble. As usual, you |should ALWAYS be charging your Power Beam in this phase. Anyway, DS has 2 |attacks while in the bubble. She send an explosive Phazon ball right at you; |luckily, it isn't homing and is easily sidestepped. The second attack consists |of Phazon bullets that fly into the air and then towards you. It's also easily |avoided, but you want it to hit you; more on that later. Anyway, after a while |of being bubble girl, she floats back down and starts dashing around rapidly. |Her main attack here is an unavoidable Phazon shield. You don't want DS to |stay in this phase; since you should be charging your Power Beam all the time, |keep locked on and blast DS with a Super Missile as she floats toward you |after descending from the bubble. This does some damage and makes her return |to the Phazon bubble. Anyway, to damage her, you must use the Phazon Beam. |(She is the new form of Metroid Prime, after all) You may not have the Phazon |Suit or Beam officially anymore, but it's still possible to blast her with |Phazon. When DS fires the Phazon bullets while in the bubble, you'll |automatically lock onto them. Keeping a Charge Beam out, get right under the |bullets like a right outfielder. Your Charge beam will absorb the bullets if |you can "catch" them; after absorbing about 3 or 4, the charge turns blue. |You'll soon auto-lock back onto DS; quickly release this Phazon-charged beam |at her to inflict damage before she hits you and makes you lose it. This |method is the primary means of inflicting damage; repeat it until Dark Samus |goes down and you beat the game. Congratulations! (If you die or run out of |time on DS, choose to restart from your last save; you'll return to right \after you beat the Emperor Ing) After beating DS, she slowly approaches Samus, possibly trying to absorb the Light Suit as she did the Phazon Suit, before dying. Even worse, a swarm of Warrior Ing bears down on her. Fortunately, Dark Samus removed the Phazon over the now-exposed portal in appearing, so she quickly jumps up and uses it. CREATURES>OFFWORLD>DARK SAMUS>DARK SAMUS 3 CREATURES>OFFWORLD>DARK SAMUS>DARK SAMUS 4 +--------------+ |TEMPLE GROUNDS| +--------------+ >Hall of Honored Dead Samus emerges from the seemingly inaccessibly portal on the ledge here. (And you were wondering what it was for) Next, she...I can't remember. >_< I'll update with the ending after I beat the game again. Anyway, congrats on beating this awesome game! Now, for Hard Mode... ------------------------------------------------------------------------------ \\\\\\\\\\5. Enemies (Enmis) \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ ------------------------------------------------------------------------------ CREATURES>AETHER CREATURES>AETHER>AQUATIC CREATURES>AETHER>AQUATIC>LARGE AQUATIC>BLOGG Weapon of Choice>Dark beam Strategy>These Bloggs aren't internet journals; they're deadly aquatic predators. Usually found in multiple numbers, Bloggs are tough to take down. They'll occasionally charge, especially if you provoke them with an attack. When they do, they make a distinctive sound to alert you. Bloggs are only vulnerable in their mouth, and than just before they're about to hit you. Always keep the Dark Beam charged when around them, and when a Blogg charges, quickly lock onto it and fire an Entangler into its mouth just before it hits you to kill it. (The timing takes practice to perfect, but in general hit them as late as possible) Super Missiles also work, but they're hard to hit with because of the delay. CREATURES>AETHER>AQUATIC>SMALL AQUATIC>BLOGGLING Weapon of Choice>Power Beam Strategy>Blogglings are young Bloggs, and are much easier than their parents. Just fire a charged Power Beam shot into their unprotected mouths to take them out. CREATURES>AETHER>AQUATIC>SMALL AQUATIC>HYDLING Weapon of Choice>Power Beam Strategy>These peaceful fish are the Sandbats of the sea. As long as you don't run into their schools, they're harmless. The ones in the Hydrodynamo Shaft will drop lots of refills for the upcoming Alpha Blogg fight. CREATURES>AETHER>FLYING>LARGE FLYERS>SHREDDER Weapon of Choice>Missile Launcher Strategy>These helicopter-like enemies lift off the ground and float toward you with an explosive payload. If you blast one with a Missile, it often sets off a chain reaction that destroys all of them. CREATURES>AETHER>FLYING>LARGE FLYERS>SHRIEKBAT Weapon of Choice>Power Beam Strategy>These flyers hang from the ceiling, then detach and fly at you when you draw close. Rapidly lock onto each one and kill them with single Power Beam shots before they ram you. They have large heat signatures and can easily be seen with Thermal imaging, but unfortunately Samus' Thermal Visor mysteriously disappears between games. CREATURES>AETHER>FLYING>LARGE FLYERS>SHRIEKER Weapon of Choice>Dark Beam Strategy>These annoying flyers float around in front of you and fire sonic blasts. They will cloak themselves when they aren't attacking; the Echo Visor is the only thing that can reliably track them. CREATURES>AETHER>FLYING>SMALL FLYERS>LIGHTFLYER Weapon of Choice>Power Beam Strategy>These peaceful enemies are simply floating clusters of light. One charged Power Beam shot will destroy them. In the dark world, destroying a Lightflyer creates a temporary safe zone. CREATURES>AETHER>FLYING>SMALL FLYERS>LUMITE Weapon of Choice>Power Beam Strategy>These mothlike creatures normally simply zip around and fire acidic globs at you. However, they gain many new abilities in bright light. They can become invisible (track them with the Dark Visor), gain power, and create a shield of light. They can be killed with a charged Power Beam, but make sure not to fire when they have the yellow light around them. In the dark world, they can also feed off safe zones, becoming invincible while they're sitting on the bubbles. It's best to avoid them at this point. CREATURES>AETHER>FLYING>SMALL FLYERS>SANDBATS Weapon of Choice>Power Beam Strategy>These blade-covered bats fly around in predictable patterns. If you have to go through them, clear them out with the Power Beam first. CREATURES>AETHER>FLYING>SMALL FLYERS>WAR WASP Weapon of Choice>Power Beam Strategy>War Wasps are incredibly annoying enemies. It only takes a few Power Beam shots to kill one, but they will spawn infinitely from War Wasp Hives unless you waste Missiles to destroy all the Hives. Just try to save ammo and run past War Wasps when you can. CREATURES>AETHER>GROUND>PREDATORS>GRENCHLER Weapon of Choice>Dark Beam Strategy>Grenchlers are incredibly tough predators that can cause massive damage. They will run at you, or use a lightning blast attack. Both moves have terrible hit detection; if you get anywhere near the Grenchler or its attack, you'll take heavy damage. To quickly defeat a Grenchler, dash around behind it, then hit its back with an Entangler. A few more Dark Beam shots after that will finish the Grenchler off. They're actually much like Baby Sheegoths from Metroid prime, but with much harder to dodge attacks due to the hit detection. Be aware that Grenchlers are amphibious; avoid fighting them underwater until you have the Gravity Boost. CREATURES>AETHER>GROUND>PREDATORS>SANDIGGER Weapon of Choice>Power Beam Strategy>These sand worms are fairly easy. Lock onto one of their two heads, then destroy it with a charged Power Beam shot and repeat. Stay back when you destroy both heads; they will self-destruct. CREATURES>AETHER>GROUND>PREDATORS>SPLINTER Weapon of Choice>Power Beam Strategy>Splinters are easy, insectoid predators. If only takes a few Power Beam shots to destroy them. CREATURES>AETHER>GROUND>PREDATORS>SPORB Weapon of Choice>Dark Beam Strategy>Sporbs are actually plant enemies. They sit around on sheer cliffs and attack you while you navigate Morph Ball mazes. They can't be hurt until they open; the best way to destroy them is to drop off the maze as soon as they open, then hit them with a few Dark Beam shots. CREATURES>AETHER>GROUND>SURFACE PROWLERS>BRIGZEE Weapon of Choice>Missile>Power Beam Strategy>Shatter the Brigzee's shell with a Missile, then hit it with a few Power Beam shots to destroy it. CREATURES>AETHER>GROUND>SURFACE PROWLERS>GREEN KRALEE Weapon of Choice>Power Beam Strategy>The Kralee is one of the easiest enemies to destroy; just blast it with a few Power Beam shots. CREATURES>AETHER>GROUND>SURFACE PROWLERS>KRALEE Weapon of Choice>Power Beam Strategy>Regular Kralees, unlike their green cousins, strangely have the ability to warp in and out of the dimension. You can reliably track them with the Dark Visor, but they're already harmless and easy enough to kill. CREATURES>AETHER>GROUND>SURFACE PROWLERS>KROCUSS Weapon of Choice>Power Beam Strategy>The Krocuss is a slightly cute creature that hops around, oblivious to you. If you want, you can destroy them but shooting their back when their shell raises to expose it. CREATURES>AETHER>GROUND>SURFACE PROWLERS>LIGHTBRINGER Weapon of Choice>None Strategy>The Lightbringer is completely harmless, and even beneficial. Found only once in the dark world (be sure to scan it), the Lightbringer creates a safe zone around it. If you follow it, you can get around Dark Aether in safety. CREATURES>AETHER>GROUND>SURFACE PROWLERS>SEEDBURSTER Weapon of Choice>Power Beam Strategy>These tiny insects are found crawling around on walls and will shoot weak seeds as you as they get close. The Power Beam can easily clear them out. CREATURES>AETHER>GROUND>TUNNEL PROWLERS>PILLBUG Weapon of Choice>Morph Ball Bomb Strategy>Pillbugs are found patrolling many Morph Ball tunnels. They will curl up and roll around for increased speed when you get close. Dislodge them with a few Bombs, then lay some more to kill it. The Boost Ball can also kill Pillbugs instantly. CREATURES>AETHER>GROUND>TUNNEL PROWLERS>WORKER SPLINTER Weapon of Choice>Power Beam Strategy>These docile Splinters are some of the weakest enemies in the game. They don't attack Samus, and a single Power Beam hit destroys one. CREATURES>AETHER>MECHANOIDS>LARGE>INGSMASHER Weapon of Choice>Super Missile Strategy>These massive robots, as their name implies, were originally developed to fight the Ing, but as usual, they have turned on you. They're very similar to Elite Pirates from Metroid Prime, but strangely count as normal enemies and yield no rewards for defeating them. Anyway, the Ingsmasher can fire Missiles at Samus, bash her with the orbs on its hands, or do a ground quake attack identical to the Elite Pirate's except that it often uses 4 or 5 quakes in quick succession. They can also project a shield of light or dark energy like a Quad CM. You can shoot the shield with the opposite beam weapon to destroy it, but it's not worth the effort. The best way to damage an Ingsmasher is to hit it with a Super Missile as it does its ground quake attack, or a charged Power Beam shot any other time it's vulnerable. Luckily, you only have to fight a limited number of these would-be bosses; this means you should make sure to scan one. CREATURES>AETHER>MECHANOIDS>LARGE>MEKENOBITE Weapon of Choice>Seeker Missiles Strategy>These bizarre enemies can walk on walls or ceilings using magnetism. They attack with magnetically-guided projectiles that move slowly, but will home in on you. Destroy them with Power Beam shots. To destroy a Mekenobite, dislodge it from the ceiling by hitting both its legs with Seeker Missiles. (Try to be right at their front or back to ensure both Missiles hit) Stand back when you dislodge one; they will self destruct. CREATURES>AETHER>MECHANOIDS>LARGE>QUAD CM Weapon of Choice>Super Missile Strategy>The command module, or "head" of a Quad normally starts on a Quad MB and attacks with some laser blasts. If it does, simply lock onto it and blast it with a Super Missile. Sometimes, Quad CMs are found floating around. (They also float if you destroy the MB first) While floating around, Quad CMs retain their laser attacks and can also project a light or dark-powered shield. Hit it with the opposite beam to destroy the shield. When it isn't shielding, use more Super Missiles. Beware; if a floating Quad CM encounters another Quad MB, they will join up and become a full Quad. CREATURES>AETHER>MECHANOIDS>LARGE>QUAD MB Weapon of Choice>Boost Ball Strategy>The main body of a Quad, the Quad MB, is a large four-legged robot. They typically start partnered with a Quad CM, but will occasionally sit around deactivated, waiting for a CM to attach to it. The body's main attack is a vortex spin. When it uses the spin, enter Morph Ball mode and Boost into it. This stops the spin and causes the Quad to rest with a red orb under it. Boost through the orb to destroy the MB. They can also use a laser attack which exposes the red orb; dodge the laser and boost under the orb as usual. CREATURES>AETHER>MECHANOIDS>LARGE>WATCHDRONE Weapon of Choice>None Strategy>These enemies are only found in the Dungeon in Dark Torvus Bog, under the poison water. Needless to say, the drones are indestructible, but also harmless. Shoot the Beacon above them to make them move out of the way and open up a hole you can roll through. CREATURES>AETHER>MECHANOIDS>SMALL>DILIGENCE CLASS DRONE Weapon of Choice>Dark Beam Strategy>These drones are simply renamed versions of the Scatter Bombus from Metroid Prime. They're exactly the same, complete with the visor static. Simply shoot one with the Dark Beam to destroy it. CREATURES>AETHER>MECHANOIDS>SMALL>HARMONY CLASS DRONE Weapon of Choice>Power Beam Strategy>I'm starting to worry about Retro's creativity. The Harmony Drones are renamed Pulse Bombus; they still float around dropping energy bombs below them. Use a charged Power Beam shot to destroy them; as usual, charging a beam near the Drones attracts it to you, so stay away. CREATURES>AETHER>MECHANOIDS>SMALL>MECHLOPS Weapon of Choice>Morph Ball Bomb Strategy>The Mechlops is a blatant copy of the Triclops, but it at least looks different. Exactly as before, they are found patrolling areas in which you must use the Morph Ball. They'll suck you into their jaws, then spit you out at the entrance. As with before, lay a Bomb in front of them and roll away; they'll suck the Bomb in and be destroyed. CREATURES>AETHER>MECHANOIDS>SMALL>OCTOPEDE Weapon of Choice>Power Beam Strategy>These 4-sectioned robots patrol around tunnels and are relatively harmless. Shoot one to make it fly apart and bounce around the tunnel, but back up; they will self-destruct. You can get lots of beam ammo by destroying them with the Annihilator Beam. CREATURES>AETHER>MECHANOIDS>SMALL>REZBIT Weapon of Choice>Dark Beam>Missiles Strategy>Rezbits are some of the more bizarre mechanoids in the game. They're floating black spheres surrounded by orange light that are best described as floating computer programs. While small, these robots are extremely powerful. They can use a continuous laser beam or a pulse-firing one, both of which have good accuracy and do massive damage. They also have a deadly but funny virus attack that causes your visor to glitch up and lag and various error messages to appear on your screen showing what has been disabled by the virus. Hit L, R, and Start to reboot Samus' system (it must be her version of ctrl+alt+delete) and purge the virus. The Rezbits can also become impossible to lock onto and create an impenetrable blue shield in front of them. The best way to destroy a Rezbit is to