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    FAQ/Walkthrough by NeoChozo

    Version: 2.0 | Updated: 12/04/12 | Search Guide | Bookmark Guide

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    //version 2.0//						 //updated 12-04-2012//
    	             
    		     ===================================
    		     ===== METROID PRIME 2: ECHOES =====
    	             ======= 100% STRATEGY GUIDE =======
     	             ======= written by NeoChozo =======
    		     ===================================
    
        +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
        Welcome to my 100% walkthrough for METROID PRIME 2: ECHOES, the second
        game in NINTENDO and RETRO STUDIOS' METROID PRIME sub-series. This text 
        document covers all of the pertinent information for completing this 
        title, both as a normal run and as a speed run. Version 2.0 finally 
        completes the FAQ, and is a complete, from-the-ground-up revision of 
        the existing source material. Use the index below as a reference guide,
        and visit GameFAQs (http://www.gamefaqs.com/) to find other FAQs I've 
        written.
        +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
       == CONTENTS ==
       ==============
       1. Setup and Controls
       2. About This Game
       3. The Story So Far
       4. Mode Explanation
       5. Samus' Abilities
       6. Weapons and Items
       7. The Planet Aether
       8. Walkthrough
          A. Arrival At The Temple Grounds
          B. The Deserts Of Agon
          C. The Swamps Of Torvus
          D. The Fortress In The Sky
          E. Path to the Sky Temple
          F. The Final Energy Controller
       9. Log Book Database
      10. Item Locations
      11. Secrets and Tips
      12. Legal
    
    -------------------------------------------------------------------------------
    
    =========================
    == 1. SETUP AND CONTROLS:
    =========================
    METROID PRIME 2: ECHOES was originally released for the Nintendo GameCube (GCN)
    but has been ported to the Nintendo Wii as part of the METROID PRIME TRILOGY.
    Refer to the setup manual for more detailed information on your individual 
    platform. This game is a more expansive version of what was found in the first
    METROID PRIME, but mostly has the same style and features. To navigate the in-
    game menus, rotate the Control Stick to the option you want to choose, then
    press A to confirm or B to cancel. Below is a list of the default controls for 
    both Single-Player Mode and Multiplayer Mode.
    
      SINGLE PLAYER CONTROLS
      ----------------------
      CONTROL STICK:   Move around, Look around, or Aim (w/ R Button).
      CONTROL PAD:     Switch between available Visor Enhancements.
      C STICK:         Switch between available Beam Weapons.
      START/PAUSE:     Pause game, Bring up Databanks and Log Book.
      L BUTTON:        Lock onto enemies, Scan objects, and use Grapple Beam.
      R BUTTON:        Pan camera, Aim (with Control Stick), Activate Spider Ball.
      Z BUTTON:	   Bring up Map Screen.
      Y BUTTON:        Fire Missiles/Charge Combos, Charge Seeker Missiles, Set 
                       Power Bombs.
      X BUTTON:	   Switch in and out of Morph Ball form, Switch Maps.
      A BUTTON:        Fire Beam Weapons, set Morph Ball Bombs, or Confirm Options.
      B BUTTON:        Jump, Space Jump, Use Gravity Boost, Use Screw Attack, Use 
                       Boost Ball, Strafe Dash (w/ L Button), or Cancel Options.
    
      MULTIPLAYER CONTROLS
      --------------------
      Most of the control features are the same, except for using the Log Book or
      scanning objects. You will also never encounter water, so using the Gravity
      Boost is negated. You will activate your special weapons using A or Y depen-
      ding on whether or not you are in standing form or Morph Ball form. For more
      information on Multiplayer, see "Section 4: Mode Explanation".
    
    Do note that some secondary functions of the buttons require you to be in Morph
    Ball form, such as setting Bombs or Boosting. Additionally, the Gravity Boost
    only works underwater (just as the Screw Attack only works on land).
    
