<<< WARNING/DISCLAIMER >>>

PLEASE NOTE THAT THIS GUIDE/FAQ IS STILL VERY MUCH INCOMPLETE, AND IS IN THE
PROCESS OF BEING WRITTEN (OBVIOUSLY ENOUGH). HOWEVER, MY FREE TIME TENDS TO BE
IN VERY SHORT SUPPLY. *PLEASE* DO NOT E-MAIL ME IF YOU'RE TRYING TO TELL ME THAT
I FORGOT TO WRITE UP OR FINISH SOMETHING - I AM WELL AWARE OF THIS. THANK YOU.

-------------------------------------------------------------------------------
===============================================================================

== METROID PRIME 2 ECHOES guide
===============================
written by Tim | last updated on 12/02/04
>> tim@metroid2002.com
:: http://metroid.retrofaction.com
----------------------------------

==================
// INTRODUCTION //
==================
Welcome to Metroid HQ's 100% walkthrough for METROID PRIME 2 ECHOES, the much-
anticipated sequel to the original Metroid Prime. Use the index below by copy
and pasting section titles into the Find command for quick browsing, and go to
http://metroid.retrofaction.com/database/guides/ to find HTML versions of this
guide along with guides for all of the other games in the Metroid series.

--------------------------------------------------------------------------------

====================
//  SECTION INDEX //
====================
 1. Mode Explanation/Controls
    1.1 - Menus/Subscreen Controls
    1.2 - Single Player Controls
    1.3 - Multiplayer Controls
 2. Game Overview
    2.1 - Light/Dark Aether
    2.2 - Planetary Areas
    2.3 - Hatches & Transportation
    2.4 - Power-Up Stations
    2.5 - Obstructions/Hazards
 3. Temple Grounds
    3.1 - Missile Launcher
    3.2 - Energy Transfer Module
          - Dark Alpha Splinter Strategy
    3.3 - U-Mos' Tale
 4. Agon/Dark Agon Wastes
    4.1 - Morph Ball Bomb
          - Bomb Guardian Strategy
    4.2 - Space Jump Boots
          - Jump Guardian Strategy
    4.3 - Dark Beam
          - Dark Samus 1 Strategy
    4.4 - Light Beam
    4.5 - Dark Suit
          - Amorbis Strategy
 5. Torvus/Dark Torvus Bog
    5.1 - Super Missile
    5.2 - Boost Ball
          - Boost Guardian Strategy
    5.3 - Seeker Launcher
    5.4 - Gravity Boost
          - Alpha Blogg Strategy
    5.5 - Grapple Beam
          - Grapple Guardian Strategy
    5.6 - Darkburst
    5.7 - Dark Visor
          - Chykka Larva Strategy
          - Chykka Adult/Dark Chykka Strategy
 6. Sanctuary Fortress/Ing Hive
    6.1 - Spider Ball
          - Spider Guardian Strategy
    6.2 - Power Bomb
          - Power Bomb Guardian Strategy
    6.3 - Echo Visor
          - Dark Samus 2 Strategy
    6.4 - Screw Attack
    6.5 - Annihilator Beam
          - Quadraxis Strategy
 7. Sky Temple Grounds
    7.1 - Light Suit
    7.2 - Sonic Boom
    7.3 - Sunburst
    7.4 - The Final Battles
          - Emperor Ing Strategy
          - Dark Samus 3 & 4 Strategy
 8. Multiplayer Madness
    8.1 - Mode Overview
    8.2 - Levels & Combat
 9. Samus' Power Suit
    9.1 - Armor Systems
    9.2 - Visor Systems
    9.3 - Morph Ball Systems
          - Morph Balls
          - Bomb Systems
    9.4 - Movement Systems
    9.5 - Weapon Systems
          - Beam Weapons
          - Missile Systems
          - Charge Combos
    9.6 - Miscellaneous
          - Dark Temple Keys
          - Suit Expansions
10. The Log Book
    10.1 - Creature Databank
          - Aether Subcategory
          - Dark Aether Subcategory
          - Offworld Subcategory
    10.2 - Lore Databank
          - Luminoth Lore Subcategory
          - Pirate Logs Subcategory
          - Trooper Logs Subcategory
    10.3 - Research Databank
          - Aether Studies Subcategory
          - Biology Subcategory
          - Luminoth Technology Subcategory
          - Mechanisms Subcategory
11. Item Expansion Locations
    11.1 - Energy Tanks
    11.2 - Missile Expansions
    11.3 - Power Bomb Expansions
    11.4 - Beam Ammo Expansions
12. Tricks & Secrets
13. Legal

--------------------------------------------------------------------------------

================================
== 1. MODE EXPLANATION/CONTROLS:
================================
Metroid Prime 2 has two main modes of gameplay - Single Player and Multiplayer.
You're probably wondering just what the hell a multiplayer mode is doing in
a game like Metroid, but surprisingly, it is quite fun, and can relieve some
tension if you're having your ass handed to you in the Single Player mode. The
subsections below will detail the game controls for browsing menus and the sub-
screen, how to play in Single Player, and how to play in Multiplayer.


  ++ 1.1 - MENUS/SUBSCREEN CONTROLS
  =================================
  The menus are pretty nifty, in my opinion. Instead of simply using the Pad to
  scroll to various options, you use the Stick to rotate the options. It's hard
  to describe in words, but its execution is pretty nifty. From the main menu,
  you can rotate your options of Single Player, Multiplayer, and Options. The
  Image Gallery option becomes available once you've scanned at least 40% of
  the Log Book scans. When browsing the Image Gallery, you pan from image to
  image using the Control Stick, L and R to zoom in and out, and the C Stick to
  pan around the image. B exits the Gallery and returns to the Main Menu.

  When on your subscreen menus, B will exit, and A will confirm whichever option
  you have highlighted. In the Log Book or Inventory, you'll use them to read
  up on your scanned data. You can also access the Options menu from within the
  subscreen - simply rotate the menu options around to "Options". Read the sub-
  sections below for information on the two gameplay modes.


  ++ 1.2 - SINGLE PLAYER CONTROLS
  ===============================
  The controller setup is the exact same style as the original Metroid Prime, so
  players familiar with the first game should have no trouble adapting to the
  interface of Prime 2.

    L BUTTON ( gray button on left shoulder of controller)
    ------------------------------------------------------
    • Lock on to objects/enemies
    • Scan objects (in Scan Visor mode)
    • Use Grapple Beam (when Beam is equipped and icons light up)
    • Center camera behind Morph Ball (in Morph Ball mode)

    R BUTTON (gray button on right shoulder of controller)
    ------------------------------------------------------
    • Manually pan camera
    • Use Spider Ball Tracks (in Morph Ball mode)

    Z BUTTON (small purple button located below R Button)
    -----------------------------------------------------
    • Call up Map Screen

    START/PAUSE (small gray button in center of controller)
    -------------------------------------------------------
    • Pause Game
    • View Log Book and Inventory
    • Set Game Options mid-game

    CONTROL STICK (gray stick on left side)
    ---------------------------------------
    • Move Samus forward, backward, etc.
    • Look/Aim (with R Button)

    C STICK (yellow stick on lower-right side)
    ------------------------------------------
    • Cycle through available Beam Cannon weapons (Left-Right-Down-Up)

    CONTROL PAD (small pad on lower-left side)
    ------------------------------------------
    • Cycle through available Visor modes (Left-Right-Down-Up)

    Y BUTTON (small gray button at top left on right side of controller)
    --------------------------------------------------------------------
    • Fire Missiles (tap once)
    • Charge Seeker Missiles (hold to charge)
    • Fire Charge Combos (press when Beam is fully charged)
    • Set Power Bombs (in Morph Ball mode)
    • Display/Hide Key on Map/Log Book/Inventory screens

    X BUTTON (small gray button at top right on right side of controller)
    ---------------------------------------------------------------------
    • Enter Morph Ball mode/Return to FP view
    • Cycle between Light/Dark Aether maps (on Map Screen)

    A BUTTON (large green button on right side of controller)
    ---------------------------------------------------------
    • Confirm (on menu screens)
    • Fire selected Beam weapon (hold to use Charge Beam)
    • Set Morph Ball Bombs (in Morph Ball mode)

    B BUTTON (small red button below-left of A Button)
    --------------------------------------------------
    • Cancel (on menu screens)
    • Jump (press 2x to Space Jump or 3x to Screw Attack)
• Use Gravity Boost (Jump twice, then press and hold to float (if
underwater)
    • Screw Attack (Jump 3x, then keep pressing to use Screw Attack)
    • Strafe/Dash (only when locked on to target)
    • Charge Boost Ball (in Morph Ball mode)


  ++ 1.3 - MULTIPLAYER CONTROLS
  =============================
  For the most part, the control scheme for Multiplayer is the same as it is in
  the Single Player mode, with the exceptions of how certain game mechanics are
  employed, such as Hacking, or Deathball, etc, etc. Since many of the control
  aspects revolve around the various weapon systems you'll take control of, it's
  a bit difficult to explain exact details here. Refer to Section 8: Multiplayer
  Madness for more information.

--------------------------------------------------------------------------------

====================
== 2. GAME OVERVIEW:
====================
For the most part, Metroid Prime 2 is pretty similar to its predecessor in most
respects, though the game is sizably larger and more detailed than the first
one. Part of what makes the game larger is the addition of Light and Dark Aether
into the formula - in many respects, you're actually traveling across two diff-
erent planets. Read up on the below subsections to get acquainted with the
environments and other important information about Aether that you'll need to
know for your journey.


  ++ 2.1 - LIGHT/DARK AETHER
  ==========================
  Yes, it's a Zelda-ish gimmick, but one that is executed quite masterfully. I
  kid you not, it isn't until I have the Light Suit that I'm able to traverse
  the Dark areas without any amount of anxiety.

  As the story goes, the planet Aether was once a peaceful planet. The Luminoth,
  taking the example of the Chozo as their own, found the planet and decided to
  settle it as their homeworld. However, very much like Tallon IV, this planet
  was soon struck by a Phazon meteor that the Luminoth were powerless to stop.
  The impact literally tore the planet asunder and split Aether into two dis-
  tinct dimension - one normal, and one twisted and dark. The Ing race was also
  spawned by the Phazon meteor, and thus began a bitter struggle between the Ing
  and the Luminoth for survival. Light Aether held half of the planet's energy,
  while Dark Aether held the other half. In time, the Ing captured all of the
  energy except for that stored at the Main Temple Grounds. When Samus arrived
  on Aether on a mission to render aid to the Galactic Federation Marine Corps
  of Squad Bravo, she became entangled in the conflict when the Luminoth's
  Energy Transfer Module bonded to her Power Suit. Samus agreed, then, to help
  the Luminoth because she knew, as U-Mos did, that if the Ing successfully
  conquered Light Aether, that they would soon spread to other planets. Coupled
  with the mystery of the "Dark Samus" she encountered shortly after landing,
  the stage was set for another grand adventure with Samus Aran.

  With that little explanation out of the way, Light Aether is the normal planet
  you'll be traveling around. Dark Aether is a twisted counterpart of the Light
  world where the very atmosphere is poisonous, water becomes poisonous solid
  mass, and the dark Ing reign supreme. Until Samus acquires the Dark Suit, her
  energy will drain at an unbelievable rate when exposed to the atmosphere of
  Dark Aether. During the war, the Luminoth installed multiple Light Crystals
  and Beacons that protected them, and that now will protect Samus. In order to
  proceed through the game, Samus is charged with locating Dark Temple Keys that
  will allow her access to Dark Aether's Energy Controllers. By taking the ener-
  gy from Dark Aether and restoring it to Light Aether, she will help the Lumi-
  noth stave off an Ing victory.

  Many times you'll encounter locked doors or phasing objects that you'll have
  to travel to Dark Aether to unlock or activate. The repetitive switching betw-
  een dimensions adds to the overall difficulty of the game. Now on to some
  details about the areas of Aether.


  ++ 2.2 - PLANETARY AREAS
  ========================
  Aether is comprised of four main areas, but those four also have their Dark
  world counterparts. On the Map screen, use X to alternate between the maps of
  the two dimensions to help you gain a better understanding of how the two
  dimensions interconnect. For the most part, the maps will overlay each other,
  but be mindful of the fact that not all light rooms have a dark version, so
  occasionally when switching maps, you might get shown a different area.

    Temple Grounds
    --------------
    This is the area Samus begins the game in. It is home to the Main Energy
    Controller as well as the landing site for the GFMC. From this area, you can
    unlock paths leading to the various other areas of the game.

    Agon Wastes
    -----------
    This desert region is where the Space Pirates have made their base. It is
    also home to multiple sand creatures, and is your first stop after speaking
    to U-Mos at the Great Temple.

    Torvus Bog
    ----------
    This swampy region is home to some very nasty aquatic creatures, including
    the fearsome Grenchlers. The upper region is mostly on land, but the lower
    region is fully submerged, and will require the Gravity Boost for full
    exploration.

    Sanctuary Fortress
    ------------------
    This advanced technological haven once was home to the Luminoth during the
    more successful days of their war with the Ing. But with the Ing gaining
    control of the security and the mechanoids inhabiting it, it has become a
    very deadly place.

    Sky Temple Grounds
    ------------------
    The Dark Aether counterpart of the Temple Grounds is, ironically, the very
    home of the most powerful of the Ing. Once the Sky Temple is unlocked, it's
    up to Samus to bring down the Ing once and for all.

    Dark Agon Wastes
    ----------------
    The dark counterpart of Agon Wastes is the stomping grounds of many Warrior
    Ing, and holds three keys Samus requires in order to reach the Dark Temple
    and challenge its guardian, Amorbis.

    Dark Torvus Bog
    ---------------
    The dark version of Torvus Bog is far more dangerous than its Light Aether
    version. More Pirate Commandos, Dark Grenchlers, and the gigantic wasp-like
    guardian known as Chykka lord over this area.

    Ing Hive
    --------
    The Ing Hive, surprisingly, isn't the central base for the Ing, but rather
    their dark counterpart of the Luminoth's fortress. The Quads and other mac-
    hines that the Ing have possessed reside here, including the monstrous boss,
    Quadraxis.


  ++ 2.3 HATCHES & TRANSPORTATION
  ===============================
  In Metroid games, the worlds always interconnect, usually through the use of
  elevators and transports, and Metroid Prime 2 is no exception. To travel in
  between the planetary areas, you'll use the large transports. the Great Temple
  provides three pathways that will lead to main transports of major areas. See
  below for a comprehensive listing of other ways to get around.

    - ELEVATORS
    -----------
      - Large Transport: these will transport you between world areas.
      - Micro-Elevator: these usually take you from floor to floor in certain
        areas.
      - Light Warp: once you have the Light Suit, you can step into beams of
        yellow light to warp to different areas.

    - HATCHES/GATES
    ---------------
      - Blue Hatch: can be opened with the Power Beam or Morph Ball Bombs.
      - Red Hatch: blast shield can only be broken with a Missile.
      - Green Hatch: blast shield can only be broken with a Super Missile.
      - Yellow Hatch: blast shield can only be broken with a Power Bomb.
      - Black Hatch: can be opened only with the Dark Beam.
      - White Hatch: can be opened only with the Light Beam.
      - Gray Hatch: can only be opened with the Annihilator Beam.
      - Purple Hatch: these require use of the Seeker Launcher.
      - Luminoth Gate: these require translator modules to activate.

    - MISC.
    -------
      - Dark Portal: provides access to Dark Aether.
      - Light Portal: provides access to Light Aether.
      - Morph Ball Tunnel: tunnels only accessible to the Morph Ball.
      - Kinetic Orb Cannon: use this to rocket across large distances.
      - Spider Ball Track: attach to these red, blue, or amber tracks once you
        have the Spider Ball. Some are very lengthy sets.


  ++ 2.4 - POWER-UP STATIONS
  ==========================
  During your quest, having only a few central locations to return to where you
  could recharge would be cumbersome, so fortunately there are many of these
  helpful areas scattered about the planet. Below are descriptions of these -
  usually all you need to do is walk into the hologram to activate them.

    - SAVE STATION: these are scattered throughout Light and Dark Aether. They
      are marked on the map with an [S]. Step into the hologram to save your
      game data.
    - AMMO STATION: there are very few of these (one is in Dark Agon and another
      in Dark Torvus), and are marked on the map with an [A]. Stepping into this
      refills all Missile and Beam Ammo counts.
    - GUNSHIP: obviously there is only one of these. Located in the Landing Site
      of Temple Grounds, you can visit this to save as well as restock weapons.
    - MAP STATION: there is one per area (Temple/Agon/Torvus/Sanctuary), and is
      denoted with an [M] on the map. Step into the spinning hologram to down-
      load a full area map (you won't receive Dark Aether schematics).


  ++ 2.5 - OBSTRUCTIONS/HAZARDS
  =============================
  Many times during the adventure, your path will be blocked at some point or
  another by various structures. Here's a brief listing of the major ones that
  hinder you, and how to deal with them.

    - BRINSTONE: a type of rock weak to Missiles.
    - TALLORIC ALLOY: a metallic alloy weak to normal Morph Ball Bombs.
    - DENZIUM: a Bendezium compound that is weakened only by Power Bombs.
    - DARK WATER: this substance is poisonous (like Phazon), and cannot even be
      explored until you have the Light Suit as part of your inventory.
    - PHAZON: Phazon becomes increasingly more proliferent as the game progress-
      es. Just like the last game, it is incredibly deadly.


--------------------------------------------------------------------------------

==================
3. TEMPLE GROUNDS:
==================
The first major subsection of the guide covers Samus' journey from the time she
sets down until she reaches the Transport to Agon Wastes. Investigate the fate
of Trooper Squad Bravo, and render assistance if still possible.