hit it with an Entangler blast as soon as you meet it, then follow that up with a Missile. The Screw Attack works well on them once you have it. CREATURES>AETHER>MECHANOIDS>SMALL>SERENITY CLASS DRONE Weapon of Choice>Power Beam Strategy>These drones are as harmless as their name implies. They simply crawl around on walls, oblivious to you. You can blast them for refills. CREATURES>AETHER>MECHANOIDS>STATIONARY>CARETAKER CLASS DRONE Weapon of Choice>Boost Ball Strategy>As the battle with this huge defense drone begins, QUICKLY Bomb Jump off the floor, which has become electrified and causes massive, continuous damage to you. Next focus on the various parts of the drone. It lowers claws to try and knock you off so it can electrify the floor again; roll around to avoid them or use the Boost Ball to fly across the circular track. Whenever a red light lowers, quickly position yourself across from it and boost into it. Repeat this process twice more and a cylinder lowers in the middle. Boost into this to damage the Drone and cause another Spider Ball Track to appear. Ascend to the next level of the column and repeat the process, this time with two gaps in the track. After winning this time, climb again and repeat with three tracks to defeat this miniboss. CREATURES>AETHER>MECHANOIDS>STATIONARY>GROWLER CLASS TURRET Weapon of Choice>Power Beam Strategy>These small turrets were placed by the GF marines to defend their makeshift base. They'll fire bullets at you rapidly when you enter their line of site. A single charged Power Beam shot destroys a Growler. CREATURES>AETHER>MECHANOIDS>STATIONARY>HUMILITY CLASS TURRET Weapon of Choice>Power Beam, Strategy>This turret (strangely named for a Space Pirate creation) is simply a retooled version of the Growler that fires energy instead of bullets. Like the Growler, they can be destroyed with a charged Power Beam. CREATURES>AETHER>MECHANOIDS>STATIONARY>LUMINOTH TURRET Weapon of Choice>Power Beam Strategy>The Luminoth Turrets are virtually the same as the other two, but they have twice as much health. Use two charged shots or a Super Missile to destroy one. CREATURES>AETHER>MECHANOIDS>STATIONARY>VIGILANCE CLASS TURRET Weapon of Choice>Missile Launcher Strategy>These huge Space Pirate turrets are made to be manually operated and fire green blasts of energy. You only fight them at one point in the game, when some Space Pirates man them and try to blast you. (Be sure to scan one at this point) Strafe back and forth and forcefully deactivate the turrets with charged Power Beam shots or Missiles. Later, you'll be able to man Vigilance Turrets yourself, allowing you to blast obstacles out of the way and solve puzzles. CREATURES>DARK AETHER>DARKLINGS>DARKLING AQUATIC>DARK BLOGG Weapon of Choice>Light Beam Strategy>Once possessed by the Ing, Bloggs become tougher and more powerful. (And they get awesome spines) They now take a whopping 3 Super Missiles to kill! However, like all Darklings, Dark Bloggs are weak to light. A charged Light Beam shot in the face will destroy it. CREATURES>DARK AETHER>DARKLINGS>DARKLING AQUATIC>DARK PHLOGUS Weapon of Choice>Power Beam Strategy>The Dark Phlogi are like Puddle Spores from Metroid Prime. They can create a shockwave of acid that is easily jumped over. You can stun one by shooting it when it opens up. They also create platforms and safe zones while stunned. Now, I wonder what happened to regular Phlogi? CREATURES>DARK AETHER>DARKLINGS>DARKLING FLYERS>DARK SHREDDER Weapon of Choice>Missile Launcher Strategy>Dark Shredders are created by the Chykka Larva during the boss fight with it; be sure to scan one. Like with normal Shredders, they are easily destroyed with a well-placed Missile. You may want to destroy them with the Dark Beam to get more Light Beam ammo. CREATURES>DARK AETHER>DARKLINGS>DARKLING FLYERS>DARK WAR WASP Weapon of Choice>Power Beam Strategy>Dark War Wasps are just like regular ones, but with more HP. Luckily, they're also rarer. CREATURES>DARK AETHER>DARKLINGS>DARKLING FLYERS>NIGHTBARB Weapon of Choice>Power Beam Strategy>Nightbarbs are flying blades, the dark equivalent of Sandbats. Clear them out in the same way. CREATURES>DARK AETHER>DARKLINGS>DARKLING GROUND>DARK GRENCHLER Weapon of Choice>Light Beam Strategy>Strangely, Dark Grenchlers are almost easier then their light world versions. (Except for the still-buggy hit detection) Hit their backs with a charged Light Beam shot to remove their armor, then fire some Power Beam shots to finish them. CREATURES>DARK AETHER>DARKLINGS>DARKLING GROUND>DARK SPLINTER Weapon of Choice>Light Beam Strategy>Dark Splinters are fiercer and have much more HP than regular ones. It takes a while to destroy one with the Power Beam, but a single Light Beam shot will do the trick later. CREATURES>DARK AETHER>DARKLINGS>DARKLING MECHANOIDS>CORRUPTED SENTREYE Weapon of Choice>Power Beam Strategy>Like Dark Phlogi, there is no non-dark version of Corrupted Sentreyes. They are like Eyons from Metroid Prime; they emit lasers in a predictable pattern. Shoot their "eye" to stun them. CREATURES>DARK AETHER>DARKLINGS>DARKLING MECHANOIDS>DARK DILIGENCE DRONE Weapon of Choice>Light Beam Strategy>These drones take a Lightburst to destroy. Other than that, they're the same as regular ones. CREATURES>DARK AETHER>DARKLINGS>DARKLING MECHANOIDS>DARK INGSMASHER Weapon of Choice>Light Beam Strategy>Luckily, Dark Ingsmashers are much rarer and no more powerful than normal ones. The Lightburst is the best way to damage them; use the same strategy as with normal Ingsmashers. CREATURES>DARK AETHER>DARKLINGS>DARKLING MECHANOIDS>DARK QUAD CM Weapon of Choice>Super Missile Strategy>Other than their appearance, Dark CMs are the same as normal ones. CREATURES>DARK AETHER>DARKLINGS>DARKLING MECHANOIDS>DARK QUAD MB Weapon of Choice>Boost Ball Strategy>Dark MBs are also the same as their light versions; destroy them the same way. CREATURES>DARK AETHER>DARKLINGS>DARKLING OFFWORLD>DARK PIRATE COMMANDO Weapon of Choice>Dark Beam>Missile Launcher Strategy>Dark Pirate Commandos are incredibly tough and annoying enemies. They can't use their shields or energy scythes, but are possessed by Hunter Ing, sharing the ability to phase out of timespace. They don't jump around, but instead disappear, then eventually reappear somewhere else. Like Hunter Ing, they often disappear right as an attack is about to hit them. The easiest way to destroy them is the standard Entangler-Missile combo. They can still move around while held by the darkness, however. Escaping a Dark Commando battle is impossible; they can lock the doors in their area and often appear right in front of you if you run away, forcing you to waste ammo fighting them. They become slightly easier with the Dark Visor; it lets you track them all the time. CREATURES>DARK AETHER>DARKLINGS>DARKLING OFFWORLD>DARK PIRATE TROOPER Weapon of Choice>Light Beam Strategy>When possessed, Space Pirates become much stronger and gain cool spikes. The Light Beam can make short work of them, but before getting it, use Missiles or charged Power Beam shots. CREATURES>DARK AETHER>DARKLINGS>DARKLING OFFWORLD>DARK PREED Weapon of Choice>Power Beam Strategy>They're just like normal Preeds except that the cloud of poison gas they emit upon death is much deadlier. Be sure to stay out of it. CREATURES>DARK AETHER>DARKLINGS>DARKLING OFFWORLD>DARK TALLON METROID Weapon of Choice>Light Beam Strategy>Dark Tallon Metroids are slightly stronger, but much uglier than normal ones. It only takes 2 Lightbursts to destroy one. CREATURES>DARK AETHER>DARKLINGS>DARKLING OFFWORLD>DARK TROOPER Weapon of Choice>Power Beam Strategy>These possessed GF troopers are very easy enemies. A charged Power Beam shot or Missile will destroy one, and their attacks are weak. CREATURES>DARK AETHER>ING>DARKLING TENTACLE Weapon of Choice>Power Beam Strategy>These tentacles line the insides of narrow spaces and whip around unpredictably. The Power Beam can stun them, but nothing destroys them. Make sure you're locking onto the right one when you fire. CREATURES>DARK AETHER>ING>HUNTER ING Weapon of Choice>Light Beam Strategy>Hunter Ing are extremely annoying enemies bearing a strange resemblance to Metroid Prime. Unlike other Ing, they float around in the air and whip you with their tentacles. Also unlike other Ing, they can phase out of timespace, making attacks pass through them. They do so unpredictably, and often seem to disappear right as you launch an attack. The charged Light Beam can destroy one, but make sure to fire it as soon as they appear. The Dark Visor doesn't let you hit Hunter Ing when they phase out, but it does let you keep locked onto them. If you can get them close to a beacon, the Light Beam can vaporize them; the Annihilator Beam is even better for this. CREATURES>DARK AETHER>ING>ING LARVA SWARM Weapon of Choice>Power Beam Strategy>The Ing Larvae are much like Seedbursters; they charge at you and try to surround you. Take them out with the Power Beam. CREATURES>DARK AETHER>ING>INGLET Weapon of Choice>Power Beam Strategy>Inglets are the smallest, weakest Ing. They usually travel around in small puddles of darkness, but turn solid to spit projectiles at you. A charged Power Beam shot can destroy one, but you can only lock on when they're solid. The Dark Visor lets you lock onto them when they're in puddle form. CREATURES>DARK AETHER>ING>INGSTORM Weapon of Choice>None Strategy>The Ingstorm is an indestructible group of tiny Ing that flies around to block certain areas. Unless you have the Light Suit, passing through one makes you take massive damage, so go fast. CREATURES>DARK AETHER>ING>WARRIOR ING Weapon of Choice>Light Beam Strategy>The Warrior Ing is a regular Ing with powerful combat abilities. It can run fast on its 5 legs and turn into a puddle like the Inglet. Warrior Ing attack with their claws or several strange laser beams. It can also spit some acid onto your visor that constantly does damage for a few seconds. They can be taken out with the Power Beam, but the Light Beam works much better. Like with all Ing, you can also charge or supercharge Beacons to kill them. CREATURES>OFFWORLD>METROIDS>INFANT TALLON METROID Weapon of Choice>Power Beam Strategy>Infant Tallon Metroids are incredibly cute, fairly harmless baby Metroids. They live in cocoons, which spawn an infinite number of them. Use Super Missiles to take the cocoons out, then deal with the babies. Infant Metroids are incapable of sucking out energy, so they simply ram you for minor damage. A charged Power Beam shot will destroy one. Be careful; if an Infant Metroid touches Phazon, it grows up into a regular one! CREATURES>OFFWORLD>METROIDS>TALLON METROID Weapon of Choice>Dark Beam>Missiles Strategy>The infamous Metroids are the series' trademark enemy. They're basically floating jellyfish that have the unique ability to suck people's energy out of them. They attack by giving a distinctive screech, then charging at you. If you sidestep, you can make the Metroids take damage by hitting a wall. Anyway, your weapon of choice against the Metroid is traditionally the Ice Beam, followed by Missiles. For MP2, simply substitute an Entangler for the Ice Beam. Try to hit them as they charge to ensure accuracy. Also, don't bother attacking them when they're sparking after being hit they're invulnerable at this point. CREATURES>OFFWORLD>PIRATES>PIRATE AEROTROOPER Weapon of Choice>Dark Beam Strategy>Aerotroopers are renamed flying Pirates; they fly around on jet packs and fire lasers and missiles at you. Both attacks are fairly easily dodged, but they always come in pairs and can be hard to avoid together. The Dark Beam works very well on Aerotroopers, but it's hard to hit with it. You may want to use Missiles or Super Missiles to hit them more easily. CREATURES>OFFWORLD>PIRATES>PIRATE COMMANDO Weapon of Choice>Dark Beam Strategy>Pirate Commandos are the most elite variety. They have tons of health and some deadly weaponry, including an energy sword, powerful laser, and EMP grenade that fogs your visor with static. The Dark Beam, especially an Entangler, works well on a Commando. Super Missiles also do lots of damage. They do have a limited-use shield to block attacks; wait for the shield to go down before attacking. CREATURES>OFFWORLD>PIRATES>PIRATE GRENADIER Weapon of Choice>Dark Beam Strategy>Pirate Grenadiers are exactly like Pirate Troopers except that fire explosive shots at you. They are still easily killed by the Dark Beam. CREATURES>OFFWORLD>PIRATES>PIRATE TROOPER Weapon of Choice>Dark Beam Strategy>The mainstay Pirate forces are much weaker than in Metroid Prime. It only takes two charged Power Beam shots, or two regular Dark Beam shots to kill one. CREATURES>OFFWORLD>PIRATES>PREED Weapon of Choice>Power Beam Strategy>Preeds are renamed Puffers made by the Space Pirates. They will float around the room and damage you if you run into them. When you destroy one, it releases a cloud of poison gas. Wait for the gas to clear before going through it. ------------------------------------------------------------------------------ \\\\\\\\\\6. Bosses (Bosss) \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ ------------------------------------------------------------------------------ Keep in mind that all the bosses are graded in difficulty in comparison to each other, with the Dark Missile Trooper being the easiest and the Boost Guardian being the hardest. Also, each categorized and capitalized name entry indicates something you should scan. /CREATURES>AETHER>GROUND>PREDATORS>ALPHA SPLINTER |Location>Great Temple>Temple Sanctuary |Difficulty>3/10 |Strategy>The first boss of the game is a moderately difficult one. Before the |main fight, you'll face several more Dark Splinters. Save your Missiles and |try to take the out with the Charge Beam. After they're defeated, the Alpha |Splinter appears. Make sure to scan it first, then get ready to fight. This |huge Splinter behaves much like a normal one, but its charge attack is much |tougher to avoid and does more damage, especially since you won't have an |Energy Tank yet. Continually dash around the Splinter to hopefully dodge its |charges, but expect to take some damage. When the boss isn't charging, use |Missiles and charged Power Beam shots to defeat it and move on to the |strangely weaker dark form. | |CREATURES>DARK AETHER>DARKLINGS>DARKLING GROUND>DARK ALPHA SPLINTER |Location>Great Temple>Temple Sanctuary |Difficulty>2/10 |Spoils>Unknown Technology |Strategy>The Dark Alpha Splinter has become more powerful and cool (it seems |like you can make anything cooler by putting "Dark" before its name) thanks to |the Ing possessing it. However, it's also easier; it simply spits some acid at |you, then charges. Both attacks are easily dodged if you keep sidestepping. |Use any Missiles you may have left and the Charge Beam to take care of this \thing. (Remember to scan both forms of the Alpha Splinter) CREATURES>DARK AETHER>DARKLINGS>DARKLING OFFWORLD>DARK MISSILE TROOPER Location>Temple Grounds>Hive Chamber A Difficulty>1/10 Spoils>Missile Expansion Strategy>Though you probably won't fight this guy until a while later, it's possible to return to Hive Chamber A on your way to Agon Wastes and fight him first. Anyway, the Dark Missile Trooper is actually pathetic; enemies like Ingsmashers are much more worthy of being bosses than him. Just keep