Metroid Prime 2: Echoes

               Boss FAQ -- Version v1.0

		Written By: Jack Gardner

           For Game FAQs and IGN Entertainment

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~~~{0}~~~TABLE OF CONTENTS~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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{1} About This FAQ

  -Purpose
  -History
  -Contact

{2} Samus' Skills

{3} Samus' Weapons

{4} Boss Strategies

  -Minibosses
  -Temple Guardians
  -Finale

{5} Frequently Asked Questions

{6} Special Thanks/Legal Stuff

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~~~{1}~~~About This FAQ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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The purpose of this document is to help you trounce the most
deadly and gruesome baddies you'll meet on your little stroll
through Aether's two dimensions. Stay frosty bounty-hunter, the
battles are tough but you're packing some serious heat. Keep in
mind that the enemy will always have a weak point...
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REMEMBER: Use Ctrl+F to run a search of this document.

  >>>---HISTORY---<<<

11/22/04 : v0.8 : submitted

12/7/04 : v1.0 : weaknesses and notes added to each boss
                 errors fixed, cleaned up some

  >>>---Contact---<<<

Contact me, Jack Gardner (aka The Challenger) by e-mail:

CaptainMuffin@gmail.com

You may also find me on the Game FAQS forums.

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~~~{2}~~~Samus' Skills~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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Ms. Aran has a slew of fancy moves to get her out of the worst
of situations. There's no doubt that each boss will put your
newly acquired skills to the test, so get yourself familiar
with how each one works... unless of course you're too cocky
and want to get on with the show. If so, continue down to the
boss strat section.
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>> Target/Scan <<

Execution: ( L ] {when facing a target in Combat/Scan mode}

Description: HUD system locks onto or scans the target.

Use: You'll first want to scan your opponent to see what you're
     up against. This will also probably reveal any weak points
     that your targeting system can adapt to. Once scanned,
     target the enemy to aim efficiently.

>> Strafe-Hop <<

Execution: <- or -> + ( B ) twice {while locked on}

Description: Samus will do a quick hop to the side.

Use: This is the key element of evasion. If you see a projectile
     coming your way, strafe-hop to the side to avoid it. The
     move is also useful for dancing around your opponent to
     attack them from the side or behind.

>> Morphball <<

Execution : / X )

Description: Samus morphs into a freakin' marble!

Use: Sometimes the best way to get the hell out of a sticky
     situation is to morph and blow that popsicle stand. By
     assuming your ball shape, you can move quickly in 3rd
     person to avoid attacks or lay bombs. Sometimes this
     is key to defeating certain bosses (like Amorbis).

>> Grapple Beam <<

Execution: ( L ] {when grapple point is blue}

Description: Samus shoots a beam that she can swing from.

Use: For some areas and bosses, this is the only way to safely
     get around. Use it to move across a room quickly and ambush
     the enemy from behind.

>> Seeker Missile <<

Execution: Press and hold ( Y /

Description: Allows Samus to fire a volley of up to 5 missiles.

Use: You can lock on to one or multiple targets, so this makes
     your missiles a bazillion times more useful and fun! WHEE!
     If a boss is vulnerable to missiles, feel free to smack 'em
     with 5 times the ouch.

>> Screw Attack <<

Execution: ( B ) + ( B ) + ( B )...{repeatedly}

Description: Samus becomes a somersaulting avatar of fury!

Use: Besides being to jump the entire length of any room, the
     Screw Attack can get you out of a tight situation or
     if the mood strikes... leap into an enemy's face.

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~~~{3}~~~Samus' Weapons~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
---------------------------------------------------------------
Samus is toting around more fire-power than you can shake a
Metroid at. Note that most enemies are only vulnerable to a
certain weapon, and running around with any random gun blazing
won't work past the first 30 minutes of the game.
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>> Power Beam <<

Description: Your standard Chozo-issued weapon. Fires small bursts
             of pure energy.

