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    FAQ/Walkthrough by deathxcold

    Updated: 11/21/04 | Search Guide | Bookmark Guide

    Metroid Prime 2: Echoes
    by: deathcold
    This is my first game faq, and it is written for those who have trouble with
    Metroid Prime 2: Echoes (obviously...). As such, I will primarily give you
    instructions on where to go next, what powerup to find next, how to reach it, and
    tips on boss enemies. However, since I myself have not been able to get all
    enemy/data scans nor have I gotten all the items, this FAQ will not focus on
    acquiring individual upgrades themselves (though I'll give you some advice as the
    situation permits, such as beam ammo expansions). Overall, I'd recommend that you
    explore on your own for missile, powerbomb, beam ammo, and energy tank upgrades
    to toughen your defenses for a fight. Getting more items will only make your life
    easier, because I warn you now, this game is NOT for greenhorns. If you are
    unprepared, this game will overwhelm you, not to the point of being impossibly
    difficult, but difficult enough over Metroid Prime. THIS GAME ASSUMES THAT YOU
    Honestly, I don't really care. Take it, use it, copy it, give it to someone
    assuming it's your own information, do what you want. I only write this to help
    people, not for credit.
    The gameplay is roughly the same as before, except this time, you have a new
    arsenal of weapons at your disposal (wouldn't be much of a Metroid game without
    it, right). Now, onto some basics you need to know about this game:
    **Difficulty - Hands down, this game is noticeably more difficult than Prime. In
    fact, you'll find yourself dying more often in this game. My advice is, if you
    haven't done so, to play Metroid Prime first and get used to the controls,
    especially the dash jump ability. This nifty and simple move will save your life
    many times.
    **Beam Ammunition - Unlike Prime, aside from your default Power Beam, your other
    weapons have ammunition, so you must use them wisely.
    **Shoot While You Grapple - Not too big a deal, you can now shoot your beam/
    missile weapons while you use the grappling beam. I never found much use for it,
    but it's nice that it's there.
    **Rapid Fire Missiles - Ah, the old missile exploit from Prime no longer works
    here (The Y, A, Y, A, etc. trick that lets you shoot missiles continuously).
    However, there is a new weapon that allows you to shoot many missiles at once, so
    I guess that makes up for it.
    **Dark Aether/Light Aether and Temples - Unlike Prime, this game's structure is a
    bit more formulaic. In Prime, when you acquire an item, the game's world is free
    for you to explore until you can go no further, but in Echoes, you are committed
    to a Temple, finding the three keys and beating the guardians. Also, you have to
    travel between light and dark Aether to solve puzzles ala Zelda: A Link to the
    **Environments - Three words: USE YOUR MAP. Seriously, this game is very large
    and it is easy to get lost. Your map is a great help, as it allows you to see
    what doors and areas you have yet to explore.
    [==========WEAPONS AND UPGRADES==========]
    *****(BASIC UPGRADES)*****
    Just like in Prime, it allows you to shoot concussive blasts. No more rapid fire
    missile exploit, though. Find as many of these as possible to use with Missile
    combinations. This weapon opens RED HATCHES. If you lock onto a target, the
    missile will home in on it.
    These will be critical to your success. Each energy tank raises your permanent
    shielding by 100 points, allowing you to survive longer. Gather as many of these
    as possible.
    A rare and powerful item that allows you to release a high grade explosive. This
    is the only weapon that can destroy DENZIUM materials found on Aether. This
    weapon opens YELLOW HATCHES. Acquired by defeating the Power Bomb Guardian.
    Not really a weapon, but is required and obtained very early, allowing you to
    complete your quest. Acquired by defeating the Dark Alpha Splinter.
    *****(VISOR UPGRADES)*****
    Your default visor. Not much said here.
    Allow you to gather information. Aside from the graphical overhaul, the scan
    visor's function is unchanged.
    The equivalent of the Thermal Visor. Allows you to see enemies and objects that
    don't appear on the normal spectrum of sight. Useful for fighting cloaked enemies
    that you normally can't get a lock on.
    Let's you see in terms of sound. Required to solve puzzles and detect alternate
    targets on enemies.
    *****(SUIT UPGRADES)*****
    Your default suit. But since there are no "heated" environments in Echoes, this
    is a moot point. You never lose this suit.
    Tremendously slows down the damage done to you by Dark Aether's poisonous
    environment. Acquired by beating Amorbis in Dark Agon Wastes.
    It's a shame that you get this suit so late in the game. It makes Samus look
    pretty slick, as well as completely negating the effects of Dark Aether's
    environments. It also allows you to enter extremely volatile areas that you
    previously couldn't with the Dark Suit, such as into an Ing Storm or into Dark
    Aether's water.
    *****(BEAM WEAPON UPGRADES)*****
    Your default beam with the highest rate of fire and infinite ammunition. Though
    it is the weakest beam, you'll surprisingly be relying on this weapon more than
    ever. That's because it's the only weapon that has infinite ammunition and fires
    incredibly fast. You never lose this weapon. The Power Beam can be used to light
    beacon points along with the Light Beam.
    Not really a beam, but a beam upgrade that applies to all beams. It allows you to
    focus your weapon's energy and shoot a powerful blast. It is also required for
    Missile Combos.
    The first beam you'll acquire. It roughly has the same rate of fire and speed as
    the Ice Beam and roughly has the same "freezing" properties. It shoots bursts of
    concentrated shadow energy. Incredibly useful against light creatures. A charged
    shot will shoot a burst of dark energy that, once it hits the target, releases
    shrapnel that will ensnare other enemies close by. Charge shot requires 5 units
    of dark beam ammo. The Dark Beam also has many uses such as causes objects to
    retract, shrink, open dark portals or nullifying light crystals. Acquired after
    beating Dark Samus.
    Amazingly, acquired very soon after the Dark beam. It roughly has the same rate
    of fire and speed as the Plasma Beam and roughly has the same "ignite"
    properties. It shoots bursts of light energy, incredibly useful against dark
    creatures such as the Ing. A charge shot will shoot a powerful burst of light.
    Like the Dark Beam, it also has additional properties such as causing objects to
    grow, expand, opening light portals and energizing light crystals.
    What a strange name to give to a weapon that looks like it does very little
    damage... Anyways, the Annihilator Beam is the last weapon you get after
    defeating Quadraxis. It shoots pellets of shadow and light energy, and is useful
    against both types of enemies. It also has a tremendously high rate of fire and
    can automatically home in on opponents. The downside, you ask? It shoots so fast
    that you can deplete your ammo in less than half a minute. Every shot takes away
    1 ammunition unit from both light and dark. A charged shot shoots out a hyper
    sonic ball. As far as puzzles, this beam's usefulness is to activate puzzles that
    require sonic technology (echo visor). This beam can also super energize light
    crystals/beacon points that lure in Ing enemies and kill them.
    NOTE ABOUT BEAM WEAPONS: If you ever run out of ammo and require a beam for a
    puzzle, you can always charge up the beam to shoot a weaker version of the
    regular shot.
    *****(BEAM COMBOS)*****
    Same as Prime, except now, you must use them to solve puzzles. These weapons open
    GREEN HATCHES. This is possibly the most useful of all beam combos. Just like the
    missile, if you lock onto a target, the missile will home in on it. REQUIRES
    The Light Beam's combo. Creates a super high level of solar energy that fries
    anything in the vicinity. This combo is pretty useless, as it moves way too slow
    to be effective against enemies that matter. REQUIRES LIGHT BEAM, FIVE MISSILES
    The Dark Beam's combo. Creatures a black hole vortex that drags enemies inward.
    This is more useful than the Sunburst since it moves at about the same speed as
    the Dark Beam itself. However, it's not TERRIBLY effective against enemies, not
    enough to warrant its requirements. REQUIRES DARK BEAM, FIVE MISSILES AND 30
    The Annihilator's combo. Creates a super sonic wave of sound that is so powerful,
    it distorts the very area it shoots. This is the fastest beam combo, faster than
    the super missile even. It also appears to be the strongest and can take out just
    about anything. The only problem is how much ammunition it drains. REQUIRES
    Same as Prime. There are more morphball puzzles this time around, and they are
    more involved. You never lose this item.
    Same as Prime. You get this by defeating the Bomb Guardian. Also useful for doing
    bomb jumps.
    More of the same, but with an added touch. You can actually damage enemies with
    the boost ball. Also, you can use the boost ball along with the spider ball to
    propel yourself in the opposite direction of the ledge you are grappling onto.
    Acquired by defeating the Boost Guardian.
    More of the same. There are more eccentric spider ball puzzles this time around.
    Acquired by defeating the Spider Guardian.
    *****(MISC. POWERUPS)*****
    Same as Prime. You can now shoot while you grapple. Acquired by defeating the
    Grapple Guardian.
    Same as Prime. Allows you to double jump. Acquired by defeating the Jump
    The equivalent of gaining the Gravity Suit, except you now have a third jump
    underwater. After doing a second jump, you can hold the B button a third time to
    slowly drift higher into the water.
    Allows you to shoot multiple missiles. Performed by charging your missiles. If
    you lock onto a target, you will see orange dots that correspond to how many
    missiles will be shot at the target.
    Ah yes, the old screw attack from the previous Metroid games. This weapon is
    tremendously useful, giving you the ability to do a true space jump (you can only
    jump continuously in the air 5 times, to my knowledge). You are also engulfed in
    destructive energy, destroying roughly anything that comes into your path. Be
    careful though, if you hit something that can't be destroyed, you'll bounce back
    (and possibly off a cliff if you're not careful). You must also use this to
    NOW, ONTO THE MEAT OF THE FAQ. NOTE: If you want to know the story behind the
    game, just read about it somewhere. Information on this is all over the place. In
    this walkthrough, I'll give you the name of the places, room by room, on where to
    **[[place]] - means the general area. (i.e. [[TORVUS BOG]] means that the
    following areas described are found in the Torvus Bog)
    **--place-- - means the specific area. (i.e. --LANDING SITE-- means specifically
    a room called the Landing Site on your map. Look for the double parentheses above
    to see what area the room is in.
    **[=====message=====] - means that this is what you should be seeking. In terms
    of this walkthrough, you will be seeking weapons. The temple keys will be covered
    naturally alongside finding weapons.
    **"red access module" - this refers to the long, vertical and thin rectangular
    panels that have some kind of wheel spinning on it. They are used to activate
    elevators, open doors and do other things. In scan visor mode, it will be red.
    So your ship is malfunctioning. Nothing to do here but do some scanning. Break
    the webbing apart and go through the only door. Remember this place later in case
    you need to save and refill ammunition.
    Take the right fork and jump down.
    Scan the gate and the red access module. Shoot the two pods on both sides and
    proceed. Come up to the next door, turn right and scan the red access module
    again. Get the map if you want, then continue through the door.