sidestepping his missiles and hitting him with anything; the Light Beam works especially well. /CREATURES>AETHER>GROUND>PREDATORS>ALPHA SANDIGGER |Location>Agon Wastes>Agon Temple |Difficulty>1/10 |Strategy>The only hard thing about the Alpha Sandigger is scanning it before |it's possessed and turns into the Bomb Guardian. After that, fight it like any |other Sandigger. Make sure to scan both the sand worm's forms. | |CREATURES>DARK AETHER>GUARDIANS>SUB GUARDIANS>BOMB GUARDIAN |Location>Agon Wastes>Agon Temple |Difficulty>3/10 |Spoils>Morph Ball Bombs |Strategy>The Bomb Guardian is the first of many powerful Darklings that has |one of your stolen items. (In this case, the Morph Ball Bombs) It will run |(Crawl? Wiggle? Slither?) around the arena and drop Bombs behind it. Use the |delay before their explosion to avoid the Bombs. Anyway, at first the only |vulnerable part of the Guardian is its glowing tail. (Don't bother when it |isn't glowing) Hit the tail with Missiles or a charged Power Beam to damage |it. (Be sure to stay close behind it if you're using the Power Beam to make |sure you hit the fast-moving creature) After a few hits to its tail, the |Guardian's mouth glows and it rears up. Hit the mouth with a charged Beam or a |Missile to inflict damage. The only thing you need to worry about is an attack |in which the Guardian rears up and fires HUNDREDS of Bombs everywhere-this |move is practically impossible to dodge and you WILL take damage. It only uses |this move if you wait too long to blast its mouth, however. It should only |take about 4 hits to the mouth with a Charge Beam or Missiles to kill the \Guardian. CREATURES>DARK AETHER>GUARDIANS>SUB GUARDIANS>JUMP GUARDIAN Location>Dark Agon Wastes>Judgment Pit Difficulty>2/10 Spoils>Space Jump Boots Strategy>The next Guardian is an Ing that has stolen your Space Jump Boots. As expected, he's considerably more mobile than a Warrior Ing, but the strategy for beating him is much the same. The battle is made considerably easier by the fact that you can simply stay in the fairly large safe zone in the center and regenerate HP. Anyway, as the fight begins, scan him, blast the Guardian with the Charge Beam or a Missile when he's solid. (You may want to save your more accurate Missiles for when his HP is low and he speeds up) Things get slightly more complicated when he jumps. He's invincible when he's about to jump, in the air, or landing. Don't attack him when he's surrounded by a blue field. Besides the traditional lasers (try to keep the Luminoth Crystal between you and him), the Jump Guardian's other main attack is a ground quake generated when he lands. Keep your distance so you can see the move coming and jump over it. You'll have to track him manually when he jumps; lock onto him again ASAP when he lands. CREATURES>OFFWORLD>DARK SAMUS>DARK SAMUS 1 Location>Agon Wastes>Main Reactor Difficulty>4/10 Spoils>Dark Beam Strategy>Dark Samus is a mysterious figure. She's a Phazon-powered doppelganger with some powerful attacks and the ability to float in the air. She also seems to like the color blue. Although you need only scan her once, the battle has two phases. In the first stage, Dark Samus fires Phazon projectiles and a shrapnel beam; both are fairly easily dodged, especially with the Space Jump Boots. You can also hide behind the pillars in the room to avoid damage. Simply blast DS with charged shots and Missiles whenever her blue shield isn't up and she isn't glowing (never a good sign). When her HP is lower, she charges with Phazon and you enter the second phase. Dark Samus' attacks are stronger now, and they can destroy the 4 outer pillars if you attempt to use them for cover. She also has a new attack where she enshrouds herself with Phazon and rams you hard. (Take cover behind the center pillar) Continue hitting DS with the Charge Beam when she's not shielding herself to win. (Missiles no longer work) /CREATURES>DARK AETHER>GUARDIANS>AMORBIS>AMORBIS 1 |Location>Dark Agon Wastes>Dark Agon Temple |Difficulty>3/10 |Strategy>Amorbis is the first true boss of the game, a giant sandworm that |dives in and out of the arena. Make sure you have a full complement of |Missiles and Light Beam ammo going into this fight; that will make it much |easier. Anyway, stay within a safe zone as much as possible, except when |Amorbis forces you to flee. As Amorbis dives in and out of the sand, track him |with your radar. (Make sure to flee if he's right under you) Once he emerges |from the sand, lock on and hit him with 1 or 2 missiles. With almost every |hit, the monster drops refills; be sure to grab them to keep supplied. Repeat |this until he turns blue and attaches himself to the sphere in the middle of |the arena. Scan this new form of Amorbis (as well as the old form later, if |you didn't already) and move onto phase 2. Also, note that after you finish |phase 2 with one Amorbis, another will appear and you'll repeat both phases. |After this, you must defeat 3 sandworms in both phases to secure victory. | |CREATURES>DARK AETHER>GUARDIANS>AMORBIS>AMORBIS 2 |Location>Dark Agon Wastes>Dark Agon Temple |Difficulty>2/10 |Spoils>Dark Suit, access to Dark Agon Energy Controller |Strategy>The second form of Amorbis is the easier, no matter how many of him |there are. Staying in a safe zone, lock onto the head of Amorbis as he latches |onto the center sphere (that thing must be packed with caffeine or something). |Whip out the light beam and fire a charged shot when you're sure it will hit. |If all the beams hit his head, its armor breaks off. If not, fire a few single |shots. (Save your missiles for phase one) Once a head's armor is removed, it |activates some blue suction. (And drops more refills) Enter Morph Ball mode |and let it suck you in, then detonate a Bomb in the creature's mouth to |eliminate it. If you're fighting 2 or more worms, repeat this easy process \for all of them. CREATURES>DARK AETHER>GUARDIANS>SUB GUARDIANS>BOOST GUARDIAN Location>Dark Torvus Bog>Dark Agon Temple Difficulty>10/10 Spoils>Boost Ball Strategy>Most people, including me, will agree that the Boost Guardian is the hardest boss in the game. This Warrior Ing uses the Boost Ball ability to pummel you with powerful attacks at rapid speed, and even worse, there is no safe zone in the room to take shelter in. Contrary to what I often say, don't scan the creature as the fight begins and make sure to come in with a full complement of 5 Energy Tanks and 100 Light Beam ammo units. Every second counts here; as soon as the fight begins; charge up a Light Beam shot and quickly hit him with it at close range to inflict decent damage. As soon as you fire one shot, charge another. If the Guardian is in puddle form when you finish charging, don't wait; manually aim at the puddle and hit it. If you're good, you should be able to hit him with 3 Lightbursts before he goes into Boost mode and the real chaos begins. Other guides may tell you to enter Morph Ball mode as well at this point, but I think it's best to stay in first-person mode. He will begin boosting and rocketing around the circular arena, bouncing off walls. (Maybe he stole some of Amorbis' caffeine) Try to keep track of the Boost Guardian as he rockets around and Space Jump over his attacks, but expect to be hit. Also, try and scan him while he's in this form. After a few boosts, he goes into an unusual grey-red puddle form. Go into Morph Ball mode and drop some Bombs on the puddle (it always follows you) to make him get back to boosting. It's best to jump over the puddle and enter the Morph Ball as you land; if you simply enter it while standing, you'll get pummeled by the puddle before you can escape. After this, avoid some more boosting and repeat. You have to Bomb the new puddle form 3 times to make the Guardian return to his normal form. As soon as he does, IMMEDIATELY charge the Light Beam some more and hit him as rapidly as you can; you can't afford to get hit by too many Boosts. It should take about 5-9 Lightbursts to take the Boost Guardian out, depending on how many of the shots hit him. (Blast him from as close as possible) The only other complications are the Inglets that appear periodically around the arena. They are blessing in disguise; a single Light Beam shot fells them and they will almost always drop precious energy. Also, if the Boost Guardian rams into one of the 4 pillars in the room, an Ultra Energy will appear; grab it quickly to help stay alive. CREATURES>AETHER>AQUATIC>LARGE AQUATIC>ALPHA BLOGG Location>Torvus Bog>Main Hydrochamber Difficulty>4/10 Spoils>Escape with Gravity Boost Strategy>I hope you're practiced with Blogging by now, because you're about to fight the strongest one. The Alpha Blogg fight, like any Blogg fight, relies on your timing; if you have it down, the fight is easy. As the battle begins, the Alpha Blogg will fire 3 bubble bursts at you. They will fog up your visor and keep you from firing, but should be easy to dodge with the mobility of the Gravity Boost. After firing them, the Alpha Blogg charges. As usual, you must hit him as he charges and opens his mouth. However, the timing for hitting him is strangely different than with a regular Blogg and could throw you off guard at first. Instead of hitting him a fraction of a second before he rams you, fire a Super Missile just after he begins charging so it hits him while he's still about 15-20 feet from you. As you fire the Missile, do a Space Dash to dodge the charge. It shouldn't take too many Super Missiles to defeat the Alpha Blogg and escape with the Gravity Boost. If you already have the Darkburst, consider using it-it only takes 2 of the powerful blasts to destroy the Alpha Blogg. CREATURES>DARK AETHER>GUARDIANS>SUB GUARDIANS>GRAPPLE GUARDIAN Location>Dark Torvus Bog>Sacrificial Chamber Difficulty>2/10 Spoils>Grapple Beam Strategy>The Grapple Guardian is a mutant Grenchler that has stolen your Grapple Beam. The fight with him isn't hard at all, but it's extremely long and tedious. As soon as the fight begins, scan him, then lock onto the Guardian and get an energy pillar between you and him. He'll continuously circle around the pillar and periodically fire a Grapple Beam at you, but with the pillar in front he can't hurt you. You should always be charging the Power Beam for this battle; if he Grapples you, unleash a charged shot in his face to make him let go. Otherwise, use your charge to blast him in the mouth when the purple energy ball is there to make him flash yellow. With 3 charges to the mouth, he'll be VERY briefly stunned. Dash around behind him as you fire the third charged shot and immediately charge another one so you can hit his back while he's stunned. He may also randomly get his Grapple Beam stuck to the pillar. If he does, he'll be stunned for much longer; hit his back with a Super Missile. This is pretty much the pattern of the battle, except that he eventually loses his tail and sparks with Grapple energy when his health gets low. The energy pillars also go out, so he can't get stuck to them anymore. Just keep stunning him and hitting his back to eventually kill this tedious boss. /CREATURES>DARK AETHER>GUARDIANS>CHYKKA>CHYKKA LARVA |CREATURES>DARK AETHER>DARKLINGS>DARKLING FLYERS>DARK SHREDDER |Location>Dark Torvus Bog>Dark Torvus Temple |Difficulty>3/10 |Strategy>Your fight with the boss of Torvus Bog is a long and arduous, but |multistaged and interesting one. You start out on a circular platform on |poison water with a safe zone, facing a large cocoon on the far wall. When |you're ready, hit each of the 4 supporting tentacles with a Charge Beam to |dislodge the cocoon and make it fall in the poison water. After that, the real |fight begins. The Chykka Larva is a huge, whale-like creature that swims |around the platform you're on. Track it manually with the Light Beam and try |to hit its head whenever it pokes it out of the water. The Larva may also roar |and dive underwater. When it does, charge the Light Beam and find out where it |is with your radar. When it breaches, quickly lock onto it and fire the |charged shot as you jump over the wave of poison water that appears when it |hits the water again. Finally, the Larva sometimes gets onto your platform and |tries to hit you with its tongue. Dash back and forth to dodge and stay locked |on, firing as many charged Light Beam shots as you can. If its tongue gets |you, hit it some more to hopefully make it let go. Just follow this simple |pattern for a while (The Larva has a lot of HP) to eventually advance to the |next phase. Also, the Larva sometimes summons Dark Shredders to attack you. |(Remember to scan them as well) They're easily dispatched with a Missile, but |you can also use the Dark Beam to get your Light Beam ammo back. | |CREATURES>DARK AETHER>GUARDIANS>CHYKKA>CHYKKA |CREATURES>DARK AETHER>GUARDIANS>CHYKKA>DARK CHYKKA |CREATURES>DARK AETHER>GUARDIANS>CHYKKA>CHYKLINGS |Location>Dark Torvus Bog>Dark Torvus Temple |Difficulty>5/10 |Spoils>Dark Visor, access to Dark Torvus Energy Controller |Strategy>After you defeat the Chykka Larva, it instantly matures into a huge |4-winged insect. The center platform also splits into 3 sections connected by |Grapple points. This new form of Chykka has 2 main attacks. It can spit |multiple globs of poison water at you, but this attack is easily jumped over. |Later, it may charge and then fly around the arena, though this is rare. |Anyway, you must first hurt Chykka for a while to stun it. You can simply |rapid-fire the Power Beam to hit the fast-moving insect some of the time, but |the charged Light beam also works well. However, I'd recommend the Power Beam; |you'll need your Light Beam ammo for later. Anyway, once the beast is stunned, |you'll see 4 red spots glow on its back; quickly Grapple over to whichever |platform is closest to being behind it, charging the Seeker Missile Launcher |as you do. Once you get behind it, lock onto all 4 glowing spots and fire |Seeker Missiles at them. Repeat this process once more to make Chykka fall |into the poison water, stunned. (And remember to jump over the resulting |shockwave) When it emerges, it's in a new form: Dark Chykka, which you should |also scan. The strategy for this form is simple: target the boss' bloated egg |sac to hurt it. Unfortunately, it can deflect Missiles, so you'll have to |stick with beams. You can still rapid-fire the Power Beam, but the Light Beam |works better; fire a charged shot to do good damage. Dark Chykka occasionally |summons a swarm of Chyklings. Take them out for refills galore, and use the |Darkburst if you can to get an incredible amount of Light Beam ammo. After a |while, Dark Chykka returns to being normal Chykka and you must clip its wings |again. Continue to attack Dark Chykka's egg sac to eventually kill it and \restore energy to the Torvus region. CREATURES>DARK AETHER>GUARDIANS>SUB GUARDIANS>SPIDER GUARDIAN Location>Sanctuary Fortress>Dynamo Works Difficulty>5/10 Spoils>Spider Ball Strategy>As you first enter the Dynamo Works from the Worker's Path, you see the Spider Guardian, a massively strengthened Pillbug, circling a Morph Ball hole. Make sure to scan it now; you won't have another chance! After this, enter the hole and get ready for one of the most interesting battles in the game. The entire affair takes place in Morph Ball mode, and the Guardian is restrained