Rate of Fire: High

Damage: Low

Use: Although weak, the Power Beam dishes out some decent havoc
     when charged and is a regular *****-slap when combo'd with
     a missile. You'll usually be using this to weaken bosses
     until their vulnerable point can be exploited.

>> Dark Beam <<

Description: Fires a glob of dark energy.

Rate of Fire: Low

Damage: Medium to High

Use: Ah, the raw power of eternal darkness pulsing at
     your eager fingertips. This bad boy has shots
     slower than your grandma's Buick, but they pack
     helluva punch...   Stick to using this at close 
     range. Bosses not being possessed by Ing are 
     usually weak to this weapon and it tends to stun them.

>> Light Beam <<

Description: "The goggles! They do nothing!" No sir, they won't.
             Not when you're getting blasted in the face by this
             suckah--shooting elongated beams of dazzling light.

Rate of Fire: Low

Damage: Medium to High

Use: You'll especially like this weapon when up against bosses
     being possessed by Ing, which are naturally weak against
     light energy. It travels much faster than the Dark Beam,
     but stay close because its range ain't up to par. You can
     also make the light crystals more powerful by blasting
     them with this weapon.

>> Annihilator Beam <<

Description: Ah yes, the 1337 beam. Firing shots that are not
             only very effective against every enemy... but they
             home in on them too. It's comprised of both dark
             and light energy, so it's gray in color. (imagine that)

Rate of Fire: High

Damage: High

Use: This will pretty much replace your other beams if you can
     spare the ammo. Feel free to go bananas with it. Mwahaha!

>> Wood Beam <<

Description: Wood.

Rate of Fire: As fast as a wood chuck chucks wood.

Damage: The universe implodes.

Use: Scare your friends in multiplayer.

(NOTE: not a real beam)

>> Missiles <<

Description: A trademark weapon: small concussive projectiles
             that home in and explode on impact.

Rate of Fire: Low

Damage: Medium

Use: Overall a good weapon that will do more damage than a
     charged Power Beam shot. It also has a wider explosive
     radius, so it can hit more than one target. Keep in mind
     that some things will be immune to this type of weapon.

>> Bombs <<

Description: While morphed you can lay up to 3 spheres of energy
             at a time that explode after a short interval.

Damage: Low

Use: Bombs won't do too much harm... unless of course you can
     lay a few *inside* an enemy. If you find yourself swallowed
     by something, nothing says "I loath you" more than a 
     cluster of energy bombs detonated in their stomach cavity.

>> Power Bombs <<

Description: There's something satisfying about seeing the screen
             enveloped in a blinding explosion of power while you
             sit comfortably in the middle of it all.

Damage: Very High

Use: These bombs won't be too useful against the bosses themselves.
     However it's an excellent way to quickly wipe out any small
     baddies lurking around so you can focus on the big fish.

>> Super Missiles <<

Description: Samus adds a woman's touch to the interior decor
             of Aether by plastering the walls with chunks of
             exploded creature-matter. Basically a missile on
             steroids. 

Damage: Very High

Use: An all around effective weapon that will take its toll on
     many a boss health bar. Keep an eye on your ammo.

>> Sunburst <<

Description: Fires a bright mass of light energy that causes a huge
             explosion on impact.

Damage: Very High

Use: This moves really slow, so next to useless on targets that
     are zipping all over the place. Aside from that, this thing
     does huge amounts of damage to things vulnerable to light.

>> Darkburst <<

Description: Fires a mass of dark energy that creates a violent
             void that sucks victim's particles into the dark world.

Damage: Very High

Use: Same as the Sunburst, only use it on targets weak to dark.

>> Sonicboom <<

Description: The blast homes in incredibly fast onto its target
             generating a violent field of sonic energy.

Damage: Insanely High

Use: This attack moves at the speed of sound, so you're almost
     always guranteed a direct hit. The damage and ammo cost
     is extremely high so use wisely and effectively.

