--------------------------------------------------------------------------- \\\\\\\\\\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 <MISSILE LAUNCHER ACQUIRED!> >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 <MORPH BALL BOMBS ACQUIRED!> >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 <SPACE JUMP BOOTS ACQUIRED!> >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 <DARK BEAM ACQUIRED!> >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. <LIGHT BEAM ACQUIRED! >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 <DARK SUIT ACQUIRED!> >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. <SUPER MISSILE ACQUIRED!> >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 <BOOST BALL ACQUIRED!> >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. <SEEKER MISSILE LAUNCHER ACQUIRED!> >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>GROUND<SURFACE PROWLERS>KRALEE 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) <DARKBURST ACQUIRED!> 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. <GRAVITY BOOST ACQUIRED!> >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 <GRAPPLING BEAM ACQUIRED!> >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 <DARK VISOR ACQUIRED!> >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, contin