to moving on Spider Ball tracks. Its only weapon is an electrical field that surrounds it and can hit you even through thin walls; always keep a good distance away to avoid being shocked for a constant 30 damage. The only way to damage the Spider Guardian is by redirecting its path into a sparking blue energy conduit; this removes 1/6 of its health. To do this, you must first use Morph Ball Bombs on the Guardian to stun it. The creature's electrical field may then turn red or green. (It starts out blue) If it turns red, the Guardian moves faster; adjust the timing of your Bombs accordingly when you try again. If it turns green, the Bomb Slot in the area activates and some platforms may extend from the wall. (You'll also hear an audio cue) Quickly go to the slot and trigger it to move part of the course and redirect the Guardian into the power conduit. To help you plan on defeating the Spider Guardian, I've made text maps of all 4 areas in which you must fight it. C=Energy Conduit B=Bomb Slot S=Spider Ball Track D=Moving Door E=Extending Platform X=Lay Bombs here STAGE 1 __________ ___________ | | | | | ______ |__| _______ | ___ | | SSSSSSSSSSSSS | | | B | |__ | S _________ S | __|__| | __| | S| |S X ___| | | S| |S ______/___ | ___| S| |SSSDSSSSC | S| |S __________ |___ S|_________|S | | SSSSSSSSSSSSS | |________ ______| __________| | START ___| __________/ The first stage is easy. Wait for the SG to roll past above you, then quickly Bomb Jump up to the left. Roll as far left as possible and Bomb Jump again to get to the left side of the area. Staying as far away from the Spider Ball track as possible to avoid the electrical field, wait for the Guardian to pass before Bomb Jumping your way up to the top of the steps. Wait for him to pass by again and drop onto the top of the center square, then BJ onto the other part of the highest level. Drop down a few levels to reach the part of the area with the Bomb Slot. Make sure not to get hit as you lay some Bombs on the leftmost part of the ledge you're on, right next to the track, to hit the SG. Roll away from the track as soon as you lay the Bombs to avoid the electricity. If he turns green, you can easily roll up the short hill and Bomb the slot to trap the Guardian. After he gets shocked, follow him to the next stage. STAGE 2 ____ / \____ / | ___ | _____ | | B | _______ | | | |__| |____ / \ __| |_____| | | | START SSSSSSSSSSSSSSSS| | ____ |___ __ ___ SEEEEEEEEEEEEEES| |SSSDSSSSSCSSS |S | |S S| |SX __________ |S | |S S| |SX| |S |___|S S|_____|SX| |SSSSSSSS SSSSSSSSSX| | | | | \ / \ / \ / \ / \_ _/ \_ _/ \_ _/ \____________/ The next stage is harder. There's a half-pipe under the main part of the level; Boost to the ledge on the right near the conduit when the Guardian isn't around there. Sit on the edge of the ledge (you'll have to switch the camera wit X every time you do, which is annoying). As the Guardian is about to climb up the track to your ledge, fall down and drop 3 Bombs over the track as you fall, charging a Boost right afterward. If you had good enough timing, he'll get hit. If he turns green, boost up to the high ledge of the left, then fall down onto the ledge and Bomb the slot. It can be tough to boost fast enough, though, and you'll probably take damage. STAGE 3 ______ / \__________________ | | |S | | __________ _______|S | | |__________| XX |_______|S | | |SSSSSSSSSSSSSSSSSSSSSSDCS | | |S EEEEEEEEEEEEEEEE ___| | |SSSSSSSSSS | | __| |EEEEEEEEES | | START B S | | __ SSSSSSSS S | | | |SSSSSSSSSS __| | | | EEEEEEEEEEE| | | | |__| | \ / \_ _/ \_ _/ \_ _/ \___________/ The third stage also has a half-pipe. You want to get up onto the ledges on the top of the room, preferably on the left side of the gap. As the Guardian approaches, drop across the track and quickly lay 3 Bombs, then charge a Boost as you hit the bottom of the half-pipe. Regardless of whether he turns green or not, quickly Boost back up to the top ledges. If he turned green, fall onto the ledge that extends when you return to the top and fall along the ledges down to below the slot. Bomb Jump up to it and activate it, then follow the Spider Guardian to the final stage. STAGE 4 C=Crate |S | _________|S |__________________________________ SSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS | ______________ S | | B | C C C S | ___| |____________________________ S | _____/SSSSSSSS\_______________ | B | | S |________ | SSS _______SSSSSSSSSSSSSSSSC| | | | SSSSSSSSSS | | ___/_______\_____DS ____|___/SSSSS\_|_________ | | CSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS ____SSS|SSSSSSSSSSS | | _______________________ SD ___/____\ | _______| | BSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSC |SSSSSSSSSSS | | _________________DS X______________ |_________ | |SSSSSS\_____/SSSSSSSSSSSSSSSSSS\__A__/SSSSSSSSSSSSSSSS | |_____ SSSSSSS ________________ SSSSSSSS _______________| \_______/ \________/ The last stage is extremely tricky. There are 3 conduits and 3 Bombs slots; you must trigger 1, 2, or all 3 of them in order to get him to run into a conduit. First, roll along the top and Bomb the crates to get 3 Super Energy units. Fall down the ledges on the right side and drop onto the lowest level where the Spider Guardian is. Roll just behind him and Bomb Jump onto the right-hand ledge, rolling onto the thicker section marked with the A. On this or the other thicker section, the Spider Guardian can't shock you. This time, lay the Bombs on the leftmost part of your ledge to hit the Guardian as he comes from the left. Right after laying them, roll back to the thick section of ledge. If you hear the audio cue meaning the Bomb Slots have activated, quickly boost across the gap to the other ledge and first Bomb Slot. Activate it to move the lowest moving door. After doing that, drop down to the left to avoid getting shocked as the Guardian comes past. He'll roll to the Bomb Slot, then right into the first energy conduit. For the next conduit, repeat the above process, then roll back to the right after activating the first Bomb Slot. He should have started to continue rolling to the right by now; Bomb Jump from where he was to the ledge you laid your Bombs on, then up and right again. Roll up the tiny hill and Bomb Jump to the second slot. Once he gets off the lowest level of track, roll right and drop to it to avoid him as he continues on his roll of electrocution. The third conduit, obviously, is the hardest; you must activate all 3 slots while he's green. After reactivating the second slot, drop off the ledge where the second moving door was, then Bomb Jump up and left twice to the level with the third Bomb Slot. Roll up the small hill and activate it within the time limit, then drop off the ledge to the left and watch your victory. (Note that the opening under the third Slot is tiny, so you need to be aligned very precisely, just to the left of the top of the hill, to Bomb Jump to the slot) If you're having trouble making it to all 3 slots, you can Bomb him while he's green to reset the timer, but this shouldn't be necessary. CREATURES>DARK AETHER>GUARDIANS>SUB GUARDIANS>POWER BOMB GUARDIAN Location>Dark Torvus Bog>Undertemple Difficulty>2/10 Spoils>Power Bomb Strategy>The final Sub Guardian is pathetically easy, as long as you have enough energy. (You should have 9 Energy Tanks now, which is way more than enough) He's a mutated Sporb that sits on a pillar in the middle of the room and spits Power Bombs at you. It sounds painful, but keep in mind that Samus is normally immune to Power Bomb explosions. (Except in multiplayer >=) Anyway, to beat the Power Bomb Guardian, you simply need to activate all 4 Bomb Slots around the walls of the room. Sound easy? It is. After scanning the one-time boss, enter Morph Ball mode and climb onto the walls with the Spider Ball track. You simply need to follow the tracks to 4 Bomb Slots now. I'd recommend Bombing the right and leftmost slots first, since the Guardian spits more Power Bombs as his health drops. You'll need to make use of most of your Spider Ball tricks; lay a Bomb to jump higher, and drop by briefly releasing R. The Spider Ball tracks aren't hard to navigate, and activating all the slots is incredibly easy. However, I wasn't kidding when I said you need lots of energy. You're unprotected from the atmosphere of Dark Aether while on the tracks, and while the Power Bombs aren't very damaging, they will knock you off the track. Keep moving to stay ahead of them, The Power Bomb Guardian will also summon Inglets; ignore them or try to take them out with Bombs if you want. CREATURES>OFFWORLD>DARK SAMUS>DARK SAMUS 2 Location>Sanctuary Fortress>Aerie Access/Aerie Difficulty>5/10 Spoils>Echo Visor Strategy>Dark Samus returns as you ascend to the Aerie. She's fought much like before, but hard some new attacks and abilities. As usual, DS is very fast; don't use slow-moving attacks and imitate her speed. (Remember to scan her first thing) For this battle, Super Missiles are the weapons of choice. She can turn into a Morph Ball and speed around the room; avoid her like you did the Boost Guardian. A charged Light Beam shot can force her out of Morph Ball mode instantly. She can also turn invisible; if she does, track her with the Dark Visor. Beyond that, just use Super Missiles and engage her as you did before. Try to hit her when she attacks to prevent her from dodging or blocking you. /CREATURES>DARK AETHER>GUARDIANS>QUADRAXIS>QUADRAXIS |Location>Ing Hive>Hive Temple |Difficulty>5/10 |Strategy>The Guardian of the Ing Hive, Quadraxis is a 50-foot Quad with |virtually impervious armor, massive 50-foot size, high-tech weapon systems, |and is 50 feet tall. Oh, and did I mention that he's 50 feet tall? Don't let |his size or power scare you, however; he's really just a very, very, very big |Quad. Or maybe not. In his first and most imposing form, Quadraxis crawls |around the arena while firing missiles and lasers. Keep moving and dashing to |dodge them. (Make sure to scan him at some point) Being a huge Quad, Quadraxis |also has a vortex attack with the size and power of a real tornado. A real |tornado filled with metal. You should always be charging the Power Beam in |this fight; quickly lock onto his feet when he begins to spin and fire a |charged shot at the red thing where they meet to stop the spin. If you're too |slow, the vortex will suck you in and do damage. Quadraxis also has a ground |quake attack; as usual, jump over it. It comes from all 4 of his feet, so try |jumping towards it to hopefully go over all 4. He has an attack where he locks |onto you with 3 red lasers and makes a targeting reticule appear on your |visor. To dodge it, enter Morph Ball mode and use a Boost right when the 3 |Beams merge over you. If they hit, you'll be unable to attack for a few |moments. He can also fire rapid laser blasts and sonic particles that home in |slightly; sidestep both of these. To beat the first form, you must take out |the robot's kneecaps. Charge the Power Beam and lock onto one, then quickly |blast it with a Super Missile when it turns blue. It takes 2 Super Missiles to |destroy each kneecap, and make sure not to miss. Paradoxically, Quadraxis |speeds up and tends to keeps its remaining knees away from you as you destroy |more and more; if you can, try to hit each knee with one Super Missile before |destroying any. Whenever you destroy a knee, Super and Ultra Energy modules |fly out everywhere; draw them in with the Charge Beam. It's important to pick |all of them up in order to keep healthy from Quadraxis' attacks and the lack |of safe zones in the battles. If you need even more energy, you got it; you |can boost through the red orbs under hits feet to damage them. Destroying one |gives you another Ultra Energy. After destroying all the knees with Super |Missiles and some luck, move onto the easier second stage. | |CREATURES>DARK AETHER>GUARDIANS>QUADRAXIS>DAMAGED QUADRAXIS |CREATURES>DARK AETHER>GUARDIANS>QUADRAXIS>SHIELD HEAD MODULE |CREATURES>DARK AETHER>GUARDIANS>QUADRAXIS>STUNNED HEAD MODULE |Location>Ing Hive>Hive Temple |Difficulty>4/10 |Strategy>In Quadraxis' second phase, the body slumps down lifeless, and the |separated head floats around, just like with a regular Quad. Make sure to scan |both of them, then get started. When you scan the head, you learn it's |receiving sonic transmissions. Switch to the Echo Visor to learn that the |transmissions are coming from the body. Lock onto the antenna and blast it |with 2 Super Missiles or to destroy it and stun the head. Scan the now-stunned |head again, then switch back to the Echo Visor and target one of the antennae |on the head. Blast with 2 Super Missiles to destroy it and repeat the process. |As usual, destroying an antenna gives you more Energy and Missiles. (The head |will also summon Dark Quads; consider destroying them) Once all 3 antennae on |the head are gone, you move onto the final phase. | |CREATURES>DARK AETHER>GUARDIANS>QUADRAXIS>FINAL HEAD MODULE |Location>Ing Hive>Hive Temple |Difficulty>5/10 |Spoils>Annihilator Beam, access to Ing Hive Energy Controller |Strategy>As the fight begins, the head module goes crazy and crashes into the |body to reveal Spider Ball tracks on the legs. Scan the head one last time, |then lock onto it and use 2 Super Missiles to stun it. The head will slowly |drift around the body; boost ahead of it and quickly Spider Ball up a leg it's |going to pass by. Charge a boost and release it while still holding R as the |head floats by. (It will seem to pause for a moment when it's in the right |place) If you aim was good enough, you fly at the head and hit the Spider Ball |tracks on it. (It takes practice to hit the head) Once you're on, roll to one |of the bomb slots of the head and lay a bomb in it to damage the head and get |still more refills. Repeat this process with the other slot to destroy the \head and win. /CREATURES>DARK AETHER>EMPEROR ING>EMPEROR ING HEAD |CREATURES>DARK AETHER>EMPEROR ING>EMPEROR ING BODY |CREATURES>DARK AETHER>EMPEROR ING>EMPEROR ING EYE |Location>Sky Temple>Sanctum |Difficulty>7/10 |Strategy>This is it: the final fight against the leader of the Ing. He starts |as a massive, many-tentacled monstrosity that sits in the middle of the arena. |The tentacles have a variety of painful attacks, such as swinging them around |the body (Space Jump over them) and warping them through portals to make them |appear behind you. (Run away from this attack, but expect to take damage) |First, scan both the thing's head and body for separate entries. Keeping away |from the tentacles and the Phazon lining the arena, lock onto each one and |blast them with Missiles. (Seeker Missiles may work; the Annihilator Beam is |best but it's recommended you save your ammo for later) It takes 2 Missiles to |kill each tentacle. After all the tentacles are gone, the head disappears and |a massive eye appears on top of the body. (Sound familiar, Sauron?) The eye |fires a laser beam at you that's easily jumped over or dashed away from. Lock |onto it and strafe around the eye to get in front of the gap between the two |energy shields surrounding the eye. When you have a clear shot, open fire. |Super Missiles do decent damage to the eye, but a Sonic Boom will remove about |1/3 of its HP is one go, so use a few if you want to speed things up. It's |very unlikely you'll destroy the first