    
    ======================
    == 2. ABOUT THIS GAME:
    ======================
    METROID PRIME 2: ECHOES is a continuation of the story that began with Samus
    Aran's first encounter with the deadly mutagen known as Phazon. For the most
    part, it plays like the first game - it is still rendered in first person per-
    spective and you control Samus from the HUD view. What is different is the size
    and scope of the game. METROID PRIME 2 is easily twice the size of the first
    game, and that's partly due to the Light and Dark dimensions that are the chief
    gameplay mechanic.
    Like Tallon IV, Aether was struck many years ago by a Phazon meteor. But where
    Tallon IV's ecosystem was merely poisoned, Aether's very fabric was ruptured 
    in two, leaving the devastated normal dimension, but also creating a twisted,
    warped dark dimension. This spawned a race of dark creatures that the Luminoth
    came to call the Ing. Traveling back and forth between Light and Dark Aether
    to collect items, trigger events, and fight bosses will be key to successful
    completion of this game. The game also changes up a few things from the first
    game. For one thing, bottomless pits are present for the first time ever in a
    Metroid game. Falling into one doesn't kill you (since you only have one life),
    but you do suffer what is called a "Terminal Fall", where you fall a specified
    distance, sustain 10 HP of damage, and then respawn back where you started
    from (or if you crossed a certain amount of distance, somewhere else relative
    to a spawn point). You can also fire your Arm Cannon while attached to Grapple
    Points - this is more than just a feature, since sometimes in the middle of 
    flight, you'll be attacked by aerial enemies. Another major change that will
    affect your combat tactics is the Beam Ammo System - instead of gaining a Beam
    and having unlimited usage, you are restricted to how many units you have left,
    but you can expand your inventory with Beam Ammo Expansions. Also, the Dark
    World itself is so poisonous that exposure to its atmosphere drains your energy
    away. This in of itself is a very interesting gimmick that affects how much you
    can explore at any given time. And finally, this game marks the debut of "Dark 
    Samus", a powerful new enemy that you'll quickly realize is a ghost from your
    previous mission.
    Overall, METROID PRIME 2: ECHOES builds upon the framework established with the
    first game and adds a number of new and interesting features. The only negative
    thing to say is how much stopping the art of "sequence breaking" seems to have 
    been a focal point in the game's development.
    
    
    =======================
    == 3. THE STORY SO FAR:
    =======================
    Like the last game, this one has a fairly rich backstory that sets up the whole
    experience of exploring the planet Aether and its twin dimensions. Here is the
    introduction to the story as told from the game manual:
    
      A WAR OF TWO WORLDS
      -------------------
      Once, long ago, a race of creatures called the Luminoth settled on planet
      Aether after many nomadic generations spent roaming the universe. They carved
      out a peaceful existence there, coming to know the land and animals and bath-
      ing in the power of what they called the "Light of Aether". To prolong the
      lifetime of the planet, they decided to harness this light by building Energy
      Controllers that would be housed in holy temples. They build three of these
      temples, one in each of their settlements, and linked them to their most sac-
      red place, the Great Temple. A golden age of peace and prosperity blessed
      them, and they were content.
    
      The peace would not last, though. They tracked a meteor on a crash-course 
      with their planet, and could do nothing but watch as it approached. The met-
      eor's strike scorched the earth, cast the seas into convulsions, and spread
      a veil of darkness over all that the Luminoth knew... but that was not all.
      The explosion and the energy from the meteor opened up a dimensional rift in
      Planet Aether, spawning a second planet that existed in a different dimens-
      ion. Dimensional rips soon blossomed on Light Aether, and an evil race of 
      dark creatures ventured forth, spreading violence. The Luminoth named these
      creatures the Ing, and soon created portals to follow them into a world they
      would come to know as Dark Aether.
    
      This twin planet, which had given birth to the Ing Horde, was a poisonous
      mirror of their own, and the Luminoth retreated from its damaging effects. 
      Over time, however, as the Ing continued to make war on Light Aether and be-
      gan to possess both creatures and friends, the Luminoth had to return and
      fight. They set up beacons of light that acted as protective oases against
      the dark creatures, and fought tooth and nail against the Ing. The war raged,
      and a stalemate soon became apparent; the Luminoth could not defeat the Ing
      on Dark Aether, and the powerful light of Aether was too much for the Ing to
      overcome.
    