    Fight the little splinters, disable the webbing and proceed.
    Roll into morphball mode and duck under the large cargo pod gate. Watch out for
    the splinters. There should be another morphball access tunnel there. Go through
    it, bomb the gate, then roll around the cylindrical shaft to operate a morphball
    slot. Uh oh, GF troopers back from the dead. They are easy; just unleash a
    charged shot or a missile and they go down fast. Fight the dark GF troopers, and
    go back to the beginning of the room. Scan the red access module and the cargo
    pod gate will open. Kill the GF troopers there, and go through the door.
    Nothing to do here, go through the door.
    After a cutscene with Dark Samus, go through the portal after her. You'll be
    attacked by a horde of ing and barely escape through the portal. You'll be
    transported back here, but most of your equipment will be gone. There are a bunch
    of green pods up ahead, destroy them. Go through the small morphball tunnel on
    the right.
    Kill the GF troopers. Save if you want in one of the adjacent rooms, then move on.
    Scan the red access module and take the elevator up. Take the left fork.
    Open the gate as before. Go all the way to the end and scan another red access
    module. Go through the path that was previously blocked by the crate that was
    just removed by the winch. Jump up the platforms, come up to another red access
    module, shoot the gate locks and go through the gate as before. The splinters and
    kralees should give you no trouble. This area is a little big, but straight
    Go through the only door here.
    Walk up to the center of the room, scan the red access module. The winch will
    malfunction. A cutscene will reveal that a point where the wire is fragile. Shoot
    the wire and use the gate as a bridge to the next room.
    Go through the gates and scan a panel to the left at the end of the tunnel.
    Splinters will emerge, kill them and go through the door.
    Follow the path, go through the only door you can. Kill the GF soldiers as they
    Watch out for the turret. Disable it with a missile, go through a small morphball
    tunnel on the right, scan the red access module, go back and morphball your way
    under the malfunctioning gate. You won't take much damage if you get caught, but
    since you have very little to begin with, be careful.
    Walk up and get a cutscene. After the cutscene, scan around for a red crate,
    blast it with a charge beam and get the =MISSILE LAUNCHER=. You will be attacked
    by a swarm of dark splinters. Don't be afraid to use missiles, as they are key to
    your survival. You can always get refills by shooting crates. Kill them off, go
    into the GF ship (get the map if you want), turn left and jump onto a platform.
    Continue along, scan another module, and go into the morphball orb hologram in
    morphball mode. Jump over to the door covered with a red hatch. Destroy it with a
    missile and proceed.
    There are two tunnels, the one to the left is blocked by a GF soldier's body.
    Morphball into the tunnel to your right. When you emerge, kill the war wasps.
    Look up and scan for another red access module. Scan it, go into the morphball
    hologram and proceed.
    Kill off the war wasps and destroy their hive with a missile. Scan the huge wall
    on your left. Hit it with a missile and go all the way down until you can't
    anymore. There should be another red access module nearby. Scan it, go into the
    morphball hologram. The morphball tunnel is straight forward. When you emerge,
    proceed to the next door.
    Up the elevator you go.
    Watch out for a barrage of sandbats. They don't cause much damage to begin with.
    There is a save room accessible by morphball on the left side of the room. I
    recommend you save; a boss fight is coming up. Proceed.
    Get ready for a boss fight as you walk up to the center of the room. If you're
    really paranoid about being prepared, go back to the TEMPLE ASSEMBLY SITE to pick
    up an ENERGY TANK UPGRADE behind the red hatch door.
    DIFFICULTY: 5/10
    First, you'll fight a group of dark splinters. These things are easy enough,
    you've fought them before. HOWEVER, I warn you not to use your missiles, because
    you'll want to save it for the dark alpha splinter. After killing off the
    splinters, you'll face the alpha splinter. Just dash jump to dodge its lunge
    attack (be careful, though and don't get jump-happy. It's very good at
    anticipating where you'll move). After doing enough damage to it, get ready for
    the dark alpha splinter. It has the same attacks, except now, it can spray some
    kind of blue liquid at you. Shoot it with all your missiles, then time your
    charge shots. Eventually, it'll go down. This fight should not be very difficult
    if you know how to dash jump and refrain from prematurely dash jumping. An
    =ENERGY TRANSPORT MODULE= is your reward.
    Scan the access module and go up.
    A cutscene will take place. That's U-Mos, a luminoth who will 'aid' you somewhat
    on your journey. Now, you'll have the ability to decode PURPLE LUMINOTH DOORS. go
    back down the elevator and back to the TEMPLE SANCTUARY. There should be a purple
    luminoth door here somewhere, scan it and go through.
    Kill the lightflyers and proceed. Watch out, they can shoot electrical blasts
    from a distance.
    Head down.
    You're back here again. Find your way back to the INDUSTRIAL SITE (two doors
    adjacent to where you are). You will be attacked by splinters who will turn into
    dark splinters if you don't kill them fast enough. NOTE: I HIGHLY recommend that
    you get the energy tank in the room with the red hatch in this room if you didn't
    already. It will increase your chances of survival in Agon Wastes.
    Scan the purple luminoth door and proceed.
    Proceed. There is a green kralee here.
    There is a missile expansion behind some webbing and a purple luminoth message
    here. Get them if you want, then go down.
    Watch out for the lumites. These things are relatively harmless in light aether,
    but in dark aether, they will prove to be a nuisance. Go through the only door.
    Welcome to the Agon Wastes, reminiscent of the Chozo Ruins in Prime. Your target
    is the door all the way at the top (in front of you, on the right of the red
    hatch door). Through the red hatch door is a save point, so save if you want.
    Sand diggers will emerge when you touch the sand. They're pretty easy to kill.
    Jump up the platforms, destroy the rocks with missiles to create a bridge
    the sandbats as you cross. You'll have to do some more jumping onto platforms.
    Eventually, you'll cross a bridge with three circles decorated above it. Go
    through the door.
    Morphball time. Go through the tunnel and emerge on the other side.
    Does the music sound familiar? It should; get ready to fight some space pirates.
    These things aren't that hard, just dodge, shoot missiles and charged shots and
    they should be out of commission. Jump up the platforms and cross the "waterfall"
    of sand. See the statue and the gate to your right? Make a mental note of it,
    we'll have to come back here. Watch out for the sandy falls as they will drag you
    down. Destroy another rock to reveal a bridge.
    Watch out for shriek bats. These things can be tough to target without the dark
    visor. Go through the door and prepare for a boss fight. Don't worry, this one
    really isn't very hard.
    Walk up to the center of the arena and get ready to fight.
    Difficult: 5/10
    This is a larger version of the sand digger. If you scan it, you'll know that you
    have to first stun it by hurting its tail, so lock on, hit its tail (try to save
    your missiles though), and it'll get stunned. You know it's stunned if it raises
    its head back in agony. At that moment, lock on its head and blast it with 2
    missiles or a charged up Power Beam shot. YOU MUST DO THIS OR IT'LL START
    SHOOTING BOMBS EVERYWHERE. This fight should be a piece of cake if you've
    mastered the dash jump. You get the =MORPHBALL BOMB= for your efforts.
    Bomb the wall and proceed through the other blue door.
    Bomb the morphball slot and proceed.
    Scan the hologram behind the giant machine and get a cutscene. You can now access
    Orange Luminoth Doors. You've now been introduced to your missions: trek into the
    dark aether version of an area and restore the energy to the light area.
    Backtrack back to MINING STATION A.
    There is a MISSILE EXPANSION blocked by an orange luminoth door. Get it if you
    want, then head to the other blue door you haven't been to yet right below that
    room. There are no more space pirates here, but you'll have to fight some
    lumites. NOTE: Now that you have the morphball bomb, if you want another ENERGY
    TANK, go to MINING STATION ACCESS, get into morphball mode and bomb the small
    platform in the middle.
    Go into the morphball hologram and proceed to the other side of the wall (you'll
    know you're on the other side because there will be a dead luminoth body on the
    ground). There's also a missile expansion here if you want.
    Oh, that beautiful music again... get ready to fight some more space pirates.
    However, this time you have to fight dark space pirates after a funny (I think)
    cut scene of them being possessed by the ing. These are a little harder, but go
    down just the same way. A morphball slot will open up at the end. Go to it, bomb
    the slot, and head up the lift right next to it. Bomb the small blocking object.
    You'll see a lens fix into place. Traverse the enter puzzle, repeating the
    process two more times (watch out for wasps and pill bugs. Once you're done, go
    back to where the morphball slot was, and scan the gate. A portal will open. Go
    Welcome to Dark Aether. A few notes: you will take damage if you stay anywhere
    outside of the light barriers. Hence, throughout each room, you must shoot light
    beacons or stay within a light crystal's barrier to be safe. There are also many
    pods that release refills, so make use of them. Your main objective in the dark
    version of any area is to find the three keys and fight the boss and guardians.
    These three keys are found ONLY in Dark Aether and in their respective regions,
    so no bother searching for them in light Aether.
    This room is empty of enemies, so go all the way to the other end, bomb the
    morphball slot and proceed. Another thing to note is that everything you do here
    will somehow affect what happens in Light Aether and vice versa, so the morphball
    slot opened up the alternate door in Light Aether. Go through.
    Here, you'll have to fight inglets. They are small, but can be very deadly if
    you're careless. Shoot them in puddle form, and when they materialize, blast them
    with one missile to extinguish them for good. They do NOT show up on radar when
    they're in puddle form, so beware. One good missile blast or charged shot while
    their heads are exposed is all that's needed.
    --SAVE STATION 2--
    More inglets, so be careful. Collect refills as you go along. There is save
    station here, so save if you want, then proceed.
    What a big place. Head to your left and prepare to fight a warrior ing. This
    thing really isn't that tough. It has three attacks: (1) Shoots a beam of light
    at you and knocks you back (2) hits you with a melee attack if you're close
    enough (3) rolls into a ball and covers you in darkness, slowly sucking some of
    your life away. This should be obvious, but ALWAYS ALWAYS STAY WITHIN THE LIGHT'S
    BARRIER. Dark Aether's air is too poisonous for you right now. Kill this thing,
    then head over to what appears to be a moving light portal along the wall. This
    is a light bringer, it will supply a light barrier. DON'T BE HASTY and just
    follow along with it all the way up; you need its light protection. Follow along
    the path to another light bringer and head through the only accessible door.
    Roll into morphball mode, go through and prepare for a boss fight.
    Head to the center of the room and a cutscene will ensue.