  ++ 3.1 - MISSILE LAUNCHER
  =========================
  > ITEMS: Missile Launcher
  > EXPANSIONS: N/A
  > SCANS: Samus's Gunship, GF Gate Mk VI, Worker Splinter, T. Log - "GSCT C.
           Benet", T. Log - "SPC B. Reevs", Bomb Slot, Dark Trooper, Splinter
           Cocoon, Green Kralee, GF Bridge, T. Log - "PFC M. Veroni", GF Gate Mk
           VII, T. Log - "PFC L. Brouda", Growler Class Turret, T. Log - "SPC M.
           Angseth", G.F.S. Tyr, T. Log - "CAPT A. Exeter", T. Log - "LCPL J.
           Brode", T. Log - "PFC G. Haley", T. Log - "PFC S. Milligan", T. Log -
           "SPC F. Triplette", Dark Splinter

  TEMPLE GROUNDS
  ==============
  After you touch down in the Landing Site, you'll emerge from your ship. Begin
  by spinning around to scan your ship ["Samus's Gunship"] for your Log Book,
  then turn and head towards the webbing in the distance. Lock on and shoot it
  with the Power Beam, and head through the blue hatch. Midway into the next
  area, you'll reach a fork. You can't take the left-hand path yet, so head to
  the right and drop into Hive Chamber A. Activate the Scan Visor and scan the
  gate in front of you to add ["GF Gate Mk VI"] to your Log Book, then scan the
  console to its left. Shoot the two lock mechanisms that activate after the
  scan, and morph/roll through the next area when you've cleared enough room.
  You'll end up in another tunnel; run forward while holding L (in other words,
  move sideways to the left) to spot another terminal. Scan it to activate the
  gate in front of you, and again, roll through when you have enough room. There
  is Map Station just ahead of you, so use it if you really want a map of the
  area, and proceed around the bend into the next room.

  Hive Tunnel is a sight indeed. Try to ignore the multiple GFMC Troopers hang-
  ing from the ceiling as you try to scan one of the scurrying rodents to add a
  ["Worker Splinter"] to your Log Book. Shoot the webbing at the far end and
  take the blue hatch into the Command Chamber. Scan the Trooper by the green
  gate for ["GSGT C. Benet"]'s Log Entry, then scan the other Trooper near the
  left-hand corner for ["SPC B. Reevs"]'s entry. Morph under the passage and
  locate the Morph Ball tunnel leading into the next area of the room. Roll to
  the center structure, unmorph to scan the ["Bomb Slot"], the morph and bomb
  yourself (Y in Morph Ball mode) into the Slot, and set another Bomb to acti-
  vate it. After the lock in the next room is disabled, roll out of the slot
  and a cutscene will trigger where some of the dead Troopers are possessed by
  a mysterious black energy. Quickly scan one of them for the ["Dark Trooper"]
  entry, then save some time by just hightailing it into the Morph Ball tunnel.
  More Troopers will zombify in the next room, but you can roll past them, too,
  and scan the gate next to Benet. This will open up a new passage full of more
  Dark Troopers, but you should have the Charge Beam ready for these - there's
  too many for you to just bypass. Blast them away, and run into Hive Chamber B.

  What's this? A cutscene will take place where you get your first in-game peek
  at your evil doppelganger. Watch Dark Samus activate a Dark Portal, and since
  you have no other options, you should just follow her in. Here you'll get your
  first real experience with the twisted dimension known as Dark Aether. Your
  rather noisy arrival alerts a horde of black creatures known as Ing above you,
  and it looks as if Dark Samus herself isn't too pleased by your pursuit. She
  shatters a crystal behind you and leaves you to the Ing. Samus manages to
  escape back into the Light Portal, but not before being assaulted by the Ing,
  an attack which consumes your Bombs, Power Bombs, Missile Launcher, Space
  Jump, Bost Ball, and your Grapple Beam (hey, at least it was better than "oh
  no Samus, you got electrocuted and managed to lose your stuff!"). After coming
  to terms with your loss, suck it up and move on. The end of Hive Chamber B has
  two Morph Ball tunnels obscured by some sac-like creatures. Blast them and
  take the only available one to reach Hive Chamber C. Blast some Dark Troopers
  if you feel like taking out your aggression from the Ing encounter, then head
  through the blue hatch just around the corner (there is a Save Station in this
  room located behind some crates; blast them to reveal the pathway). The first
  hatch, though, leads to the Hive Transport Area. Scan the elevator console to
  your left, and step aboard to reach the upper area of the Temple Grounds.

  Upon emerging in the Industrial Grounds, run forward and scan the red panel
  near a corner to move a large crate from your path. Move into the new area
  a bit slowly so you can scan the ["Splinter Cocoon"] on the wall before it
  breaks. Also scan the ["Green Kralee"] crawling about, and when the cocoons do
  rupture, scan a ["Splinter"] before dispatching them. When they're gone, head
  up and around through a pathway to reach a bridge. Scan it to add the ["GFS
  Bridge"] entry to your Log Book, then scan the panel nearby to activate two
  locking mechanisms. Shoot them to lower the bridge, and continue on into the
  Collapsed Tunnel. Before entering the Morph Ball passage, do scan the dead
  trooper to your right for ["PFC M. Veroni"]'s entry. The next hatch after the
  tunnel will lead out into the Temple Assembly Site, where you'll be greeted
  by one of those awe-inspiring cutscenes. As you move forward, some Splinters
  will attack; ignore them for now and scan the panel on the side of the room
  with the violet hologram. The sequence will lower the crate from before to
  where you can lock on to a weak part of the cable and shoot it down to create
  a bridge to the next area. Head on through into Dynamo Chamber to reach a new
  gate. Scan it for the ["GF Gate Mk VII"] entry, then scan a panel nearby to
  move it out of the way. After this point, you can't go back until quite a bit
  later in the game, so if you missed any scans, you'll have to wait awhile.

  More Splinters will attack in the Communication Area; pay them no mind as you
  run to the rear of the area to find another trooper. Scan it for ["PFC L.
  Brouda"]'s Log entry, then scan the nearby panel to activate the automated
  distress signal (too bad the atmosphere's interfering). The commotion will
  arouse some Dark Troopers when you enter the next area down the hall, but come
  on, they're rather slow getting up, and you can easily make it to the door
  before they realize where you've gone. Take out the Splinters from around the
  corner in Trooper Security Station, and DO NOT shoot the turret until you've
  scanned it for the ["Growler Class Turret"] entry; to my knowledge this is the
  only time in the game that it will appear. After the coast is clear, roll into
  a small tunnel to your right to reach the other side of the gate. Scan the
  console as well as the trooper for ["SPC M. Angseth"]'s entry, then return
  and roll under the slightly-malfunctioning gate. Deal with a few more Splin-
  ters and continue on out to the GFMC Compound.

  There's a lot to scan here, but a cutscene will take over first where Samus
  accesses a console with a log of the Troopers' last stand, essentially. There
  is also a very large crate that you can shoot, but run around grabbing all
  the Log Book entries from the dead Troopers first. They include entries for
  ["CAPT A. Exeter"], ["LCPL J. Brode"], ["PFC G. Haley"], ["PFC S. Milligan"],
  and ["SPC F. Triplette"]. Afterwards, be sure to scan the ship itself to add
  the ["G.F.S. Tyr"] entry to the Log Book, then return to that giant yellow
  crate and blast it open with a Charge Beam shot to find an ever-handy [MISSILE
  LAUNCHER (005/255]. Collecting it will give you five Missiles, and awaken some
  of those nasty creatures that decimated the Marine squadron. Scan the ["Dark
  Splinter"] first, then methodically take them down with Charge Beam shots.
  When they've been eliminated, you can proceed.


  ++ 3.2 - ENERGY TRANSFER MODULE
  ===============================
  > ITEMS: Energy Transfer Module
  > EXPANSIONS: N/A
  > SCANS: Kinetic Orb Cannon, T. Log - "PFC I. Crany", T. Log - "PFC E. Denys",
           War Wasp, War Wasp Hive, Sandbat, Alpha Splinter, Dark Alpha Splinter

  TEMPLE GROUNDS
  ==============
  Once you've destroyed all the Dark Splinters, head up the ramp into the GFS
  ship and hop out through the hole in the side to reach a high ledge. Head
  around the bend and scan the ["Kinetic Orb Cannon"] on the floor, then scan
  the panel to activate it. Morph into the hologram to rocket across the way
  to reach a red hatch. Use the nearby crates if you're out of Missiles, and
  let one fly at the hatch to shatter the protective blast shield. Head through
  the Morph Ball tunnel inside to emerge in an area with yet another dead
  trooper (did these guys have Morph Ball powers??). Scan it to retrieve ["PFC
  I. Crany"]'s entry, then head into the next area, a rather short room called
  Sacred Bridge. The last of the Trooper Logs lies in a corner to the left -
  scan ["PFC E. Denys"]' entry, then roll down a tunnel to the right and scan
  the ["War Wasp"] swarm that attacks you. Eliminate them and scan a panel
  above you to activate another Orb Cannon. Use it to fly up to the other side,
  and continue on into Sacred Path. Fight off some Wasps near the doorway and
  add the ["War Wasp Hive"] to your Log Book before obliterating it, then turn
  to the left-hand wall and (scan it if you need to find the exact weak point)
  fire a Missile to shatter part of it. Now hop down and run to the far-right
  corner. Turn to an alcove to find a panel; scan it to activate a Kinetic Orb
  Cannon, then use that to launch yourself at the cracked wall. The blast will
  shatter the remainder of the wall, and you can use a Morph Ball tunnel (more
  like a cool set of metallic tracks) to wind around to a blue hatch on the far
  end of the room. Head inside and scan the elevator to take you to the Great
  Temple.

  GREAT TEMPLE
  ============
  Upon arriving, head out the hatch into Transport A Access. As you run forward,
  you'll have a chance to scan a ["Sandbat"] as a swarm of them flies forward.
  Don't worry if you don't get them here, they appear quite often in the game,
  and you can scan them then. At this point, you can save your game by rolling
  into a hole in the left-hand wall. Remember this spot, as you can gain some
  Missiles after you have the Morph Ball Bombs. For now, save and head into the
  Temple sanctuary.

  Remember the fight in Metroid Prime against the Beetles and Plated Beetle? The
  next part is similar to that. As you enter the area, a group of Splinters will
  drop onto the scene and become Dark Splinters. Strafe around the room using
  jumps while firing Charge Beam shots to defeat the enemies. After you've taken
  out all of the Dark Splinters, a cutscene will take over. Have the Scan Visor
  ready to scan the ["Alpha Splinter"]. This short battle is pretty much like
  the Plated Beetle fight. Keep a lock on (except keep peppering it with Charge
  Beam shots) and dash out of the way when it rears back and trembles - this
  signals its charging move (this can do a LOT of damage if you're not careful).
  After knocking it around a bit, dark energy will swarm and it'll transform
  into the first mini-boss of the game.
________________________________________________________________________________

    ++ DARK ALPHA SPLINTER STRATEGY ++
    ==================================
    The Dark Alpha Splinter is a beefed up version of its former self, but at
    least it has an energy meter for you to track the damage you're inflicting.
    You can use the remaining Missiles you have for some good damage, but you'll
    inflict more pain if you fire Charge Beam shots at it. When it's far on the
    other side of the room, it's a good idea to pepper it with the Power Beam,
    and save the Charge Beam for when it leaps across the room. Just like with
    the original version, this one'll charge when it rears back and shakes - so
    get out of the way, as this version can kill you with but a few hits.

________________________________________________________________________________

  By destroying the Dark Alpha Splinter, you'll receive what the game calls the
  "Unknown Technology" (this does not count towards your 100% item rate). After
  the cutscene plays out, head forward to the blue hatch and enter the Controll-
  er Transport to reach the Main Energy Controller above you. As you enter, use
  the Scan Visor to scan the ["Energy Controller"] in the distance. Approaching
  it will trigger a new cutscene, where you'll meet the last Sentinel of the
  Luminoth race, U-Mos.


  ++ 3.3 - U-MOS' TALE
  ====================
  > ITEMS: Energy Transfer Module, Violet Translator Module
  > EXPANSIONS: Energy Tank (x1), Missile Expansion (x1)
  > SCANS: Energy Controller, U-Mos (Luminoth), L. Lore - "Origins", L. Lore -
           "J-Fme's Testament", L. LOre - "Our Heritage"

  GREAT TEMPLE
  ============
  U-Mos will relate to you the tale of the great war going on, and through the
  use of nifty hand-generated holograms, show you a Phazon meteor smashing into
  Aether that created a dark twin copy, as well as the Ing race that the impact
  spawned. After telling his story, U-Mos will beg your assistance, since the
  Energy Transfer Module that had been stolen was unknowingly claimed by Samus.
  With it, U-Mos says, she can venture into Dark Aether and take the energy from
  their temples and restore it to Light Aether. Samus agrees to help, and U-Mos
  installs the Violet Translator Module, which will enable Samus to decode
  violet Luminoth holograms. When you regain control, scan U-Mos to add him as
  a Log Book entry ["U-Mos (Luminoth)"], then turn around and scan the violet
  hologram near the door to gain the first Luminoth Lore - ["Origins"]. Upon
  your return to Temple Sanctuary, you'll be able to take new paths. Check the
  map to find which one leads to Transport B Access, and scan the hologram to
  unlock the door leading to the Agon Sector.

  TEMPLE GROUNDS
  ==============
  When you re-emerge in the Temple Assembly Site, avoid the Dark Splinters and
  make a beeline for the red hatch across the room. Shatter it with a Missile
  and head inside to grab the [ENERGY TANK (01/14)], then exit and take the blue
  hatch to your right back through the Collapsed Tunnel into Industrial Site.
  Once back here, run down and scan the large gate with the violet hologram to
  unlock a new path, then scan the dead Luminoth on the ground for another piece
  of Luminoth Lore - ["J-FMe's Testament"]. Head through the blue hatch and go
  down the tunnel (use the Morph Ball to roll for a slightly quicker trip), and
  go through the next blue hatch. Scan the console to activate the transport,
  and head into the small alcove to your left, shooting away the webbing to re-
  veal a [MISSILE EXPANSION (010/255)], then head out to the edge of the cliff
  and scan the violet hologram for the Luminoth Lore - ["Our Heritage"]. When
  you've scanned it, hop onto the hologram and take the transport down to the
  Agon Wastes.

--------------------------------------------------------------------------------

=========================
4. AGON/DARK AGON WASTES:
=========================
The second major subsection covers Samus' journey through the Agon Wastes and
her first major excursions into the twisted Dark World. Locate the first few
key upgrades to your suit, collect the Dark Temple Keys, and defeat the giant
guardian of Dark Agon, Amorbis.


  ++ 4.1 - MORPH BALL BOMB
  ========================
  > ITEMS: Morph Ball Bomb
  > EXPANSIONS: N/A
  > SCANS: Agon Bearerpod, Lumite, Sandgrass, Sandigger, Pirate Trooper, Briz-
           gee, Shriekbat, Alpha Sandigger, Bomb Guardian

  AGON WASTES
  ===========
  From the elevator room, turn and scan one of the nearby plants to add ["Agon
  Bearerpod"] to your Log Book, then head into the next area. Scan a ["Lumite"]
  as it flies around as well as the ["Sandgrass"] at the far end, then take the
  blue hatch into Mining Plaza, where a cutscene will introduce you to your new
  desert-like environment. When you've regained control, move forward a little
  bit to trigger a ["Sandigger"] to emerge from the sand. These can be destroyed
  by shooting them repeatedly, but it's not worth the time right now. For now,
  race across the desert plain and take the red hatch to reach Save Station A.
  Here you can save and scan the Sandbats if you missed them before (you have a
  lot more time to do so here). If you don't save, then just continue to the
  back of the area and start ascending the platforms lining the walls. Along the
  way, you'll have to fire Missiles at the Brinstone columns to collapse them.
  The fallen columns will create bridges across the area that you can use to
  travel. Work your way around to the very top of the area and take the bridge
  to the blue hatch leading to Mining Station Access. Roll through the Morph
  Ball tunnel to reach the hatch leading into the expansive Mining Station A,
  where some old friends will "greet" you.

  Walk into the area and you'll alert some pesky Space Pirates hanging out in
  the area. Scan one to add the ["Pirate Trooper"] entry to your Log Book, then
  methodically take them out. Once they've been eliminated, scan around on an
  upper ledge to capture a scan of a ["Brizgee"], then flip to your Map and find
  where the red hatch is in the room. Make your way there using the ledges in
  the room, and head into Temple Access. Inch around the corner to scan one of
  the ["Shriekbats"] on the ceiling, then blast them as they fly towards you.
  Head through the next hatch to reach the Agon Temple. There aren't any hatches
  for you to access yet, so just head on into the middle of the arena to take on
  another Alpha-type creature. This one's a gigantic Sandigger, and you must
  get a lock quick if you want the ["Alpha Sandigger"] scan entry. After popping
  off a few shots, dark energy will swarm and it'll transform into the first of
  the creatures guarding one of your stolen powers.
________________________________________________________________________________

    ++ BOMB GUARDIAN STRATEGY ++
    ============================
    Just like with the Dark Alpha Splinter, the Bomb Guardian is a beefed-up
    version of its former Alpha self. Start off with a quick scan to add the new
    ["Bomb Guardian"] entry to the Log Book, then work on getting in close so
    you can pepper its tail with Power Beam fire. Whenever its body flashes yel-
    low, that indicates you've scored hits on its weak point

    The boss has a few attacks, most of which involve setting or spewing out
    Morph Ball Bombs. Stay close and keep rapid-firing the Power Beam to damage
    it enough to daze it. Once it's stunned, you'll have a chance to lock onto
    its head. Hit it with about four normal Power Beam shots, then quickly knock
    off a charged shot to take off some significant life. Repeat the strategy
    twice more (being sure to hit it with some normal shots before the charged
    blast - otherwise the fight extends into a fourth round) to fell the beast.

________________________________________________________________________________

  The defeated Bomb Guardian leaves behind the [MORPH BALL BOMB] upgrade. Grab
  it and use it on the Talloric Alloy gate ahead of you, and work your way to
  the hatch at the end of the room.


  ++ 4.2 - SPACE JUMP BOOTS
  =========================
  > ITEMS: Morph Ball Bomb
  > EXPANSIONS: N/A
  > SCANS: Agon Bearerpod, Lumite, Sandgrass, Sandigger, Pirate Trooper, Briz-
           gee, Shriekbat, Alpha Sandigger, Bomb Guardian




    4.1 - Morph Ball Bomb
          - Bomb Guardian Strategy
    4.2 - Space Jump Boots
          - Jump Guardian Strategy
    4.3 - Dark Beam
          - Dark Samus 1 Strategy
    4.4 - Light Beam
    4.5 - Dark Suit
          - Amorbis Strategy


________________________________________________________________________________

    ++ JUMP GUARDIAN STRATEGY ++
    ============================
    How you defeat this boss depends on what route you took earlier. Recall that
    I mentioned you could use a DBJ and some crafty jumping to reach the Judg-
    ment Pit from the back? If you did so, you can locate the Jump Guardian's
    invisible form (it can still be damaged, though!) and fire fifteen charged
    blasts before jumping down to the bottom of the arena, at which point the
    battle will begin normally, allowing you to fire but a single shot to kill
    this mini-boss (be sure to scan it once it becomes visible, if you want the
    ["Jump Guardian"] Log Book entry.