      The stalemate could not last forever. The planet's energy had been divided
      between the light and dark worlds, and both sides wanted to control it. The
      Luminoth created an Energy Transfer Module designed to absorb the energy from
      Dark Aether, only to have it stolen and used against them. Their temples fell
      one by one, until only their last, the Great Temple, remained. With only 
      enough planetary energy to support one world, this temple was all that stood
      between Dark Aether completely eclipsing Dark Aether, eradicating the last of
      the Luminoth...
    
      Into this conflict came a new factor. A Federation ship chased as Space Pir-
      ate vessel onto the surface, only to be attacked and decimated by the Ing.
      After losing contact with the troops, the Federation suspected the worst. Un-
      willing to abandon all hope, they sent an urgent message to Samus Aran...
      
      Mission received from Galactic Fedetation...
      Locate troops lost in Dasha region of Planet Aether...
      Priority 1...
    
    
    =======================
    == 4. MODE EXPLANATION:
    =======================
    There are two main gameplay modes available in METROID PRIME 2: ECHOES. Read
    below for basic descriptions of each mode.
    
      SINGLE PLAYER
      -------------
      Single Player is the main story mode of the game where you guide Samus Aran
      through the planet Aether to discover what happened and to ultimately defeat
      the Ing Horde and save the planet. This gameplay mode comes with two levels 
      of difficulty: Normal Mode and Hard Mode. Hard Mode is unlocked after you 
      complete the game once in Normal Mode. Hard Mode gives a little bit more of a
      challenge, in that all enemies take twice as much damage, and you take twice
      as much damage from their attacks. This becomes troublesome when you factor
      in things like Dark Aether's atmosphere or the reviled Boost Guardian. Addit-
      ionally, there is one Image Gallery that can only be unlocked by completing 
      the game in Hard Mode.
    
      MULTIPLAYER
      -----------
      This is the bonus mode of sorts where you and another player can battle it
      out in a no-holds-barred game of either Deathmatch or Capture The Flag. This
      option only appears if you have two controllers plugged into the GameCube,
      naturally. Once you select it, you have your choice of which multiplayer game
      you want to play, then you select your map (you have one to start with, but
      additional maps are unlocked as you play through the Single Player Mode). 
      Then you and a friend either work cooperatively to capture the enemy's terr-
      itory or just go at it trying to kill each other using a myriad of special
      weapons, some of which never appear in the game (such as Death Ball). Over-
      all, this is just an extra mode thrown in as a nod to fans who have wanted to
      be able to have a Halo/Call of Duty/Battlefield/insert your favorite FPS game
      here-like multiplayer experience using Chozo weaponry. The rest of this guide
      is primarily dedicated to covering Single Player, but there are plenty of
      other guides and FAQs dedicated to this particular mode.
    
    
    =======================
    == 5. SAMUS' ABILITIES:
    =======================
    You have a number of powerful moves at your disposal besides just jumping and
    firing Beams or Missiles. Utilizing the full potential of your Power Suit will
    allow you to Bomb Jump, strafe around enemies, and increase your jumping prow-
    ess. Below is a brief list of the various feats you can perform in the game.
    
      STANDARD MOVES
      --------------
      These are moves that are pre-programmed into the game already that you can
      use to take advantage of terrain and obstacles.
      1. DOUBLE BOMB JUMP
         To pull this move off, set a Bomb and carefully watch the animation. Every
         time you set off a Morph Ball Bomb, the Bomb shimmers for a little bit 
         prior to exploding. In the split second that the shimmering stops, set the
         second Bomb, and let the first Bomb pop you up. At the peak of your Bomb 
         Jump, set your third Bomb. As you come back down, the second one will det-
         onate, popping you up into the third Bomb's explosion, which will send you
         even higher.
      2. L-LOCK JUMP
         This one is really easy, and actually gains you a bit of height. The best 
         places to use it are the times when you need to make precision jumps. To 
         lock your view, simply hold the R Button and pan downwards until you are 
         literally staring at your feet. As you get your desired angle, hold the L
         Button to lock your view in place and let go of R. This way you'll be able
         to make precision jumps without losing sight of what you are trying to
         reach.
      3. L-LOCK STRAFE DASH
         Hold L to lock on to a target, then tap B while locked on to move from 
         side to side around them in a circle. This comes in handy during pretty
         much the entire game and is upgraded a bit after acquiring the Space Jump 
         Boots.
      4. BEAM TRACTOR
         Once you find the Charge Beam, you can tractor refills to your location by
         aiming at them and charging up. If they're within range, they'll be pulled
         to you, eliminating the need for you to go to them.
      5. SCREW "ATTACK"
         The game would otherwise have you believe that the Screw Attack is present
         just for movement purposes (since this is really mostly the original Space
         Jump anyway), but you can actually use this to defeat enemies if you hit
         them just right. Usually this involves an area above or below the enemy's
         actual hitbox, but if you master this, you can actually quickly eliminate
         some bosses (and killing Dark Tallon Metroids with it is pretty fun).
    