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~~~{4}~~~Boss Strategies~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
---------------------------------------------------------------
Yay, time for the big enchiladas! They're big, they're bad...
but you're Samus ****ing Aran. So go forth bounty hunter and own.

REMEMBER: When a boss flashes red, that means you'r actually
damaging it and depleting its health bar. If it flashes yellow,
you're hitting it in a strategy-critical area but not damaging. 
If you're shots are bouncing off... well it's pretty obvious.
---------------------------------------------------------------

==={ MINIBOSSES }===

>> Alpha Splinter <<

Okay time for warm-ups. This guy is just like any other splinter,
except with a helluva lot more life to deplete, so don't start
shakin' in your little mechanical boots.

Attacks: This thing'll fire blasts of acid or charge at
         you rather quickly.

Pattern: Before being possessed, it'll stay in the middle of
         the room and charge at you. After the Ing comes along
         it will follow you, swapping between its two attacks.

Strategy: Keep strafe-hopping away fire firing a mixture of
          charged Power Beam shots and missiles... whatever
          tickles your pickle. It's suggested you find the
          infamous save point before taking your first boss on.

Weakness: Missiles

(Notes)
- It's easy to tell when this, and every boss, is about to attack.
  Before doing it will make a distinctive sound and movement.

>> Alpha Blogg <<

This fellow is as fast as he is ugly. Timing is critical in this
battle, so put those alcoholic beverages aside for a moment and
consider nabbing a grande expresso from the nearest Luminoth
StarBucks.

Attacks: Swim really fast at you with teeth that go chomp.

Pattern: Attack, swim away, attack, swim away, etc etc etc...

Strategy: Timing timing timing! Get used to the lag time between
          pushing the buttons and when the supper missile actually
          leaves your gun-arm. The trick is to push the button
          when he starts swimming towards you so that hopefully
          by the time he exposes his mouth, your missile is on
          its merry ol' way to make chum out of his insides.
          If you have Darkburst, that's even better! A blast from
          that will make this bosses health bar wish it was never
          programmed into this world. I hope you're good at
          dodging, if not I hope you have a lot of health.

Weakness: Darkburst

(Notes)
- When the Blogg *just* starts to zoom at you, release your missile.
  As you fire, strafe as much as you can to avoid the ram.

>> Bomb Guardian <<

Again, just like the worm enemies from before only now you have
bombs to worry about. Learn how to avoid its attacks and
keep mashing the fire button.

Attacks: He'll lay bombs or spread a whole slew of 'em around the
         arena. He can spit some acid gunk at you too or simply
         touch you... which is hard to avoid because he loves
         to follow you around.

Pattern: Slither around or behind you, laying bombs, every so
         often using his multi-bomb attack. He'll burrow in and
         out of the ground at intervals as well.

Strategy: If he's moping about the room, follow him and fire at
          his tail with Power Beam blasts. The same goes for if 
          he's the one following you, except run away
          backwards to keep an eye on him because it hurts a lot
          to touch him. When he cries out in pain, rearing up on
          his tail, pop a charged beam or missile into his head.

Weakness: Missiles

(Notes)
- This boss can't leave the ground, so hopping continuously may
  be a good strategy to avoid attacks.

>> Jump Guardian <<

It's the Michael Jordan of the Ing! Basically an Ing Warrior
that can jump really high and generate damaging shock waves.

Attacks: Lasers, charge-rolling attacks, or shock waves.

Pattern: He'll behave like a Warrior Ing whiling jumping around
         the room. Keepin mind that the aura he generates while
         jumping renders him invulnerable. When his health is low
         he'll constantly jump over and over.

Strategy: Stay in the middle, shooting missiles or charged Power
          Beam shots. Jump over the shock waves that come whenever
          he lands from a jump. Strafe hop left and right to avoid
          the lasers. When he goes psycho towards the end you'll
          have to time your shots between his jumps so that you
          hit him when he's vulnerable.