    The other (normal) method involves reaching this area the normal route. Once
    you reach the area in the center, the boss will appear from a ledge high up.
    With its name, obviously it's going to be using some major jumping power.
    When the fight begins, start firing your Missiles at its eye (be sure to get
    a Log Book scan in first), but stop if it glows blue. This indicates it's
    about to Space Jump. Track to see where it goes, and start rapid-firing the
    Power Beam while avoiding its lasers. This boss attacks mostly exactly like
    the Warrior Ing you've faced previously. Deal with that, and you'll be able
    to take it down easily - just watch out for the shockwave that it generates
    when landing from a jump attack.

    As the battle progresses, it will jump more often, so you'll want to pepper
    it to death instead of using Missiles or the Charge Beam. If at any point,
    you forget to scan it, remember that you have just enough time to do so
    during its death animation.

________________________________________________________________________________

  Along with some health and ammo refills, the boss leaves behind the [SPACE
  JUMP BOOTS] upgrade that was stolen from you. Now that you have your trusty
  double jump back, you can start really reaching some more areas. Use your
  new item to exit out of the room via the lower blue hatch (don't bother with
  the red hatch just yet), and return to Portal Site. On your way out, some Dark
  Pirate Troopers will probably bother you. Fight if you want, or just ignore
  them and make a break for the portal at the far end. This is your chance now
  to scan the ["Light Portal"] for the first time, so do it now unless the pesky
  Pirates are hounding you. Hop in and return to Light Aether, where the path
  you opened earlier is now open to you.



________________________________________________________________________________

    ++ DARK SAMUS 1 STRATEGY ++
    ===========================
    The first battle against Dark Samus is pretty easy. Start off by scanning
    her to add the ["Dark Samus 1"] entry to the Log Book, then work on tracking
    her as she zips around the room. Dark Samus can effortlessly break your lock
    on, so don't get frustrated. In this battle, using the Radar can really help
    in locating where Dark Samus is if you can't see her.

    Dark Samus has a limited repertoire of attacks at this point in the game.
    Early on, she'll use a Phazon spread that is pretty easy to avoid, or she'll
    create a Phazon shield that damages you if you're near her. As the battle
    progresses, she'll start attacking the pillars in the room trying to destroy
    them - just run away if she starts directly attacking one of them. Keep your
    Charge Beam active so you can fire off shots when you have the opportunity -
    after you've taken off a significant amount of her health, a cutscene will
    take place where she powers up with Phazon energy. Charged shots seem to do
    less damage, so rapid-firing the Power Beam works best for quick and easy
    damage. She also gains a Shinespark-ish move where she hurls herself at you
    with ferocious speed. Stay away from her except to attack, and you'll take
    her down with minimal effort.

________________________________________________________________________________

  OMG DARK BEAM!!111
  Blahblah more shit here until Amorbitch... I mean, Amorbis.


________________________________________________________________________________

    ++ AMORBIS STRATEGY ++
    ======================
    Amorbis doesn't look *too* threatening, does he? Well, that's primarily be-
    cause he isn't. When he's all assembled, he may look tough, but with that
    Ammo Expansion you're packing, you should take him down in no time. Amorbis
    has three distinct phases, during which you'll be attacking more and more of
    its body. The first time, you'll face one worm, the second time, you'll face
    two, and the third time, all three. While there are multiple Light Zones
    scattered about, you should be able to deal with the boss from the safety
    of just one (usually).

    The battle will begin with the first worm leaping about. When you get the
    chance, turn on the Scan Visor and grab the first entry this boss contrib-
    utes to the Log Book, ["Amorbis 1"]. During this part, if your controller
    rumbles and you see dirt swelling nearby, you'd be wise to move a bit, or
    else risk Amorbis exploding out of the ground nearby (if he hits you at any
    point, it's minus about 50 units or so of energy). When you're able to get
    a lock on the boss, fire a charged Light Beam shot at its head - this will
    force it into its attached phase. When it does so, quickly scan it for the
    boss' second entry, ["Amorbis 2"], then lock onto its armored head. Again,
    fire a charged Light Beam shot at this to break off its armor, then morph
    and roll to the collapsed worm. He'll begin a suction phase (remember the
    fight with the Queen Metroid in Metroid II?). Let yourself be vacuumed up,
    then detonate a Bomb in its tummy to cause damage. When Amorbis spits you
    out, the battle will begin anew, with two worms this time.

    Repeat the battle again, using the Light Beam to take the boss out. If you
    start running low, resort to the Power Beam to take the worm phases out -
    you'll want to save your Ammo for the attached phases (though the refills
    that Amorbis spews out in between phases should include some Ammo refills)
    to keep him from using a devastating (not to mention time-consuming) laser
    attack. Defeat the boss once all three worms have attached to the central
    sphere to win this battle.

________________________________________________________________________________

  The destruction of Amorbis cracks open that giant sphere in the center of the
  room. With it gone, a spinning Samus emblem rotates in its place (anyone else
  ever wonder just why the Suit items always take that distinct "S" shape?). Run
  and claim the prize to earn the [DARK SUIT]. It may look like a chunk of rust-
  ed metal, but this suit item increases your defense and enables you to better
  resist the caustic effects of Dark Aether's atmosphere. With this Suit, you'll
  lose energy at a rate proportional to what you gain back by standing in one of
  the Light Zones. At this point, you can go to the Dark Agon Energy Controller,
  or...

  Looking to save time? You can make the game proceed normally by going to the
  Energy Controller, stealing Dark Agon's energy and returning it to the temple
  in Light Aether, but you might be surprised to know that this sequence isn't
  actually required - the only one that counts is Sanctuary Fortress. To get out
  without taking Dark Agon's energy, collect the Dark Suit, then turn around and
  nullify the Light Crystal near the entrance with the Dark Beam. Space Jump on
  top of the crystal, and Space Jump to the entrance. From here, proceed back
  through the Temple Access, Judgment Pit, back to Portal Site like normal, and
  return to Light Aether.

--------------------------------------------------------------------------------

=============================
== 5. TORVUS/DARK TORVUS BOG:
=============================
The third major subsection covers Samus' journey to the Torvus Bog. What used to
be a sparkling and pristine lagoon is now a swampy marshland. Brave the region
and venture into Dark Torvus to retrieve the Dark Temple Keys protecting the
lair of the Torvus guardian, Chykka.


    5.1 - Super Missile
    5.2 - Boost Ball
          - Boost Guardian Strategy
    5.3 - Seeker Launcher
    5.4 - Gravity Boost
          - Alpha Blogg Strategy
    5.5 - Grapple Beam
          - Grapple Guardian Strategy
    5.6 - Darkburst
    5.7 - Dark Visor
          - Chykka Larva Strategy
          - Chykka Adult/Dark Chykka Strategy



________________________________________________________________________________

    ++ BOOST GUARDIAN STRATEGY ++
    =============================
    Welcome to hell, or at least a small representation thereof. The battle with
    the Boost Guardian is annoying at best, and can severely weather your pat-
    ience. For starters, there are no Light Zones in the arena, which means you
    have to rely on the Guardian's lack of directional ability to gain health
    power-ups, or work on blasting the Inglets that appear throughout the battle
    to refill ammo and health.

    Like the Jump Guardian, the fight starts off against a large Warrior Ing -
    scan it for the ["Boost Guardian"] Log Book entry, then fire either charged
    Light Beam shots (move in close so you do the maximum damage), or try to hit
    it with a Super Missile. You need to deal damage quickly in order to avoid
    prolonging the fight. After a short while, the boss will dissolve and morph
    into a Boost Ball form. Your best bet is to manually try to dodge it while
    still standing - this way you can assault and collect power-ups left by the
    Inglets. Watch the Boost Guardian and wait for it to dissolve into a puddle.
    When it does, morph and set Bombs to damage it (move away while doing so -
    contact with this puddle deals some major damage). After hurting it enough,
    it'll be forced back into its Warrior Ing form. Attack it again with charged
    Light and repeat the process as necessary. Try to stand atop the pillars in
    the room at some point - if the Boost Guardian smashes into them while it's
    boosting, they'll yield Ultra Energy units which can prove invaluable.

________________________________________________________________________________

waa haa seeker missile omg

________________________________________________________________________________

    ++ GRAPPLE GUARDIAN STRATEGY ++
    ===============================



________________________________________________________________________________

--------------------------------------------------------------------------------

==================================
== 6. SANCTUARY FORTRESS/ING HIVE:
==================================

6. Sanctuary Fortress/Ing Hive
    6.1 - Spider Ball
          - Spider Guardian Strategy
    6.2 - Power Bomb
          - Power Bomb Guardian Strategy
    6.3 - Sunburst
    6.4 - Echo Visor
          - Dark Samus 2 Strategy
    6.5 - Screw Attack
    6.6 - Annihilator Beam
          - Quadraxis Strategy

The location of the third Temple is probably one of the most deadly areas Samus
has ever traversed. It's filled to the brim with hatemongering machines who
have turned against their Luminoth masters with the help of the Ing, and rest
assured, they won't be thrilled with your arrival either. To start your trek to
this area, return to U-Mos in the Great Temple to receive your orders, then head
back out and take the path to Temple Transport A. Just inside the door, roll to
the right through a small passage to find a Save Station. Save if you want, but
your real objective is to use a Bomb to blast away the wall behind the Save
Station. Roll around the circular area to find a [Missile Expansion (120/255)],
then continue on your path to reach a new area of the Temple Grounds.

Head into the Sacred Bridge area and you'll come to an impasse. The terminal
doesn't work, so you'll have to switch to the Dark Visor and look at the gate
ahead of you. Charge up the Seeker Launcher and sweep around to pinpoint the
five targets, then release your Missile spread to unlock the gate. Space Jump
across and you'll reach the GFMC Compound once again. There are some nosy Space
Pirates mucking around in your business, so take them out, then scan the rock
that has the emerald Luminoth script to unlock the path to Sanctuary Fortress.
Just inside, you'll be attacked by some ["Luminoth Turrets"] and take them
out with three Missiles apiece. Continue on your path with the Scan Visor active
so you can scan the next encrypted Lore ["The Sky Temple"] and head into the
main area of the Fortress.


++ 6.1 - SPIDER BALL
====================
As you near the entrance, you'll be attacked by turrets. Blast them into obliv-
ion


Once you reach Temple Access, you'll take on another Quad MB mechanoid. Dispatch
it the same as you did the others, then focus on taking out the Quad CM that's
flying around above you. I just strafed it with the Power Beam to conserve Beam
Ammo, but destroy it however you see fit. Once you've taken down the two Quads,
head through the next door into Sanctuary Temple. Drop down and a cutscene will
take over where the two patrolling Quad MBs get possessed by the Ing. Scan them
for the Log Book, then dispose of them exactly the same as you do normal Quads -
take out the heads, then use the Boost Ball to whack them when the red orb
appears.

When they've been taken care of, scan the stuff around you to find gigantic
pieces of an unfinished mechanoid - and proceed to get the sinking feeling that
you're going to be battling this thing once it's completed. Then, use the ledges
and the Grapple Beam to work your way to the topmost platform in the room, and
Grapple again across the chasm to the blue hatch across from you. Enter and use
a Bomb in the Bomb Slot to gain access to the Energy Controller, and scan the
Luminoth Holoprojector to speak to C-Rch, the Sentinel of the Fortress. He tells
you how the Ing have possessed the Quad mechanoids and other stuff, and explains
your goal to take out the Ing Hive. Sounds like fun. He'll also update your
translator and give you the ability to translate cobalt (blue) Luminoth scripts.
On your way out, scan the wall to your right to add another chapter of Luminoth
Luminoth Lore ["Agon Falls"] to your Log Book, then return to Sanctuary Temple.

Grapple back to the middle platform, and inch to the left-hand edge. Try to scan
a ["Mekenobite"] on the platforms below you (don't let it see you, or else you
might have to tough out a pretty nasty battle. Grapple to the platform with the
cobalt Luminoth script and scan it to reveal a new door, then head into Worker's
Path. Here you have to leap from platform to platform to reach a door at the
end. Start by heading down, then turn and scan a panel that activates another
Kinetic Orb Cannon. Use the cannon to boost yourself to the far side of the
area, then head up the remaining ledges to reach Dynamo Works. Before entering
the Morph Ball tunnel, though, scan the mutant Pillbug wandering around in the
tunnel to learn that it's the thug who jacked your Spider Ball ["Spider Guard-
ian"]. When you're done (and hopefully at full energy still), enter the passage
to challenge the sub-boss.

________________________________________________________________________________

    ++ SPIDER GUARDIAN STRATEGY ++
    ==============================
    The Spider Guardian is in some respects one of the toughest bosses, simply
    because you have to really rely on strategy to take it down. It's a pretty
    rough battle, and one that requires an inordinate amount of patience as well
    as careful skill with Bomb Jumping.
    This boss is really just a large Pillbug that you must move through four
    rooms. Each room has electric pylons that will electrocute the Guardian if
    it crashes into them. Obviously, your goal is to make the Guardian hit all
    of them in order to destroy it. The general sequence involves you using your
    Bombs to stun the Guardian, then using its slow downtime to reach the Morph
    Ball Bomb slot that will allow you to raise a gate protecting the electric
    pylons. At certain points, you can use X to zoom in and out of the field.

      PHASE I >>
      This one's fairly simple. Start at the edge of the lowest platform in the
      middle. When the Spider Guardian approaches, drop two bombs so you can
      stun it, then use your third to escape into the safe passage on the left.
      When you cause it to turn green, platforms will appear that let you reach
      the first Bomb Slot. Bomb Jump your way up the rest of the way and roll
      right to reach the Slot. Jump into it, set your Bomb to activate it, and
      DON'T move. Let the boss collide with the first electric field, then fol-
      low it into the next room.

      PHASE II >>
      You'll make liberal use of the Boost Ball in this one. The trick here is
      to wait until the Guardian begins approaching whichever side of the half-
      pipe you're on, then fall down while dropping bombs in the hopes that you
      stun it. Once you do, boost up to the upper-left part of the room and roll
      to the next Bomb Slot. Activate it and drop as quickly as you can to the
      bottom of the half-pipe so the Guardian doesn't hit you.

      PHASE III >>
      This room has another half-pipe. Here, however, boost to the topmost area
      and wait by the break in the platform. When the Guardian starts its app-
      roach, drop down while setting Bombs, and repeat until the boss has turned
      green. Boost up to the top again, and quickly navigate your way to the
      Bomb Slot in the center. Activate it and like with the last room, drop to
      the bottom of the half-pipe until the boss has fled into the next room.

      PHASE IV >>
      There are three Bomb Slots that you must activate this time, and all of
      them require you to keep track of where the Guardian is in order for you
      to force it in certain directions. For the first one, drop to the bottom
      and wait just below the gap in the middle platform. From here, drop Bombs
      to stun the Guardian, and use your remaining one to boost up to the ledge.
      Waiting in the center also keeps you from being hit by the Guardian's
      energy field. When the Guardian turns green, activate the first Bomb Slot
      after the Guardian is on the right-hand side of the screen, but traveling
      left. This will force it to the next level and cause it to hit the first
      energy generator. When the Guardian has returned to the bottom, repeat
      those steps, but make sure the Guardian is on the left-hand side traveling
      right before attempting to activate the second Slot (upper right corner).
      Then repeat those two steps and hightail it to the Bomb Slot in the upper
left corner. If you do this before the platforms retract, the Guardian
will
      race into the third electric pylon and finally die.

________________________________________________________________________________

When the Guardian has died, maneuver up to the new Morph Ball tunnel and roll
through to claim the [Spider Ball] upgrade. Move back out and use the ability
to navigate your way back out of the area. Watch for a track leading upward at
the junction of the third and fourth rooms - head up and left to claim another
[Missile Expansion (XXX-255)]. Now return to Dynamo Access and use the Spider
Ball track (scan the track to add it to the Log Book) to reach a door above
you. Scan the dead Luminoth to gain ["C-Rch's Testament"], then head through the
hatch into the Hall of Combat Mastery. Scan the ["The Final Crusade"] Lore,
then use the nearby Spider Ball track to reach the other side. There's another
[Missile Expansion (XXX-255)] in here, but it takes a bit of work. First off,
find the Spider Ball track that leads into a small wall passage. Navigate your
way to a Bomb Slot, then use the Boost Ball to rocket through the flames to
your right. Bomb Jump up through the moving lasers, then roll left until you
reach a set of three platforms. Time your Bomb Jumps so that you reach the top
one without getting struck by the lasers, and continue rolling left to reach a
Phazon patch. Bomb Jump onto the moving platform, and do so again to attach to
a moving Spider Ball track above you. Repeat this until you reach the Expansion
at the end.

Head out of this little maze back out into the main Hall, where chances are,
you'll probably trigger one of the previously-dormant statues in the wall to
come to life - scan it for the ["Ingsmasher"] Log Book entry. Combat-wise, think
Elite Pirates from the first game and blast away with Super Missiles (the
regular ones take four, and their dark cousins take about seven). Once you've
destroyed it (if it challenged you at all), head back out into the Reactor Core.
Defeat the Rezbits flying about and drop to the very bottom where the Kinetic
Orb Cannon is. Hold R as you fly to latch onto the giant orb, then roll up when
the electric current isn't crackling. At the very top, align yourself on the red
crystal and use the Boost Ball to rocket to the next orb. Continue to repeat
this for every single orb in the room, being mindful of the electrical currents
every other orb, until you reach the end where a handy [Energy Tank (XX/14)]
awaits. Now drop back and go around to the other end of the hallway to scan the
Luminoth script which unlocks a blue hatch leading to the Sanctuary Map Station.
Download the map, then head back out of the Sanctuary Fortress.