      ADVANCED MOVES
      --------------
      Most of these tricks are still intact from the first METROID PRIME, and are
      executed in much the same way. These are mostly advanced moves that you won't
      really need to use in the game, since this guide will generally point you
      along the regular route. However, in the instances where alternate or faster
      routes are indicated, mastery of some of these tricks will help you out.
      1. DBJ-MORPH
         This trick is a small variation on the 2D games' morph jumping moves. If 
         used properly, it can get you a bit of extra distance and/or height when 
         Bomb Jumping. To execute it, start from a place you can safely pull off a
         DBJ or TBJ from, then hit X to unmorph at the peak of your jump. Pushing 
         forward on the Control Stick while the game adjusts to your suddenly in-
         creased height launches you forward and boosts you a bit higher. Note that 
         the Morph can also be executed off of a Wall DBJ (where you execute the
         DBJ while shoved against a wall).
      2. GHETTO JUMP
         This special jump involves you jumping up against a wall and then pushing
         out from the wall during a Space Jump. You can do single Ghetto Jumps as
         well; the end result is a slight boost in height and distance if you're
         trying to go farther. This operates on the same principle as the wall DBJ 
         or Wall TBJ - sliding against a wall increases your height.
      3. L-LOCK SPRING JUMP
         This is a slight variation of the regular L-Lock Jump, and is performed in
         much the same fashion. To do this, set up a regular L-Lock Jump and leap
         in the direction of your target. As you near the apex of your jump, let go
         of the L Button to force Samus' view back up, and you'll "spring" forward
         a little bit.
      4. LOCK-ON LADDER JUMP
         I'm almost embarrassed to admit that the name for this trick (LOL) came 
         solely from us being excessively bored while experimenting with the jump
         mechanics (We did unsuccessfully try to name the Roll Jump the "ROFL", as 
         well). Anyway, this gets you a boost in height as you jump towards an ob-
         ject while you remain locked on. In other words, don't release L as you
         would with an L-Lock Spring Jump. Lock onto something, then jump directly
         as the lock-on point; as you sail "over" it, the camera will continue to
         force your view down at the same time as it is trying to get you to look
         forward, thus you will "boost" upwards a little bit. This is most useful
         in Feeding Pit as you're getting the Light Beam; it eliminates the process
         of actually lowering the Lift Crystal platforms. It can also be used to
         sling yourself over Grenchlers, Space Pirates, or even the Alpha Blogg!
    