Weakness: Missiles

>> Boost Guardian <<

Sigh, if I had a quarter for every time someone got owned by this
boss... I could buy a crap load of gumballs. Don't worry about
the lack of light crystals, the damage is insignificant. Just 
focus on the boss and grabbing all the health-energy that drops.

Attacks: Boost at you as a ball, summon Worker Ing, or fire energy
         shots. Not much, but it all happens seemingly at once and
         it gets hard to dodge everything.

Pattern: Verr similar to the Jump Guardian. It will switch between
         its attacks until it gets low health, then it will start
         following you around as a shadow and boost balling more
         frequently.

Strategy: Alright, whip out the Light Beam and shoot him whenever
          he's in body form. If he turns into a ball, do the same
          and take advantage of the zoomed out camera to avoid him.
          Don't worry about the Worker Ing, because he'll usually
          kill him on accident. Keep this up until he turns into
          a dark puddle. Morph and stay away from him, laying bombs
          as you go... this will cause him to assume his body again
          so you can pelt him with charged Light Beam shots or
          super missiles. The pillars will usually get destroyed
          when he boosts about, leaving health drops behind. Make
          sure to grab those amidst the chaos.

Weakness: Light Beam

(Notes)
- Bombing or hitting this boss while he's a ball will instantly put
  him in "puddle" mode. Try to do this when he stops momentarily after
  a boost.

>> Grapple Guardian <<

A large feroicious beast with a painful looking horn that can grapple.
A very simple, but sometimes annoying boss... especially towards
the end. The key here is being quick and efficient.

Attacks: This cute-lil guy will charge at you or try to draw
         you into its jaws with the Grapple Beam.

Pattern: Run a circle around you, charging every so often. Once
         you damage its eye enough it will try its Grapple Beam
         a few times.

Strategy: Find a pillar of energy and keep strafing around it,
          with the boss following you while you pump its eye
          full of beam. When you see it rear up in anger, quickly
          put the pillar between you and him (but off to the
          side so you can see the boss). He will rear up again
          and fire the Grapple Beam... as he fires, strafe away
          from it behind the pillar. What will happen is that he
          will follow you with the beam, but it will grapple the
          pillar, not you. This is your chance to fire a super
          missile at his back-side. Later on when then pillar's
          go dim you'll have to be quick and hit him RIGHT after
          he rears up from being struck in the eye. Just run
          right up behind and fire a super missile point blank
          range.

Weakness: (eye) Light Beam, (backside) Super Missiles

>> Spiderball Guardian <<

Wow, a battle that takes place entirely in a morphball area! You'll
need to use your brain and quick ball-handling *childish snicker*
skills. Don't give up, you should have plenty of health to last
through all of your inevitable mistakes.

Attacks: Roll around on a set path with a harmful aura about his
         body that can get bigger and change colors depending on
         how fast he's moving.

Pattern: Follows the magnetic rail with a medium speed (blue aura).
         When bombed a few times he'll move really fast (red aura).
         After being bombed again he'll slow down alot (green aura).
         The green aura will only last so long before going back to
         blue again.

Strategy: In each "room" you'll have to get the boss's path to
          change and head into the electrical barrier. To change
          the path you need to use the bomb-slot... but it will
          only be active while the boss's aura is green. So drop
          bombs in front of him until he's green, then quickly
          go bomb the slot. Repeat in each room until dead. You'll
          have to be really fast in the third room because there
          are three bomb-slots.

Weakness: Bombs

(Notes)
- If you're not fast enough getting to the bomb slots, you can
  bomb the boss while he's green as needed to keep him that way.

- Make sure to nab the power-ups in the metal crated right before
  the final room.

>> Power Bomb Guardian <<

Don't you wish you could generate a seemingly limitless supply
of Power Bombs and send them at enemies like projectiles? Well,
you can't... but this huge plant creature can.

Attacks: Besides the Worker Ing being a pain in the arse, the
         boss will manage to fire Power Bombs right where
         you're about to go to.