    Difficulty: 6/10
    This thing isn't very difficult if you gotten the two energy tanks I told you
    about. It's basically a warrior ing except it has a jump attack that causes
    shockwaves into the ground. As it circles the light barrier, shoot it with
    charged powerbeam shots and missiles. When it charges light beam attacks at you,
    do dash jumps while you fire. It will sometimes jump up to the top platforms and
    shoot light beams at you. HOWEVER, when it prepares to jump, get ready. When it
    lands, it releases a powerful shockwave that'll easily knock you out of the
    light's protection as well as damage you. The easiest way to dodge this is to
    start at any position, lock onto the creature, and as the shockwave approaches
    you, jump FORWARD and the shockwave usually misses. There are refill pods along
    the circumference, so get them if you need them. You will acquire the =SPACE
    JUMP= for your efforts.
    Now that you have the ability to double jump, head back to the PORTAL SITE, back
    into the light aether, and back to MINING STATION A.
    [=====SPACE JUMP ACQUIRED!=====]
    Remember that weird statue in the center with the gate behind it? Space jump on
    top of the statue, turn left and go through the doorway there. Scan the red
    access module and the gate will open. Proceed through.
    Kill the two ignorant pirates here. Go through the door.
    Get ready to take on a bunch of pirates. The first batch are easy, just like
    before. Some more will materialize afterwards, and then, a two will materialize
    above and use a turret against you. The turrets do a good amount of damage, so
    keep your distance and destroy them with missiles. Head through the only door you
    You can't go through the door here, so scan the ground and blow it up with a
    morphball bomb.
    You'll enter this room in morphball mode. A bunch of pirates will go through the
    portal. Go through the simple morphball maze, avoiding the electrical currents,
    and emerge. You'll fight some pirates. Gather all the data you want here by
    scanning. I highly recommend you do, as the information may be helpful. Then, go
    to the far side and scan another red access module and go up the mini elevator.
    Follow long the path and fight another pirate to unlock the door. Careful, the
    pirate inside the glass chamber to your right may try to shoot you.
    Whoa, what was that? Meet Dark Samus (don't worry, you don't fight her... yet).
    Head through the only door back to the COMMAND CENTER. Scan the red console, go
    back to the COMMAND CENTER through the other door and proceed through the gate
    that just opened up.
    Watch out for turrets, these things are powerful. Kill them off with a charged
    shot or a missile. Head through the laser maze and go through the next door.
    Don't get lazy and just run through the lasers. The damage gets cumulative.
    Take out some more pirates. Scan stuff if you want, head all the way to the far
    side of the room and activate a mini elevator via red access module scanning.
    Follow the path. Kind of a gruesome sight, isn't it? Metroids feeding on a space
    pirate... anyways, go through the door. Oh yes, AVOID THE PHAZON at all costs.
    This stuff is possibly more toxic than dark aether's air, so stay away from it.
    Take out the turret. Enter the center of the room and bomb the morphball slot.
    Some gates will rotate and reveal a new path. Proceed.
    Just when you thought it couldn't get worse... flying pirates. They fight the
    same way they did in Prime, so use the same strategy. After you kill them, they
    attempt a suicide strike, so be careful. Kill them, then head over and scan the
    panel revealed in the cut scene. This will unleash three columns. Head back over
    to the opposite side of the room with the control consoles. You'll notice that
    each console has TWO SMALL HEXAGONAL BUTTONS that you can scan to move a
    corresponding cylinder's levels up and down. If you're too lazy to figure it out,
    here's the answer:
    three times. Note: If you want an energy tank (recommended), scan the LEFT SMALL
    MIDDLE AREA twice; and scan the LEFT SMALL HEXAGON of the LEFT AREA once. You
    basically want to create a stairway up to the top platforms, so just use your
    common sense and it should be easy.
    Follow the path up with space jumps, and proceed.
    Morphball time. Head through the morphball tunnel, but do not go straight. The
    direct path is protected by blue lasers. Instead, take the upper path, avoiding
    the lasers. Time your bomb jumps correctly and you shouldn't get hurt. You'll
    eventually emerge on the other side.
    SAVE NOW, a boss fight is coming up.
    Two turrets, take them out. Go to the end and missile the left wall with a crack
    in it (scan if you can't find it). Proceed.
    Jump down to the room and prepare to fight.
    Difficulty: 7/10
    For such a small boss, she can sure cause some massive damage. For the most part,
    you'll want to use powerbeam shots, trying to hit her with a charged shot if
    possible, though she moves very fast, so it's hard. Most of the pillars in this
    room are destructible (and she usually does the destructing). She is invulnerable
    when you see a thick blue shield around her (you'll know when your shots bounce
    off of her). WARNING: DO NOT USE MISSILES AGAINST HER. If they hit, it's good,
    but they usually repel because she'll put up her shields. Not only that, but if
    you touch this shield, you'll take damage. For the most part, she'll just float
    around the room very fast, occasionally shooting you with a spray of phazon
    energy. It does little damage, so don't worry.
    After taking sufficient damage, she'll switch to phase two. This time, she's only
    vulnerable to damage at certain times (when the blue shield around her is gone).
    There are two attacks you must watch out for: (1) Her phazon missile attack. She
    jumps up into the air and charges a shot with her beam. Right at the last moment,
    double dash jump to avoid. (2) Her shinespark ability. This move is deadly, so
    avoid at all costs. You know she's about to do it when she jumps up in the air,
    does a backflip, charge up her body, and ram right into you. This attack is easy
    to avoid if you dash jump at the right moment. Just keep attacking her (DO NOT
    After she dies, go up the elevator in the room and get the =DARK BEAM=. Use the
    Dark Beam to go back to the COMMAND CENTER.
    [=====DARK BEAM ACQUIRED!=====]
    You'll be attacked by grenade pirates. Two dark beam shots will take them out. If
    you scanned the portal the pirates went though, you'll know that dark portals
    need dark energy to activate. So what are you waiting for? Use the dark beam on
    the portal in the center of the room. Go through.
    See the item on top of the platform in front of you? That's one of the Agon Keys
    you must retrieve. Go to the left side of your map, charging beacons as you go,
    until you come upon a light crystal that has been charged with dark energy. Free
    it by shooting it with the powerbeam. Scan for a small circular object on the
    platform next to you, shoot it with the missile and then, the dark beam. The
    platform will lower. Follow it up and space jump to get the FIRST AGON TEMPLE
    KEY. Proceed through the dark beam door (the black door).
    Prepare to fight a warrior ing. Same strategy. Kill it, then proceed.
    --DARK OASIS--
    Watch out for the inglets. Head for the door on the right.
    Walk over to where you see the three ing blade pods surrounded by light. Turn
    around and aim up at the giant pillar at the center of the room. You should see a
    crystal. Shoot the crystal with the dark beam and the pillar will shrink, giving
    you access to the upper floor. Double jump up.
    --SAVE STATION 3--
    Save if you want.
    Go through the morphball tunnel, but SLOWLY so you don't accidentally fall into
    the phazon deposits. Bomb jump up and over to the other side. Proceed.
    Wow, big room. There are three red access modules in this room, and you must scan
    them all. From where you enter, there is one on you right on a platform. There is
    one on your left blocked by a set of crates. The last one is atop the locked
    door, so you'll have to use some space jumping on floating platforms to get it.
    Charge beacons as you go, taking care not to walk on the phazon deposits on the
    ground. Proceed.
    You will be attacked by some lumites. They are somewhat more dangerous here, so
    remove the darkness from the crystal on the platform and jump. BE CAREFUL NOT TO
    FALL OFF, THE WATER IS POISONOUS. Jump quickly to avoid the poison gas the
    ingclaws set off. If you need to, just stay in a light barrier and get some of
    your health back. Proceed through the door.
    More big rooms. Kill off the swarm of nightbarbs with your powerbeam now. If you
    don't, they will become a nuisance when you try to jump on the platforms. See the
    two columns in the center? Aim upwards and find the crystals one one of their
    sides and shoot it with the dark beam to shrink them. Jump on them and proceed
    through the dark beam door. You get the =LIGHT BEAM= for your efforts. The light
    beam is incredibly effective against dark creature such as the ing. Charged light
    beam shots move very fast and have a mild homing ability.
    Go back and use the beam on the opposite light beam door.
    [=====LIGHT BEAM ACQUIRED!=====]
    Take out the eyes with the light beam. Proceed.
    You're back here again. This time, go through the light beam door.
    Watch out for the darkling tentacles. They retract when you blast them, so bust
    out that powerbeam and temporarily stun them. DO NOT LET THEM HIT YOU, they cause
    a lot of damage and can knock you into the poisonous water. Proceed and get ready
    to fight.
    Head towards the center where the Agon key is. Three ing warriors will attack
    you. Kill them as usual. Remember, the light beam is very effective against these
    creatures. You will be rewarded with the SECOND AGON TEMPLE KEY. Head back to the
    --DARK OASIS--
    Now that you have two agon keys and the light beam, shoot the portal with the
    light beam and go back to light aether. There's also an ammo refill station
    behind the other light beam door, if you need it.
    Head back to the PORTAL TERMINAL. NOTE: BEAM AMMO EXPANSION. Now that you've got
    the light/dark beam, you'll notice that ammo depletes before you know it, so
    you'll want more ammo. On your way back to the PORTAL TERMINAL, you'll come
    across the CENTRAL MINING STATION through the upper level of the COMMAND CENTER
    room. When you emerge, enter one of the turrets and blast three power generators
    in the room. There's one to the bottom left of the turret besides the skiff
    ships. The second is on the right (you'll know you hit this one because space
    pirates will start shooting you. The last one is on the far end, blocking a
    morphball tunnel. Space jump on top of the Skiff ship and all the way to the
    other side. Enter into the small morphball tunnel and get a beam ammo expansion.
    This should let you be more trigger happy.
    Go through the portal again into dark aether.
    Go back to the JUDGMENT PIT.
    There is a dark beam door here that leads to a save point. SAVE NOW, a boss fight
    is coming up. There should be a RED HATCH DOOR in this room. Go through it.
    Nothing fancy here. Proceed.
    Head to the left path of where you entered. There will be a door there containing
    the last and THIRD AGON KEY. Go back to where you entered the room and walk into
    the light hologram. Jump down and prepare to fight.
    Difficulty: 7/10
    This boss can be a bit tough for new-comers, but for a Metroid Prime veteran,
    this shouldn't be too difficult. Amorbis has three stages. (1) It jumps out of
    the ground and burrows back in. DO NOT, I REPEAT, DO NOT look around aimless to
    see where Amorbis is. Instead, just look at your radar for orange dots. Even if
    you see Amorbis appear, if the orange dot is not showing up, chances are it's too
    far for you to hit anyways. When it emerges, shoot it with whatever you've got
    (missiles, power beam shots and light beam shots). IMPORTANT: WHEN IT BURROWS
    hitting it enough ... (2) It will attach itself to the dark sphere in the center.
    Now, you must destroy the helmet shielding on its head. Beware of its ability to
    nullify your light crystal. After you destroy the helmet, it will start to ...
    (3) Suck in air. When it does, go into morphball mode and get sucked in. Once
    you're in, lay a bomb and Amorbis will be damaged from the inside out.