As you reach the entrance to the Fortress, your dark nemesis appears and blows
apart your route of escape by destroying the bridge. But you're smart enough
to bypass this inconvenience - roll to your left and latch onto the Spider Ball
track. Use it to travel to the mid-point of the chasm, then use the Boost Ball
to launch from one section of track to the next, and continue on to the other
side of the entry area. Now take out the Turrets again as you head through the
hallways to reach the transport back up to the Great Temple.


++ 6.2 - POWER BOMB
===================




________________________________________________________________________________

    ++ QUADRAXIS STRATEGY ++
    ========================
    Despite its hulking size, the rogue mech known as Quadraxis is quite a bit
    easier than you would think. Like the bosses before it, Quadraxis has more
    than one form, but this one ices the cake by having a whopping five separate
    Log Book entries. Buckle down and have the Scan Visor at the ready - the
    boss won't waste any time in starting off an opening attack.

      PHASE I: MOBILE QUADRAXIS >>
      Quadraxis begins the fight as a giant four-legged mechanoid. In most
      respects, this form is just a giant Quad (hence the name), but each of its
      "feet" have red orbs that appear from time to time. Use these to refill
      any health and ammo expended during this phase. At this point, the boss
      only has one Log Book entry - get in close to the head to acquire the
      ["Quadraxis"] entry.
      Quadraxis has a number of potent attacks that it will use. The first is a
      powerful laser that knocks out your targeting for about five seconds. You
      can't fire if you get struck by this either. If Quadraxis locks on to you,
      morph and boost away to break its lock. Another move is a powerful vortex
      spin, which sucks you in if you're not far enough away. Lastly, the head
      will fire Annihilator Beam shots at you. Quadraxis' weak points are his
      knees, and you'll know which knee to attack by which one is glowing blue.
Target that one and use the charged Light Beam to attack. Two charged
shots
      should disable the knee module and spew out refills. Run around picking
      them up while Quadraxis regains its balance, then renew the fight and sys-
      tematically take down the other three knee joints in the same fashion.
      When all four knees have been disabled, this phase will be over and you'll
      concentrate your attacks on the now-mobile head module.

      PHASE II: HEAD MODULES >>
      During this phase, Quadraxis has three Log Book entries. Start off with
      the immobile body for the ["Damaged Quadraxis"] entry, then scan the head
      for the ["Shielded Head Module"] entry. At this point you can either use
      the Echo Visor to target an antenna atop the main body, or hop on one of
      two slightly lowered leg parts that will give you a semi-clear shot at
      Screw Attacking the antenna (this is a quicker method). A direct hit will
      disable Quadraxis' shield, and you can scan the head again for the ["Stun-
      ned Head Module"] entry before switching on the Echo Visor and using the
      charged Light Beam to attack the individual antennae. Striking these will
      inflict damage, but be wary of the Dark Quads (MBs and CMs) that Quadraxis
      summons to attack while doing so. This phase should last about three or
      so rounds, if you score direct hits and all. After the next cutscene, it's
      on to the final phase.

      PHASE III: FINAL MODULE >>
      The final phase has the last scan of this fight. Scan Quadraxis' head yet
      again for the ["Final Head Module"] entry, then switch to the Power Beam.
      During this phase, Quadraxis' head will use relentless Annihilator Beam
      and multi-missile attacks, so you have to disable it quickly. Stay a fair
      distance away and stun it with two Super Missiles, then watch to see which
      direction it starts floating in. Get to the nearest Quad leg that the
      head module will float by next and use the Spider Ball to reach the top of
      the leg portion. Use the Boost Ball to launch off and land atop Quadraxis'
      magnetically-charged head when it floats by, and drop a Morph Ball Bomb in
      the vulnerable slot near the front. This will reduce Quadraxis to just a
      little bit of health, and restart the process. Stun it again and repeat
      the task of launching and bombing it to bring Quadraxis down for good.

________________________________________________________________________________



--------------------------------------------------------------------------------

=========================
== 7. SKY TEMPLE GROUNDS:
=========================
The final areas are just ahead... This fifth and final subsection of the guide
covers Samus' acquisition of her final upgrades, the Light Suit, and her hunt
for the nine Keys that guard the Sky Temple, home of the most powerful of the
Ing. Recover all nine keys to challenge the gigantic Emperor, and put an end to
the Ing once and for all.


  ++ 7.1 - LIGHT SUIT
  ===================
  > ITEMS: Light Suit
  > EXPANSIONS: Energy Tank (x1), Missile Expansion (x4), Power Bomb Expansion
                (x2)
  > SCANS: L. Lore - "D-Isl's Testament", Dormant Ingclaw

  TEMPLE GROUNDS
  ==============
  Upon arriving back in the Temple Grounds area, proceed back through to reach
  the GFMC Compound. Continue on through the next room to reach Communication
  Area. Ignore the War Wasps and find the large pillar that you can Space Jump
  to. Follow it around to reach a blue hatch leading to Storage Cavern A. Morph
  and boost down the incline to reach another dead Luminoth. Scan the body to
  add the L. Lore - ["D-Isl's Testament"] entry to your Log Book, then head back
  to the Communication Area. One level below you, search for a glass dome cover-
  ing some rock. Destroy it with a Bomb to get a [MISSILE EXPANSION (160/255)],
  then take the normal exit out of here to reach Dynamo Chamber. (Note: if you
  are out of Power Bombs here, you'll have to rely on the Splinters and the War
  Wasps to give you some refills). Use a Power Bomb on the first grate, then go
  into the tunnel and find the cracked wall (scanning if you must). Detonate a
  Power Bomb to clear the path to another [POWER BOMB EXPANSION (-/10)], then
  head into Temple Assembly Site. Ignore all the War Wasps and focus on reaching
  the portal area inside the entry tunnel. Move the block out of the way with
  the Light Beam if you haven't already, and use the Dark Beam to activate the
  portal.

  SKY TEMPLE GROUNDS
  ==================
  The area you'll warp into is the Plain of Dark Worship. Start running to the
  left and head to the Ingworm structure at the far end to find a handy [MISSILE
  EXPANSION (165/255)] nestled in a small nook, then outrun the Warrior Ing that
  crop up back to the portal area, except you should keep heading past this area
  and use your Seeker Launcher to blast open the hatch leading to Lake Access.
  Run through here, firing at the ground to make the Venom Weed retract, then
  head into the Accursed Lake. Head left and leap across the gap, using the
  Light Beacon as a safe zone (supercharge it with the Annihilator to cause the
  Hunter Ing in the room to kill themselves), then activate the Dark Visor. Look
  in the far left corner to find the Flying Ing Cache, blast it once to render
  it visible, and shoot it down when it's closest to you to reveal another SKY
  TEMPLE KEY. Grab it and jump out of the dark water if you fall into it. Don't
  forget to scan the creatures on the back wall for the ["Dormant Ingclaw"] Log
  Book entry. Now return through Lake Access back to the Plain and take the
  portal back to Light Aether.

  TEMPLE GROUNDS
  ==============
  Venture back out into Temple Assembly Site and make a run for the hatch that
  leads to Temple Transport B. Take this up into the Great Temple, and head into
  the Main Energy Controller to speak with U-Mos again. He'll thank you for your
  valiant efforts, but lament that one Dark Controller still remains (you didn't
  think you were collecting those Sky Temple Keys just for a keepsake, did you?)
  in the Dark World. As consolation for asking you to carry out this last task,
  he bestows upon you the [LIGHT SUIT], a powerful fusion (not to mention very
  spiffy-looking) of Chozo and Luminoth technology. With this new suit of bad-
  ness, you'll be invulnerable to the withering atmosphere of Dark Aether, and
  you can now explore the dark water that has been mocking you for so long. As
  a side bonus, you can now use the Temples as warp points to reach any other
  world on the map (except Dark Aether, of course), and travel along Luminoth
  light warp system (remember those bright yellow beams? Yeah). Bid farewell to
  U-Mos, and use the warp to return to Agon Wastes.

  AGON WASTES
  ===========
  Your warp point will set you down in the Agon Energy Controller. Head back to
  Agon Temple and take the dark hatch to reach the Mineshaft. You should have
  already collected the Energy Tank in here, but if for some reason you didn't,
  now's a good time to grab it. Return to Mining Station B and use a Power Bomb
  on the weakened wall to reach a light hatch, which in turn leads to another
  [MISSILE EXPANSION (170/255)]. Head back into the Mineshaft and back to Agon
  Temple. This time, head across and take the light hatch to reach the giant
  Sandcanyon. Screw Attack out to the platform in the center (take the Kinetic
  Orb Cannon to the other side and do it from there if you can't make it), then
  detonate a Power Bomb to destroy the tower and reveal another [POWER BOMB EX-
PANSION (-/10)]. Go back now to the far side of Sandcanyon (the side you
didn't
  come from, and take the hatch to reach Ventilation Area A. Use some Double
  Bomb Jumps in this room to reach the [MISSILE EXPANSION (175/255)], then take
  the path that leads down the center of the area (look on the map if you're not
  sure what I mean), and take the transport there back to Sanctuary Fortress.


  ++ 7.2 - SONIC BOOM
  ===================
  > ITEMS: Sonic Boom
  > EXPANSIONS: Energy Tank (x-), Missile Expansion (x13), Power Bomb Expansion
    (x-)
  > SCANS: Ing Larva Swarm, L. Lore - "B-Stl's Testament", Metroid Cocoon, In-
    fant Tallon Metroid, Dark Lift Crystal, Watchdrone

  SANCTUARY FORTRESS
  ==================
  This section begins in Sanctuary Fortress and takes you back through the three
  world areas to gather the Sky Temple Keys. From the Transport, enter the Hall
  of Combat Mastery and take the portal at the far end to reach Dark Aether.

  ING HIVE
  ========
  Head into Culling Chamber from the portal area, and use the red Spider Ball
  tracks to reach another small Morph Ball maze. Follow the tracks, Bomb Jumping
  where necessary, to reach the SKY TEMPLE KEY in the middle of the glassed-in
  wall. Exit out and head out the back route of the room into Unseen Way. Screw
  Attack across the gap (taking out the Dark Preeds or the Dark Tallon Metroids
  that may interfere). Head through the next hatch into the Hive Reactor. This
  is the Dark counterpart of Reactor Core, so you should be fairly familiar with
  it. Drop to the bottom, where you'll awaken a Dark Ingsmasher. Run away from
  it and take the red hatch at the bottom to reach a Save Station, and the blue
  hatch on the other end to reach an Ammo Station. Refill, then head into Hive
  Reactor Access.

  You can try to be brave and just Screw Attack through the swarm of Nightbarbs
  circling the center platform, but your timing needs to be spot-on. You can
  also hang back and blast the Nightbarbs so you can make a safe jump. However
  you do it, take the hatch at the bottom into the Entrance Defense Hall. Move
  about halfway through the tunnels, then pivot and start walking backwards. For
  some odd reason, I can't get the ["Ing Larva Swarm"] to appear except by back-
  ing up. Scan it for the Log Book, then continue out into the Hive Entryway.
  The large gap here is filled with Dark Preeds. Space Jump out and use the
  Screw Attack to reach the other side, where you'll find a Light Warp. Take it
  to reach an area higher up, and Screw Attack back across the gap to the empty
  platform. Switch to the Dark Visor and attack the Flying Ing Cache, then claim
  the last SKY TEMPLE KEY from this area.

  Return through the Hive Reactor (you'll have to fight that Dark Ingsmasher;
  so set Power Bombs to kill it) and head back the way you came from the Culling
  Chamber. Then take the portal back to Light Aether.

  SANCTUARY FORTRESS
  ==================
  Get back out into the main area and use the Boost Ball to rocket to the blue
  hatch on the other side. Head back through the Minigyro Chamber back to the
  Reactor Core. Drop all the way to the bottom and take the right-hand path (the
  one leading to the Map Station) to find another Light Warp. Take it to net
  another [MISSILE EXPANSION (180/255)], then backtrack *all* the way back to
  the Agon Wastes Transport you started this little looping trek from.

  AGON WASTES
  ===========
  Return to Ventilation Area A and take the remainder of the path to reach a
  passage back to the Main Reactor (where you fought Dark Samus). This time, you
  will end up in a small nook you couldn't access before. Check out the deceased
  Luminoth to add the [L. Lore - "B-Stl's Testament"] entry to your Log Book,
  then drop down to the main area. Locate the Spider Ball track on the wall just
  around the corner, and roll up to a series of moving Spider Ball platforms.
  The trick here is to boost from track to track in the split moment that the
  platform across from you and the one you're on line up. Complete this bit of
  trickery, and Boost through to a small catwalk with a glass dome. Bomb the
  dome to uncover another [MISSILE EXPANSION (185/255)], then drop down and take
  the main elevator back to the upper floor. Take the blue hatch at the far end
  to reach Sand Processing. Eliminate the turrets, then use the half-pipe to
  boost up to a Morph Ball tunnel. Roll through and scan the console to activate
  the nearby Bomb Slot, then use it to drain the sand. Drop back down and claim
  the [MISSILE EXPANSION (190/255)]. Continue on out into Bioenergy Production,
  and take down the Metroids flying about. Go back to the console at one end of
  this room to re-align the platforms - they should be in the same position you
  left them in. Jump up to the highest one, then use your Map to align your tra-
  jectory. Space Jump out so you clear the rockface in front of you, then steer
  your Screw Attack in so you land on the ledge with the green hatch (thus sav-
  ing you navigating a lengthy Spider Ball segment). Use a Super Missile to blow
  it open and grab the [MISSILE EXPANSION (195/255)] inside.

  Now continue your little trek down memory lane back out into Biostorage Stat-
  ion, and eliminate any Metroids flying around (charged Dark Beam + Missile),
  then head to the dark hatch and grab the [MISSILE EXPANSION (200/255)] from
  inside. Drop down and head towards the exit. If you turn around and there are
  no cocoons hanging around, you'll have to go two rooms ahead (into the Command
Center), and then back to spawn them. Scan a ["Metroid Cocoon"] and an
["Infant
  Tallon Metroid"] that emerges for the Log Book, then return to the Command
  Center and use the Dark Portal to reach Dark Agon again.

  DARK AGON WASTES
  ================
  You're a woman on a mission, so let nothing stand in your way. Take the light
  hatch into Feeding Pit Access, then drop into the dark water in Feeding Pit to
  find a [POWER BOMB EXPANSION (-/10)] tucked away in a small nook, then head
  through the Watering Hole into the giant Phazon Site. Multiple Dark Tallon
  Metroids will show up to make your life miserable, so try Screw Attacking them
  to rid the area quickly. Now, remember the platform-hopping episode you went
  through earlier to scan a console? Do the same, except this time Screw Attack
  over to the Annihilator Hatch. Head on inside to claim the [SONIC BOOM CHARGE
  COMBO]. This powerful weapon combines the Light and Dark Beams into a powerful
  combo attack that decimates nearby foes. Just be careful - it consumes 5 Miss-
  iles and 30 units of each Ammo type.

  When you're done celebrating your latest find, exit and take the blue hatch
  after the elevator to reach Bitter Well. Head into the Save Station and save
  if you want, then go into the Hall of Stairs. Lock on and scan the ["Dark
  Lift Crystal"] for the Log Book, and continue along the path to reach Dark
  Oasis. Detonate a Power Bomb on the wall across from the blue hatch, and
  eliminate the Hunter Ing. Then drop into the Dark Water and do your stuff to
  the Flying Ing Cache. Collect another SKY TEMPLE KEY and  move along your way
  back into Doomed Entry. Now take the other Dark Hatch and go to Battleground.
  From the entrance, turn on the Dark Visor to line up your jumps. Space Jump
  on top of the Ingclaw to your right, then use the Screw Attack to reach the
  ledge with the two Warrior Ing (they've probably moved by this point). Then
  simply Screw Attack again to the ledge with the Flying Ing Cache. Bag it and
  the SKY TEMPLE KEY, then take the hatch you didn't before to reach Warrior's
  Walk. Detonate Bombs on the metal grating, and quickly roll to the [MISSILE
  EXPANSION (205/255)] at the far end of the Phazon pit. Jump back out and head
  into Judgment Pit. Ignore the bothersome Warrior Ing and head into Junction
  Site. Use the Spider Ball tracks to reach a Bomb Slot, which you can activate
  to reveal another [MISSILE EXPANSION (210/255)], then continue until you reach
  the Portal Site. Ignore or defeat any enemies that hound you, and take the
  portal back to the Light World.

  AGON WASTES
  ===========
  From Portal Terminal, head out to Mining Station A, and locate the cracked
  wall at the base of the area. Use a Power Bomb to blast a path to a Kinetic
  Orb Cannon, then use that to attach to a Spider Ball track high up at the top.
  Spider your way to the [MISSILE EXPANSION (215/255)], then head into Mining
  Plaza. Here, turn on the Echo Visor and locate the three sonic devices, and
  disable each to align energy channels into sequence. The energy beam which
  results from this will blast a path open opposite you. Screw Attack across the
  gap to claim the [ENERGY TANK (13/14)], then head into Save Station A and go
  through the sandfalls on the other side to reach the Transport leading to the
  Torvus Bog.


  ++ 7.3 - SUNBURST
  =================



    7.3 - Sunburst


  ++ 7.4 - THE FINAL BATTLES
  ==========================
  > ITEMS: N/A
  > EXPANSIONS: N/A
  > SCANS: L. Lore - "B-Stl's Key", L. Lore - "J-Stl's Key", L. Lore - "J-Fme's
           Key", L. Lore - "M-Dhe's Key", L. Lore - "D-Isl's Key", L. Lore - "C-
           Rch's Key", L. Lore - "S-Jrs's Key", L. Lore - "G-Sch's Key", L. Lore
           - "S-Dly's Key" L. Lore - "A-Kul's Testament", Emperor Ing Head, Emp-
eror Ing Body, Emperor Ing Eye, Emperor Ing Chrysalis, Mutated
Emperor
           Ing, Dark Samus 3, Dark Samus 4

  This is it, the prelude to the final battles. Wherever you are in the Light
  World, do yourself a favor by stopping by your Gunship to restock energy and
  all your ammunition. Save while there, then return to the Meeting Grounds. Use
  the nearby portal in Hall of Eyes to reach the Sky Temple Grounds, and head to
  the Sky Temple Gateway. Once you get inside, wait out the cutscene with the
  Energy Controller, and head to the center of the arena. Don't step in the red
  light just yet - you need to scan all the entries in here first. Scan the dead
  Luminoth for the [L. Lore - "A-Kul's Testament"] entry, then scan each of the
  nine posts for the following entries:
   > [L. Lore - "B-Stl's Key"]
   > [L. Lore - "J-Stl's Key"]
   > [L. Lore - "J-Fme's Key"]
   > [L. Lore - "M-Dhe's Key"]
   > [L. Lore - "D-Isl's Key"]
   > [L. Lore - "C-Rch's Key"]
   > [L. Lore - "S-Jrs's Key"]
   > [L. Lore - "G-Sch's Key"]
   > [L. Lore - "S-Dly's Key"]
  Once you've scanned all nine of the posts, step into the red light to return
  all nine of the Sky Temple Keys to their proper posts, and it will unlock a
  Light Warp which leads towards the Sanctum. In the new area, use the platforms
  along the wall to reach a Save Station (use it), then from there, Screw Attack
  across the gap to reach a Blue Hatch leading to a Wall Jump area. Use the
  Screw Attack and Wall Jump up to reach the final hatch. Take a breath before
  heading inside - the final battles await on the other side.