Pattern: This thing will spit out a Power Bomb, or maybe two
         in a row. He may keep them in his mouth for a bit so
         that they explode right away when they reach you.

Strategy: Arg! Prepare for a simple but frustrating battle.
          Morph and find the rail going up. Once up there on
          the wall you have to manuever to every bomb-slot
          and set them off... the trick is not getting knocked
          off the wall by all the crap going on. You may wish
          to snipe all the Worker Ing before going up. The best
          way to avoid Power Bombs is to feignt to the opposite
          direction when he's about to spit one, then haul ass.

Weakness: None

(Notes)
- When you start the battle, go for the 2 most farthest
  slots first while you still have full health. Then later on
  you only have to worry about getting the easier ones.

>> Dark Samus I <<

Whoaz, you have to fight yourself?!!?!11 This battle will
separate the newbies from the vets, so make sure you know
all the basic moves and how to evade attacks because DS is
packin' some sweet (but painful) techniques.

Attacks: DS has two beams, your Power Beam and... get this...
         the Phazon Beam! Yeah, remember that? Only this time
         it shoots a spread of smaller blasts that can be
         difficult to dodge. She can fire missiles like you
         as well as protect herself with an aura of Phazon.
         When she's pissed, she'll charge at you as a ball
         of Phazon (ouch). If you get too close or fire a
         missile at her, she'll create a force field that will
         damage you and deflect all attacks.

Pattern: Craziness...

Strategy: Keep strafing to avoid shots while pummeling her
          with your Power Beam. Missiles are useless, so forget
          those. That's all there really is to it... strafing
          and shooting. The scenery can protect you from DS, 
          but later on it will probably be destroyed by her 
          attacks.

Weakness: Power Beam

(Notes)
- Adam writes that missiles do indeed serve a good purpose. By
  firing them at DS and causing her to put up her shield, you
  can make her cancel out most of her attacks.

>> Dark Samus II <<

She's back for more Samus on Samus action, and she's PO'd!
Don't let your guard down, this will be long and tough.

Attacks: Same as before except with more surprises. She can now
         charge her Phazon Beam into one concentrated blast or
         sweep the room with it, laser style. Sometimes she will
         speed boost about the room and attempt to crash into you.
         To top it all off, she's packing super missiles and armor
         with invisible stealth mode (dubya tee eff!?).

Pattern: Hell if I know...

Strategy: Same deal as before. If she goes invisible, switch to
          your Dark Visor and feel free to use your Light Beam 
          whenever you want. If she goes Boost Ball on you, keep
          jumping around to avoid her. Keep shootin' and a movin'!

Weakness: Super Missiles

Notes:
- You can hit her with a charged beam blast to make her stop when
  she's in Boost Ball mode.
- She's weak to Super-Missiles, but she's very hard to hit with it.
  Whenever she uses a Phazon Beam attack you can boink her with one.

==={ TEMPLE BOSSES }===

>> Amorbis <<

Your first big boss. Scared? Nah... wait, there's THREE of them?
Yup, three giant (and hungry) worms that will put all of your
current skills and weapons to the test. Did I mention there's
dark atmosphere everywhere to worry about?

Attacks: These 3 ugly things can burrow up from the sand and land
         on your little head. When attached to their orb, they can
         fire splashes of dark energy or create huge beams of
         hurtfullness that will rotate round the room. It will
         also inhale, causing a vortex to draw you into its maw.
         Their dark energy can extinguish light crystals for a time.

Pattern: They will burrow and dive until the one attacking has lost all
         its shell. It will then attach itself to the orb and use
         one of its two energy attacks. When it's face-plate is
         destroyed it will attempt to suck you into its mouth.
         It will then resume its burrowing and be joined by a 2nd,
         and then after that, the 3rd.