    The same fight continues, but you must then take out two/three worms instead of
    just one. Repeat with the same strategy. NOTE: When Amorbis has two or three
    worms attached to the dark sphere, it can execute a beam attack that will HURT
    BADLY, so make sure you dodge it and keep inside the safe zone. You will be
    rewarded the =DARK SUIT= for your troubles.
    Head to the platform and to the next door.
    [=====DARK SUIT ACQUIRED!=====]
    You know what to do.
    Walk up for a cutscene. Now, head back to the AGON ENERGY CONTROLLER in Light
    Another cut scene. Now, head back to the MAIN ENERGY CONTROLLER (Where U-Mos was)
    in the GREAT TEMPLE.
    FUTURE NOTE: In every temple, after beating the temple's boss and gathering the
    energy from the dark energy controller, you MUST BRING IT BACK TO THE LIGHT
    VERSION OF THE ENERGY CONTROLLER. Otherwise, the area will be close off until you
    Talk to U-Mos again, and now, it's time to head to the Torvus Bog. After talking
    to him, go down to the TEMPLE SANCTUARY and scan the orange luminoth door. Go
    Hit the purple crystal on the door with the light beam, and watch out for the
    pulse bombu. They're pretty harmless. Proceed.
    You know what to do. Go down.
    Big area, just go straight across the half-pipe structure and go through the only
    door there at the end of a twisted tunnel.
    --HALL OF EYES--
    Space jump onto the top ledge. The door here is blocked by a green hatch which
    you can't open yet. Go through the portal on the second level.
    Watch out for inglets. Go through the blue door.
    Just keep going through the one-way path until you get to the end. Double jump up
    to the platform and it's time for a morphball puzzle. Notice that on both sides
    there are pistons that go up and down. First, face the dead-end wall. Turn into a
    morphball and go through the right-piston going up. Hit the second morphball slot
    you come in contact with. Then hit the third, fourth, and go back to number one.
    That should activate the luminoth lift. Jump on and get ready for some fancy
    shooting. Shoot the nightbarbs that fly at you.
    Get off the lift at the end, shoot the portal with the light beam and enter the
    light portal.
    --PATH OF EYES--
    Head all the way to the blue door, energizing the purple icons with light energy
    as you go along and double jumping. Be on the lookout for space pirates, they get
    possessed by ing. Open the orange luminoth door at the end and proceed.
    Proceed, avoiding war wasps.
    You know what to do. Go to it.
    Watch out for shriek bats.
    Torvus Bog, the waterworld of Aether. Watch out for the shredder plants that
    sprout up out of the ground and attack. If you kill one, it will explode and
    usually kill the surrounding ones. Go underwater, and head to the dark beam door.
    Keep in mind, at the current level you're at, water hinders your movements
    tremendously. Proceed with caution.
    Kill the little creatures for some refills. Emerge out of the water and through
    the door.
    Shriekers will appear out of the water. Be careful, you can only see them
    accurately with sonic gear, so currently, they phase in and out of existence.
    They also attack you with sound, so don't be surprised if you can't see what
    they're hitting you with. Take them out with the dark beam if you want. Enter
    through the red hatch door.
    Go through the morphball tunnel.
    Scan the red access module and the bridge will rise. There is a save room blocked
    by a red hatch door if you want to save. Go through the light beam door.
    Watch out for shredders. They explode on impact and can hurt.
    Prepare for a semi-tough fight. Meet the grenchler, Echoes' version of the baby-
    sheegoth from Prime. Like the baby sheegoths, you can only hit them from behind.
    But that's not all... these things seem to do an almost uncanny amount of damage
    at any range, and they electricity attacks are faster than the baby sheegoth's
    ice breath. Also, these things turn around faster, so you have to be quick. Try
    hitting them with a charged dark beam shot to stun them.
    Head up the mushroom looking platforms. See that morphball slot that looks like
    it's there, but it's not? Remember where it is.Ccross the metal bridge and
    activate the dark portal. Go through.
    Again, like in Dark Agon Wastes, the goal is to get the three keys and fight the
    guardians. But that's still a ways off. Your primary goal is to first gather all
    the abilities you can. Only then does the search for the keys become easier and,
    in some cases, possible.
    Head across the bridge to the morphball slot. Remember that everything you do in
    dark/light aether affects the alternate world. Bomb the morphball slot and head
    back to the portal by traversing the under area, careful not to touch the water.
    [[TORVUS BOG]]
    As you emerge, be VERY CAUTIOUS. You now have to take on the dark pirate
    commando. These things are tough to fight without the dark visor, so just try
    your best. They can phase in and out of existence, making them hard to target.
    The best weapon against them is the charged light beam shot. The best way to
    fight them is to look at your radar for orange dots. YOU CANNOT LEAVE THIS ROOM
    UNTIL THEY DISAPPEAR. You currently have no way of killing them, so just survive,
    hit them whenever possible and wait for them to disappear. After that, go across
    the now-rotated bridge and go through the door behind the missile expansion.
    Go through the small morphball area and traverse it. Be careful, as there is a
    plant creature that tries to knock you off. If it does, KILL IT BEFORE YOU
    PROCEED. This thing can be very annoying. Enter the morphball tunnel and exit
    through the light beam door.
    Scan the red access module. This will open up a morphball hologram on the
    opposite side of the room. Go to it, and you'll be launched up onto a bridge.
    Watch out for shriek bats. Kill them, then proceed through the dark beam door.
    If you want, bomb a part of the floor near the center (over one of the circular
    floor panels that appears cracked. It should lead you to an ENERGY TANK
    (recommended). If you've gotten all the Energy Tanks I told you about so far, you
    should have 5 full tanks of energy. Otherwise, proceed.
    Get ready to fight more pirates. Defeat them like usual. Get the =SUPER
    MISSILES=, your first missile combo. Head up the elevator and through the green
    hatch (they must be destroyed with super missiles).
    Look familiar? You know what to do.
    Business as usual. After a cutscene, go back the way you came.
    Scan the green luminoth door in the center of the room and go down the elevator.
    There are four doors at the bottom here, three guarded by green hatches, and one
    guarded by a purple hatch. Go through the green door that leads to the UNDERGOUND
    Watch out. A grenchler is just around the corner, and it's hard to fight being
    that the passage is so narrow. Get through it somehow, go through the crack in
    morphball mode and go through the light beam door.
    You knew it was coming, didn't you? Two pirate commandos, these things can be a
    pain because they have shields. At least they can't disappear from sight like
    their dark versions. Hit them when their shields are down. DO NOT, I REPEAT, DO
    NOT ENGAGE IN CLOSE COMBAT. These pirates have melee blade weapons that can
    really hurt. As you'll discover later, super missiles are your best friends
    against pirates. Go through the laser guarded door after you kill them.
    Scan the device, go through the portal.
    Proceed through the door.
    Jump onto the center of the room, and watch out, because a new type of ing will
    attack you. This is a hunter ing, and it's annoying because it can phase in and
    out of existence. Even if you can see it, you can't hit this thing until it is
    completely solid. Charged light beam shots work best. The best way to fight them
    is to lure them into one of the light beacons, then when they're within range,
    charge the beacon. They take a lot of damage this way. Anyways, once you kill it,
    jump onto the platforms that spiral the main column. Exit through the only dark
    beam door at the top.
    --DARK FALLS--
    There is a save station here. SAVE NOW OR YOU WILL REGRET IT. A very hard boss
    fight is coming up (or at least, from what others have told me. I didn't find it
    too difficult with the 5 energy tanks I had).
    Take out the lightflyer creatures and proceed.
    Whoa... freaky. Head down to the half-pipe structure and through the tunnel.
    Head through the morphball passage and get ready for a fight many consider to be
    one of the hardest.
    Difficulty: 10/10
    For this fight, I recommend at least 5 Energy Tanks. What makes this fight
    particularly difficult is that there are no safe zones and your health constantly
    goes down. Not only that, but the boost guardian has some horribly annoying
    attacks. First, it can swing its arms at you, spawn inglets (which you should
    kill for energy), shoot some light beams and latch itself onto you. Super
    missiles work wonders here, so I hope you have enough missiles. After you damage
    it enough, it will go into boostball form and boost around the room, occasionally
    destroying a mini pillar (and even its own inglets) and dropping refills. Try
    your best to avoid this thing as well as the inglets if they spawn.After it boosts 
    3 around times, OR if it runs into a column, it will form into a
    RIDICULOUS AMOUNT OF DAMAGE. While it's in this form, it will chase you, so roll
    away from it in morphball form and drop bombs to stun it. It'll eventually get
    stunned and go back to solid form. Repeat this process until the boost guardian
    is dead. For your efforts, you will get the =BOOST BALL=.
    [=====BOOST BALL ACQUIRED!=====]
    Now that  you have the boostball ability, in the same room, go to the center of
    the room where you saw the Torvus Key with the halfpipe structure. Boost your way
    up and get it. FIRST TORVUS KEY acquired. Now, it's time to look for some weapons
    before we go off and look for the other Torvus Keys. First, go back to the light
    world by going through the same portal in the GLOOM VISTA.
    [[TORVUS BOG]]
    Head to the TORVUS GROVE again, and go up the half-pipe structure in this room to
    get to the dark beam door (the only other door in this room).
    Nothing to see here.
    Make sure you activate the spinner device here (because it will affect the dark
    world). Head down from here and head back to the elevator leading to TRANSPORT TO
    Head back to the MEETING GROUNDS.
    Boost up the half-pipe structure and go through the morphball tunnel (there's
    only one, so it shouldn't be hard to find).
    Be CAREFUL not to go too fast, because there is an area where you need to use the
    boost ball to pass. If you fall, you'll have to trek back to the MEETING GROUNDS
    and do it again.
    Just keep going.
    Get ready for a morphball puzzle. The objective here is to get all the panels on
    the ground to glow. There are four spinners, each with a color and each spins a
    certain set of two adjacent rings. So the goal is to get all the rings to glow
    without throwing the neighboring rings out of alignment. Sound hard? Not really.
    You could figure it out yourself... but if you don't want to, here's the
    (1) Spin the purple spinner until the outermost ring glows.
    (2) Spin the blue spinner until the second-outermost ring glows.
    (3) Spin the yellow spinner until the third-outermost ring glows.
    (4) Spin the red spinner until the inner-two rings glow.
    For your efforts, you get the =SEEKER MISSILES=. Go through the purple door by
    using the seeker missiles to hit all five targets at once. One way or another,
    get back to the TORVUS TEMPLE in the Torvus Bog. Our next objective is to get the
    Gravity Boost.
    [[TORVUS BOG]]
    Go down to the lower area (with water and those pods surrounding the room). This
    time, take the other green hatch door that leads to a mini-elevator, leading
    further down in Torvus.
    Go down.