      SEQUENCE BREAK MOVES
      --------------------
      These are moves that take advantage of certain game mechanics in order to 
      speed things along or facilitate alternate routes through certain areas. Most
      of these require a precise amount of skill and timing to actually pull off.
      Like the  moves in the section above, these won't really be utilized that of-
      ten in the walkthrough. Where it is possible to use them to get an item early
      or clear a room differently, it will be notated how to do it in the context
      of that area.
      1. INSTANT UNMORPH
         The instant unmorph is a trick that occurs when you are coming out of a
         Bomb Jump, but the camera instantly places you in first person, HUD view
         instead of backing out of third person view. This usually requires that
         your Morph Ball be against some kind of surface (a wall, for instance), 
         but in such a way that the camera doesn't swing around to face the Morph 
         Ball. Positioning yourself so that your back is to a wall usually works
         best. Do a single Bomb Jump (doubles are much trickier) and unmorph at the
         peak of the jump, and if you instantly return to HUD view, you will then
         have the full range of your jump powers, as this tricks the game into 
         thinking you're on solid ground. See below for moves that use this trick.
      2. BOMB SPACE JUMP
         This is a Bomb Jump that uses an instant unmorph (see below). To do this,
         you need to trigger an instant unmorph right after a Bomb Jump. The bene-
         fit to this is that the instant unmorph fools the game into thinking that
         you are on a solid surface, and therefore have your full range of jumping
         power (for instance, a Space Jump will carry you three jumps high, or a
         Screw Attack will be four jumps high). You can use this handy trick to
         completely skip the Ing Hive Temple Keys (they don't count for percentage,
         so this is mostly just a speed trick).
      3. ROLL JUMP
         This trick also requires an instant unmorph. This is executed by rolling 
         in Morph Ball form off of a ledge, then triggering the instant unmorph
         and using the distance you've already gained plus your jumping abilities
         for extra distance. The tricky part with this one is that usually, your
         Ball has to be at least halfway obscured by whatever you are falling from,
         and the timing seems to vary a bit. Still, it can be utilized to cross
         Watch Station Access without the Grapple Beam.
      5. FREEZE DASH/WSA DASH
         This dash (also called the "Kip Dash" - named after its discoverer, Kip)
         is useful for crossing large gaps as long as you can cross a certain point
         so that you "respawn" near where you're trying to land after triggering a
         Terminal Fall. It differs from a standard Scan Dash (which in of itself
         is vastly degraded from the first game) by requiring a complete scan of a
         fixed object that doesn't go for the Log Book (like a door). It is most
         useful for crossing Watch Station Access for the early Screw Attack. To
         execute it from this particular area, back up against the ledge in Watch
         Station Access and fully scan the door. While holding the scan, jump back-
         wards while holding L, then rotate the Control Stick back-left, hold it, 
         then rotate it back down. Now in a fluid motion before the small "freeze" 
         occurs, hold R and rotate the stick to the back-left position again. After
         the freeze and you start flying backwards, use your second jump for extra 
         distance to continue your trajectory while not letting go of any buttons 
         you have held down. Wait for the Terminal Fall to occur and see where you
         respawn - if you didn't get enough distance (in this particular room, this
         is about 60% of the way across - past the second Grapple Point), then it
         won't respawn you on the opposite side. This dash can be used in other 
         places in the game, but due to how the mechanic changes for each dash de-
         pending on where you are standing or what you're scanning, it is difficult
         to give instructions. The more you practice this, the easier it becomes to
         correctly execute.
      6. UNDERWATER DASH
         This one allows you to cross large horizontal distances underwater without
         the benefit of the Gravity Boost (and thus has the most use in Hydrodynamo
         Station, as you can cut out a large part of the circuitous puzzle of the
         Transit Tunnels connecting Gathering Hall, Training Chamber, and the Cata-
         combs. You can do this on land too, but you barely get any extra distance
         apart from a normal Space Jump. To pull this off (using Hydrodynamo Stat-
         ion as an example), jump while holding L and begin moving to the left.
         Press the R and B Buttons and hold them down while still holding left to 
         make yourself slowly start turning. After about a quarter turn (about 30-
         40 degrees), release the Control Stick only while continuing to hold L, R,
         and B to make yourself fly through the water at high speed. Use your sec-
         ond jump for distance or height as needed, but let go of L and R for the
         second jump. Using two of these allows you to get the Grapple Beam and the
         Gravity Boost much earlier than the game intends.
    
    
    ========================
    == 6. WEAPONS AND ITEMS:
    ========================
    The Power Suit is an advanced Chozo exoskeleton that the Chozo modified for
    your personal use. It provides life support functions and is well shielded from
    attack. The modular nature of the Power Suit allows for the addition of weap-
    ons, Visors, and other gear as needed, all of which are strewn about both dim-
    ensions on the planet Aether.
    