Strategy: Find a light crystal and make your stand. Watch for the
          mounds of dirt heralding a worm about to rise. Fire
          charged blasts at it while its air borne. Be ready
          to dodge any falling towards you. Once it's shell is gone, 
          fire missles at its face-plate. Jump or strafe away from 
          the energy blasts/lasers. After the face is exposed, quickly
          morph and roll into the vortex. When the worm has swallowed
          you, lay a bomb.

Weakness: (body) anything, (face) Missiles

>> Chykka-Larvae <<

On to Guardian numero dos. Nothing special to mention here other than
this will be a long battle, but not too difficult if you can endure.
This guy is basically a whale with razor sharp teeth.

Attacks: Summon explosive plants and generating waves of poisonous
         water are his specialties. He can flop up on shore and suck
         you into its mouth too.

Pattern: Swim in a circle, summoning the plants for a bit. Then it will
         swim down and then up high out of the water a couple times
         before beaching itself to attack you face to face. Further into
         the battle, he will stop leaping from the water all together.

Strategy: Its weak points are its belly and the front of its head. You
          can't target either when it's swimming, but you can manually
          aim your gun and sometimes hit its face at this point (don't
          waste ammo on this though). When he swims under the surface,
          turn in a circle and follow him by using your radar while
          preparing a super missile. When you see a light-purple swell 
          in the water stop spinning and fire your super missile at its
          belly when it flies up out of the swell. When the boss comes
          onto your little island, let him suck you in... just keep 
          blasting him in the face with your Light Beam (it's probably
          better to manually target because the auto-target is retarded
          here for some reason).

Weakness: Super Missiles, Light Beam

>> Chykka-Adult <<

WaaaAAAAaaaAAAH?! Two bosses in one? Yup, the whale has transformed
into a deadly wasp-like thing. Luckily for you, this form will
constantly summon swarms of small creatures that will fork over
health and missile drops. Keep cool and pay attention.

Attacks: It can create a swarm or insects, spew the acidic water at
         you, or charge across the room.

Pattern: It will try to stay on the opposite side of the room, using
         its attacks on you. It will flip between possessed and non-
         possessed states where its attack pattern and weak points
         will change slightly.

Strategy: First you'll want to scan to obtain the necessary weak points.
          Your scan will say it's weak to dark energy, but ignore 
          that. Keep blasting away with your Power Beam while leaping
          jump rope style over the jets of water. When he gets stunned,
          quickly grapple to the right onto the next island while 
          simultaneously charging your Seeker-Missiles. When you land,
          turn around to target all four wings and let 'em fly! He'll 
          then get possessed by Ing. Target his bloated stinger and go
          ape with your Light Beam. He'll keep flying away from you and
          its better to be up close in order to hit him and avoid his 
          charge attacks... so keep grappling towards him whenever he 
          moves away. If a swarm of mini-Chykkas come, smoke 'em with 
          your Power Beam for some items. He'll get un-possessed and 
          re-possessed at intervals so keep up the appropriate strategy 
          until this guy is Metroid fodder.

Weakness: (body 1) Dark Beam, (wings) Seeker-Missiles, (body 2) Light Beam

>> Quadraxis <<

This guy is big and bad... but not too difficult. You should have more
than enough energy tanks and ammo by now, so don't fret. Just stay
on your toes and collect all the items that drop if needed.

Attacks: This ginormous robot will fire weapons with a wide assortment
         of flavors... the Annihilator Beam, a vulcan cannon, or
         huge shock waves from his "feet". He'll also do that familiar
         vortex move that will suck you in and deal out some pain.

Pattern: At first he'll stomp around, giving you a taste of his
         different attacks. Once his body is dispatched, his head will
         float around firing and summoning annoying smaller versions.