    Does the music sound familiar? It's a remix of the Brinstar Red Soil Music.
    Anyways, first, head down into the water. CAREFUL NOT TO AGITATE THE BLOGGS.
    These things don't mess around and can be a pain to fight since you're very
    sluggish in water. Right under the platform with the purple door is a red access
    module. Scan it. Then jump into the middle and take the morphball hologram up to
    the top level. There's a door leading to a save station if you want to use it.
    Head back into the water and head to the purple door with a missile expansion in
    front of it. Open it with the seeker missiles and proceed.
    Whoa, what was that light? Look familiar? Proceed and see.
    Dark Samus appears (you don't fight her) and mocks you. There are two bloggs in
    the water. This time, you must kill them. They can only be damaged once they open
    their mouths. So, you have to hit them with a missile (or charged blast) to
    provoke them, then get another missile ready for when they charge at you. They
    only open their mouths at the last minute, so have good timing. After that,
    activate the spinner to align the red lines. Enter the crevice and follow the red
    path. Go through in morphball mode and go through the dark beam door.
    Just go through the tunnel. You can't do anything else now.
    Traverse through the water, kill the bloggs if you must, then emerge out of the
    water. Go through the dark beam door.
    Few small enemies, nothing to do here.
    Scan the red access module to unlock another part of the room. Find a way back to
    Since we went with the dark beam door last time, we're going to go through the
    light beam door this time. Align the spinner rotation device so that the blue
    lines align. Enter the crevice again in morphball mode, and follow the path. Go
    through the light beam door.
    A simple enough morphball puzzle.
    First, head underwater and shoot the two spiky things from underneath with a dark
    beam shot. This will cause them to flip upside down, effectively turning them
    into platforms. Head back up to where you entered, and using the spiky things as
    stepping stones, hop across the opposite side of the room and activate a
    morphball slot. A passageway will open underwater. Go through the portal down
    Welcome to the lower areas of Dark Torvus Bog.
    Dark pirate commandos again. Try to fight through them somehow until they
    disappear. Hop onto a platform and activate the spinner until the laser hits the
    center of the opposite wall. This will affect the laser beam in the light world.
    Go back through the portal.
    [[TORVUS BOG]]
    A morphball hologram has opened up on a platform opposite of the laser beam
    device. Use it, and go through the light beam door at the top.
    Watch out for the puffers. The toxic gas they release is deadly and resonates
    around their deaths for a bit before the air is safe.
    Scan the red access module for the final lock. A boss fight is coming up. Now
    that all the locks are released, go down to the very bottom level of the room and
    through the door.
    Descend. Near the bottom, there are lots of small creatures if you want to get a 
    refill of ammunition. Head down to the very bottom.
    Head down to the bottom door and get the =GRAVITY BOOST=. You can now freely move
    in water, your vision is clearer and you have a third jump in water. Sounds
    great? Well, prepare for a not-so-great fight.
    Difficulty: 7/10
    This boss can be either really hard or really easy depending on how good your
    timing is. The first stage is just the alpha blogg. It shares the same weakness
    as the blogg, meaning you can only hit it when its mouth is open. This can be a
    bit tough since you have to first hit it with a concussive blast to provoke it to
    ram you. Basically, just think of it as a blogg with more health and more
    damaging power. In addition to ramming you, it can also shoot jets of water that
    immobilize you for a second. They're easy to dodge though. A good strategy is to
    first dodge it and let it ram into the wall as you prepare your shot. Then, it'll
    come after you. Shoot it and dash quickly.
    Now that you have the gravity boost, go back to the HYDRODYNAMO SHAFT.
    Using the gravity boost, you should be able to find a portal at the top level of
    the bottom area (where you see those creatures floating in schools) somewhere. Go
    through it. Enter the dark world, get the SECOND TORVUS KEY. Now, get back to the
    CATACOMBS. We need to get the Grappling Beam to finish our mission in Torvus.
    Go underwater. You should see a morphball slot somewhere there that was
    previously unreachable. Access it. The gate above you will lower, revealing a
    portal. Go through it.
    So what could be worst than a grenchler? A dark grenchler, obviously. There are
    two of them here, so you could take them out, or leave to your right.
    Go through the morphball maze and proceed.
    Hunter ings await you here. Kill them, or proceed through the light beam door.
    Go through the morphball maze and proceed.
    Hit the crystal with the dark beam. Some pirates will emerge, take care of them
    as usual. Some platforms will start to move, so use them to get up to the light
    beam door at the top.
    Watch out for reaper vines.
    Jump down to the bottom. A hunter ing is waiting for you. Kill it, then jump to
    the middle platform where you'll see a morphball hologram. Use it and it'll
    propel you to the top. There is a save room behind red hatch door. SAVE NOW,
    another boss fight is coming up. Drop down to a platform with a light crystal and
    a gate leading towards the center. At the center, bomb the morphball slot and
    enter the pathway that opens.
    Hit all the pods for refills. You'll need it. Watch out for venom weeds.
    Walk to the middle and see a cutscene.
    Difficulty: 8/10
    will not acquire an alternate target on this thing. This fight can be tough for
    the same reasons grenchlers are tough: you can only damage them from behind.
    However, you can first stun the grapple guardian by shooting its eyes. Charged
    light beam shots and super missiles are the way to go here. One strategy is to
    stay very far, hide behind one of those light emitting cylinders, let it use its
    tongue and it will drag itself in and stun itself, providing a perfect
    opportunity to hit it's back. It'll also release refills this way. Once it gets
    to lower health, it actually becomes easier. Just shoot its eye until it's
    stunned, then keep shooting because you don't have to shoot it from behind
    anymore. Anyways, good luck. The grapple guardian really isn't very hard if
    you're used to fighting grenchlers.
    Congratulations, you now have the =GRAPPLING BEAM=. Head back to the MEDITATION
    VISTA in the light world of Torvus Bog.
    [[TORVUS BOG]]
    Activate the portal and go back to Dark Torvus Bog. It's time to get the
    remaining two keys.
    Head back to the DARK FORGOTTEN BRIDGE.
    Now that the gate has been released by the spinner in the light world, go through
    the gate and exit to the green hatch door with a super missile.
    Watch out for the puffers. Use your light beam to make the plant grow by shooting
    its crystal. Head to the left through the dark beam door.
    Get another beam ammo expansion here (trust me, you'll want it). Go back to the
    Use the light beam to make the mushroom grow. Stand on it, and use the grapple
    beam to get the THIRD TORVUS KEY. There is a save room behind a red hatch in this
    area. SAVE NOW, YOU WILL REGRET IT IF YOU DON'T. I also strongly recommend
    backtracking to get more energy tank and missile expansions, because you'll need
    every single one.
    First off, before you place the keys, go through the green hatch door and get an
    ENERGY TANK, and the other door leads to an ammo refill station. After placing
    the keys, you'll be led up to the top. Shoot the four pods next to the cocoon
    against the wall to reveal Torvus' boss. I HIGHLY RECOMMEND HAVING AT LEAST 8
    BETTER. I hope you saved. Because I warned you.
    Difficulty: 6/10
    This first part is actually pretty simple. Just stay in the center and fire,
    basically. The larvae just swims around in a circle, then diving down. Get ready,
    because it'll jump out of the water, allowing you to cause some damage to it.
    However, when it crashes into the water, make sure you jump over the shockwave or
    it'll knock you into the poisonous water. Occasionally, it'll send some dark
    shredders against you (easy, just shoot them with charged shots or missiles.
    They're mainly there for refills). Eventually, the larvae will emerge from the
    water exposing its front. Use light beam charged shots as many times as you can.
    If you're even consciously aware of your health, you should leave this battle
    with almost all your health intact. Plus, you're constantly healing due to the
    light crystal field. Eventually, it'll 'die'. So far, everything seems easy,
    right? But don't celebrate yet, the fight's not over.
    Difficulty: 10/10
    And you thought boss fights couldn't get harder than the boost guardian? Think
    again. The Chykka Adult is a nightmare. Let me explain it to you so you'll see
    exactly what you're up against. First off, the field is divided in three
    platforms, each separate by nothing but a grappling point and poisonous water,
    and the Chykka adult has a projectile attack that easily blasts you off the
    platform and into deadly water. Second, the Chykka Adult must FIRST be stunned by
    shooting it up front, then you MUST grapple onto a platform behind the Chykka
    Adult and shoot it's wings (preferably with super missiles. Some people like to
    use seeker missiles to hit all four points, but I prefer to just hit each point
    one by one with a super missile). This can prove to be very difficult for some
    people who haven't mastered the grappling beam. The Chykka Adult will not stay
    stunned for long, so be quick about it.
    After destroying all four weak points on the back of its wings, the creature will
    fall into the water and mutate into... the Dark Chykka Adult. The only thing you
    can do to this creature is shoot its pouch, so take out that light beam and blast
    away. Charged light beam shots work the best. It may sometimes launch a bunch of
    small creatures at you (mainly to kill and get some refills). After beating the
    Dark Chykka Adult, it'll revert back to the normal Chykka Adult again, and you
    have to repeat the same process again: Stun the creature, grapple behind it,
    blast the back of its wings with missiles. It may sometimes try to run into you,
    but usually fails. Then when it turns into the Dark Chykka Adult, use the same
    strategy and hit its pouch with charged light beam shots. This battle could take
    a while, so be prepared.
    For all your efforts, you are awarded the =DARK VISOR=. Now you can kill those
    dark pirate commandos with ease, as they'll always be visible now (and so will
    just about every enemy you'll encounter from then on).
    Now, do what you did in the Dark Agon Wastes: Use the Dark Visor to go all the
    way up the room and get the energy from the Dark Energy Controller. Go back to
    the light world TORVUS ENERGY CONTROLLER. Restore the energy there, then go back
    to the GREAT TEMPLE'S MAIN ENERGY CONTROLLER and talk to U-Mos again.
    [=====DARK VISOR ACQUIRED!=====]
    Another cut scene with U-Mos. Now, it's time to head to Sanctuary Fortress. Head
    back down to the TEMPLE SANCTUARY and go through the green luminoth door (the
    only one that hasn't been opened).
    You've been here. Save if you want. Also note that next to the save is a bombable
    wall that reveals a missile expansion. Proceed.
    Go down.
    Remember this place? Anyways, kill off the war wasps if you want and go through
    the door that leads to the GFMC COMPOUND (ignore the portal for now).
    Switch on your dark visor. See those five red points? Charge up a seek missile
    and hit all five simultaneously. A new path will open up.
    Look around near the ship for a luminoth coded door. Go through.
    BE VERY CAREFUL of the two turrets in this room. These are the highest level
    turrets with heavy armor shielding and can cause massive damage if you're not
    careful. 3 missiles should destroy them.
    You know what to do. Go to it.