  After the cinema where Samus discovers the Energy Controller, gigantic, mass-
  ive tentacles try to envelop her. The entity steals the energy and seals it
  inside its massive body. The enemy you'll fight next is quite appropriately
  named, as it truly is the "emperor" of all the Ing.

________________________________________________________________________________

    ++ EMPEROR ING STRATEGY ++
    ==========================
    The Emperor Ing can be pretty tough, given how durable the thing is. This
    boss has three distinct phases, each of which can be a bit stress-inducing.
    A cutscene will precede each phase (and well, they all look remarkably diff-
    erent), so you needn't worry about knowing how far along you are. The foll-
    owing strategies are designed for speed victories, so if you're not feeling
    up to complete ownage of the Emperor, take it a bit slower.
    (credits go to Solr_Flare and Sparky for devising most of this method)

      PHASE I: HEAD/BODY/EYE >>
      When you first begin the battle, it'll take the form of a giant base with
      a spinning tentacled head. Scan the first two entries for the Log Book,
      ["Emperor Ing Head"] and ["Emperor Ing Body"], then work on using your
      Missiles or the Power Beam to take out the tentacles. They in of themsel-
      ves are pretty deadly, as they can slap you, create a large darkburst, or
      even summon deadly tentacles from the Light World (don't ask how...). The
      easiest method to dealing with them at this phase is simply to bide your
      time; eventually the tentacles will start pounding the ground. Morph and
      detonate a Power Bomb to take out as many, if not all, as you can. When-
      ever all the tentacles are gone, the Emperor will assume a new form;
      quickly scan it for the ["Emperor Ing Eye"] Log Book entry. This one is a
      bit tougher, as you have a limited time to manually target the slit in
      between the two core halves. Some recommend the Sonic Boom, but you can
      take it out if you place four well-timed Super Missiles in between the
      core halves. This may take two rounds; if it does, morph as soon as the
      Emperor re-forms into its original form and try to set off a Power Bomb
      to take out the tentacles when they immediately start a ground-pounding
      phase. When the Emperor is in its eye form, keep strafing so as not to get
      wasted by its withering laser beam - this cancels out any attack you were
      trying AND shoves you into the Phazon, which drains energy rapidly any-
      how. Once you've depleted the Emperor's energy meter, it'll curl up into
      yet another new form, and it'll be time for phase II.

      PHASE II: CHRYSALIS SHELL >>
      The area quickly fills with poison gas, so quickly scan the gigantic shell
      in front of you for the ["Emperor Ing Chrysalis"] form, then morph and use
      the Spider Ball to navigate along the surface of the shell. Your scan will
      reveal eleven weak points on the incubation shell, but your task is made
      more difficult by the Inglet puddles swarming on its outer shell. Work on
      bombing them to make them drop refills (if you get a whole mess of them,
      you can effortlessly repair any damage the first form might've inflicted
      on you). Your goal, however, is to stay over one of the yellowish circles
      dotting the sphere. When purple bubbles start emerging, do your best to
      set three Bombs and MOVE. The tentacles that shoot out will knock you off
      into the poison gas if you don't, but three Bombs is what it takes to
      wipe out the tentacle. Work on taking out the bottom row first, as halfway
      through, the poison gas will rise and make your life a bit more miserable.
      Once the bottom ones have been eliminated, try using Power Bombs on the
      remaining ones, since tentacles will pop out of more than one area at a
      time, and the quicker you end this phase, the better. When all eleven have
      been obliterated, the Chrysalis will crack open and you'll meet the "real"
      Emperor Ing.

      PHASE III: MUTATED EMPEROR ING >>
      I'll be honest - I've heard many people refer to this thing as a "Dark
      Metroid Prime". Folks, it's not. Aside from the spidery appearance, this
      ... thing is just a gigantic Warrior Ing. With that out of the way, it's
      time to begin your task. The Emperor this time has a whole array of moves
      that it won't hesitate to use in order to smash you to bits. Hopefully
      you still have a full complement of Beam Ammo, because you'll be going
      through a ton of it in this fight (it's ironic that, if you use *just* the
      Annihilator Beam, the Emperor takes exactly 250 hits, eh?). The Emperor
      Ing has a giant mouth that protects its inner core, and it's protected by
      three phasic shields - Neutral, Light, and Dark. Fortunately for you, the
      Annihilator affects all three, but you'll definitely want to use Missiles
      or Super Missiles during the orange phase (Neutral) in order to conserve
      your Beam Ammo.
      The Emperor has a giant version of the Warrior Ing laser attack (it makes
      about five or six at one time), but this can be easily dodged, and it has
      a variety of other moves, like a Space Jump (which creates a shockwave
      when it lands), and a good old-fashioned trampling move. A more rarely-
      used attack is a Dark Freeze, which immobilizes you, but this is only
      used during its Dark phase, and even then, fairly sparingly. When its in
      its orange phase, use Missiles or the Power Beam to cause damage to its
      shield; the Emperor will react violently when the shield is broken. At
      this point, switch to the Annihilator Beam and move in to a fairly close
      range to ensure that your shots connect with the mouth. Don't shoot when
      it closes, or else you won't cause damage. During white or purple phases,
      go ahead and use the Annihilator to break its shield, then pour on the
      pain with the Annihilator when the shield is down. Occasionally when the
      Emperor tramples across the arena, you can lock on to a small hole in its
      err... back, and fire upon that. Don't fret if you run out of Beam Ammo
      (because you will on Hard Mode), Emperor Ing will create swarms of white
      bugs that drop loads of ammo refills. Continue this process until you've
      defeated the Emperor Ing once and for all.

________________________________________________________________________________

  Phew, that's over with. Samus reclaims the energy from the Sky Temple, and as
  a result, the entire world of Dark Aether becomes unstable. Platforms rise in
  the center of the Sanctum, enabling you to escape to the really spiffy remix
  of NES Metroid's (and Zero Mission's) "Time Bomb Set! Evacuate!" theme. You
  only have eight minutes to get out, so quickly climb the ledges and use the
  Screw Attack to reach the blue hatch leading out. Work your way back out the
  way you came, taking the Light Warp to the Gateway.

  But you're not finished yet... you didn't think Dark Samus was going to go out
  that easily, did you? Dark Samus traps you in the Gateway, and my does she
  look badass now (that translucent body remind you of anyone? Hmmm?). She wants
  a rematch, and she's not holding anything back this time. That's good, because
  neither should you. After all, the timer is still ticking... Work quickly, or
  suffer the consequences.*

________________________________________________________________________________

  ++ DARK SAMUS 3/4 STRATEGY ++
  =============================
  Dark Samus has two phases during this battle, along with two separate entries
  for the Log Book. There is no cutscene to separate the two phases, so you'll
  have to just memorize it. Her first phase is fairly similar to the previous
  battles. Scan her for the ["Dark Samus 3"] entry, then pepper her with the
  Annihilator Beam (if you have any left after the Emperor fight). When she
  glows bright blue, make a run for her directly and stand a little bit behind
  her to avoid her Phazon Beam of near-death. When she lands, she'll turn invis-
  ible, forcing you to track her with the Echo Visor (it is possible, however
  difficult, to land the Super Missile before she becomes invisible, thus making
  the fight a bit quicker). Switch to the Visor and fire a Super Missile when
  she's in range, and this should force her back into visible mode. If she con-
  tinues to fire the Phazon Beam, wait her out and attack her with another Super
  Missile when she goes into her Echo phase.

  The second phase begins when you've depleted 30% or so of her life meter. She
  will glow bright blue and hover in the center of the arena. Pop out the Scan
  Visor and scan her for the final entry to the Log Book - ["Dark Samus 4"] (and
  if you've followed this guide to the letter, you'll complete 100% of the Log
  Book and unlock yet another art gallery). Her scan reveals that you must hurt
  her with Phazon energy, but you have no Phazon Beam! The trick here is to stay
  in front of Dark Samus at all times, moving left and right only to avoid the
  Phazon Comets she fires at you. Keep the Power Beam charged AT ALL TIMES, or
  else you will never score any hits on her. Eventually, her Phazon bubble she
  has encased herself in will expand and shoot out multiple Phazon bursts. Use R
  to manually look at these, and try to absorb at least three of them into your
  Arm Cannon. Once you have, your Cannon will glow blue, and you must quickly
  re-lock onto Dark Samus and fire your Phazon-charged burst. This will take off
  a good deal of damage, and she will probably continue to fire Phazon Comets
  for a time (you might get lucky and get two phases of Phazon Bursts in a row,
  though). When her bubble shrinks and Dark Samus drops to the ground, have your
  Power Beam charged, and fire off a Super Missile as soon as she recovers from
  her kneeling position. This will force her immediately back into her bubble
  mode, at which point you just have to repeat the absorption strategy until she
  has been defeated.

________________________________________________________________________________

  * If you die to Dark Samus, continue from your last save when prompted - this
    way you won't have to re-fight the Emperor Ing.

  The ending cinematic here is spectacularly done, in my opinion. Dark Samus is
  defeated, and she is vaporized as she claws her way towards Samus, apparently
  trying to merge with the energy of the Light Suit. Samus realizes she is still
  trapped when a pack of Warrior Ing arrive on the scene, but her luck changes
  when a wall shatters behind her, revealing a portal. She barely escapes from
  the Ing as she activates the portal and returns to the Hall of Honored Dead.
  Behind her, the final screams of the Ing as their Dark world is destroyed can
  be heard...

  Back in the Great Temple, the surviving Luminoth, along with U-Mos, stare in
  what we guess to be gratitude at the Main Energy Controller as it receives
  the final energy transfer. Samus relinquishes the Light Suit, and is saluted
  by all the Luminoth as she leaves the Temple. She disappears into the blinding
  light with a wave.

  What happens next depends on your item percentage rating. If you collected be-
  tween 1 and 74%, then Samus walks up to her ship and boards like normal. Any-
  thing between 75 and 99% nets an ending cinema where Samus removes her entire
  suit (in a fashion similar to Zero Mission). Camera fades out as she stares
  into the sun. The credits roll and your final item percentage and timestamp is
  displayed on the Mission Final screen.

  If you successfully obtained 100%, you're treated to a less-than-spectacular
  ending cinema after the credits where you see Phazon particles re-form in deep
  space into a noticeably brighter blue Dark Samus. Perhaps a foreshadowing of a
  Metroid Prime 3?

--------------------------------------------------------------------------------

==========================
== 8. MULTIPLAYER MADNESS:
==========================

    8.1 - Mode Overview
    8.2 - Levels & Combat






--------------------------------------------------------------------------------

=========================
== 9. SAMUS' POWER SUIT:
=========================
You're given a bit of a break this time around - you only lose a sizable portion
of your Power Suit goodies as opposed to the entire cache like the last game.
After Dark Samus leaves the Ing to feast on you, you'll lose your Morph Ball
Bombs, Missile Launcher, Space Jump Boots, Boost Ball, Power Bombs, and Grapple
Beam. So yes, you'll be spending quite a while getting those items (and a whole
lot more) back during your stay on Aether.


  ++ 9.1 - ARMOR SYSTEMS
  ======================
  You begin the game with the Varia Suit, and will find two extra suit upgrades
  during your journey. All three suits provide the same basic life-support func-
  tionality, but where they differ is how well each protects you from the poison
  environment of Dark Aether. Below you'll find descriptions of each suit.

    > VARIA SUIT (Location: N/A)
      The Varia Suit is an advanced Chozo exoskeleton/battlesuit specially built
      for Samus Aran by the Chozo. It is well-shielded against attack, and its
      modular nature allows for the equipping of visors and other battle gear as
      needed.

    > DARK SUIT (Location: Dark Agon Wastes - Dark Agon Temple)
      The Dark Suit reduces the effects of Dark Aether, and enhances defensive
      shielding capabilities. Even though it is able to better withstand the
      caustic effects of Dark Aether's atmosphere, dark attacks still can cause
      heavy damage, and your energy loss rate is proportial to the recovery rate
      of a Light Zone.

    > LIGHT SUIT (Location: Great Temple - Main Energy Controller)
      The Light Suit is a fusion of Luminoth and Chozo battlesuit technology
      that is completely resistant to the harmful effects of Dark Aether. With
      it, you can also travel unimpeded in Dark Water, and you can also access
      Luminoth energy transport systems.


  ++ 9.2 - VISOR SYSTEMS
  ======================
  Being in first-person perspective, you obviously fight from the visor view.
  As an intergalactic Space Hunter, Samus has many items at her disposal, some
  of which include visor enhancements. The extra visors enhance Samus' ability
  to see outside of normal spectra - below, you'll find descriptions of each
  visor Samus can use.

    > COMBAT VISOR (Location: N/A)
      The Combat Visor is the default visor. It provides you with a basic HUD
      that includes Ammo and Missile counts, mini-map, radar, threat assessment,
      energy gauge, and lock-on reticules. Use this during most battles.

    > SCAN VISOR (Location: N/A)
      The Scan Visor is used for data collection and analysis. It enables a mag-
      nifier in the viewscreen that will locate scannable targets. Scanning
      objects can activate devices or reveal enemy weaknesses.

    > DARK VISOR (Location: Dark Torvus Bog - Dark Torvus Temple)
      The Dark Visor can be used to detect interdimensional objects that are not
      normally seen in the visible spectra. Objects and enemies that exist in
      transdimensional areas will be highlighted with the Visor.

    > ECHO VISOR (Location: Sanctuary Fortress - Aerie)
      The Echo Visor uses sound waves to detect unseen objects and enemies. Some
      enemies cloak themselves with sonic powers, rendering them invisible. Use
      the Echo Visor to interact with sonic-based security systems.


  ++ 9.3 - MORPH BALL SYSTEMS
  ===========================
  The Morph Ball is an advanced Chozo technology that allows Samus to assume the
  shape of a sphere in order to access narrow passageways. While in Morph Ball
  mode, Samus is able to set Bombs and use abilities not normally available. The
  various Morph Ball upgrades are detailed below.

    - Morph Balls
    =============
    > MORPH BALL (Location: N/A)
      The Morph Ball transforms the Varia Suit into a compact, mobile sphere.
      Like the Varia, it is modular and able to accept numerous modifications to
      its structure. Press X to activate the Morph Ball.

    > BOOST BALL (Location: Dark Torvus Bog - Dark Torvus Arena)
      The Boost Ball can be used to quickly accelerate the speed of the Morph
      Ball by charging. When using the Boost Ball, press B to activate a quick
      boost, or hold to charge for a longer speed boost. The Boost Ball can also
      be used to navigate half-pipes.

    > SPIDER BALL (Location: Sanctuary Fortress - Dynamo Works)
      The Spider Ball magnetizes the Morph Ball, allowing it to attach to any
      magnetically-charged surface. When traveling along a magnetic track, hold
      R to stay attached to the surface. Sometimes, you can hold B to charge the
      Boost Ball and "launch" to and from various magnetic surfaces.


    - Bomb Systems
    ==============
    > MORPH BALL BOMB (Location: Agon Wastes - Agon Temple)
      The Morph Ball Bomb is the default weapon for the Morph Ball. Press A when
      morphed to drop Bombs, or drop them in timed sequences to perform a "Bomb
      Jump". Morph Ball Bombs have a limitless supply, but you can only set
      three at a single time. Bombs can be used to activate devices or destroy
      cracked surfaces or structures made of Talloric Alloy.

    > POWER BOMB (Location: Dark Torvus Bog - Undertemple)
      The Power Bomb is the strongest Morph Ball weapon, and can be used to
      affect wide-range areas or destroy compounds such as Denzium. Press Y when
      in Morph Ball mode to set a Power Bomb. Power Bombs have limited ammo -
      increase your capacity by collecting Power Bomb Expansions.


  ++ 9.4 - MOVEMENT SYSTEMS
  =========================
  Part of Samus Aran's power is her agility and jumping prowess. Without certain
  Chozo (or in this case, Luminoth) upgrades, though, she's only as capable as
  her suit permits. The following items enhance Samus' movement abilities.

    > SPACE JUMP BOOTS (Location: Dark Agon Wastes - Judgment Pit)
      The Space Jump Boots can increase jumping height by adding special thrus-
      ters to your boots that allow you to jump again while in mid-air. Press B
      to jump once, then B again in mid-air to double jump. The Space Jump can
      be used to reach higher areas than a normal jump allows.

    > GRAVITY BOOST (Location: Torvus Bog - Main Hydrochamber)
      The Gravity Boost is a special Luminoth upgrade that allows for unhindered
      movement in aquatic environments by making use of special armor and visor
      modifications. When in water, press B twice to Space Jump, then B again to
      engage the Boost thrusters that allow you to float for a short time. Use
      the added boost to gain additional height.

    > GRAPPLE BEAM (Location: Dark Torvus Bog - Sacrificial Chamber)
      The Grapple Beam allows you to swing back and forth from special points in
      the environment. Grappling Points appear in your Visor as special Grapple
      Hook icons. Press and hold L to fire the Grappling Beam. Hold L to stay
      connected; let go to release. The Grappling Beam can be used to cross wide
      gaps. While grappling, you can alter your trajectory as well as fire your
      Arm Cannon, however, you cannot lock-on to any objects.