phase of the Ing Emperor before the |head reappears, often with more tentacles. Destroy them again to reveal the |eye and finish it off with Super Missiles or the Sonic Boom. Destroying the |tentacles can be tricky, making the first phase of this fight the hardest. |After you defeat this form, get ready for the easy part. | |CREATURES>DARK AETHER>EMPEROR ING>EMPEROR ING CHRYSALIS |Location>Sky Temple>Sanctum |Difficulty>3/10 |Strategy>In this form, the Emperor enters a huge cocoon and fills the floor |with poison gas. Quickly scan it, then enter Morph Ball mode and Spider Ball |onto the cocoon. To move onto the next phase, you must destroy all the |cocoon's tentacles. Each one resides in one of the glowing pits on the |cocoon's surface. To destroy one, wait right next to the pit. When dark smoke |starts coming out, the tentacle is about to emerge; quickly lay 3 bombs and |roll away to kill it. Try to get the lower tentacles first; the poison gas |periodically rises to cover them. The Inglets that continually appear to |attack you are blessings in disguise-while they can knock you off into the |poison gas, they can be killed with Bombs and often drop energy or beam ammo |refills. Be careful not to get knocked off, and leave your tentacle stakeout |to kill the Inglets if necessary. I'd recommend taking the opportunity to |refill your energy and beam ammo fully-you'll need them for the final phase. | |CREATURES>DARK AETHER>EMPEROR ING>MUTATED EMPEROR ING |Location>Sky Temple>Sanctum |Difficulty> 6/10 |Spoils>Imminent destruction of Dark Aether...with you still in it |Strategy>In his final phase, the Emperor in attacks as a huge, mutated version |of a normal Ing. This monstrosity is only weak in its mouth, and only when |it's open and uncovered by its legs. Stay as close to the mouth as possible |when attacking and keep the mouth's color in mind-hit it with the Power Beam |or Super Missiles when it's orange, the Dark Beam when it's white, and the |Light Beam when it's purple. The Annihilator Beam works well on all 3 colors. |I hope you have plenty of Beam Ammo for this stage-you'll need it. The best |thing to do is to wait for the mouth to turn orange and hit it with a Super |Missile to stun the beast. Quickly switch to the Annihilator Beam and start |mashing A to pump fire into its mouth, making sure you have a clear shot. You |can also use the A-Beam to stun the Emperor, but it's best to save ammo. If |you run out, he'll summon swarms of Nightbarbs or white squiggly things which |you should take out with the Power Beam for more ammo. (Who would have thought |the leader of a pure evil race out to kill you would help you out?) As you're |being a serious pain in the mouth for him, he'll be retaliating with claw, |laser, ground quake, and charging attacks. If you manage to dodge the charge |attack, switch to the Annihilator Beam and lock onto the hole in his back. \Rapidly blast this hole to damage the Emperor further. /CREATURES>OFFWORLD>DARK SAMUS>DARK SAMUS 3 |Location>Sky Temple Grounds>Sky Temple Gateway |Difficulty>4/10 |Strategy>You didn't seriously think you'd beat the game by defeating only one |boss, did you? Dark Samus is back, and crazier than ever. Besides having to |beat her, you also have to beat the clock; the 8-minute timer from after |defeating the Emperor Ing is still ticking, and you must defeat your alter ego |once and for all before it expires. (There should be about 7 and a half |minutes after escaping the Sky Temple) Don't worry-if you know what you're |doing, this time is plenty for beating her. Anyway, Dark Samus 3 shouldn't |last long-make sure to scan her. She starts by firing a huge beam of Phazon. |It shouldn't be too hard to sidestep, but you must keep dashing away from it |for a few moments. After she lands, she disappears; this time, track her with |the Echo Visor. As usual, Dark Samus is fast and can often break your |targeting lock. Super Missiles (or another Sonic Boom, if you have the ammo) |are the weapons of choice; after removing about 1/4 of her HP, you move onto |the second phase. (Make sure to scan both of DS' forms) | |CREATURES>OFFWORLD>DARK SAMUS>DARK SAMUS 4 |Location>Sky Temple Grounds>Sky Temple Gateway |Difficulty>5/10 |Spoils>Victory! |Strategy>You'll know the battle with Dark Samus is entering its final phase |when she floats up and surrounds herself in a Phazon bubble. As usual, you |should ALWAYS be charging your Power Beam in this phase. Anyway, DS has 2 |attacks while in the bubble. She send an explosive Phazon ball right at you; |luckily, it isn't homing and is easily sidestepped. The second attack consists |of Phazon bullets that fly into the air and then towards you. It's also easily |avoided, but you want it to hit you; more on that later. Anyway, after a while |of being bubble girl, she floats back down and starts dashing around rapidly. |Her main attack here is an unavoidable Phazon shield. You don't want DS to |stay in this phase; since you should be charging your Power Beam all the time, |keep locked on and blast DS with a Super Missile as she floats toward you |after descending from the bubble. This does some damage and makes her return |to the Phazon bubble. Anyway, to damage her, you must use the Phazon Beam. |(She is the new form of Metroid Prime, after all) You may not have the Phazon |Suit or Beam officially anymore, but it's still possible to blast her with |Phazon. When DS fires the Phazon bullets while in the bubble, you'll |automatically lock onto them. Keeping a Charge Beam out, get right under the |bullets like a right outfielder. Your Charge beam will absorb the bullets if |you can "catch" them; after absorbing about 3 or 4, the charge turns blue. |You'll soon auto-lock back onto DS; quickly release this Phazon-charged beam |at her to inflict damage before she hits you and makes you lose it. This |method is the primary means of inflicting damage; repeat it until Dark Samus |goes down and you beat the game. Congratulations! (If you die or run out of |time on DS, choose to restart from your last save; you'll return to right \after you beat the Emperor Ing) ------------------------------------------------------------------------------ \\\\\\\\\\7. Items (Itms#)\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ ------------------------------------------------------------------------------ INVENTORY>WEAPON SYSTEMS INVENTORY>WEAPON SYSTEMS>BEAM WEAPONS INVENTORY>WEAPON SYSTEMS>BEAM WEAPONS>POWER BEAM Location>Obtain at start of game To Use>C-Up Description>The Power Beam is Samus' signature weapon. This Beam Weapon has unlimited ammo and the highest rate of fire-it shoots as fast as you can hit A. The individual shots are weak, making the Power Beam best for destroying large numbers of weak enemies. Its charge beam is simply a more powerful, fast-moving ball of energy that does decent damage and is great for mid-strength enemies. Besides blasting things, the Power Beam's uses include opening regular blue doors and energizing Light Beacons on Dark Aether. INVENTORY>WEAPON SYSTEMS>BEAM WEAPONS>DARK BEAM Location>Agon Wastes>Main Reactor>Defeat Dark Samus To Use>C-Right Description>The Dark Beam is the second Beam weapon Samus acquires, and the first to make use of the new ammo system. The Dark Beam fires bursts of dark energy with a decently fast rate of fire. These bursts are very effective against any enemies from Aether (except Darklings) and can often take them out in a few hits. The Dark Beam can also open dark doors, energize dark portals on Aether, and nullify crystals or beacons in Dark Aether. Since the Dark Beam's shots move fairly slowly, try to fire at close range to ensure that they hit. You can also simply rapidly fire shots to fill the air with them, though this wastes ammo. Destroying enemies or storage items with the Dark Beam typically yields ammo for the Light Beam. The Dark Beam's charged shot is the Entangler, a powerful shot that uses 5 units of dark ammo and not only damages enemies but also entangles them in puddles of dark energy, keeping them from moving. Much like with the Ice Beam in Metroid Prime, Entangled enemies are often very weak against Missiles. Keep in mind that if you run out of dark ammo, you can still solve puzzles or open doors by charging the beam to fire a normal shot. INVENTORY>WEAPON SYSTEMS>BEAM WEAPONS>LIGHT BEAM Location>Dark Agon Wastes>Ing Cache 1 To Use>C-Left Description>The Light Beam is the polar opposite of the Dark Beam. Similar to the first game's Plasma Beam, the Light Beam fires lines of rainbow-colored light energy that have short range, but travel almost instantly and can go through multiple enemies. The Beam has a slow rate of fire, but its shots are very powerful against Darklings and anything from Dark Aether. They can even set some enemies on fire, doing further damage over time. Besides its combat uses, the Light Beam is also used to open light doors, energize light portals on Dark Aether, or energize crystals and beacons to make them deadly to dark creatures. The Light Beam's charged shot is the Lightburst, which fires a spread of several beams using 5 units of light ammo. It's deadly at close range if you can make all the beams hit and does massive damage to dark enemies. As with the Dark Beam, you can fire a normal shot with the Light Beam by charging it if you're out of ammo. Enemies or storage units destroyed with the Light Beam usually drop dark ammo. INVENTORY>WEAPON SYSTEMS>BEAM WEAPONS>ANNIHILATOR BEAM Location>Ing Hive>Dark Hive Temple>Defeat Quadraxis To Use>C-Down Description>The Annihilator Beam fires sonic pulses that are mixes of light and dark energy. As its name suggests, it's somewhat powerful against light and dark enemies and has a rate of fire nearly as fast as the Power Beam's. Even better, its single shots can home in on enemies, meaning that you simply need to aim in the general direction of what you're trying to hit. The Annihilator Beam uses both light and dark ammo to fire, but enemies or storage items killed with it can drop either kind of ammo. It can also supercharge crystals and beacons with both kinds of energy, luring the Ing towards them but killing them when they touch the sphere of light. Because the Annihilator Beam fires sonic energy, it's used in combination with the Echo Visor to open sonic locks. It also opens grey doors. The charged shot of the Annihilator Beam is the Disruptor, a blast that doesn't home in but does excellent damage. It takes 5 units of both dark and light ammo to fire. INVENTORY>WEAPON SYSTEMS>BEAM WEAPONS>CHARGE BEAM Location>Obtain at start of game To Use>Hold A Description>The Charge Beam is an extremely useful items that allows you to charge the power of your current Beam weapon by holding the A button. When you charge a beam, a ball of the beam's energy appears at the front of Samus' cannon. Release A to fire powered-up attack. Charged beams, obviously, are stronger than regular shots and generally worth the time taken to charge them. (Except maybe the Annihilator Beam) In the cases of the Light and Dark Beam, charged shots also have special abilities. Charging the Light, Dark, or Annihilator Beam takes 5 of the corresponding ammo units. Finally, charged beams have another use. While charging all nearby refills will be drawn to you, allowing you to reach things you normally couldn't. INVENTORY>WEAPON SYSTEMS>MISSILE SYSTEMS INVENTORY>WEAPON SYSTEMS>MISSILE SYSTEMS>MISSILE LAUNCHER Location>Temple Grounds>GFMC Compound>Destroy large crate with Charge Beam To Use>Press Y Description>Missiles are very useful and powerful weapons. As she collects Missile Expansions, Samus can carry a ridiculously amount of the tiny explosives, so don't be afraid to use them. Each Missile does decent damage and homes in on the target, making it hard to miss. They're good for attacking strong enemies near the start of the game, especially ones that are prone to dodge, but you'll soon get stronger items. Missiles can also destroy red blast shields on doors and objects made of Brinstone. INVENTORY>WEAPON SYSTEMS>MISSILE SYSTEMS>SEEKER MISSILE LAUNCHER Location>Temple Grounds>Hall of Honored Dead>Solve spinner puzzle To Use>Press and hold Y, then move reticule over targets Description>The ultra-cool Seeker Missile Launcher upgrade allows Samus to fire up to 5 Missiles at once. Hold Y to create an orange targeting cursor, then move it over what you want to blast. Once your targets are selected, release Y to let the Missiles fly. You can also hold the cursor over 1 target to fire up to 5 missiles at once at it. You can use Seeker Missiles to get rid of purple blast shields. INVENTORY>WEAPON SYSTEMS>CHARGE COMBOS INVENTORY>WEAPON SYSTEMS>CHARGE COMBOS>SUPER MISSILE Location>Torvus Bog>Torvus Temple>Defeat Space Pirates To Use>Charge Power Beam, then press Y Description>The Super Missile is the first of the Charge Combos, moves that allow Samus to combine the power of her beams and Missiles. To use one, fire a Missile while keeping a fully charged Power Beam ready. The Super Missile is one of the strongest attacks in the game, doing enough damage to often wipe out most enemies instantly. Except for its boosted power, a Super Missile behaves like a normal Missile. (Make sure not to miss!) This potent explosive is also capable of destroying green blast shields. INVENTORY>WEAPON SYSTEMS>CHARGE COMBOS>DARKBURST Location>Agon Wastes>Mining Station B>Use drill to enter portal, use portal in Mining Plaza and return To Use>Charge Dark Beam, then press Y Description>Undoubtedly the coolest Charge Combo, the Darkburst fires dark energy that creates a miniature black hole where it hit, destroying anything nearby. It is very costly, however; it takes 30 dark ammo units and 5 Missiles to fire, so use it wisely. INVENTORY>WEAPON SYSTEMS>CHARGE COMBOS>SUNBURST Location>Temple Grounds>Grand Windchamber>Line up and destroy locks on Dark Aether To Use>Charge Light Beam, then press Y Description>The Sunburst is much like the Darkburst; it fires a huge burst of light energy that explodes with devastating force. However, it's much worse than the Darkburst for one reason: the shot moves several times as slowly (you can run faster than it), preventing it from hitting anything moving unless you're standing right next to your target and likely making you waste 30 light beam ammo units and 5 Missiles. Stick with the Darkburst. INVENTORY>WEAPON SYSTEMS>CHARGE COMBOS>SONIC BOOM Location>Dark Agon Wastes>Ing Cache 2>Screw Attack to Annihilator Beam door in Phazon Site To Use>Charge Annihilator Beam, then press Y Description>The Sonic Boom is the strongest, most expensive Charge Combo. It uses 30 light and dark ammo and 5 Missiles to fire a powerful wave of sonic force. As expected, the wave moves at the speed of sound and can cross huge rooms instantly. It does enough damage to wipe most enemies out instantly. Cool, no? INVENTORY>WEAPON SYSTEMS>CHARGE COMBOS>CHARGE COMBO Location>Your imagination To Use>Have a milkshake, on the house. Description>The Charge Combo, supposedly, is the item that allows you to perform the other Charge Combos. However, you never pick it up; it mysteriously appears in your inventory with the Super Missile. It seems pretty useless, but don't be fooled: it's VERY useless. INVENTORY>VISORS INVENTORY>VISORS>COMBAT VISOR Location>Obtain at start of game To Use>D-Up