    This place is a giant palace-in-the-sky sort of thing, majestic in a way, isn't
    it? Anyways, this place is crawling with machines, so be on guard. Some of the
    toughest (and annoying) enemies are in this place.
    Proceed. Scan stuff here if you want.
    Destroy the two turrets and scan the red access module. Again, use maximum
    firepower and evasive maneuvers. In the next area, there are lots of little tiny
    maintenance bugs crawling across the wall to your right. They are harmless, but
    you can be cruel and kill them if you want for some refills. Head over to the end
    and use the spinner to reveal the path.
    Damn is this place vast. Walk across the bridge and you'll be attacked by
    commando pirates, so be prepared. Don't worry too much if you fall off the cliff;
    you just lose 10 points of energy. Note the black/red boxes you see scattered:
    those are luminoth crates that hold refills, so use them if you need it. Kill the
    pirates (there's one behind you) using the same strategies as before. Again, DO
    NOT ENGAGE IN CLOSE COMBAT. Some of the pirates are hard to hit unless you walk
    down the bridge some more. After they're gone, go through the door on the
    opposite side. Keep your distance. Remember, commandos have shields and can hit
    you with a very powerful energy sword if you're too close.
    Shoot the octopedes, but keep your distance. They will roll off randomly and
    self-detonate. The explosion is major enough to cause you pain. Proceed.
    See those two big sentinel soldiers? Those are ingsmashers, but don't worry, you
    won't have to fight them yet. Switch to your dark visor, and use the seeker
    missile once again. A rezbit will come out to attack you. I should take some time
    to explain strategies on how to defeat these things, as they can be either very
    easy or painfully annoying.
    Rezbits have three attacks:
    (1) They shoot bursts of defense turret energy at you. These hurt, so avoid them
    by doing dash jumps. These beams fire very rapidly and can be hard to avoid.
    (2) They raise a shield, making it impossible to hit them.
    (3) They seem to do nothing for while and then hit you with a virus. You can tell
    they're about to do this when you suddenly can't lock onto them anymore. This is
    just plain annoying, because it'll disable your suit. IMMEDIATELY, push L+R+B to
    recover from this. It'll take about a second to get your systems online again.
    The easiest way (without the screw attack) to beat these things is to hit it with
    a charged dark beam shot, then fire a missile to shatter it.
    Hop onto the platform and head through the next door.
    Sheez, another tricky enemy. These are Quads and they have two parts, a head and
    a body. My recommendation for killing this thing is to take out the head with a
    super missile, keep your distance, then when it begins to spin, get in morphball
    mode and charge up a boost. Right when the quad is about to hit you, boost into
    it. This will stun it, allowing you to boost into the bottom of its body and
    destroy it easily.
    The door to the right is a save room. Save if you want. Otherwise, head up and BE
    CAREFUL. There are three rezbits on guard here. Destroy them and go through the
    only door you can.
    Morphball puzzle time. First, scan the red access module, then head into the
    morphball tunnel on your left. When you enter the ringed area, there are four
    morphball slots around the circumference, two on each side, all of them colored.
    Bomb them in this order: yellow, blue, red, green (don't ask me why, I just did a
    guess and check). Go through the newly formed path and head to the next door.
    They wouldn't call it a hall of combat mastery if there weren't combat, would
    they? Be prepared to take out two more quads. Head through the glass tunnel and
    activate the portal.
    Be on your guard here. There are some tough enemies, but nothing you can't
    handle, right?
    Head to the door on your right if you want to get a missile expansion at the end.
    Otherwise, go straight. You'll have to fight an ing warrior. Piece of cake,
    you've dealt with them before. Here, you have a choice: If you go through the
    BLUE DOOR at the end of the hall, you'll eventually have to fight some ing, but
    at the bottom, there's a save station and an ammo refill (though you'll have to
    come back to this room anyways), so if you need ammo or need to save, go down
    that way, then come back to this room. Otherwise, go through the dark beam door.
    You'll notice a temple key here, but you can't get it yet.
    Destroy the ing cocoons if you need refills. Go up and destroy some more if you
    need it.
    Do not fall off the cliff (as if you need to be told that). First, kill off all
    the nightbarbs, then grapple across the chasm. Turn around and switch to your
    dark visor. Again, hit the five points with your seeker missiles. This will open
    up a portal to your left. Go through it.
    Watch out for the two quads in this room. Head through the dark beam door.
    Take out the pulse bombu creatures, then head down into the floor in morphball
    mode. Watch out for the triclops looking creature. It has the same attacks and
    patterns as it did in Prime. If it snares you in its jaws, it'll spit you back to
    the beginning, so either avoid them or destroy them the same way you did in prime
    (lay a bomb in its path and watch it die).
    This place is huge, so try not to get lost. First, go into morphball and enter
    the small morphball area in this room. It'll transport you to another part of the
    room. Go through another morphball tunnel and emerge once again. Here, bomb the
    morphball slot and get ready for a simple puzzle. Here's the answer in case you
    can't figure it out.
    Top Left, Top Right, Bottom Left, Bottom Right.
    Bomb the new morphball slot that appears and the outer ring of the gyro will
    stop. The red hatch door leads to a save, so save if you want. Go back the way
    you came and jump onto the outer ring of the gyro. Traverse along the
    circumference until you find another area you can jump into. Go through the
    morphball tunnel again, and when you emerge, activate the spinner to open up half
    of the door in front of you. This will make it easier to get through next time.
    Scan a red access module and take a mini elevator up and go through the door. The
    other mini-elevator goes down, but you can't do anything down there yet (thought
    you may need if you accidentally fall off of the gyro ring. You can't do anything
    else here... yet.
    IMPORTANT NOTE: A boss fight will come up soon, so I recommend you save.
    Prepare to fight a quad. Then go through the door.
    This place is HUUUUGE, but it's really not that complex. First off, jump down and
    you'll have to fight two dark quads. They have the same weaknesses, so use the
    same strategy. Kill them, then head all the way up by space jumping and grappling
    to the only door you can access at the moment.
    You know what to do. Go to it.
    You've seen this before and you know the drill. Go back down to the SANCTUARY
    Grapple over to the top platform and on your right, you'll see a luminoth coded
    door. Open it, grapple through and proceed.
    NOTE ABOUT THIS ROOM: From now on, there will be new enemies in here. I WARN YOU,
    DO NOT FIGHT THESE THINGS. They require obscure aiming to defeat and you'll just
    waste missiles. If you really want to fight them, go right ahead, but I warned
    There are three platforms in this room including the one you're standing on. Go
    to the lowest platform, switch to your scan visor and scan the red target on the
    middle platform. This will cause a morphball hologram to appear. Go into it and
    you'll be propelled to the other side of the room. Go through the only door, and
    prepare for a boss fight (you saved, right?).
    Get ready for the most annoying (thought not necessarily hardest) fight of this
    Difficulty: 9/10 (if you don't understand its maneuvers) 6/10 (once you
    understand its pattern)
    This is easily the most interesting fight of the game, as you must defeat the
    spider guardian COMPLETELY in morphball mode. This boss can be very hard and
    frustrating to beginners or if you don't understand how this boss works. This was
    the only boss I died against the first time I played, but the second time, it was
    only able to hit me ONCE. Okay, so let me tell you how to beat this thing.
    First off you cannot directly damage the spider guardian. You must fight in a way
    that the spider guardian will electrocute itself by running into the blue
    electrical nodes. Keep in mind, the spider guardian is ignorant, it just follows
    the tracks, so i'll never actively hunt you down, making its pattern predictable
    (as if that makes the fight any easier though). The spider guardian has 4 stages.
    In each stage, the objective is to first hit the guardian with a bomb until it
    glows a green aura (it starts off as blue, then when you hit it once/twice more,
    it'll turn red, then once more and it'll turn green). Then, you must access the
    morphball slot and detonate a bomb before the guardian turns back to blue. Here
    are some tips you want to keep in mind:
    TIP 1: When the spider guardian is blue, it's speed is medium; fast when it's red
    and slow when it's green. Remember this.
    TIP 1: The spider guardian, once it is hit with a bomb, is temporarily stunned
    and cannot cause you any damage. Use this to your advantage.
    TIP 2: When it is green and you feel you don't have enough time, just hit it with
    a bomb again to prolong its green aura. This is crucial in the fourth stage.
    TIP 3: Patience! The fight is not timed, so you have nothing to worry about. The
    worst thing you can do is rush in before you thoroughly understand your enemy.
    ==PHASE ONE==
    This should be simple enough. Just hit the guardian, work your way over to the
    bomb slot and detonate it. If you feel you don't have enough time, just hit it
    with a bomb again. The layout of the area is simple enough. Don't get hit,
    because you'll lose 30 units of energy PER HIT. Also, the spider guardian's aura
    extends a great deal, so try to hug the wall as much as possible as you're moving
    up. After you set off the morphball slot, let the spider guardian electrocute
    itself, then move onto the next stage.
    ==PHASE TWO==
    Possibly the most annoying simply because it's easy to mistime your boosting. Hit
    the spider guardian again until it glows green. Now, do you see the middle
    platform right beneath the morphball slot? You'll hear a sound indicating that
    it's active (and the spider guardian turns green. Boost all the way to the top
    left and drop to the platform. Bomb jump up to the morphball slot and detonate a
    bomb. Piece of cake, right? Head over to the next phase.
    This stage is surprisingly easy. First, what you want to do is boost your way up
    to the top, but DO NOT drop down yet. Wait for the guardian to come near and drop
    down, releasing a bomb. Time it just right so that the bomb will hit it. On the
    last bombing (before it turns green), when you drop, drop farthest to the right
    so you'll land on a platform close to the morphball slot. Bomb the slot, and
    continue to the hardest phase.
    ==PHASE FOUR==
    This phase is a nightmare if you don't time it right. IMPORTANT, KEEP IN MIND
    GREEN. This will save you a lot of headaches. There are now three of those blue
    electric nodes. Always, always, when you hit the guardian with a bomb, BOOST
    THROUGH the guardian to the other side so it won't corner you. After it turns
    green, hit the morphball slot with a bomb, BUT MAKE SURE THAT THE GATE WILL CLOSE
    BEFORE THE GUARDIAN HAS A CHANCE TO GO UNDER IT. If you hit the morphball slot
    too late, the guardian will not follow the spiderball track and you'll have to do
    it all over again. You'll have to repeat this process and hit up to three
    morphball slots consecutively. Just remember: you can prolong the green aura and
    pass by the guardian safely as long as you stun it with a bomb.
    For your efforts, you get the =SPIDER BALL=. Make sure to save, you dont' want to
    have to do this again. The next upgrade we need are powerbombs. So, try to leave
    the Sanctuary Fortress by going back to the SANCTUARY ENTRANCE.