    > SCREW ATTACK (Location: Sanctuary Fortress - Vault)
      The Screw Attack is a modular add-on to your mobility systems that allows
      for extensive travel over lengthy distances without use of a Grapple Beam.
      While Space Jumping, press B to start screwing, then press B repeatedly to
      continue the jump. While screwing, you can defeat enemies in your path,
      and you can maintain a maximum of five consecutive jumps. With the Screw
      Attack, you can also "wall jump" off of specially charged surfaces.


  ++ 9.5 - WEAPON SYSTEMS
  =======================
  Samus' attack power comes from the strength of her various weapons. In prev-
  ious (and future) adventures, Samus has use of powerful beams such as the
  Spazer, Ice, Wave, or Plasma Beams. Given the situation on Aether, however,
  those beams do not apply, and Samus is instead given beams specifically built
  to combat the threats of Dark Aether. Below are the various weapon categories
  and descriptions of each weapon.

    - Beam Weapons
    ==============
    > POWER BEAM (Location: N/A)
      The Power Beam is the default Arm Cannon weapon, and has the best rate of
      fire. Press A to fire, and press A to use the Charge Beam function. This
      beam can open blue hatches and eliminate weak enemies quickly. Press Y
      when charging to use the Super Missile Charge Combo.

    > CHARGE BEAM (Location: N/A)
      The Charge Beam is the primary power-up to the Arm Cannon, and enables an
      energy-storing function that allows Samus to fire more powerful shots.
      Press and hold A when firing to activate the Charge Beam. When charging
      with any beam, press Y to use its Charge Combo (if you've acquired the
      requisite upgrade).

    > DARK BEAM (Location: Agon Wastes - Storage D)
      The Dark Beam is capable of firing blasts of shadow energy that can hinder
      enemies and objects, as well as nullify Luminoth Light Crystals and/or
      Beacons. This Beam has a good effect against creatures of the Light World,
      and a limited effect on Ing and other dark creatures. Charging the Dark
      Beam creates the Entangler, which is capable of freezing enemies.

    > LIGHT BEAM (Location: Dark Agon Wastes - Ing Cache 1)
      The Light Beam is a strong laser type weapon capable of hitting multiple
      targets with a single shot, and can also set enemies on fire. With this
      beam, you can energize Crystals and Beacons that have been nullified, as
      well as deal significant damage to dark world creatures. Charging the beam
      fires the Lightblast, a scattershot type energy burst capable of setting
      multiple enemies on fire.

    > ANNIHILATOR BEAM (Location: Ing Hive - Hive Temple)
      The Annihilator Beam combines the elements of light and dark energy into
      powerful object-seeking streams. The beam has high-powered sonic capabil-
      ities, enabling it to manipulate many sonic-powered devices. Because it
      uses light and dark energy, it is effective against any type of creature.
      Charging this beam fires a Disruptor blast, which can stun the strongest
      enemies.


    - Missile Systems
    =================
    > MISSILE LAUNCHER (Location: Temple Grounds - GFMC Compound)
      The Missile Launcher adds ballistic weapon capability to the Arm Cannon.
      Missiles fired with a lock-on will seek their targets. Missiles can des-
      troy objects made from Brinstone. There are Charge Combo enhancements
      scattered throughout the environment. They use the Missile Launcher and
      the Charge Beam in tandem to fire more effective blasts.

    > SEEKER MISSILE LAUNCHER (Location: Great Temple - Hall of Honored Dead)
      The Seeker Launcher adds the capability to launch multiple missiles in a
      single blast. While holding Y to charge the Launcher, use R to Free Look
      and pinpoint targets. You can target up to five objects/enemies, or use
      the locks to target a single enemy five times. The Seeker Launcher is also
      used to open certain hatches.


    - Charge Combos
    ===============
    > SUPER MISSILE (Torvus Bog - Torvus Temple)
      The Super Missile is the Power Charge Combo. It creates a powerful blast
      which inflicts damage equivalent to approximately 5 Missiles fired at the
      same time. Use Super Missiles to damage extremely strong opponents.

    > DARKBURST (Agon Wastes - Mining Station B)
      The Darkburst is the Dark Charge Combo. Its destructive power tears open a
      rift to the Dark World and creates a black hole that sucks nearby enemies
      into oblivion. Its power is limited in that it is a slow-moving blast, and
      is therefore limited against agile foes.

    > SUNBURST (Temple Grounds - Grand Windchamber)
      The Sunburst is the Light Charge Combo. It can damage multiple targets in
      a wide area as it flies forward. Like the Darkburst, this Combo is very
      slow-moving, making it ineffective against agile targets. It has power to
      set its targets ablaze for a short while.

    > SONIC BOOM (Dark Agon Wastes - Ing Cache 2)
      The Sonic Boom is the Annihilator Charge Combo. It projects a powerful
      wave of sonic force. It is extremely costly in terms of Ammo consumption,
      but its effectiveness against a large group of enemies is very useful.


  ++ 9.6 - MISCELLANEOUS
  ======================
  Samus' attack power comes from the strength of her various weapons. In prev-
  ious (and future) adventures, Samus has use of powerful beams such as the
  Spazer, Ice, Wave, or Plasma Beams. Given the situation on Aether, however,
  those beams do not apply, and Samus is instead given beams specifically built
  to combat the threats of Dark Aether. Below are the various weapon categories
  and descriptions of each weapon.

    - Dark Temple Keys
    ==================
    In order to progress through the game, you must locate the Temple Keys that
    protect the Dark Temples from interference. Below is a quick reference list
    for the locations for the Dark Temple and Sky Temple Keys (special thanks to
    zell99 and Red Scarlet for helping compile this list).

    > DARK AGON KEY 1 (Doomed Entry)
      When entering Doomed Entry, you can use a Space Jump from the middle plat-
      form to reach the Key on a high ledge at the back of the room.

    > DARK AGON KEY 2 (Battleground)
      This key is protected by six Warrior Ing. Upon entering the room, drop to
      the center arena and battle the Ing to reclaim the Key. Note that this is
      also the only time you can scan an ["Ing Webtrap"].

    > DARK AGON KEY 3 (Trial Tunnel)
      On your way to Amorbis, hang a left inside the Dark Agon Temple. The Key
      is in the room behind the blue hatch on the left-hand side of the Temple.

    > DARK TORVUS KEY 1 (Dark Torvus Arena)
      After defeating the Boost Guardian, return to the room right before it and
      use the half-pipe to rocket up to the Key inside a small alcove.

    > DARK TORVUS KEY 2 (Undertemple Access)
      After acquiring the Gravity Boost, return to the room right above the Main
      Hydrochamber and float up to a Dark Portal. Enter and grab the Key as it
      sits in your path.

    > DARK TORVUS KEY 3 (Venomous Pond)
      You can reach this key via Grappling Points in the room, or by some fairly
      crafty Space Jumping from the Ingclaws. If you're going for a respectable
      degree of speed, grappling is faster.

    > ING HIVE KEY 1 (Culling Chamber)
      With the Spider Ball, use the red track to roll into an enclosed area that
      holds the Key. You'll have to bomb through some obstructions, first.

    > ING HIVE KEY 2 (Aerial Training Site)
      Once you have the Screw Attack, come here via the Central Hive West Trans-
      port to grab the Key, then scan the panel nearby to gain access back to
      the Light Portal.

    > ING HIVE KEY 3 (Hive Gyro Chamber)
      Use the Spider Ball to navigate your way to the top, then boost up to a
      second ring-like structure. Position yourself correctly, then use a fully-
      charged boost to sail across the ring-sphere to claim the Key.

    > SKY TEMPLE KEY 1 - KEY OF J-STL (Dark Agon Wastes - Battleground)
      This is in the Dark Counterpart of Central Mining Station. Find the Ing-
      claw to the right of the green hatch, and Space Jump on top of it. From
      here, find the ledge with the two Warrior Ing, then just Screw Attack over
      to the ledge, where you can kill the Flying Ing Cache. Blast it, then des-
      troy it to claim the Key.
      (special thanks to Darth Nat for this time-saving method)

    > SKY TEMPLE KEY 2 - KEY OF B-STL (Dark Agon Wastes - Dark Oasis)
      This is in the Dark counterpart of the Main Reactor. From Dark Oasis, use
      a Power Bomb to blast away part of a wall, then drop into the Dark Water
      to find the Flying Ing Cache. Blast it, then destroy it to claim the Key.

    > SKY TEMPLE KEY 3 - KEY OF S-DLY (Dark Torvus Bog - Poisoned Bog)
      This is in the Dark counterpart of Torvus Lagoon. Come here and drop into
      the Dark Water to easily locate the Flying Ing Cache. Blast it, then des-
      troy it to claim the Key.

    > SKY TEMPLE KEY 4 - KEY OF G-STH (Dark Torvus Bog - Dungeon)
      This is in the Dark counterpart of Catacombs. Drop into the Dark Water and
      use Power Bombs to break out of Sacrificial Chamber into Undertransit Two.
      Take the new path to the Dungeon, and shoot the beacons above the Watch-
      drones to force them to move. Take the paths they uncover to reach the
      Flying Ing Cache. Blast it, then destroy it to claim the Key.

    > SKY TEMPLE KEY 5 - KEY OF S-JRS (Ing Hive - Hive Entrance)
      This is in the Dark counterpart of Sanctuary Entrance. You need to use the
      Screw Attack to cross a wide gap that leads to a Light Warp. Use it to
      reach the top of the area, then Screw Attack back across the new gap to
      where the Flying Ing Cache is located. Blast it, then destroy it to claim
      the Key.

    > SKY TEMPLE KEY 6 - KEY OF C-RCH (Ing Hive - Hive Dynamo Works)
      This is in the Dark counterpart of Dynamo Works. Use the Spider and Boost
      Balls to navigate moving Spider Ball puzzles, then use the red Spider Ball
      track to reach a ledge on the far side where the Flying Ing Cache awaits.
      Blast it, then destroy it to claim the Key.

    > SKY TEMPLE KEY 7 - KEY OF D-ISL (Sky Temple Grounds - Ing Reliquary)
      This is in the Dark counterpart of Storage Cavern A. From the Reliquary
      Grounds, head through the blue hatch at the top, and scan around for the
      Flying Ing Cache. Blast it, then destroy it to claim the Key.

    > SKY TEMPLE KEY 8 - KEY OF M-DHE (Sky Temple Grounds - Defiled Shrine)
      This is in the Dark counterpart of the Landing Site. Make your way here
      after visiting the Sky Temple Gateway and switch to the Dark Visor to find
      the Flying Ing Cache. Blast it, then destroy it to claim the Key.

    > SKY TEMPLE KEY 9 - KEY OF J-FME (Sky Temple Grounds - Accursed Lake)
      This is in the Dark counterpart of Industrial Site. Once you enter, take
      out the Hunter Ing, then check around for the Flying Ing Cache lurking in
      the far-left corner of the room. Blast it, then destroy it to claim the
      Key.


    - Suit Expansions
    =================
    Without the benefit of Expansions to add to Samus' weapons and energy sup-
    ply, she could be in for some really nasty fights. See below for some quick
    explanations on the various Suit Expansions available in the game.

    > ENERGY TANK (14 total)
      A single Energy Tank increases the power of your Suit's defense screens by
      adding an additional 100 units of energy to your total capacity. You can
      recharge these at Save Stations or your Gunship. See Section 11.1 for a
      complete list of Energy Tank locations.

    > MISSILE EXPANSION (2x Launchers + 49 Expansions)
      A Missile Expansion increases the total amount of Missiles you can carry
      by 5. You can restock your Missile Launcher by jacking into either an Ammo
      Station or by stopping by your Gunship. See Section 11.2 for a complete
      list of Missile Expansion locations.

    > POWER BOMB EXPANSION (8 total)
      A Power Bomb Expansion increases the total amount of Power Bombs you can
      carry by 1. You can restock your Power Bomb capacity by either jacking in-
      to an Ammo Station or by stopping by your Gunship. See Section 11.3 for a
      complete list of Missile Expansion locations.

    > ENERGY TRANSFER MODULE (Temple Grounds - Temple Sanctuary)
      The Energy Transfer Module enables you to siphon energy from Aether's En-
      ergy Controllers. Its power core is fueled by light energy, and the person
      equipped with it is protected from Ing possession attempts. Once you take
      energy from a Dark Temple Controller, you must return it to its Light
      Temple counterpart.

    > BEAM AMMO EXPANSION
      A Beam Ammo Expansion increases the total amount of Beam Ammunition you
      can carry at one time. Each Expansion increases your ammo units by 50.
      You can resupply your Arm Cannon supply by jacking into either an Ammo
      Station or by stopping by your Gunship. See Section 11.4 for a complete
      list of the Beam Ammo Expansion locations.

--------------------------------------------------------------------------------

====================
== 10. THE LOG BOOK:
====================
The Log Book is back for scanning and reference purposes, and it's quite a bit
bigger than the last game. More Creatures, more Lore, and way more Research
entries populate this book, and no, energy and ammo refills don't count this
time around. Read the subsections below to get the low-down on each entry to the
Log Book, including those ever-pesky one-time scans.


  ++ 10.1 - CREATURE DATABANK
  ===========================
  The Creatures databank is subdivided into three categories - those ones found
  in Light Aether, those found in Dark Aether, and those creatures not indigen-
  ous to the planet (Pirates and some such). Below you'll find the listings of
  the creatures, as well as the general area they are found in. If it is a one-
  time scan, it will have an asterisk (*) and the exact room it's in.

     - Aether Subcategory (41 entries)
     =================================
     Aquatic >> Large Aquatic
     > Alpha Blogg* (Torvus Bog - Main Hydrochamber)
     > Blogg (Torvus Bog)

     Aquatic >> Small Aquatic
     > Bloggling (Torvus Bog)
     > Hydlings (Upper Torvus Bog)

     Flying >> Large Flyers
     > Shredder (Upper Torvus Bog)
     > Shriekbat (Agon Wastes)
     > Shrieker (Upper Torvus Bog)

     Flying >> Small Flyers
     > Lightflyer (Temple Grounds, Agon Wastes)
     > Lumite (Agon Wastes)
     > Sandbat (Agon Wastes)
     > War Wasp (Temple Grounds, Agon Wastes)

     Ground >> Predators
     > Alpha Sandigger* (Agon Wastes - Agon Temple)
     > Alpha Splinter* (Temple Grounds - Temple Sanctuary)
     > Grenchler (Upper Torvus Bog)
     > Sandigger (Agon Wastes)
     > Splinter (Temple Grounds)
     > Sporb (Upper Torvus Bog)

     Ground >> Surface Prowlers
     > Brizgee (Agon Wastes)
     > Green Kralee (Temple Grounds)
     > Kralee (Agon Wastes)
     > Krocuss (Upper Torvus Bog)
     > Lightbringer (Dark Agon Wastes)
     > Seedburster (Torvus Bog)

     Tunnel Prowlers
     > Pillbug (Agon Wastes)
     > Worker Splinter (Temple Grounds)

     Mechanoids >> Large
     > Ingsmasher (Sanctuary Fortress)
     > Mekenobite (Sanctuary Fortress)
     > Quad CM (Sanctuary Fortress)
     > Quad MB (Sanctuary Fortress)
     > Watchdrone (Dark Torvus Bog)

     Mechanoids >> Small
     > Diligence Class Drone (Sanctuary Fortress)
     > Harmony Class Drone (Temple Grounds)
     > Mechlops (Sanctuary Fortress)
     > Octopede (Sanctuary Fortress)
     > Rezbit (Sanctuary Fortress)
     > Serenity Class Drone (Sanctuary Fortress)

     Mechanoids >> Stationary
     > Caretaker Class Drone* (Sanctuary Fortress - Main Research)
     > Growler Class Turret* (Temple Grounds - Trooper Security Station)
     > Humility Class Turret (Agon Wastes)
     > Luminoth Turret (Sanctuary Fortress)
     > Vigilance Class Turret* (Agon Wastes - Central Mining Station)


     - Dark Aether Subcategory (47 entries)
     ======================================
     Darklings >> Darkling Aquatic
     > Dark Blogg (Torvus Bog)
     > Dark Phlogus (Dark Torvus Bog)

     Darklings >> Darkling Flyers
     > Dark Shredder* (Dark Torvus Bog - Dark Torvus Temple)
     > Dark War Wasp (Temple Grounds, Ing Hive)
     > Nightbarb (Sky Temple Grounds, Dark Agon Wastes)

     Darklings >> Darkling Ground
     > Dark Alpha Splinter* (Temple Grounds - Temple Sanctuary)
     > Dark Grenchler (Dark Torvus Bog)
     > Dark Splinter (Temple Grounds)

     Darklings >> Darkling Mechanoids
     > Corrupted Sentreye (Sky Temple Grounds)
     > Dark Diligence Drone (Ing Hive)
     > Dark Ingsmasher (Ing Hive)
     > Dark Quad CM (Ing Hive)
     > Dark Quad MB (Ing Hive)

     Darklings >> Darkling Offworld
     > Dark Missile Trooper* (Temple Grounds - Hive Chamber A)
     > Dark Pirate Commando (Temple Grounds, Torvus Bog)
     > Dark Pirate Trooper (Agon Wastes)
     > Dark Preed (Dark Agon Wastes)
     > Dark Tallon Metroid (Sky Temple Grounds, Ing Hive)
     > Dark Trooper (Temple Grounds)

     Emperor Ing
     > Emperor Ing Body* (Sky Temple Grounds - Sanctum)
     > Emperor Ing Head* (Sky Temple Grounds - Sanctum)
     > Emperor Ing Eye* (Sky Temple Grounds - Sanctum)
     > Emperor Ing Chrysalis* (Sky Temple Grounds - Sanctum)
     > Mutated Emperor Ing* (Sky Temple Grounds - Sanctum)

     Guardians >> Amorbis
     > Amorbis 1* (Dark Agon Wastes - Dark Agon Temple)
     > Amorbis 2* (Dark Agon Wastes - Dark Agon Temple)

     Guardians >> Chykka
     > Chykka Larva* (Dark Torvus Bog - Dark Torvus Temple)
     > Chykka Adult* (Dark Torvus Bog - Dark Torvus Temple)
     > Chyklings* (Dark Torvus Bog - Dark Torvus Temple)
     > Dark Chykka* (Dark Torvus Bog - Dark Torvus Temple)

     Guardians >> Quadraxis
     > Quadraxis* (Ing Hive - Hive Temple)
     > Damaged Quadraxis* (Ing Hive - Hive Temple)
     > Shielded Head Module* (Ing Hive - Hive Temple)
     > Stunned Head Module* (Ing Hive - Hive Temple)
     > Final Head Module* (Ing Hive - Hive Temple)

     Guardians >> Sub Guardians
     > Bomb Guardian* (Agon Wastes - Agon Temple)
     > Jump Guardian* (Dark Agon Wastes - Judgment Pit)
     > Boost Guardian* (Dark Torvus Bog - Dark Torvus Arena)
     > Grapple Guardian* (Dark Torvus Bog - Sacrificial Chamber)
     > Spider Guardian* (Sanctuary Fortress - Dynamo Works)
     > Power Bomb Guardian* (Dark Torvus Bog - Undertemple)

     Ing
     > Darkling Tentacle (Sky Temple Grounds, Dark Agon Wastes, Dark Torvus Bog)
     > Hunter Ing (Sky Temple Grounds, Dark Torvus Bog, Ing Hive)
     > Ing Larva Swarm* (Ing Hive - Entrance Defense Hall)
     > Inglet (Sky Temple Grounds, Dark Agon Wastes, Dark Torvus Bog)
     > Ingstorm (Dark Agon Wastes, Ing Hive)
     > Warrior Ing (Sky Temple Grounds, Dark Agon Wastes)


     - Offworld Subcategory (11 entries)
     ===================================
     Dark Samus
     > Dark Samus 1* (Agon Wastes - Main Reactor)
     > Dark Samus 2* (Sanctuary Fortress - Aerie)
     > Dark Samus 3* (Sky Temple Grounds - Sky Temple Gateway)
     > Dark Samus 4* (Sky Temple Grounds - Sky Temple Gateway)

     Metroids
     > Infant Tallon Metroid (Agon Wastes)
     > Tallon Metroid (Agon Wastes)

     Pirates
     > Pirate Aerotrooper (Agon Wastes)
     > Pirate Commando (Upper Torvus Bog, Sanctuary Fortress)
     > Pirate Grenadier (Agon Wastes)
     > Pirate Trooper (Agon Wastes)
     > Preed (Torvus Bog)


  ++ 10.2 - LORE DATABANK
  =======================
  The Lore entries in the game are also subdivided into three categories - the
  Luminoth Lore is the largest, while the Pirate Logs and Trooper Logs are fair-
  ly small. Below you'll find the Lore listings, as well as the area and room
  that you'll find each in.