Description>The Combat Visor is Samus' default and most-used visor. It allows her to see the world normally, albeit surrounded by various HUD displays. Most things in the game can be seen through the Combat Visor. INVENTORY>VISORS>SCAN VISOR Location>Obtain at start of game To Use>D-Left Description>The scan visor slightly alters the color of Samus' view and highlights important objects. Make an object glow by centering it in the rectangular box, then hold L to scan it. By scanning an object, you can obtain a wealth of information about it and possibly trigger something. It's recommended that you switch to the Scan Visor very frequently to make sure you don't miss anything. Note that red objects are important, blue objects are just interesting, and green objects have already been scanned. INVENTORY>VISORS>DARK VISOR Location>Dark Torvus Bog>Dark Torvus Temple>Defeat Chykka To Use>D-Right Description>The Dark Visor uses a mysterious imaging system to render the world in fuzzy black and white. However, any enemies within the cool display in the center are highlighted a very noticeable red, making them much easier to see. The Dark Visor can also see and track many things the Combat Visor can't. INVENTORY>VISORS>ECHO VISOR Location>Sanctuary Fortress>Aerie>Defeat Dark Samus, go through Dark Aether To Use>D-Down Description>Despite that fact that it's named after the game, the Echo Visor doesn't play a very big part in it. It's still a very cool item; it allows Samus to see sound. Most areas will be invisible and silent with it, save for a sonic pulse the visor emits every few seconds. It allows you to see a few enemies that the Combat and Dark Visors can't, as well as sonic emitters that keep doors locked. It's used with the Annihilator Beam to open sonic doors. INVENTORY>ARMOR INVENTORY>ARMOR>VARIA SUIT Location>Obtain at start of game To Use>Always in effect Description>The Varia Suit is Samus' starting suit in Echoes. It protects her from high temperatures, an ability that is unfortunately useless on Aether. Like all her suits, it also lets her breathe in a vacuum and underwater indefinitely and protects her from taking damage from falling. Unfortunately, it offers no protection from Dark Aether's poisonous atmosphere, making her lose HP rapidly while walking in it. INVENTORY>ARMOR>DARK SUIT Location>Dark Agon Temple>Defeat Amorbis To Use>Always in effect Description>The cool-looking, metallic Dark Suit significantly decreases the damage Samus takes from Dark Aether's atmosphere, reducing it to the same speed at which she gains energy from safe zones. It's an essential item, and she'll have it for most of the game. INVENTORY>ARMOR>LIGHT SUIT Location>Great Temple>Main Energy Controller>Restore power to all 3 Temples To Use>Always in effect Description>The sweet-looking Light Suit is a powerful blend of Chozo and Luminoth technology. It makes Samus immune to damage from Dark Aether's atmosphere, poisonous water, and Ingstorms. It also lets her teleport between energy controllers and access secret areas by riding on beams of light. INVENTORY>MORPH BALL SYSTEMS INVENTORY>MORPH BALL SYSTEMS>MORPH BALLS INVENTORY>MORPH BALL SYSTEMS>MORPH BALLS>MORPH BALL Location>Obtain at start of game To Use>Press X Description>Using completely unknown and painful-looking methods, Samus' famous Morph Ball lets her reduce in size to a small sphere, letting her roll around at increased speed and access areas too small to get to normally. INVENTORY>MORPH BALL SYSTEMS>MORPH BALLS>BOOST BALL Location>Dark Torvus Bog>Dark Torvus Arena>Defeat Boost Guardian To Use>Hold and release B while in Morph Ball mode Description>The Boost Ball upgrade lets the Morph Ball charge and release kinetic energy for a burst of speed. It lets her cross disappearing/crumbling blocks, use Spinners, and get phat air on half-pipe structures. To use a half- pipe, start rolling back and forth across it and charge a boost. Release it to fly up one side of the pipe and immediately begin charging another boost. Release it as you go back towards the opposite side to go even higher. INVENTORY>MORPH BALL SYSTEMS>MORPH BALLS>SPIDER BALL Location>Sanctuary Fortress>Dynamo Works>Defeat Spider Guardian To Use>Hold R while in Morph Ball mode Description>The Spider Ball is another useful movement upgrade for the Morph Ball. It allows you to climb distinctively marked Spider Ball tracks as long as you hold R and freely roll around on them, defying gravity. While on a Spider Ball track, you can propel yourself upward by laying a Bomb, downward by briefly releasing R, and straight away from the track by Boosting. INVENTORY>MORPH BALL SYSTEMS>BOMB SYSTEMS INVENTORY>MORPH BALL SYSTEMS>BOMB SYSTEMS>MORPH BALL BOMB Location>Agon Wastes>Agon Temple>Defeat Bomb Guardian To Use>Press A while in Morph Ball mode Description>Once of the first upgrades you get, the Morph Ball Bombs give you an unlimited supply of energy bombs you can lay while in Morph Ball mode. The Bombs explode after a second or so and do decent damage; you need timing to hit with them. Bombs can also get rid of pesky Metroids that have latched onto you and destroy Talloric Alloy. The most frequent use of the Morph Ball Bombs is the Bomb Jump. By sitting on a Bomb when it explodes, Samus is propelled a short distance into the air, which is essential for just about every Morph Ball course in the game. When you need extra air, you can perform a double Bomb Jump. To do one, lay a Bomb, then another one just before the first one explodes. When the first Bomb sends you into the air, lay a third Bomb at the high of the jump. The second Bomb should explode as you land and propel you into the third one, which also explodes and lets Samus Bomb Jump twice as high. Note that Samus can only lay up to 3 Bombs at a time. INVENTORY>MORPH BALL SYSTEMS>BOMB SYSTEMS>POWER BOMB Location>Dark Torvus Bog>Undertemple>Defeat Power Bomb Guardian To Use>Press Y while in Morph Ball mode Description>Who said Samus' Bombs were wimpy? The Power Bombs are the strongest explosives in the game, capable of blowing just about anything (including Denzium) up and doing massive damage to enemies within their large explosion radius. However, Samus can only carry a small number of them and she must wait about 10 seconds before laying another one. They're capable of destroying yellow blast shields. INVENTORY>MOVEMENT SYSTEMS INVENTORY>MOVEMENT SYSTEMS>SPACE JUMP BOOTS Location>Dark Agon Wastes>Judgment Pit>Defeat Jump Guardian To Use>Press B in midair Description>The invaluable Space Jump Boots give Samus a second jump usable in midair, letting her reach farther ledges than ever before. You can even steer yourself in midair. INVENTORY>MOVEMENT SYSTEMS>GRAVITY BOOST Location>Torvus Bog>Hydrochamber Storage>Get ready to fight Alpha Blogg To Use>After a double jump, hold B while underwater Description>The Gravity Boost takes the place of Samus' old Gravity Suit, letting her move freely underwater. Unlike the Gravity Suit, it also gives her a small jetpack to use underwater. After doing a double jump, hold B to float, slowly rising and rapidly moving forward. The item gives Samus great mobility underwater. It also makes her vision underwater clearer. INVENTORY>MOVEMENT SYSTEMS>GRAPPLE BEAM Location>Dark Torvus Bog>Sacrificial Chamber>Defeat Grapple Guardian To Use>Hold L while highlighting a Grapple Point Description>The Grapple Beam lets Samus latch onto Grapple Points (marked with distinctive icons that are highlighted when you're in range) and swing on them by pressing and holding L. She'll continue to swing until you release L; do so while she's moving forward to continue moving and cross large gaps. You can use the control stick to change the direction you swing in while Grappling. INVENTORY>MOVEMENT SYSTEMS>SCREW ATTACK Location>Sanctuary Fortress>Vault>Go through portals, use 4 Spinners, return to first portal To Use>Press B repeatedly with rhythm after a double jump Description>It's finally back! The awesome Screw Attack gives Samus incredible movement abilities and lets her cross insanely huge gaps. To execute a Screw Attack, hit B after doing a double jump, then press it up to 5 more times to fly through the air. Time your button presses to be as far apart as possible to cross a maximum distance. As expected, any enemies you run into are almost certain to be destroyed, making you almost invincible as you cross impossibly large gaps. You can also use the Screw Attack to perform Wall Jumps. To do one, Screw Attack towards a distinctive wall jump surface and press B right as you touch it. (It takes practice) you can now jump between walls, as long as you press B right as you hit one. This move lets Samus climb potentially unlimited distances, if your timing is good enough. INVENTORY>MISCELLANEOUS INVENTORY>MISCELLANEOUS>SUIT EXPANSIONS INVENTORY>MISCELLANEOUS>SUIT EXPANSIONS>MISSILE EXPANSION Location>Detailed in section 7 Description>Missile Expansions are the most common type of Suit Expansion; there are a total of 49 of them. Each one increases the number of Missiles Samus can carry by 5, making them highly desirable. INVENTORY>MISCELLANEOUS>SUIT EXPANSIONS>ENERGY TANK Location>Detailed in section 7 Description>The Energy Tank is probably the best type of expansion to get. Each one increases the power of Samus' personal shielding, allowing her to take 100 more points of damage. Always collect as many of these as you can. INVENTORY>MISCELLANEOUS>SUIT EXPANSIONS>POWER BOMB EXPANSION Location>Detailed in section 7 Description>Each of these allows Samus to carry an extra Power Bomb. Though she starts with a total capacity of 2 less than in Metroid Prime, there are now 8 Power Bomb expansions, letting her carry 10. INVENTORY>MISCELLANEOUS>SUIT EXPANSIONS>BEAM AMMO EXPANSION Location>Detailed in section 7 Descriptions>These expansions let Samus carry 50 more Light and Dark Beam ammo units. They're essential as the game progresses and you start using the Beams more. INVENTORY>MISCELLANEOUS>SUIT EXPANSIONS>ENERGY TRANSFER MODULE Location>Great Temple>Temple Sanctuary>Defeat Alpha Splinter This mysterious glowing orb is only used to progress the storyline by transferring energy from the dark energy controllers to the light ones. Did you expect to be able to nuke stuff with it or something? INVENTORY>MISCELLANEOUS>DARK AGON KEYS Locations>Trial Tunnel>Enter door in Dark Agon Temple >Doomed Entry>Jump across platforms >Battleground>Defeat Warrior Ing, scan Ing Webtrap during battle Description>Though they look nothing like their name, the Dark Agon Keys are used to gain entry to the center of Dark Agon Temple and the fight with Amorbis. Each one is hidden in Dark Agon Wastes. INVENTORY>MISCELLANEOUS>DARK TORVUS KEYS Locations>Dark Torvus Arena>Use Boost Ball to reach Key >Undertemple Access>Gravity Boost to portal in Hydrodynamo Shaft >Venomous Pond>Use Grapple Beam to reach Key Description>These keys are found in Dark Torvus Bog and used to gain entry to the main part of Dark Torvus Temple in order to battle Chykka. INVENTORY>MISCELLANEOUS>ING HIVE KEYS Locations>Culling Chamber>Use Spider Ball to reach Morph Ball maze and Key >Aerial Training Site>Wall Jump up Central Hive West Transport >Hive Gyro Chamber>Spider Ball up center post and Boost through Key Description>Found in the Ing Hive, they are used to access the Hive Temple and fight Quadraxis. INVENTORY>MISCELLANEOUS>SKY TEMPLE KEYS Locations>Sky Temple Grounds>Defiled Shrine >Sky Temple Grounds>Accursed Lake>Reach with Screw Attack >Sky Temple Grounds>Ing Reliquary >Dark Agon Wastes>Dark Oasis>Destroy Denzium wall with Power Bomb >Dark Agon Wastes>Battleground>Use Dark Visor to find platforms >Dark Torvus Bog>Poisoned Bog>Underwater where Missile Expansion was >Dark Torvus Bog>Dungeon>Underwater, shoot beacons to move Watchdrones >Ing Hive>Hive Entrance>Screw Attack across gaps, ride light beam up >Ing Hive>Hive Dynamo Works>Cross spheres with Spider and Boost Ball Description>These 9 Keys are found all over Dark Aether and are used in the Sky Temple Gateway to reach the final boss fights. Each one is hidden inside a Flying Ing Cache, which is normally invisible. Find the Cache with the Dark Visor in the described area, then shoot it once to overload the Dark Visor and make it visible with the Combat Visor. Make sure to scan at least one, then destroy it with a charged Power Beam to release the Sky Temple Key within. ------------------------------------------------------------------------------ \\\\\\\\\\8. The Logbook (Tlgbk) \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ ------------------------------------------------------------------------------ This section contains transcripts of every logbook scan in the game. Missable scans are marked with exclamation points around their names. a. Creature Logs (Crtlg) CREATURES>DARK AETHER>EMPEROR ING>EMPEROR ING BODY Scan Location>Sky Temple>Sanctum Transcript>Bioscans indicate that this is the eldest, strongest Ing in the horde, the alpha and the omega. It has absorbed enormous amounts of Phazon energy into its body, mutating itself in the process. Apparently, this power is not enough for the creature, as it is siphoning energy from the final Energy Controller. CREATURES>DARK AETHER>EMPEROR ING>EMPEROR ING HEAD Scan Location>Sky Temple>Sanctum Transcript>Like its brethren, the Emperor Ing is a metamorph. It has molded itself around the precious Energy Controller, and will defend it to the death, using its own body as a shield and weapon. Destroy the tentacles it generates to weaken the creature and its defenses. CREATURES>DARK AETHER>EMPEROR ING>EMPEROR ING EYE Scan Location>Sky Temple>Sanctum Transcript>The Emperor Ing has exposed its main eye, from which it can fire powerful energy beams. It is protected by a barrier shield, although not completely. The eye can be locked onto, but only direct shots will get past the shield. CREATURES>DARK AETHER>EMPEROR ING>EMPEROR ING CHRYSALIS Scan Location>Sky Temple>Sanctum Transcript>The heavily damaged Emperor Ing has entered a regenerative state inside a durable healing shell. Tactical scans have detected eleven weak points on the magnetically charged shell; Spider Ball travel is possible on the shell surface. Damage the weak spots with explosives to crack the shell and expose the enemy within. CREATURES>DARK AETHER>EMPEROR ING>MUTATED EMPEROR ING Scan Location>Sky Temple>Sanctum Transcript>Further exposure to Phazon has mutated the Emperor Ing. It is now capable of shielding its vulnerable outer areas with energy barriers. Beams of opposite polarity can damage these barriers, however. Heavy damage to the barriers will cause them to drop, exposing the creature's weak spots. Target the weak spots to immobilize and damage the enemy. CREATURES>OFFWORLD>DARK SAMUS>DARK SAMUS 3 Scan Location>Sky Temple Grounds>Sky Temple Gateway Transcript>Scans indicate that Dark Samus has absorbed tremendous amounts of Phazon into her body; too much, perhaps. She can vent Phazon energy in the form of destructive blasts and protective shields; doing so will help her maintain stability. Exposure to Phazon has rendered her invisible to the Dark Visor. These new abilities, combined with her already formidable arsenal, place Dark Samus at the highest threat level. CREATURES>OFFWORLD>DARK SAMUS>DARK SAMUS 4 Scan Location>Sky Temple Grounds>Sky Temple Gateway