Strategy: Boost Ball or bomb the red spheres under his feet, then
          fire charged beam shots at the "knees" glowing blue. His
          attacks are easy enough to dodge, just keep moving. When 
          a knee blows and he falls, go for the red spheres again
          and repeat until all four knees are gone. With the head
          detached, go into Echo Visor mode and fire missiles at
          the sonar antennaes. When those are gone, chuck him a
          couple super missiles. When he is stunned, watch which
          direction he floats and head up the appropriate robot leg
          to head him off. Boost from the top onto his head and lay
          a bomb in one of the two slots... do this one more time
          and you got it! (Whew)

Weakness: (feet) Bombs, Boost Ball, (knees) anything, (head) Super-Missiles

==={ FINALE }===

>> Emperor Ing I <<

Ah, the big man himself! Time to take out the Ing at its source, so
buckle up your space boots and wipe the guts from your gun... it's time
for the conclusive battle against this towering black monstrosity.

Attacks: All attacks will be done by the huge tentacles coming from its
         head. They may bunch together to shoot an explosive ball down
         at you or circle around the room in an attempt to swipe you.
         Sometimes he may use a very cool attack where he creates
         portals. He'll send his tentacles through them, only to have
         'em come out another portal right behind you (sweet). His eye
         packs a big laser.

Pattern: He'll stand in the center, using his various tentacle attacks.
         When his eye is exposed he'll fire a large laser beam at you
         three times before closing over the eye again.

Strategy: Seeker-Missile his tentacles, then pick off the last few with
          regular ones. Strafe away from his energy blasts and leap
          over the tentacles as they swing around the room. When the
          eye is exposed, strafe around until you see the opening in
          its shield and let fly with two Sonicbooms. The laser will
          stun you so keep strafing and hopping to avoid it. After
          a couple Sonicbooms, rely on Super Missiles to finish him
          off next time you expose his eye. Repeat as necessary.

Weakness: (tentacles) Missiles, (eye) Sonic Boom

>> Emperor Ing II <<

Okay phew... I hope you came out of that first stage nicely. Although
this is the easiest, you need to be prepared for the final form. Luckily
you can get a number of health ups here. This is mostly a Morphball
battle, as you climb about Emperor Ing's sphere shaped body.

Attacks: Puddles of shadow wandering the surface will hunt you down
         if you attempt to climb up on him. The weak points themselves
         can attack you and knock you off... there's also the poisonous
         gas everywhere.

Pattern: Ummm, he just sits there while the shadows and tentacles defend
         him from assault.

Strategy: Morph and Spider-Ball up onto the boss. It's hard to see,
          but if a shadow comes your way teach him a lesson by laying a
          bomb or two in his path. The object here is to coax all the 
          tentacles from those yellow holes, then blow them up with 
          bombs. When you roll close to one, purple gas will start coming
          from the hole shortly followed by the tentacle. When you see 
          the gas lay all your bombs and then move away. If all went 
          well, the tentacle will get blown to bits, if not... try again.
          You'll know which holes have been cleared because the purple 
          gas will continue leaking out. Also, if there's a few holes 
          right next to eachother you can try to coax out 2 or 3 and nab
          them all with a Power Bomb.  Don't forget to grab the 
          power-ups, you'll need them!

Weakness: Power Bombs

>> Emperor Ing III <<

Attacks: Multiple lasers and charge/slide attacks are this guys forte.
         He can leap to cause shockwaves or simply slash you with his
         front legs. Sometimes he'll summon a swarm of flying creatures
         or a mass of white particles that slowly follow you around.

Pattern: Running around willy nilly and doing all the above crap. He
         likes to close his mouth a lot too, so use your shots wisely.
         He'll always make a distinctive cry or hop three times before
         charging at you.

Strategy: Use missiles on his heart, keeping a good distance away. If
          you see he's about to charge move far to the left or right.
          When the heart is purple or white, use the Annihilator Beam
          to give him a Sonicboom (get right up in his face when he opens
          his mouth to make sure you don't miss). When your ammo is gone
          you'll have to rely on shots from your Light and Dark beam by
          using the weapon opposite the color of his heart. Don't sweat
          if your ammo is 0, you're bound to collect some ammo drops.
          Just keep moving around and getting up right in his face to
          do your shots, he's hard to hit.