    - Luminoth Lore Subcategory (41 entries)
    ========================================
    A-Kul's Clues >> Cadre 1 Clues
    > B-Stl's Key* (Sky Temple Grounds - Sky Temple Gateway)
    > G-Sch's Key* (Sky Temple Grounds - Sky Temple Gateway)
    > J-Stl's Key* (Sky Temple Grounds - Sky Temple Gateway)
    > S-Dly's Key* (Sky Temple Grounds - Sky Temple Gateway)

    A-Kul's Clues >> Cadre 2 Clues
    > C-Rch's Key* (Sky Temple Grounds - Sky Temple Gateway)
    > D-Isl's Key* (Sky Temple Grounds - Sky Temple Gateway)
    > J-Fme's Key* (Sky Temple Grounds - Sky Temple Gateway)
    > M-Dhe's Key* (Sky Temple Grounds - Sky Temple Gateway)
    > S-Jrs's Key* (Sky Temple Grounds - Sky Temple Gateway)

    Conflict >> First Phase
    > Dark Aether (Upper Torvus Bog - Torvus Energy Controller)
    > New Weapons (Torvus Bog - Gathering Hall)
    > Our War Begins (Upper Torvus Bog - Underground Tunnel)
    > Recovering Energy (Torvus Bog - Training Chamber)
    > The New Terror (Torvus Bog - Catacombs)

    Conflict >> Second Phase
    > Agon Falls (Sanctuary Fortress - Sanctuary Energy Controller)
    > Shattered Hope (Sanctuary Fortress - Main Gyro Chamber)
    > The Final Crusade (Sanctuary Fortress - Hall of Combat Mastery)
    > The Sky Temple (Temple Grounds - Fortress Transport Entrance)
    > Torvus Falls (Sanctuary Fortress - Main Research)

    Conflict >> Final Phase
    > Sanctuary Falls (Sanctuary Fortress - Watch Station)
    > Twilight (Sanctuary Fortress - Sanctuary Entrance)

    History >> Golden Age
    > Light of Aether (Agon Wastes - Portal Site)
    > Origins (Temple Grounds - Main Energy Controller)
    > Our Heritage (Temple Grounds - Transport to Agon Wastes)
    > Paradise (Agon Wastes - Mining Plaza)
    > Saving Aether (Agon Wastes - Agon Energy Controller)
    > The Stellar Object (Agon Wastes - Mining Station B)

    History >> Dark Age
    > Age of Anxiety (Temple Grounds - Meeting Grounds)
    > Cataclysm (Agon Wastes - Mining Station A)
    > The Ing Attack (Upper Torvus Bog - Path of Roots)
    > The World Warped (Temple Grounds - Path of Eyes)

    Keybearer Lore >> Cadre 1
    > A-Kul's Testament (Sky Temple Grounds - Sky Temple Gateway)
    > B-Stl's Testament (Agon Wastes - Main Reactor)
    > G-Sch's Testament (Torvus Bog - Catacombs)
    > J-Stl's Testament (Agon Wastes - Central Mining Station)
    > S-Dly's Testament (Upper Torvus Bog - Torvus Lagoon)

    Keybearer Lore >> Cadre 2
    > C-Rch's Testament (Sanctuary Fortress - Dynamo Access)
    > D-Isl's Testament (Temple Grounds - Storage Cavern A)
    > J-Fme's Testament (Temple Grounds - Industrial Site)
    > M-Dhe's Testament (Temple Grounds - Landing Site)
    > S-Jrs's Testament (Sanctuary Temple - Sanctuary Entrance)


    - Pirate Logs Subcategory (10 entries)
    ======================================
    Cycle 4
    > Log 44681 Phazon Operations (Agon Wastes - Command Center)
    > Log 48853 Local Conflict (Agon Wastes - Local Conflict)

    Cycle 5
    > Log 50086 Great Discoveries (Agon Wastes - Command Center)
    > Log 55421 Rift Portal (Agon Wastes - Command Center)

    Cycle 6
    > Log 62217 Phazon Raids (Agon Wastes - Command Center)
    > Log 63622 The Hunter (Agon Wastes - Biostorage Station)
    > Log 67135 Security Breach (Agon Wastes - Save Station C)
    > Log 69898 Shadow War (Agon Wastes - Main Reactor)

    Cycle 7
    > Log 70136 Federation Attack (Agon Wastes - Security Station B)
    > Log 71599 Two Hunters (Agon Wastes - Central Mining Station


    - Trooper Logs Subcategory (12 entries)
    =======================================
    Force One
    > CAPT A. Exeter (Temple Grounds - GFMC Compound)
    > LCPL J. Brode (Temple Grounds - GFMC Compound)
    > PFC G. Haley (Temple Grounds - GFMC Compound)
    > PFC I. Crany (Temple Grounds - GFMC Compound)
    > PFC S. Milligan (Temple Grounds - GFMC Compound)
    > SPC F. Triplette (Temple Grounds - GFMC Compound)

    Force Two
    > GSGT C. Benet (Temple Grounds - Command Chamber)
    > PFC E. Denys (Temple Grounds - Sacred Bridge)
    > PFC L. Brouda (Temple Grounds - Communication Area)
    > PFC M. Veroni (Temple Grounds - Collapsed Tunnel)
    > SPC B. Reevs (Temple Grounds - Command Chamber)
    > SPC M. Angseth (Temple Grounds - Trooper Security Station)


  ++ 10.3 - RESEARCH DATABANK
  ===========================
  The Research entries to the Log Book are divided into four categories spanning
  basic information about Aether, various biology, and technology from both off-
  world and Luminoth sectors. With many of the Research entries, you can scan
  them at any point in the game, but they are limited in certain aspects. These
  will be denoted with a pair of asterisks (**). Like the Creatures Databank,
  any one-time scans will be marked with an asterisk (*) along with the exact
  room the scan is in.

    - Aether Studies Subcategory (7 entries)
    ========================================
    Aether
    > Aether (Agon Wastes - Command Center)
    > Dark Portal (Anywhere)
    > Energy Controller (Any of the four Controllers)
    > U-Mos (Temple Grounds - Main Energy Controller)

    Dark Aether
    > Dark Aether (Agon Wastes - Command Center
    > Light Portal (Anywhere)
    > Phazon (Agon Wastes - Main Reactor)


    - Biology Subcategory (17 entries)
    ==================================
    Cocoons
    > Metroid Cocoon (Agon Wastes - Biostorage Station
    > Splinter Cocoon (Temple Grounds - Industrial Site)
    > War Wasp Hive (Agon Wastes - Sacred Path)

    Darklings
    > Ingclaw (Dark Agon Wastes - Watering Hole)
    > Ing Webtrap* (Dark Agon Wastes - Battlefield)
    > Dormant Ingclaw (Sky Temple Grounds - Accursed Lake)
    > Webling (Dark Agon Wastes - Feeding Pit Access)

    Ing Storage
    > Bladepod (Dark Agon Wastes - Portal Site)
    > Flying Ing Cache** (Sky Temple Grounds - Defiled Shrine)
    > Ingsphere Cache (Dark Torvus Bog - Dark Forgotten Bridge)
    > Ingworm Cache (Ing Hive - Culling Chamber)

    Plantforms
    > Agon Bearerpod (Agon Wastes - Transport to Temple Grounds)
    > Bloatsac (Upper Torvus Bog - Forgotten Bridge)
    > Blueroot Tree (Agon Wastes - Save Station A)
    > Sandgrass (Agon Wastes - Plaza Access)
    > Torvus Bearerpod (Upper Torvus Bog - Transport to Temple Grounds)
    > Torvus Hanging Pod (Upper Torvus Bog - Temple Transport Access)


    - Luminoth Technology Subcategory (13 entries)
    ==============================================
    Lift Crystals
    > Dark Lift Crystal (Dark Agon Wastes - Hall of Stairs)
    > Liftvine Crystal (Dark Torvus Bog - Brooding Ground)
    > Light Lift Crystal (Dark Agon Wastes - Doomed Entry)

    Light Beacons
    > Energized Beacon (Anywhere; shoot beacon with Light Beam for scan)
    > Light Beacon (Anywhere)
    > Nullified Beacon (Anywhere; shoot beacon with Dark Beam for scan)
    > Super Beacon (Anywhere; shoot beacon with Annihilator Beam for scan)

    Light Crystals
    > Energized Crystal (Anywhere; shoot crystal with Light Beam for scan)
    > Light Crystal (Anywhere)
    > Nullified Crystal (Anywhere; shoot crystal with Dark Beam for scan)
    > Super Crystal (Anywhere; shoot crystal with Annihilator Beam for scan)

    Utility Crystals
    > Dark Sentinel Crystal (Dark Torvus Bog - Dark Forgotten Bridge)
    > Sentinel Crystal (Torvus Bog - Great Bridge)


    - Mechanisms Subcategory (12 entries)
    =====================================
    GF Security
    > GF Bridge (Temple Grounds - Industrial Site)
    > GF Gate Mk VI** (Temple Grounds - Hive Chamber A)
    > GF Gate Mk VII** (Temple Grounds - Dynamo Chamber)

    Systems
    > Bomb Slot (Temple Grounds - Command Chamber)
    > Grapple Point (Dark Torvus Bog - Sacrificial Chamber)
    > Kinetic Orb Cannon (Temple Grounds - GFMC Compound)
    > Spider Ball Track (Sanctuary Fortress - Hall of Combat Mastery)
    > Spinner (Torvus Bog - Forgotten Bridge)
    > Wall Jump Surface (Ing Hive - Central Hive West Transport)

    Vehicles
    > GFS Tyr (Temple Grounds - GFMC Compound)
    > Pirate Skiff (Agon Wastes - Central Mining Station)
    > Samus's Gunship (Temple Grounds - Landing Site)

    ** The GF Gates can be scanned at any time unless destroyed.
       The Flying Ing Cache can be scanned only once it's been made visible.

That completes the Log Book section of this guide. As you obtain more and more
scans, you'll unlock more image galleries which are accessible from the Main
Options menu (when you select Single Player or Multiplayer, etc.) The breakdown
is as follows:

Unlock Promotional Gallery: Obtain 40% of Scans
Unlock Character Gallery: Obtain 60% of Scans
Unlock Creatures Gallery: Obtain 80% of Scans
Unlock Boss Sketch Gallery: Obtain 100% of Scans
Unlock Rough Sketch Gallery: Beat the game in Normal Mode
Unlock Storyboard Gallery: Beat the game's Hard Mode (good luck)

--------------------------------------------------------------------------------

================================
== 11. ITEM EXPANSION LOCATIONS:
================================
As with any Metroid game, there are 100 items (well, Metroid Prime technically
only had 99) that you will collect on your path to the end. They are broken down
into Upgrades, Energy Tanks, Missile Expansions, Power Bomb Expansions, Beam
Ammo Expansions, and Translator Modules. Sort of like this:

  21 Suit Upgrades
  49 Missile Expansions
  14 Energy Tanks
   8 Power Bomb Expansions
   4 Beam Ammo Expansions
+  4 Translator Modules
--------------------------
100 total items

Item totals include 255 Missiles (49 expansions + 2 Launcher Upgrades), 10 Power
Bombs (2 initial + 8 expansions), 250 units of Beam Ammo (50 to start with 4
additional expansions), and 14 Energy Tanks. The Translator Modules are given to
you by the Luminoth holograms, and the remaining 18 Power Suit upgrades complete
the equation. Oddly enough, unlike the first Prime, the various keys you acquire
do not count at all towards percentage (guess because it would throw it over the
100 item standard). Below you'll find written descriptions for each Expansion
to be found, naturally subdivided by category.


  ++ 11.1 - ENERGY TANKS
  ======================
  The game's 14 Energy Tanks are spread throughout Light and Dark Aether, and
  can be pretty tricky to find in some cases.

    - Temple Grounds Tanks (3)
    ==========================
    01. Storage Cavern B
        After acquiring the Missile Launcher, find the nearby red door and blast
        the lock off of it to grab the Tank.

    02. Windchamber Gateway
        First, move the motivator unit out of the way that covers a green door
        in Path of Eyes. Open it and launch yourself across the gaint chasm with
        the Kinetic Orb Cannon, then use the Grapple Beam to swing to the far
        platform holding the Tank.

    03. Fortress Transport Access
        You need the Light Suit for this one. Once you've gotten it from U-Mos,
        come back to this room prior to the transport to Sanctuary Fortress, and
        jump into the yellow beam of light to warp to a room with the Tank.


    - Agon Wastes Tanks (4)
    =======================
    04. Mining Station Access
        Roll into this room and detonate a Morph Ball Bomb on the center block.
        Drop into the hole and use the Kinetic Orb Cannon to rocket you up
        through the rest of the shaft and directly into the Energy Tank.

    05. Bioenergy Production
        Use the controls to raise and lower platforms in the room, and scan the
        panels to lower one on the left, two in the middle, and all three on the
        right-hand side. Then run to the platforms and simply Space Jump to the
        Tank.

    06. Mine Shaft
        Technically you need the Boost Ball, but the blocks crumble slow enough
        for you to make it past without needing the extra speed. Start near a
        block that you can Bomb Jump to that leads into a small passage. Quickly
        roll left over the collapsing blocks, and stop when you reach the vert-
        ical stack. Fall through and hold left to roll into a hidden passage,
        then do two Bomb Jumps up through the holes to reach the Tank.

    07. Mining Plaza
        You need the Echo Visor in order to pinpoint three sonic devices. Once
        they have been activated, the solar panels will focus an energy beam
        into part of the cliff. Screw Attack to the now open area for the Tank.


    - Torvus Bog Tanks (4)
    ======================
    08. Temple Access
        After heading through the dark hatch leading to Torvus Temple, set a
        Morph Ball Bomb over the first circular grate on the ground. Drop into
        the hole to claim the Tank.

    09. Transit Tunnel East
        Find the Bomb Slot at the left-hand end of this area, and activate it.
        Now roll to the right past two tubes and use an Underwater DBJ to reach
        another Bomb Slot. Activate it, and roll two tubes over to the left and
        use another Underwater DBJ to reach the Tank.

    10. Meditation Vista
        Look out into the distance and find the moving platform. Time your Screw
        Attack so you land on the platform, and just ride it to the Tank.

    11. Torvus Plaza
        This one normally requires an intricate Spider Ball/Boost Ball puzzle,
        but it can be gotten a bit easier. Go up the halfpipe and attach to the
        track, then go to the end and hold B just enough to register a Boost.
        Let go of B and R and you should attach to the end of the second part
        of track. If you're careful, you can boost along the ground to reach the
        third part of track. Go up the third part, go the end, and charge about
        half of a Boost to reach the area where the large flower is. From here
        you can try and Space Jump or Screw Attack to the Tank. If this is too
        hard, you can always use the track puzzle like normal.


    - Dark Torvus Bog Tank (1)
    ==========================
    12. Cache B
        This one's very easy. Before entering the teleport to reach the boss
        battle with Chykka, roll through the red tunnel and blast the hatch with
        a Super Missile to reach the Tank.


    - Sanctuary Fortress Tanks (2)
    ==============================
    13. Reactor Core
        Starting from the ground, use the Kinetic Orb Cannon to fly to a round
        Spider Ball module. Roll up and jump to a second orb above you (watch
        out for the electricity), and then boost to another orb. Now work your
        way around from orb to orb, launching from the red dots on each before
        you get crackled with electricity to reach the Tank at the end.

    14. Watch Station Access
        Another very easy one, you can just head through the door in Watch Stat-
        ion Access and drop down on the ledge below to snag the Tank, then scan
        a panel to lower some Grapple Points so you can easily traverse between
        here and Main Gyro.