      BEAM WEAPON ENHANCEMENTS
      ------------------------
      The first METROID PRIME gave you four Beam Weapons with unlimited ammunition.
      For the first time, this game gives you new Beams that have an ammo system,
      so conservation and management of your weapons is key. With the Charge Beam,
      you receive an added boost of power.
      1. POWER BEAM
         The Power Beam is the default Arm Cannon weapon. This is your only Beam
         that you will be able to fire without regards to Ammo. Press A to fire,
         and hold A to use the Charge Beam. This beam can open blue doors and elim-
         inate weak enemies quickly. Press Y when charging to use the Super Missile
         Charge Combo or hold Y to use the Seeker Missiles.
      2. CHARGE BEAM
         This is the primary power-up to the Arm Cannon that enables an energy-
         storing function that allows you to fire more powerful shots. Press and 
         hold A when firing to activate the Charge Beam. When charging with any 
         beam, press Y to use its Charge Combo (if you have acquired the corres-
         ponding upgrade). You begin the game with this item.    
      3. DARK BEAM
         This item is found in AGON WASTES. It is capable of firing blasts of shad-
         ow energy that can hinder enemies and objects as well as nullify Luminoth 
         Light Crystals and/or Beacons. This beam can open black doors and has a 
         good effect against Light World Creatures, but a limited effect on Ing and
         other darklings. Charging the Dark Beam creates the Entangler, a blast 
         which is capable of freezing enemies.
      4. LIGHT BEAM
         This item is found in DARK AGON WASTES. It is a strong laser type weapon 
         capable of hitting multiple targets with a single shot and can also set 
         enemies on fire. With this beam, you can energize Crystals and Beacons 
         that have been nullified. This beam can open white doors and inflict great
         damage to Ing and other Dark World creatures. Charging the beam fires the
         Lightblast, a scattershot type energy burst capable of setting multiple 
         enemies on fire.
      5. ANNIHILATOR BEAM
         This item is found in the ING HIVE. It combines the elements of light and 
         dark energy into powerful object-seeking streams. The beam has high-power
         sonic capabilities, enabling it to manipulate many sonic-powered devices. 
         You can supercharge Crystals and Beacons, which will compel Ing and dark-
         lings to their destruction. This beam can open gray doors and is effective
         against both Light and Dark creatures. Charging this beam fires the Dis-
         ruptor, a powerful blast that is capable of stunning even the strongest
         enemies.
    
      MISSILE SYSTEM ENHANCEMENTS
      ---------------------------
      Your Arm Cannon can be adapted into a concussive blast system that enables
      you to fire energy-based Missiles. Missiles can be charged with Beam Weapons
      to create Charge Combos if you have found the corresponding upgrade, or you
      can fire groups of Missiles on their own.
      1. MISSILE LAUNCHER
         The first Missile Expansion gives you the ability to fire Missiles, and is
         found in the TEMPLE GROUNDS. Missiles fired with a lock-on will seek their
         targets. Missiles can destroy objects made from Brinstone. There are also
         Charge Combo enhancements scattered throughout the environment. They use 
         the Missile Launcher and the Charge Beam in tandem to fire more effective 
         blasts.
      2. SEEKER MISSILE
         This item is found in the GREAT TEMPLE. It adds the capability to launch 
         multiple missiles in a single blast. While holding Y to charge the Launch-
         er, use R to Free Look and pinpoint targets. You can target up to five 
         objects/enemies, or use the locks to target a single enemy five times. The
         Seeker Launcher is also used to open certain doors.
    
      CHARGE COMBO ENHANCEMENTS
      -------------------------
      The Charge Combos let you use the Missile Lancher and the Arm Cannon together
      for combination attacks that are stronger than the Beam Weapons on their own.
      When charged, press Y to fire the selected Beam's Charge Combo. Each shot 
      consumes Missiles to fire.
      1. SUPER MISSILE
         This upgrade is found in TORVUS BOG. It is the Power Beam's Charge Combo,
         and creates a powerful blast which inflicts damage equivalent to approx-
         imately 5 Missiles fired at the same time. Use Super Missiles to damage 
         extremely strong opponents.
      2. DARKBURST
         This upgrade is found in AGON WASTES. It is the Dark Beam's Charge Combo,
         and tears open a rift to the Dark World and creates a black hole that will
         suck nearby enemies into oblivion. Its power is limited in that it is a 
         slow-moving blast, and is therefore limited against agile foes.
      3. SUNBURST
         This upgrade is found in the TEMPLE GROUNDS. It is the Light Beam's Charge
         Combo, and it can damage multiple targets in a wide area as it flies for-
         ward. Like the Darkburst, this Combo is very slow-moving, making it ineff-
         ective against agile targets. It has power to set its targets ablaze for a
         short while.
      4. SONIC BOOM
         This upgrade is found in DARK AGON WASTES. It is the Annihilator Beam's
         Charge Combo, and it projects a powerful wave of sonic force. It is ext-
         remely costly in terms of Ammo consumption, but its effectiveness against 
         a large group of enemies is very useful.
    