Transcript>Dark Samus has temporarily become a being of pure yet unstable Phazon energy. She can generate a shield that is invulnerable to all attacks, save one-blasts of Phazon energy itself. Use your Charge Beam to collect Phazon energy that she expels, then fire it back at her. Direct hits will overload and disrupt her essence. b. Lore Logs (Lrlgs) c. Research Logs (Rslgs) d. Logbook Scan Locations and Missable Scans (Lgslc) ------------------------------------------------------------------------------ \\\\\\\\\\9. Expansions (Expns) \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ ------------------------------------------------------------------------------ ITEMS>MISCELLANEOUS>SUIT EXPANSIONS>MISSILE EXPANSIONS AFTER MISSILE LAUNCHER < >Missile Expansion 1< Location>Temple Grounds>Transport to Agon Wastes Required>Power Beam Strategy>To find what will probably be your first Missile Expansion, look to the left as you walk up to the elevator in this room. Blast the webbing you see in the green centers to find a Missile Expansions behind them. < >Missile Expansion 2< Location>Agon Wastes>Portal Access A Required>Morph Ball Strategy>After entering Portal Access A from Mining Station A, enter Morph Ball mode and go through the 2 Kinetic Orb Cannons to the other side of the room. Roll past the other Cannon and get the Expansion behind the deceased Luminoth. AFTER MORPH BALL BOMB < >Missile Expansion 3< Location>Temple Grounds>Hive Chamber A Required>Beat the Bomb Guardian Strategy>When you enter Hive Chamber A again after meeting U-Mos, one of the dead Troopers get possessed and turns into a Dark Missile Trooper, the weakest boss in the game. Make sure to scan him, just sidestep around him and hit him with whatever. This guy doesn't even deserve a health bar. Anyway, he drops a Missile Expansion when you defeat him. < >Missile Expansion 4< Location>Agon Wastes>Sand Cache Required>Amber Luminoth Translator Data Strategy>After visiting the Agon Energy Controller, return to Mining Station A. Jump up the platforms in the center to the second level of ledges and open the Amber Translator Door. The room behind it contains an easy Missile Expansion. < >Missile Expansion 5< Location>Agon Wastes>Transport Center Required>Morph Ball Bombs>Activate Bomb Slot in Portal Site Strategy>If you activated the Bomb Slot in the Portal Site after entering Dark Agon Wastes, you open doors in both worlds. Once you return to the light world, go through the new path to the Transport Center. Activate the Bomb Slot in this room to gain access to a new path and Missile Expansion. < >Missile Expansion 6< Location>Temple Grounds>Hive Chamber B Required>Morph Ball Bomb Strategy>In the room you first met Dark Samus in, Bomb the cover of the tunnel next to the one you first used and follow it to the Expansion. < >Missile Expansion 7< Location>Great Temple>Transport B Access Required>Morph Ball Bombs Strategy>Look for a Morph Ball path about halfway down the hallway. Use Bomb Jumps to climb up and follow the course to a Missile Expansion. AFTER SPACE JUMP BOOTS < >Missile Expansion 8< Location>Agon Wastes>Command Center Required>Morph Ball Strategy>As you roll under the floor when first entering the Command Center, look for a smaller path branching off from the main one about halfway after the first few electrical barriers. Follow the path to a Missile Expansion. < >Missile Expansion 9> Location>Temple Grounds>Temple Assembly Site Required>Space Jump Boots>Morph Ball Strategy>Look for a short pillar to the left of the translator door leading to the transport. Jump onto it, then onto the ledge above. Follow the ledge around the room to a Morph Ball tunnel, then roll through it to the Expansion. < >Missile Expansion 10< Location>Temple Grounds>Communication Area Required>Morph Ball Bombs>Space Jump Boots Strategy>Space Jump up to a ledge near where you first entered the area and look for a round pane of glass. Use a Morph Ball Bomb to break it and get the Expansion that was under it. < >Missile Expansion 11< Location>Temple Grounds>GFMC Compound Required>Space Jump Boots Strategy>Jump up to near the right-hand side of the Morph Ball tunnel, then Space Jump to the front of the GFS Tyr. Walk along the roof to an Expansion near the back. If you can't make it, the Screw Attack makes it much easier. AFTER DARK/LIGHT BEAMS < >Missile Expansion 12< Location>Agon Wastes>Storage B Required>Dark Beam Strategy>After you obtain the Dark Beam, go through the dark door on the top level of the Biostorage Station to find a Missile Expansion. < >Missile Expansion 13< Location>Dark Agon Wastes>Warrior's Walk Required>Morph Ball Bomb Strategy>Once you enter this room, use the Scan Visor to find some weakened section of floor and destroy it with a Bomb. The room isn't called Warrior's Walk for nothing; you must roll across some Phazon to reach the Expansion. You'll want a few Energy Tanks before you attempt to get it. < >Missile Expansion 14< Location>Dark Agon Wastes>Ing Cache 4 Required>Morph Ball Strategy>Enter the dark door at the Dueling Range corresponding to the door you used to first enter the Mining Plaza. Once you're in Ing Cache 4, drop off the short ledge and turn around to find a Morph Ball hole with the Expansion. < >Missile Expansion 15< Location>Sky Temple Grounds>Plain of Dark Worship Required>Light Beam>Dark Beam Strategy>Look for a dark crystal in the Temple Assembly Site (it's very easy to unintentionally lock onto, and is near the door from the Industrial Site) and shoot it with the Light Beam to reveal a portal. Use the Dark Beam to go through and enter the Plain of Dark Worship. The Expansion is sitting where the transport is in the light world; no tricks here. AFTER DARK SUIT < >Missile Expansion 16< Location>Torvus Bog>Forgotten Bridge Required>Morph Ball Bomb>Activate Bomb Slot in Dark Forgotten Bridge Strategy>After activating the Bomb Slot in Dark Aether and moving the bridge, return to the light world and follow the new path to a Missile Expansion in plain sight. < >Missile Expansion 17< Location>Torvus Bog>Portal Chamber Required>Morph Ball>Space Jump Boots Strategy>Use the portal at the Forgotten Bridge, then go to the Poisoned Bog and enter the Portal Chamber. Space Jump onto the ledge and roll into the hole with the Morph Ball. Ride the piston down and enter the portal to return to the light world. The Expansion is in plain sight now. AFTER SUPER MISSILE < >Missile Expansion 18< Location>Torvus Bog>Underground Tunnel Required>Morph Ball Strategy>When you enter the room, roll under the grate you start on; a Missile Expansion is hidden right next to the wall under it. AFTER BOOST BALL/SEEKER MISSILE LAUNCHER < >Missile Expansion 19< Location>Dark Agon Wastes>Crossroads Required>Boost Ball Strategy>In the Transport Center in the light world, use the Boost Ball to reach the portal high on the half-pipe. Use the portal and get the Missile Expansion in the dark world. < >Missile Expansion 20< Location>Torvus Bog>Plaza Access Required>Boost Ball Strategy> In the main part of the Morph Ball tunnel, navigate the maze and hit 2 Bomb Slots to move some metal spinners out of the way. After both spinners are moved, Bomb Jump to a tunnel on top of the second one and follow it to a half-pipe structure. Boost up to the right-hand side of it to find a Missile Expansion. < >Missile Expansion 21< Location>Torvus Bog>Hydrodynamo Station Required>Scan Visor>Space Jump Boots Strategy>After dropping to the lower part of the station, scan the first panel nearby to extend a bridge above. (If you fall all the way down, enter Morph Ball mode and float up on the bubble stream) Return to the top of the room with the Kinetic Orb Cannon in the middle of the platform after scanning it, then drop off to the mid-level platform underwater, allowing you to jump onto the bridge that extended and reach the Missile Expansion in front of the purple door. (It's very tough to miss if you just go through the normal path of the game) < >Missile Expansion 22< Location>Agon Wastes>Sand Processing Required>Boost Ball Strategy>After clearing out the Turrets, Boost up to an opening near them. Follow the tunnel to a control room. Scan a panel to activate a Bomb Slot, then use it to drain the sand. Leave the room and take the Expansion. AFTER GRAVITY BOOST < >Missile Expansion 23< Location>Dark Torvus Bog>Undertransit One Required>Morph Ball Bombs Strategy>In the left-hand set of pipes in the tunnel, drop to the lowest pipe and roll as far right as possible, then Bomb Jump up and left. Roll as far left as possible, then Bomb Jump up and right to get the Expansion. < >Missile Expansion 24< Location>Torvus Bog>Torvus Lagoon Required>Gravity Boost Strategy>Go into the water in front of you as you enter and turn around. Look for a Missile Expansion above some Venom Weed, to the right of the door to the transport and under the ground. Use the Gravity Boost to reach it. AFTER GRAPPLE BEAM < >Missile Expansion 25< Location>Torvus Bog>Abandoned Worksite Required>Grapple Beam Strategy>Use the Grapple Beam to reach the Expansion on a ledge near the door to the Great Bridge. < >Missile Expansion 26< Location>Torvus Bog>Path of Roots Required>Grapple Beam Strategy>Entering the room from the Great Bridge, simply use the Grapple Beam to swing over to the Expansion. AFTER DARK VISOR < >Missile Expansion 27< Location>Great Temple>Transport A Access Required>Morph Ball Bomb Strategy>Roll through the hole to the Save Station and Bomb the Talloric Alloy to destroy it. Go down the ramp and get the Missile Expansion under the Station. < >Missile Expansion 28< Location>Sky Temple Grounds>War Ritual Grounds Required>Dark Visor>Seeker Missile Launcher Strategy> Use the Dark Visor to find 5 targets around where the transport is in the light world. Hit them with Seeker Missiles to open the door to reach the Expansion. < >Missile Expansion 29< Location>Sky Temple Grounds>Phazon Grounds Required>Dark Visor Strategy>Use the portal at the Sacred Path, then go back through the Phazon Pit. (Use charged Light Beam shots or Super Missiles to kill the Dark Tallon Metroid) The Phazon Site is filled with more Dark Metroids. Destroy them and use the Dark Visor to find some platforms leading across the gap to a tall rock with the Expansion. If you have the Screw Attack, things become much easier; you can use it to cross the pit and take out any Dark Metroids in your way. < >Missile Expansion 30< Location>Ing Hive>Hazing Cliff Required>None Strategy>After using the portal in the Hall of Combat Mastery, go right from the portal and enter the Hazing Cliff. (Best name ever!) Use the charged Light beam to take out the Dark Tallon Metroid and Dark Diligence Drones and get the Expansion at the far side of the room. AFTER SPIDER BALL < >Missile Expansion 31< Location>Sanctuary Fortress>Dynamo Works Required>Spider Ball>Morph Ball Bomb Strategy>After defeating the Spider Guardian and leaving the arena, look for a passage above the Spider Ball tracks at the beginning of the fourth area. Follow the ledge you can Bomb Jump onto to the Missile Expansion. You can continue to follow this shortcut to the main area of the Dynamo Works if you wish, but it's one-way. < >Missile Expansion 32< Location>Sanctuary Fortress>Hall of Combat Mastery Required>Spider Ball>Morph Ball Bomb Strategy>You have to navigate a long Morph Ball maze to reach this Expansion. First, climb up a Spider Ball track near the center of the room and head over to the Bomb Slot. Hitting it reverses the conveyor belt, letting you reach the next part. To get past the fire, either Boost through it or use timing to stay out of it. In the next stage, stay just behind the laser beams as they move and quickly Bomb Jump to the next levels once you reach the openings; try to wait for the laser beams on the next level to go off or you'll hit them. After getting past that, roll left to eventually reach a section with moving platforms. Bomb Jump up the platforms when there are no laser beams across them, then roll left from the topmost platform when it's at the left side of its movement. The last stage has Phazon in it. Bomb Jump onto the next moving platform when it reaches you, then hold R and jump up to a moving Spider Ball track. Continue this to cross the Phazon and roll back to the right. Now just roll across a Spider Ball track to cross the hallway and reach the Expansion. < >Missile Expansion 33< Location>Agon Wastes>Main Reactor Required>Spider Ball>Boost Ball Strategy>On the bottom floor, look for the right-hand Spider Ball track (not the one leading to the Keybearer) and climb up it. Use the Boost Ball to fly from track to track, timing your Boosts so you go through the small metal openings. If you mess up and fall onto the Phazon, roll out the hole in the bottom-left of any of the Phazon pits. After getting through 4 or 5 of these pits, you'll reach a larger area. Bomb the circular glass on the floor to reach the Expansion. < >Missile Expansion 34< Location>Agon Wastes>Storage C Required>Spider Ball>Boost Ball Strategy> After raising the platforms, look for a Spider Ball track behind the control panels. Follow it and Boost across some tracks to eventually get to a track on the middle storage rack. Roll to the opposite side of it and Boost to reach a ledge with a green door. Blast it open with a Super Missile and get the Expansion. If you have the Screw Attack, you can jump to a container rack in the highest position, then just Screw your way over to the ledge. < >Missile Expansion 35< Location>Dark Agon Wastes>Junction Site Required>Spider Ball>Morph Ball Bomb Strategy>Bomb Jump up to the Spider Ball track in the middle of the tunnel and roll up to a Bomb Slot. Activate it to rotate the tunnel, allowing you to drop down onto the Expansion. Roll back up and use the Slot again to return it to normal. < >Missile Expansion 36< Location>Torvus Bog>Training Chamber Required>Spider Ball>Boost Ball Strategy>Use charged Light Beam shots to take out the Dark Bloggs, then roll up the Spider Ball track to the left of the statue. Boost from the top of it, then roll across the next section and boost again. Roll up to a large oval of tracks on the ceiling and drop onto a ledge on the statue in front of a Bomb Slot. Activate it to move the statue forward, revealing a Missile Expansion. AFTER POWER BOMB < >Missile Expansion 37< Location>Agon Wastes>Ventilation Area A Required>Morph Ball Bomb>Power Bomb Strategy>Gain entry to the area with a Power Bomb. After taking out the Pillbugs, double Bomb Jump onto the rock the right one was rolling around. Do another double Bomb Jump from there, then a single Bomb Jump. Roll left to get the Expansion. < >Missile Expansion 38< Location>Torvus Bog>Gathering Hall Required>Power Bomb>Spider Ball>Boost Ball Strategy>Drop underwater and use a Power Bomb on the long Denzium oval to shatter it. Then destroy the plug underneath with another Power Bomb to drain the pool and reveal a half-pipe. Use it to reach either of 2 Spider Ball tracks, then roll around it and Boost to a rotating Spider Ball track, then to a Bomb Slot. After activating it, repeat the process with the other one to expose the Expansion. Jump up the retracting ledges when they're extended to reach it. < >Missile Expansion 39< Location>Sanctuary Fortress>Main Research Required>Spider Ball>Morph Ball