Weakness: Dark Beam, Light Beam, Annihilator Beam, and Missile Combos

(Notes)
- "roadkilldinner" writes that there's a gaping hole in E. Ing's back.
  When he charges at you and crashes into the wall you have a chance
  to unload ammo into this hole directly at his heart.
- Missile Combos do a lot of damage, but it's very difficult to hit
  this guy with one of them (except for Sonic Boom).

>> Dark Samus Final <<

This is it, the home stretch. All that stands in your way is this
twisted version of yourself... which is now quite insane and so
full of Phazon, its very flesh has gone transparent, revealing the
skeleton like "nucleus" inside much akin to Metroid Prime's final
form in the first game. Don't let the countdown timer rattle you
up, the time should be more than enough to take DS down for good!

Attacks: She fires a large steady beam of Phazon, creates a force
         field if you get to close, or goes invisible to all visors
         save the Echoes Visor. Half-way through the battle she
         will render herself invulnerable in the center of the room
         and fire large blasts of energy at you.

Pattern: Float about the room, using her weapon at intervals and going
         invisible once and awhile. After losing about half her health
         she'll go into the center of the room and use her energy blasts.
         DS will do this over and over again until one (or both) of you
         die.

Strategy: If you the ammo left, try to nail her with a Sonicboom.
          Otherwise stick to charged Light or Power Beam shots. This is
          fairly simple at first, so keep plugging away. When she leaps
          up to fire her Phazon Beam, Space Jump in place to avoid as
          much damage as possible. If she goes invisible you will have
          to rely on your Echo Visor. When she enters her insane Phazon
          pumped mode she's invulnerable to everything but the Phazon
          Beam. To temporarily use this Beam, wait until the orb of
          blue energy around her expels these small sparkling
          particles (until you see those, strafe-hop away from her
          attacks). These small particles will fly towards you, and
          WILL deal damage UNLESS you charge your Power Beam and 
          place the tip of your gun infront of the oncoming energy.
          The particles move in an arc, so you'll have to slowly
          move your Beam around to collect enough (imagine catching
          butterflies with a net... or something haha). If you
          managed correctly, your Power Beam will be all blue.
          Shoot that blast at DS. When she's normal for a few seconds
          pummel her with anything you got and then repeat the
          Phazon Beam process until you are victorious!

Weakness: (form 1) Annihilator Beam, (form 2) Phazon Beam

---------------------------------------------------------------
~~~{5}~~~Frequently Asked Questions~~~~~~~~~~~~~~~~~~~~~~~~~~~~
---------------------------------------------------------------
These are frequently asked questions that are answered here in
more detail... incase you just didn't get it the first time.
---------------------------------------------------------------

Q: How do I beat the Boost Ball Guardian?!

A: Ehhh... he's tough early on, so you may have to make sure
   you have enough energy tanks. I believe at this point you
   can have 5 or 6 (I know you can have up to 4 when you take
   on Amorbis). Look at my strategy and incorporate it into
   your own. Touching him when he's a puddle hurts a lot so
   take extra care to avoid that.

------

Q: Is Ridley or Kraid in this game?

A: Nope. *tear*

------

Q: Where is (insert item here)? Where do I go now?

A: I can't remember every little detail, your best bet is to
   figure it out yourself or wait for the appropriate guide.


---------------------------------------------------------------
~~~{6}~~~Special Thanks/Legal Stuff~~~~~~~~~~~~~~~~~~~~~~~~~~~~
---------------------------------------------------------------

A special thanks...

To Retro for a great series!

And to CjayC for his marvelous website.

-------

This FAQ was written by Jack Gardner (The Challenger).

        E-MAIL   :    CaptainMuffin@gmail.com

It can only be used by gamefaqs.com, ign.com or by permission from me.

Metroid and all names therein are property of Nintendo.

Copyright 2004