    [=====SPIDER BALL ACQUIRED!=====]
    Dark Samus once again mocks you and destroys the bridge. Luckily, you have your
    spider ball. Head up the spiderball track and follow the instructions given to
    you on the screen to get yourself to the other side. When you reach a dead-end on
    any spiderball track along the way, just charge up a boost and you'll latch onto
    another track.
    Now, head ALLLL the way back to the TORVUS BOG and into the room where you fought
    the Dark Alpha Blog, MAIN HYDRO CHAMBER (it's the room all the way at the
    bottom). However you choose to get there is up to you. If you want, backtrack and
    get some missiles or whatever you felt you missed.
    [[TORVUS BOG]]
    Remember there was one area we couldn't reach down here before even with the
    gravity boost? Now that you have the spiderball, go up the tracks and go through
    the portal.
    NOTE: SAVE FIRST BEFORE YOU ENTER THE PORTAL. You are going to fight a boss.
    Get ready for the second most annoying (though, again, not necessarily the
    hardest) fight.
    Difficulty: 9/10 (if you're not good with the spider ball tracks) 6/10 (if you
    This fight is actually pathetically simple if you're good with spiderball
    traversal. One thing to keep in mind in this fight: PATIENCE. Don't be in such a
    rush to beat it that you get knocked off the spiderball track. Like the spider
    guardian, you can only indirectly attack it. However, the powerbomb guardian's
    strategy is much simpler.
    You can only damage it by hitting those four morphball slots with bombs. So all I
    can say is to do it. If it is about to launch a powerbomb, FREEZE and see where
    it throws the bomb first. It can only shoot one powerbomb at once (unless you see
    it charging its mouth, then it can shoot 2 consecutively). Then hurry and get to
    the next morphball slot. My recommendation for this fight: try to reach the
    "hardest" morphball slots first and get the two easy ones after. This boss should
    be a piece of cake compared to the spider guardian.
    For your trouble you get the =POWER BOMBS=. Now, head ALL the way back to
    SANCTUARY FORTRESS again, and go to the MAIN GYRO CHAMBER. On your way back, you
    might have to fight some ing smashers. These aren't too hard, they're just like
    the elite pirates in prime (almost identical, actually).
    [=====POWER BOMB ACQUIRED!====]
    Go back to the one room with the rubble made of DENZIUM (the area above the light
    beam door; you get to this room by taking a mini-elevator up). This material can
    only be destroyed by a powerbomb. Destroy it and solve another simple puzzle.
    Here's the solution: Bottom Left x 3, Upper Left x 2, Lower Right x 2. Bomb the
    next morphball slot and see the inner ring of the gyro shut down. Walk on the
    outer ring of the gyro until you see the intersection with the inner ring. On one
    side, there should be a spiderball track. Follow it up, and boost through the
    window with the crack. Proceed through.
    NOTE: I'd recommend saving before you go on to the next area. There is another
    boss fight.
    Watch an interesting scene where Dark Samus wastes the space pirates and starts
    consuming more phazon. Go after her.
    Get ready for...
    Difficulty: 7/10
    You have to fight her again, and to be honest, it's really not that much
    difficult than the first time you fought her. There are only three extra things
    you need to watch out for:
    (1) Invisibility. She will disappear from normal sight. So turn on your dark
    visor and fire away. Simple.
    (2) She can boostball around the room just like the boost guardian. This one is a
    bit more annoying moves and can come very randomly. It's not too big a deal, just
    lock onto her and strafe.
    (3) Phazon missile. It's the same as before, but this time, the phazon can freeze
    you in place, so try not to get hit. If she hits you with this, you'll be frozen
    in phazon, so tap b and wiggle the joystick to get yourself out.
    After you're through with her, jump out the window after her and follow the path
    to the dark portal. I won't tell you how to get the =ECHO VISOR= from here since
    it's very straight forward and simple (and writing it would require too much
    unnecessary writing of going back and forth between dark and light). But once you
    get it, you'll be back in the AERIE elevator again. Turn on your echo visor and
    shoot the sound points to activate the elevator.
    Okay, now that we have the echo visor, the last powerup we need from this place
    is the screw attack. Head back to the REACTOR CORE on the first floor. Again,
    feel free to put your new abilities to use by backtracking and finding powerups.
    QUICK NOTE: There are certain sonic security doors you can't open yet, even with
    the echoes visor. You'll need the annihilator for that, so don't stress yourself
    over a puzzle involving the echoes visor that you can't solve yet.
    [=====ECHO VISOR ACQUIRED!=====]
    This time, take the yellow hatch door by using a powerbomb. NOTE: There is an
    energy tank in this room you can get if you want. Use the morphball hologram at
    the bottom of the level and attach onto the orb with the spider ball. Be careful
    traversing the entire puzzle because some of the magnetic orbs periodically
    release electricity, knocking you off.
    Watch out for turrets. Proceed through the next door (there is a wall here
    guarding a portal. You can shatter the wall with a powerbomb, go through the
    portal and do a little portal hopping to get another powerbomb. It's up to you).
    Take out the two quads patrolling the bottom. Then, head over to a door that's
    blocked by sonic security. Use your echoes visor and unlock the door. Go through
    the portal. Before you proceed, from where you entered, you should scan the large
    device at the top of the middle cylinder. You should also save if you're paranoid
    about boss fights, because there is a 'mini-boss' fight coming up.
    Haven't been here in a while eh?
    Take out the ing hunters. There is another sonic puzzle here. Open the locked
    gate and scan the red access module and head under the cylindrical shaft. Go
    through the portal again.
    Spiderball your way up. Get ready for a mini-boss fight. It's actually pretty
    easy if you know what to do.
    First off, NEVER under ANY circumstances touch the ground. The machine will shock
    you. Stay on the spiderball tracks and just boost yourself to avoid the cranes
    that sweep along the rim of the spiderball track. You'll have to hit the antennae
    that pops out from under the center. You'll have to do this three times and then
    hit a generator looking thing. You then move to a higher level where the
    spiderball track is disjointed, so it gets a little harder, but still the same
    strategy. Piece of cake, really.
    Anyways, go up the morphball maze and emerge through the only other door in the
    Another sonic puzzle. Unlock and go into the morphball hologram.
    Be careful not to fall off, and be careful of the two rezbits patrolling the
    area. Take them out. Go through the light beam door on the other side of the room
    if you want a quick ENERGY TANK. Otherwise, get ready for a spiderball puzzle. Go
    to the small platform in between the light beam door and an adjacent blue door.
    Spider ball your way up to the top of the central platform. When you enter the
    hologram, KEEP THE R BUTTON DEPRESSED. As you land, you have to cling to a
    spiderball track or you'll have to start over. Follow the spiderball track (watch
    out for the moving spiderball track. If you hit the red square, you'll drop. It's
    easy to time it; just plant a bomb once you move in between those two red nodes
    above and below you) until you come to a giant square spiderball track grid. Go
    to the lower right and enter a morphball slot. Bomb the slot to reveal a portal.
    Go through the dark portal. You're very close to the screw attack.
    You'll be assaulted by dark pirate commandos. Take them out if you want. Then,
    from the portal, head to the blue door on your right.
    Kill off all the puffers before you proceed. Grapple across the chasm. Head
    through the light portal right below where you land.
    Jump up the platform and exit through the only door.
    Take out the rezbit and proceed to the center of the room. Drop down to the lower
    level and scan the red access module. Cross the bridge and enter the DARK WORLD
    again. Grapple your way across, avoiding the war wasps. Enter through another
    portal on the other side back to the LIGHT WORLD. From this platform, you need to
    activate FOUR SPINNERS on four different platforms at four different corners.
    Watch out for rezbits. They are especially dangerous since you have very little
    room to move. Activate all the spinners, then go back to the portal. Back in the
    DARK WORLD, grapple back and head back to the LIGHT WORLD. Now, go to the center
    platform again and bomb a morphball slot located right under the screw attack.
    The =SCREW ATTACK= is your reward. With the screw attack, rezbits are at your
    Now you might be wondering why we spent so much time getting powerups instead of
    getting the keys. Well, now that you have all the suit upgrades, getting the keys
    should be a cinch. First, head back to the MAIN RESEARCH room.
    [=====SCREW ATTACK ACQUIRED!=====]
    Go back through the dark portal in this room.
    This time, jump on the platform in the middle of the room and go through the only
    Time to put your screw attack to the test by doing some impressive looking wall
    jumps. You have to traverse the wall upwards with it. Just practice a couple of
    times and you should get it.
    Get your the FIRST SANCTUARY KEY. Dissolve the gate by shooting the white crystal
    with the dark beam. Screw attack your way over to the portal. Go through it, and
    find your way back to the HALL OF COMBAT MASTERY. Enter the portal there and
    you'll be in the CULLING CHAMBER.
    The SECOND SANCTUARY KEY is in plain sight. Get it using your spiderball
    technology. Now, head up the elevator through the dark beam door and back to HIVE
    Grapple across the chasm. Remember the light beam door we didn't go through
    before? Go through it now.
    Take out the ing warrior there and solve the sonic puzzle with your echo visor.
    The last key is at the very top of the magnetic orb. Jump onto the platforms and
    go up a spiderball track, avoiding the reaper vines. Get the THIRD SANCTUARY KEY.
    Now, in this room, there is a blue door that leads to an ammo refill station and
    a red hatch door that leads to a save room. SAVE NOW, a boss fight is coming up.
    Go through the last blue door on the top level after you feel you're ready.
    NOTE: Now that you have the screw attack (basically, the ability to jump
    incredible distances) and all the other technology you'll need, I'd recommend
    backtracking a bit to get some energy tanks and missiles. It would help, but not
    Oh crap... you knew it was coming, didn't you. Meet Quadraxis, the largest boss
    in this game, but honestly, it's not that difficult if you can refrain from being
    overwhelmed by its tremendous size.
    Difficulty: 8/10
    Quadraxis isn't very difficult if you know what to do. This thing also has
    several stages you must combat.
    =PHASE 1=
    Quadraxis pretty much just stomps around. See those four glowing points at the
    tip of its feet? You have to either boost them to destroy them, or bomb them.
    After you hit all four, you will see the 'knees' of its legs change color. Blast
    it to death (you can only hit it from the side or behind). Watch out when the
    pods glow a vibrating red, because it's about to launch a shockwave. Break each
    of them one by one. Not too hard. You just have to watch out for quadraxis'
    attacks. The first attack is when it stomps the ground, you have to jump to avoid
    the shockwave. The second attack is a lock-on attack. IMMEDIATELY, boost ball
    your way out of the lock-on, or you will be in seriously pain. If it hits you,
    your vision will be blurred for a while and your controls won't respond. The
    third is a set of four missiles that suspend into the air, then launch at you.
    The fourth is a serious pain because I've never been able to dodge this. It'll
    spin into the ground like a quad and drag you inward like a vortex. My only
    advice is to boost as hard as you can away from it. After breaking one joint,
    quadraxis will look injured but you have to re-destroy the four feet nodes again
    and then destroy another joint. Rinse, lather, repeat.