  ++ 11.2 - MISSILE EXPANSIONS
  ============================
  There are a total of 49 Expansions to be found in addition to the Missile and
  Seeker Launchers, which both give you 5x Missiles without counting as actual
  Expansions (however, for sake of clarity, the two launchers are included in
  this writeup). Some of these are even tougher to find than the Energy Tanks.

    - Temple Grounds Expansions (8)
    ===============================
    01. GFMC Compound
        Shoot a large crate to the left of the ship with the Charge Beam to find
        the Missile Launcher upgrade.

    02. Transport to Agon Wastes
        Shoot a path through the green Luminoth Webbing off to the left of the
        transport to find the Expansion.

    03. Temple Assembly Site
        From the door that leads to the elevator, hop onto a short pillar near
        the metallic structure, then leap to the cliff. Follow the path around
        and into the tunnel to claim the Expansion.

    04. GFMC Compound
        From the ledge where the Power Bomb Door is, use a long Space Jump to
        land atop the ship (or Screw Attack over to it). Run along the top and
        you'll find the Expansion near the back of the ship.

    05. Hall of Honored Dead
        Use the Spinners in the room in the following order: Purple/Blue/Yellow/
        Red, then reverse that same sequence to make the floor puzzle pieces all
        match up in color. After that, claim the Seeker Launcher upgrade, which
        gives you another five Missiles.

    06. Hive Chamber A
        Starting from the Landing Site, come back the way you first came through
        the Temple Grounds to reach this area. Inside, use a charged Dark Beam
        and a Missile to put down the Dark Missile Trooper, who will give you
        an Expansion for your effort.

    07. Hive Chamber B
        Next to the Morph Ball tunnel is a blocked passage. Blow the grate off
        with a Morph Ball Bomb and roll down the tunnel to find the Expansion.

    08. Communication Area
        Use the Space Jump to reach the highest ledge, then find the small glass
        dome and use a Morph Ball Bomb to blow away the glass - you'll drop onto
        the Expansion.


    - Great Temple Expansions (2)
    =============================
    09. Transport B Access
        Look at the elevator in the room and face away from it while looking for
        a Morph Ball passage in the wall. Enter it and use Bomb Jumps to reach
        the Expansion.

    10. Transport A Access
        Right inside the entrance, locate a Morph Ball tunnel leading to a Save
        Station. Bomb the wall behind the Station and roll around down a new
        path to the Expansion.


    - Agon Wastes Expansions (11)
    =============================
    11. Sand Cache
        Visit the Agon Energy Controller and have your translator updated, then
        go to the top of Mining Station A and scan the amber-colored Luminoth
        script. Go through the blue hatch to find the Expansion.

    12. Portal Access A
        Use the Orb Cannons to navigate the small puzzle, then roll behind the
        last Cannon to reach the Expansion behind the dead Luminoth.

    13. Transport Center
        After you get back from the first run through Dark Aether, go through
        the door to your left (Portal Terminal) and activate the new Bomb Slot
        to gain access to the Expansion.

    14. Command Center
        Roll through the morph ball maze and hang a right at the fork to find
        the Expansion around a bend (same location as in the demo).

    15. Storage B
        After getting the Dark Beam upgrade, go back to Biostorage Station and
        kill the Tallon Metroids. Afterwards, go through the dark hatch near the
        top.

    16. Ventilation Area A
        Roll right to reach a block you can Bomb Jump on top of. Kill the Pill-
        bug, and jump up two levels so find the Expansion off to the left.

    17. Main Reactor
        Start at the bottom and work your way up the Spider Ball track (the one
        on the far wall, and carefully use the Boost Ball to leap between the
        Spider Ball tracks. A good idea is to launch in the instant that both
        platforms stop moving. When you reach the end, boost through the final
        opening, then detonate a Bomb on the glass dome for the Expansion.

    18. Sand Processing
        Use the half-pipe to gain access to a small tunnel that leads to a room
        with machinery controls. Scan them to start a process that drains the
        sand, then roll back out and collect the now-accessible Expansion.

    19. Storage C
        Starting in Bioenergy Production, scan the consoles to raise the three
        platforms in the middle of the area, then roll to the Spider Ball track
        behind one of the consoles, and travel up and around. Boost from track
        to track until you reach the middle, then boost again to leap to a track
        on the middle platform. Roll around to the other side and boost to the
        ledge with the green door. Use a Super Missile to open it and claim the
        Expansion inside.

    20. Mining Station A
        Locate the weak section of the wall and detonate a Power Bomb, then use
        the Kinetic Orb Cannon to blast yourself to a crane with Spider Ball
        tracks. Bomb Jump and drop between the segments to reach the Expansion
        to the left.

    21. Storage A
        Journey to Mining Station B, and use a Power Bomb on the weakened wall.
        Use the Light Beam on the door and grab the Expansion from inside.


    - Dark Agon wastes Expansions (4)
    ==================================
    22. Crossroads
        Use the Boost Ball to reach the top of the half-pipe in Transport Center
        of Light Aether. Then enter the Dark Portal and grab the Expansion
        directly in front of you.

    23. Warrior's Walk
        Scan the floor to find that it's weak to explosive blasts. Use Bombs to
        blow it apart, then use the Morph Ball to scoot quickly across the
        Phazon pit to reach the Expansion at the far end.

    24. Junction Site
        Use a Bomb Jump to reach the Spider Ball track, then activate the Bomb
        Slot at the top of the room to rotate the entire area. Afterwards, the
        Expansion is easy pickings.

    25. Ing Cache 4
        Starting from Duelling Range, head through the dark hatch near the bot-
        tom, then walk forward a bit and turn around to see a Morph Ball tunnel.
        Roll inside to grab the Expansion.


    - Torvus Bog Expansions (12)
    ============================
    26. Forgotten Bridge
        Activate the Bomb Slot in Dark Aether's version of the area (Dark Forg-
        otten Bridge), then return to Light Aether and simply walk to the now
        accessible Expansion.

    27. Underground Tunnel
        Enter the room via Torvus Temple, and roll under the grating near the
        door to grab this Expansion.

    28. Hydrodynamo Station
        After activating the first lock point in the room, use the Kinetic Orb
        Cannon to reach the top, then use the Map to position yourself directly
        above the dark hatch. Fall down, morph, and roll off the edge of the
        platform while curving your fall to land on the ledge. The Expansion is
        right above you.

    29. Abandoned Work Site
        Another one you can get one of two ways; both involve entering this area
        from the side of Great Bridge. You can either wait until you have the
        Grapple Beam and swing over, or use some well-timed Space Jumps off of
        narrow alcoves in the walls to reach it. See a video of it here:
        http://metroid.retrofaction.com/games/mp2/sb/early/vids/tbaw_missile.avi

    30. Portal Chamber
        In Dark Aether, get to Portal Chamber and go to the area near the next
        room (Poisoned Bog). Double Bomb Jump up to a hole in the rock, then
        roll through the nearby Morph Ball tunnel. Ride a piston down and use
        the nearby Light Portal to return to Light Aether and get the Expansion.

    31. Path of Roots
        Enter from the Great Bridge area and work your way around to the other
        side behind the Sporb, then use the Grapple Beam to swing across a gap
        to the visible Expansion.

    32. Torvus Lagoon
        Once you have Gravity Boost, jump into the water at the front of this
        room and turn around so you're facing a small alcove. Use the Gravity
        Boost to leap over the Venom Weed and float to the Expansion.

    33. Gathering Hall
        Once you have the Power Bombs, return here and use two of them to drain
        the water from the room. Then use the half-pipe to boost up to the
        Spider Ball tracks in the ceiling. Maneuver around while boosting to
        other sections to activate two Bomb Slots. The second one will extend a
        platform that you can use once you've grappled to the ledge below the
        Expansion. Hop up and Space Jump to the high ledge to pick the Expansion
        up.

    34. Torvus Grove
        Go to the giant weakened tree and detonate a Power Bomb at the base of
        each trunk part to make the tree crash into a nearby wall. The destroyed
        wall will then reveal the Expansion.

    35. Plaza Access
        When you reach the red tunnel, you need to use Bomb Jumps to navigate
        your way to two Bomb Slots. Activate each so you can access a new part
        of the area, and use another Bomb Jump to reach the tunnel atop the
        second ledge. Roll down this new area and use the half-pipe to boost to
        the Expansion.

    36. Transit Tunnel South
        In this giant maze, first activate the bottom-most Bomb Slot, then jump
        up so you're above the yellow orb. Double Bomb Jump up and hang a right
        to reach another Bomb Slot. Activate it and use Bomb Jumps and the water
        current to reach the Expansion.

    37. Training Chamber
        You have to first kill the Dark Bloggs, then locate the Spider Ball
        track underwater. Roll along and boost to another track, then roll until
        you reach a collection of tracks. Drop from the very center to land on a
        ledge, then activate the Bomb Slot to reveal the Expansion.


    - Dark Torvus Bog Expansions (2)
    ================================
    38. Undertransit One
        In this tunnel, it's at the farthest-left-hand point just outside the
        Light Zone. Use a series of Bomb Jumps to reach it.

    39. Undertemple
        From the Main Hydrochamber, take the Dark Portal and travel to Under-
        temple by way of a near-hidden Spider Ball track. Here, find the wall
        that you can Wall Jump on, and bounce your way up to the Expansion.


    - Sanctuary Fortress Expansions (7)
    ===================================
    40. Dynamo Works
        After beating the Spider Guardian, use the Spider Ball to locate a path
        leading up at the junction between the third and fourth rooms. Spider
        Ball up and around to find the Expansion.

    41. Hall of Combat Mastery
        You can get this one of two ways. The first is by navigating the blue
        Spider Ball track and using the Bomb Slots, Morph Ball passages, and
        Bomb Jumps to eventually reach the item, or by starting outside the
        puzzle across from the Expansion. Space Jump on top of the two computer
        monitors attached to a wall, face the Spider Ball track at the left-hand
        corner, and look down a bit. Space Jump out so that you go pretty far,
        but don't hit the ceiling, and just as you begin your second jump, hit
        X to morph and try to squeeze into the Morph Ball passage. It's a very
        tricky jump, but it's far quicker. See a video of the trick here:
        http://metroid.retrofaction.com/games/mp2/sb/early/vids/sfcm_missile.avi

    42. Main Research
        Use the tricky Spider Ball tracks in the walls while avoiding the clank-
        ing machinery parts to reach the Expansion in the center of the maze.

    43. Central Area Transport West
        From the top of the room, carefully drop down one level and look for
        three holes in the floor. Fall down the far left-hand tunnel and then
        take a right at the next fork. Take another right after that to reach
        the Expansion.

    44. Sentinel's Path
        Equip the Echo Visor and use the Annihilator Beam on the Echo Door.
        Listen to the sound wave returns, then shoot the Key Beam Emitters in
        the correct order to gain access to this Expansion.

    45. Temple Access
        Another fun one. Drop to the bottom and use the Dark Visor + Seeker Mis-
        siles to locate an activation key for a Kinetic Orb Cannon. Use the
        cannon, then use the Echo Visor to locate a sonic mechanism. Shoot it,
        then run back to the Orb Cannon and use it again to reach the Expansion.
        To get out of the room, use the nearby Spinner device.

    46. Sanctuary Map Station
        With the Light Suit equipped, step into the yellow beam of light to warp
        to a small room containing the Expansion.


    - Ing Hive Expansions (2)
    =========================
    47. Aerial Training Site
        Near the Light Portal, look for the Wall Jump surfaces and simply Wall
        Jump your way to the Expansion.

    48. Hazing Cliff
        Enter here via Culling Chamber, and take out the Dark Diligence Drones
        with your charged Light Beam, then Screw Attack over the gap to reach
        the tunnel with the Expansion.


    - Sky Temple Grounds Expansions (3)
    ====================================
    49. War Ritual Grounds
        Switch on the Dark Visor and use it along with the Seeker Missiles to
        find the five blast points around a door. Blast it open and claim the
        Expansion inside.

    50. Plain of Dark Worship
        From Temple Assembly Site, use the Light Beam to move a motivator out of
        the way, then enter the Dark Portal. Trek across the vast plain to the
        Ingworm hive at the end of the area and grab the Expansion just inside
        an alcove.

    51. Phazon Grounds
        You can either use the Dark Visor to spot invisible platforms and navi-
        gate that way, or use the Screw Attack to reach the Expansion in the
        far-away cliff. As an added bonus, the Screw Attack will also help to
        clear out any pesky Dark Tallon Metroids flying about.


  ++ 11.3 - POWER BOMB EXPANSIONS
  ===============================
  Once you defeat the Power Bomb Guardian, you will have two Power Bombs with
  which you can use to collect eight more expansions, leading up to a total of
  10 Power Bombs. Almost all of these require a Power Bomb to get, so there's
  little hope of getting these early.

    - Temple Grounds Expansion (1)
    ==============================
    01. Dynamo Chamber
        Use a Power Bomb to shatter the Mark VII security gate, then use another
        Power Bomb to shatter a weakened wall that will reveal the Expansion.


    - Agon Wastes Expansion (1)
    ===========================
    02. Sandcanyon
        Enter this area, and Screw Attack out to the middle platform. Use a
        Power Bomb to blow apart a structure near the base of the tower, and the
        tower will fall into the chasm, revealing an Expansion.


    - Dark Agon Wastes Expansion (1)
    ================================
    03. Feeding Pit
        Once you have the Light Suit, you can drop into the poison water in this
        room and walk to the back area of the lake to find the Expansion tucked
        away inside a small alcove.


    - Torvus Bog Expansion (1)
    ==========================
    04. Great Bridge
        Use the Kinetic Orb Cannon to blast you to the other side of the room,
        and drop a Power Bomb near a collection of Denzium blocking access to
        a red tunnel. Roll inside to reach the Expansion.


    - Dark Torvus Bog Expansions (2)
    ================================
    05. Undertemple
        Defeat the Power Bomb Guardian to get the initial upgrade of 2.

    06. Putrid Alcove
        Enter Dark Aether to reach Dark Forgotten Bridge, then take the path to
        reach this room. Shoot the Dark Phlogus to make it flip over, then jump
        into the water to its left and use a Power Bomb to crack the wall hiding
        the Expansion.


    - Sanctuary Fortress Expansions (3)
    ===================================
    07. Sanctuary Entrance
        Take a path to the left of the entrance and use a Power Bomb to shatter
        a glass pane that leads to a hologram. Use it to activate a Kinetic Orb
        Cannon nearby, then use the Cannon while holding R to latch onto the
        Spider Ball track on the turret stand. Roll up and enter the turret,
        then point it first at the wall on the mountain across from you, then at
        a cracked portion of the Fortress entrance, and finally a spiked out-
        cropping on the right side of the Fortress. Exit the turret and take
        newly-cleared paths to reach a Spider Ball track that leads to another
        Kinetic Orb Cannon. Use it to blast across the expanse and land in an
        alcove with the Expansion.

    08. Transit Station
        Go through Transit Station in Light Aether and use a Power Bomb to shat-
        ter a glass pane leading to a dark portal. Take it, and kill the Dark
        Ingsmasher to reach another Light Portal. Enter it, and roll through a
        tunnel to find another portal to Dark Aether. Next, use a nearby Spider
        Ball track to find yet another Light Aether portal, then use a final
        track to reach the Expansion.

    09. Main Gyro Chamber
        Drop to the bottom of the Gyro Chamber and switch to the Echo Visor. Use
        the Annihilator Beam to begin a sonic wave sequence, then hit the Key
        Beam Emitters in the proper pattern (2, 1, 3, 3) to reach the room with
        the Expansion.


  ++ 11.4 - BEAM AMMO EXPANSIONS
  ==============================
  Upon getting the Dark and Light Beams, you'll have 50 units of each to play
  around with. There are four Expansions hidden throughout the planet that will
  eventually bring your total ammo count to 250. Most of these are fairly easy
  to find.

    - Sky Temple Expansion (1)
    ==========================
    01. Profane Path
        When you reach this area, find the Echo Visor door, and solve the Key
        Beam Emitter puzzle to reach the Expansion.


    - Agon Wastes Expansion (1)
    ===========================
    02. Central Mining Station
        Use the light hatch leading out of Command Center to reach the upper
        part of this room, then use one of the Vigilance Turrets to blast away
        the three wind generators, part of the skiff storage, and a gray gener-
        ator on the right side of the room. Drop down to the skiff, and use it
        to work your way around to a tunnel leading to the Expansion.


    - Dark Torvus Bog Expansion (1)
    ===============================
    03. Cache A
        Go to Poisoned Bog and use the Seeker Launcher to blast open the purple
        hatch. The Expansion awaits you on the other side.


    - Sanctuary Fortress Expansion (1)
    ==================================
    04. Watch Station
        Roll up the Spider Ball track on the side of the room to reach a Kinetic
        Orb Cannon. Use it to blast you to another set of Spider Ball tracks on
        the other side of the room. Now launch from moving tracks, setting Morph
        Ball Bombs when you pass sets of red bars to reach more moving tracks.
        When you reach a large section of tracks, roll to the far-left and drop
        to another track, and repeat the moving track bit to reach a tunnel high
        up. As you roll through, take the avenue that goes away from the camera
        to reach the Expansion.

--------------------------------------------------------------------------------

==========================
== 12. TRICKS AND SECRETS:
==========================
There are a number of "speed tricks" you can employ throughout the game to get
through it faster. While there hasn't been enough done yet to warrant me writing
up a full speed guide, it is certainly worth noting them here (if you're intrep-
id enough to read through this whole guide, you'll notice a bunch of them have
been written into the walkthrough itself). Also, be sure to visit Nate's great
site, Metroid2002 (http://www.metroid2002.com), as well as MHQ (you know, if I
ever get it back online and all) for more information about sequence breaking.

  1. A FEW GOOD TRICKS
  --------------------


  2. EARLY SPACE JUMP
  -------------------


  3.


Of course, you can check out all the cool Prime 2 sequence breaking and related
stuff here: [[ http://www.metroid2002.com/prime2/index.php ]]


--------------------------------------------------------------------------------

=============
== 13. LEGAL:
=============
This guide is the legal and intellectual property of the author. It may not be
reproduced in part or in  whole without prior permission from the author, or
without a link of credit given to Metroid HQ (http://metroid.retrofaction.com/).
All rights reserved, © 2003-2004 Metroid HQ. All associated characters and games
are copyright to Nintendo.

===============================================================================
-------------------------------------------------------------------------------