Bomb Strategy>Roll up the Spider Ball tracks on the forcefield. (They look like they're behind it, but they aren't) The Spider Ball maze is fairly straightforward, but be sure to avoid the various robotic arms that can knock you off the tracks. Follow the maze to reach the Expansion. < >Missile Expansion 40< Location>Agon Wastes>Mining Station A Required>Power Bomb>Spider Ball Strategy>Destroy the cracked Denzium wall, then use the Kinetic Orb Cannon to get to some Spider Ball track follow it a short distance to the left to get to the Expansion. < >Missile Expansion 41< Location>Agon Wastes>Storage A Required>Power Bomb Strategy>Use a Power Bomb on the Denzium wall in the central part of Mining Station B and enter the light door behind it to find the expansion. < >Missile Expansion 42< Location>Torvus Bog>Torvus Grove Required>Power Bomb Strategy>Two of the "legs" of the huge tree in this room have been weakened by Phazon and Denzium. Find them with the Scan Visor, then lay a Power Bomb between them to destroy both legs. The tree then falls over, revealing the Expansion. AFTER ECHO VISOR < >Missile Expansion 43< Location>Sanctuary Fortress>Central Area Transport West Required>Morph Ball Strategy>After reaching the top of this room, drop down to a floor just below the top level. Enter Morph Ball mode and look for 3 holes; enter the left one. Take 2 right-hand paths as you drop down to fall right onto the Missile Expansion. If you miss, use the Kinetic Orb Cannons to return to the top. < >Missile Expansion 44< Location>Sanctuary Fortress>Temple Access Required>Echo Visor>Dark Visor>Seeker Missile Launcher Strategy>Use the Dark Visor and Seeker Missile Launcher to find and shoot 5 targets above the door to the temple. This reveals a Kinetic Orb Cannon. Use the Echo Visor to find a sonic emitter and destroy it, then use the cannon to get under the floor. After getting the Missile Expansion, use the Spinner to escape. AFTER SCREW ATTACK < >Missile Expansion 45< Location>Ing Hive>Aerial Training Site Required>Screw Attack Strategy>Use the Screw Attack to wall-jump to the Expansion near the light portal. < >Missile Expansion 46< Location>Dark Torvus Bog>Undertemple Required>Spider Ball>Screw Attack Strategy>Use the Spider Ball to reach a portal in the Main Hydrochamber and enter the dark world. Screw Attack up the Wall Jump surfaces to get to the Expansion. AFTER ANNIHILATOR BEAM < >Missile Expansion 47< Location>Sanctuary Fortress>Sentinel's Path Required>Echo Visor>Annihilator Bea, Strategy>The Expansion is behind the Echo Door in here. Use the Echo Visor to see what you need to shoot, then hit the center of the door with the Annihilator Beam to hear the pattern. Shoot the locks around the door to imitate the pattern and open the door. < >Missile Expansion 48< Location>Torvus Bog>Transit Tunnel South Required>Morph Ball Bomb Strategy>Enter either of the grey doors in the ring structure to reach Transit Tunnel South. To reach the Expansion, you must navigate a simple maze. Hit each Bomb Slot to reverse the flow of water in part of the room, then Bomb Jump up where the bubbles are rising to reach the next part of the maze. (To get even higher, lay a Bomb just before the highest point of your jump. Keep doing this until you can reach the Expansion. AFTER LIGHT SUIT < >Missile Expansion 49< Location>Sanctuary Fortress>Sanctuary Map Station Required>Light Suit Strategy>Just step into the beam of light to reach a secret room with the Expansion in it. ITEMS>MISCELLANEOUS>SUIT EXPANSIONS>ENERGY TANKS < >Energy Tank 1< Location>Temple Grounds>Storage Cavern B Required>Missile Launcher Strategy>After visiting the Great Temple and heading to Agon Wastes, use the Missile Launcher to remove the red blast shield on the door in the Temple Assembly Site. The Energy Tank is in the room inside. < >Energy Tank 2< Location>Agon Wastes>Mining Station Access Required>Morph Ball Bomb Strategy>Use a Bomb on the block in the middle of the tunnel to fall onto a Kinetic Orb Cannon, which launches you up into a tunnel leading to the Energy Tank. < >Energy Tank 3< Location>Agon Wastes>Bioenergy Production Required>Scan Visor>Space Jump Boots Strategy>After turning on the moving storage racks with the console on the smaller end of the room, go to the other side and move the racks to that they go up to the right. Space Jump up the racks to claim the Energy Tank. < >Energy Tank 4< Location>Agon Wastes>Mine Shaft Required>Dark Beam>Morph Ball Bomb Strategy>After clearing the shaft of Pillbugs, double Bomb Jump onto the rightmost rectangle of stone they were crawling on. From on top of it, Bomb Jump onto another ledge and roll left. Making sure to quickly bypass all the crumbling blocks, roll left until you reach a stack of 4 such blocks. Hold left as you fall onto each one so you roll into a hidden part of the wall. Don't roll onto the next block from here; Bomb Jump up and left from the middle of the ledge, then repeat and fall past one more block while holding left to reach the Energy Tank. < >Energy Tank 5< Location>Torvus Bog>Temple Access Required>Morph Ball Bomb Strategy>On the higher part of the room, use a Bomb on the first circle you reach to drop down onto the Tank. < >Energy Tank 6< Location>Torvus Bog>Transit Tunnel East Required>Gravity Boost>Morph Ball Bomb Strategy>First, do a double Bomb Jump up to the Bomb Slot in the leftmost vertical shaft in the tunnel. After activating it, a timer starts. Roll 3 tubes to the right and quickly go to the second slot. (To reach it, lay another Bomb just before reaching the high point of your first bubble-boosted Bomb Jump) Once you activate that slot, roll 2 tubes to the left and repeat the Bomb- Jumping process to reach the energy tank. < >Energy Tank 7< Location>Temple Grounds>Windchamber Gateway Required>Morph Ball>Grapple Beam Strategy>Entering Windchamber Gateway from the Path of Eyes, use the Kinetic Orb Cannon to cross the gap, then Grapple to a platform with an Energy Tank. < >Energy Tank 8< Location>Dark Torvus Bog>Cache B Required>Morph Ball>Super Missile Strategy>When you reach the lower part of Dark Torvus Temple, don't enter the light yet. Roll down the tunnel in the right-hand opening past the light and blow the door open with a Super Missile to find an Energy Tank inside. (The other tunnel has an Ammo Station) I'd recommend saving this Tank until right before fighting Chykka to refill your Energy. < >Energy Tank 9< Location>Sanctuary Fortress>Reactor Core Required>Spider Ball>Boost Ball Strategy>Use the Kinetic Orb Cannon on the ground floor of the room while holding R to stick onto a large Spider Ball ball. When electricity isn't surrounding the track, roll up to the second ball, then Boost while on the red dot to a third one. Before repeating the process for the fourth one, wait for the electricity to disappear to avoid being knocked off. Continue boosting to each ball while avoiding the electricity on them to claim the Energy Tank. < >Energy Tank 10< Location>Torvus Bog>Torvus Plaza Required>Spider Ball>Boost Ball>Morph Ball Bomb>Patience Strategy>Use the half pipe in the room to reach a Spider Ball track high on the walls. Follow it to a log you should roll across and use the Morph Ball Bomb to get onto another track. Follow it to another log and track (lure the Sporb out so you can drop down and kill it before proceeding) and then to a third log. After this, you'll reach another cylinder with moving Spider Ball tracks. This wouldn't be so hard, except for some stupid reason a glitch may give you the worst possible camera angle as you approach the cylinder, preventing you from seeing anything useful. Since you can't see what you're doing, follow me very closely. First, roll as far right (or left when the camera switches) as you can on your current track. When the rotating part with track on it moves as far clockwise as it goes, Bomb Jump while still holding R up to another section of track. Once it finishes moving in the other direction, briefly release R to drop back down to a stationary section. Now, experiment by Bomb Jumping to reach another section of moving track other that the first one. Once you manage to make it on, hold up to roll onto some stationary track just above the moving one. As the next section of track finishes moving, Bomb Jump up twice from there to get to the end of the nightmarish section. Keep following the track or a while to reach a Kinetic Orb Cannon that shoots you to the Energy Tank. < >Energy Tank 11< Location>Sanctuary Fortress>Watch Station Access Required>Nothing Strategy>This Energy Tank is in plain sight on a ledge when you enter from the Watch Station. < >Energy Tank 12< Location>Agon Wastes>Mining Plaza Required>Echo Visor>Screw Attack Strategy>According to the Scan Visor, the 3 red circles on the top part of the Mining Plaza are a sonic lock. Use the Echo Visor to locate 3 sonic emitters and shoot them to line up the locks and focus a beam on some rock covering an Energy Tank. Use the Screw Attack to reach it. < >Energy Tank 13< Location>Torvus Bog>Meditation Vista Required>Screw Attack Strategy>Use timing and the Screw Attack to reach a moving platform in the distance from behind the portal. Once you're on, ride it to the Energy Tank. < >Energy Tank 14< Location>Temple Grounds>Fortress Transport Access Required>Light Suit Strategy>Stand in the bright beam of light in this room to be transported up to a secret room with the Energy Tank in it. ITEMS>MISCELLANEOUS>SUIT EXPANSIONS>POWER BOMB EXPANSIONS < >Power Bomb Expansion 1< Location>Temple Grounds>Dynamo Chamber Required>Power Bomb Strategy> Blow up the security gates with Power Bombs, then use another one on the cracked wall in the middle of the tunnel to reveal the Expansion. < >Power Bomb Expansion 2< Location>Torvus Bog>Great Bridge Required>Power Bomb Strategy>When entering the room from the Abandoned Worksite or the upper part of Temple Access, use a Power Bomb to blow up one of the piles of Denzium rocks. Roll into the tunnel behind the rocks to run right into the Expansion. < >Power Bomb Expansion 3< Location>Sanctuary Fortress>Sanctuary Entrance Required>Power Bomb>Spider Ball>Boost Ball Strategy>On the side of the Entrance farthest from the transport to the Temple Grounds, go to the Denzium panel in front of the elevator to the left of the door and blow it up with a Power Bomb. Take the elevator up and scan the panel to activate a Kinetic Orb Cannon. Use the cannon to reach to a Spider Ball track and take it to...a Vigilance Turret! Time for some wanton destruction. Blast the top parts of both sides of the bridge and the right-hand lower wall of the Fortress-side wall. After that, get out of the turret and take the Spider Ball track to another cannon to return to the top of the elevator. Jump up the right-hand side of the fortress exterior to reach some Spider Ball track. Scan the Luminoth Lore, then use the Spider and Boost Balls to ascend the Spider Ball track to a ledge. Scan the Keybearer and use the Kinetic Orb Cannon to launch yourself to the Expansion. < >Power Bomb Expansion 4< Location>Sanctuary Fortress>Transit Station Required>Power Bomb>Spider Ball Strategy>Use a Power Bomb to shatter the Denzium panel in front of the portal and enter it. In the Dark World, defeat the Dark Ingsmasher with charged Light Beam shots (make sure to scan it) and enter the portal behind it. In the light world, roll through the tunnel in Morph Ball mode and go through yet another portal. Climb the Spider Ball tracks in the dark world and go through one last portal, then follow more tracks to the expansion. < >Power Bomb Expansion 5< Location>Agon Wastes>Sandcanyon Required>Power Bomb>Screw Attack Strategy>Use the Screw Attack to reach the center platform, then blow up the sculpture with a Power Bomb to reveal an expansion at its base. < >Power Bomb Expansion 6< Location>Sanctuary Fortress>Main Gyro Chamber Required>Echo Visor>Annihilator Beam Strategy>Drop to the bottom part of the chamber and open the echo door by solving the sound puzzle. Enter the Kinetic Orb Cannon to get blasted into the power core, shattering it and revealing the Power Bomb Expansion. < >Power Bomb Expansion 7< Location>Dark Agon Wastes>Feeding Pit Required>Light Suit Strategy>Drop into the poison water in this room and look for the Expansion in an underwater nook. < >Power Bomb Expansion 8< Location>Dark Torvus Bog>Putrid Alcove Required>Light Suit>Power Bomb Strategy>Stun the Dark Phlogus, then shatter the cracked wall using a Power Bomb. ITEMS>MISCELLANEOUS>SUIT EXPANSIONS>BEAM AMMO EXPANSIONS < >Beam Ammo Expansion 1< Location>Agon Wastes>Central Mining Station Required>Space Jump Boots>Morph Ball Strategy>Use the Light Doors on the second floor of the Command Center to reach the ledge with the Vigilance Turrets in the Central Mining Station. Get into a turret and blast the 3 generators around the area. Get out of the turret and jump onto a Pirate Skiff to the left and across some platforms to where a generator was on a ledge. Keep going to the back of the room, above the door you first used, and roll through a hole left of an orange force field to a cave with the Expansion and a Keybearer. < >Beam Ammo Expansion 2< Location>Dark Torvus Bog>Cache A Required>Seeker Missile Launcher Strategy>Go to Poisoned Bog, the dark version of Torvus Lagoon. Blast open the purple door with Seeker Missiles and enter the room with the expansion. (The dark version of the Save Station) < >Beam Ammo Expansion 3< Location>Sanctuary Fortress>Watch Station Required>Spider Ball>Morph Ball Bomb Strategy>Use the Spider Ball track near the light door to Watch Station Access and Bomb Jump from it to another track. Roll over to the end and drop onto the Kinetic Orb Cannon, holding R. Once you drop onto another track, roll right and Bomb Jump onto the wheel. Sit still and lay a Bomb so it blows up right before you hit the panel at the end and propels you to the next one. (It will probably take a few tries) Repeat this process and drop from the end of the track, holding up as you fall to hit a large panel. Fall from the bottom-left corner and quickly hold R again to stick to another track. Repeat the wheel process twice more and roll up into a pipe. Take the path away from your viewpoint when you reach a fork and roll down the pipe to a Beam Ammo Expansion. < >Beam Ammo Expansion 4< Location>Sky Temple Grounds>Profane Path Required> Echo Visor>Annihilator Beam Strategy>Use the Echo Visor and Annihilator Beam to open the Echo Door and get the Expansion where the transport to the Great Temple is in the light world. ------------------------------------------------------------------------------ \\\\\\\\\\10. Legal Information (Legin) \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ ------------------------------------------------------------------------------ Copyright 2005 This guide may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without my permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. Although you may find this FAQ elsewhere, it was originally posted on www.gameFAQs.com, so check it out! Credit for the information in this guide goes to my gaming experience with MP2 and my excellent Nintendo Power guide, as well as: the_rowen for when the Dark Missile Trooper appears. If you helped with my guide but don't see your name here, let me know!