    REMEMBER: When it stomps the ground and after the four nodes on its feed break,
    refills will pop up, so keep that charge beam charged.
    =PHASE 2=
    After taking enough damage, Quadraxis' head will separate from its body. If you
    scanned it, you'll know that the body and head and communicating through sonar
    technology. So get out the echo visor and destroy the antennae on top of the
    body. This will stun the head. When the head is stunned, hit one of the 3
    antennaes on its head (you can only target the antennaes if you're equipping the
    echo visor). Simple enough. Just watch out for some of its attacks. Again, it can
    shoot a lock-on blast at you. ALSO, watch out for the quads that it releases.
    They're just fodder, but if you're not careful, they can be annoying.
    =PHASE 3=
    After destroying the 3 antennae on the head, now you come to the last phase. This
    one's actually pretty simple. First, watch out for its attacks again, and hit the
    head with one or two Super Missiles. This should stun it. IMMEDIATELY, find your
    way to the closest leg and spiderball your way up to the top. Get ready to boost
    ball onto its head (keep the R button down in order to latch onto its head) as it
    passes by. Once you're on top, head into one of the morphball slots and bomb it.
    Just once more and quadraxis is scrap metal.
    After a cool (cheesy?) finish, you'll be rewarded with the =ANNIHILATOR=. Go up
    the spiderball track and through the only door you haven't been through yet.
    You've done this before. Get to it.
    Another cutscene. Now, head back to the SANCTUARY ENERGY CONTROLLER in the light
    Cutscene again. Now, head back to the GREAT TEMPLE'S MAIN ENERGY CONTROLLER and
    talk to U-Mos again.
    At the main energy controller, after a cutscene with U-Mos, he will grant you the
    =LIGHT SUIT=, which will nullify the effects of Dark Aether and the poisonous
    water. The only thing left to do now is to search for the NINE SKY TEMPLE KEYS.
    From here, it's completely up to you how you want to finish off the game. Get
    some more energy tanks, scans, missile expansions, and beam combos. The nine keys
    don't need to be found in any particular order. But first, a word about them so
    you don't get confused:
    The nine keys can only be found in dark aether, so don't bother trying to search
    every nook and cranny of light aether to find them. Second off, these keys are
    protected by invisible creatures only visible with the dark visor. These
    creatures are not difficult to kill (finding them is the only hard part); just
    hit them once while in dark visor mode, then switch back to combat mode, kill
    them and get the key. You MUST HAVE THE LIGHT SUIT to get some of these, as they
    require going into areas that your dark suit can't handle. There are (3) sky
    temple keys in the DARK TEMPLE GROUNDS, (2) in DARK AGON WASTES, (2) in DARK
    Let's go to DARK AGON WASTES first.
    [=====KEYS IN DARK AGON WASTES=====]
    --DARK OASIS--
    You can get here via the portal from the space pirate's base (or any portal in
    agon, doesn't really matter). Once you're in this room, powerbomb the DENZIUM
    wall in the center. DO NOT GO INTO THE AREA WITHOUT THE LIGHT SUIT. The ingstorm
    will rip you apart. Go underwater and switch to your dark visor. Kill it and take
    the key.
    This is where you got the second agon key. Look in the air and there should be
    some platforms to jump on only visible with the dark visor, and the ing creature
    with the key at the top. Kill it and get the key.
    This room is in the upper area of Torvus, two rooms away from the VENOMOUS POND.
    Go underwater and kill the creature.
    This room is in the lower area of Torvus. You can reach it by going through the
    portal in the CATACOMBS. There will be two dark grenchlers here. Take care of
    them if you want, then dive under water. Get past the robots by shooting the
    light portal above their heads. The ing and the key should be at the end.
    Go back to where you defeat the spider guardian in the light world (DYNAMO WORKS)
    and blast open the yellow hatch door with a powerbomb. That should lead you to a
    portal into the dark world. You have to traverse the chasm (either through
    spiderball boosting or screw attack). The ing is on the other side of the chasm.
    Go to the dark world portal in the HALL OF COMBAT MASTERY. You'll emerge into the
    CULLING CHAMBER. Proceed through the door leading to the UNSEEN WAY. Cross the
    chasm of the room, you'll be in another room called the HIVE REACTOR. Go through
    the yellow hatch door at the bottom to reach HIVE REACTOR ACCESS and ENTRANCE
    DEFENSE HALL. Go through the door again and you'll be at the HIVE ENTRANCE, a
    dark version of the sanctuary fortress' entrance. Screw attack all the way over
    to the other side and ride the light portal up. Then screw attack again over to
    the other side, the top level above the entrance where you came from. The ing and
    the key are there.
    Go to the SACRED PATH in the light world and take the portal there into the dark
    world. You'll emerge at the PROFANE PATH (Note: there is a beam ammo expansion
    here you can get by solving a sonic puzzle with the annihilator). I won't give
    you any room names along the way simply because each room has only one way to go,
    so take the one-way path and keep going until you reach your destination (the
    path is very linear). Just check your map to see where the next door is. The room
    is on the second floor of a large complex looking structure. AGAIN, DON'T GO
    In the light world, go to the TEMPLE ASSEMBLY SITE. There is a door with a purple
    crystal on it, so search around and shoot it with the light beam and activate the
    portal behind it. You'll emerge at the PLAIN OF DARK WORSHIP. Go through the
    seeker missile purple door and continue along the one-way path. You'll now be at
    the accursed lake. The ing is floating in the air. Kill it and get the key.
    This final key is actually very close to the SKY TEMPLE GATEWAY (your destination
    after you get the nine keys). In the light world, start at THE HALL OF EYES. Go
    through the portal here. You will emerge in BASE ACCESS in the dark world. Go
    through the green hatch door. At the WAR RITUAL GROUNDS, Go through the only door
    there. You'll be at the SHRINE ACCESS. Go through the morphball tunnel and when
    you emerge, go through the green hatch door. The ing and the key are in here.
    [[SKY TEMPLE]]
    Whenever you're ready, enter it from the SKY TEMPLE GATEWAY.
    There's a save point here. Save, obviously. You can also head back down via the
    hologram at the center of the room.
    Wall jump up. And get ready because a boss is coming up.
    You saw it coming. Get ready for the Ing Emperor.
    Difficulty: 10/10
    Well obviously it'd be difficult, right? This boss is hard... just hard. Like
    Quadraxis, it has three phases with some very annoying attacks. I'll guide you
    through it to see that you live. Pray that you have AT LEAST 14 energy tanks and
    all the beam ammo you can get as well as missile expansions. Power bombs are nice
    for the second part of the fight, but not necessary.
    This is an annoying fight simply because of the tentacles. You have to first hit
    them and destroy them. This is easier said than done, because the tentacles have
    a habit of moving fast. There's one attack where the tentacles circle the room
    furiously and try to swipe you with it. This is sometimes hard to dodge, but try
    your best. The tentacles can also bundle up and release a charged shot that
    HURTS. Charged light shots work well against the tentacles. After you've taken
    out all the tentacles, the Ing Emperor will open up its core surrounded by two
    shields. The shields oscillate in and out, and you have to hit the center of it
    to cause damage. WATCH OUT, because the core occasionally releases a SUPER
    POWERFUL red laser at you that will knock you back and cause you to lose focus.
    The Annihilator works wonders, but you might not want to use it because of how
    much ammo it takes up. Super Missile shots are good if you can time it, or just
    light beam/dark beam shots are okay. The core will close eventually and you'll
    have to repeat the whole process until the Emperor is dead.
    NOTE: Don't worry about losing too much energy and ammo from this phase (well
    obviously, don't lose so much that you die...) because the second phase is coming
    You knew it wouldn't be that easy, right? Actually, you're wrong, the second
    phase is pathetically easy. So easy, in fact, that you should take this time to
    refill your energy tanks, missiles and beam ammo. Just make sure you don't fall
    off the sphere because you'll take damage from whatever's down there. However,
    just because it's easy doesn't mean you should get overconfident. First, this is
    entirely in morphball mode, so morph and cling onto the core using your spider
    ball. You have to destroy all the tentacles on the ball to move on. You kill them
    by setting bombs (powerbombs can take out two or three at once). Destroy ALL THE
    TENTACLES EXCEPT FOR ONE. Then, just hang around, killing inglets with your bombs
    for refills. Occasionally, the mist will rise, so stay at the top when this
    happens and you'll be fine. This is a breather fight, so take advantage of it,
    because the third phase is murder.
    First off, DO NOT USE THE DARK BEAM. It's too slow and will almost never ever
    hit. Charged light shots are the way to go. However, you can only shoot the
    emperor when its mouth opens and changes to red. You must first stun the creature
    (it will flash yellow when it hits), then you can damage it (flashes red). It has
    some annoying attacks, such as jumping right on top of you. It may also release a
    bunch of nightbarbs. Kill them for more light beam ammunition. It can also do
    some weird teleportation attack with its arms, shoot a powerful white laser and
    cause shockwaves at will. All I can say is keep your stamina up and hit the
    Emperor as often as you can. It's more about timing than about how much damage
    you can dish out, so be patient.
    You've killed the Ing Emperor (right?) and now, a timer initiates. You have 8
    minutes. Go back the way you came through the SKY TEMPLE ENERGY CONTROLLER. A
    cutscene will ensue, and now, you'll have to fight the REAL last boss...
    Sheez, not only is there a timer, but now it's one boss fight after another...
    Anyways, don't worry so much because Dark Samus is not as hard as she may look.
    She has changed from your last fights, and this time, she has some attacks that
    require some knowledge before you can engage her:
    (1) Phazon laser: She jumps into the air (or stays on the ground) and shoots a
    laser, sweeping the entire ground. Just jump over it.
    (2) Invisibility: Except this time, she can only be seen with the Echoes visor.
    Just switch and shoot.
    (3) Phazon shield: She will ball up into a shield and do one of two things:
    (3a) Phazon missile: This attack is ALMOST IMPOSSIBLE TO DODGE if you do a double
    dash jump because the projectile homes in on you. However, if you dash jump once
    to the left/right, and then dash jump TOWARDS dark samus, you will almost always
    dodge it (it worked for me).
    (3b) Phazon extract: She will pull her body inward, the sphere will momentarily
    contract from her body and releases phazon particles. At this moment, you MUST
    charge up your beam and collect the phazon. Once you do, you can release a blast
    that will damage her. This can be a bit tricky since some of the phazon can
    actually hit you, causing you to lose the charge.
    There are two main things you have against you: the timer and the phazon. Don't
    worry too much about the timer, you should have plenty of time. Just don't freak
    out and cause yourself more grief than you have to. And don't worry if you die,
    you get to start from the countdown. Good luck and enjoy the ending.

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