      MORPH BALL ENHANCEMENTS
      -----------------------
      The Morph Ball function allows you to compact your size in order to fit into
      small passageways. There are multiple upgrades to this form that increase 
      your effectiveness while morphed.
      1. MORPH BALL
         This upgrade changes your Suit into a compact, mobile sphere. Like the 
         Varia, it is modular and able to accept numerous modifications to its 
         structure. Press X to activate the Morph Ball. You begin the game with 
         this upgrade.
      2. MORPH BALL BOMB
         This upgrade is found in AGON WASTES. It is the default weapon for the 
         Morph Ball. Press A when morphed to drop Bombs, or drop them in timed seq-
         uences to perform a "Bomb Jump". Morph Ball Bombs have a limitless supply,
         but you can only set three at a single time. Bombs can be used to activate
         devices or destroy cracked surfaces or structures made of Talloric Alloy.
      3. BOOST BALL
         This upgrade is found in DARK TORVUS BOG. It can be used to quickly acc-
         elerate the speed of the Morph Ball by charging. When using the Boost Ball
         press B to activate a quick boost, or hold to charge for a longer speed 
         boost. The Boost Ball can also be used to navigate half-pipes.
      4. SPIDER BALL
         This upgrade is found in the SANCTUARY FORTRESS. It magnetizes the Morph 
         Ball, allowing it to attach to any magnetically-charged surface. When you
         are traveling along a magnetic track, hold R to stay attached to the sur-
         face. Sometimes, you can hold B to charge the Boost Ball and "launch" to 
         and from various magnetic surfaces.
      5. POWER BOMB
         This upgrade is initially found in DARK TORVUS BOG, but Expansions are
         found throughout the environment. This is the strongest Morph Ball weapon,
         and can destroy many materials, including Bendezium. Each Power Bomb Exp-
         ansion you find increases the number of Power Bombs you can carry by 1.
    
      ARMOR AND ENERGY ENHANCEMENTS
      -----------------------------
      You can find specialized Armor Enhancements that increase your defensive cap-
      abilities, mobility, and reduce the damage Dark Aether can inflict on you.
      1. VARIA SUIT
         The is an advanced Chozo exoskeleton/battlesuit specially built for you 
         by the Chozo. It is well-shielded against attack, and its modular nature 
         allows for the equipping of visors and other battle gear as needed. You
         begin the game with this upgrade. 
      2. DARK SUIT
         This upgrade is found in DARK AGON WASTES. This suit reduces the effects 
         of Dark Aether's atmosphere and enhances defensive shielding capabilities.
         Even though it is able to better withstand the caustic effects of Dark 
         Aether's atmosphere, dark attacks still can cause heavy damage, and your 
         energy loss rate is proportial to the recovery rate of a Light Zone.
      3. LIGHT SUIT
         This upgrade is found in the GREAT TEMPLE. This suit is a fusion of Lum-
         inoth and Chozo battlesuit technology that is completely resistant to the 
         harmful effects of Dark Aether. With it, you can travel unimpeded in Dark 
         Water and you can also access Luminoth energy transport systems.
      4. ENERGY TANK
         There are 14 Energy Tanks scattered throughout the environment. These will
         increase the power level available to your Suit's defensive screens. Each 
         Energy Tank increases your Suit's energy by 100 units. The more energy 
         your Suit has, the longer you can stay alive. You can fully recharge your 
         Energy Tanks at Save Stations as well as your Gunship.
    
      VISOR ENHANCEMENTS
      ------------------
      Your Visor is your primary means of navigation through the environment. Mod-
      ifications to it will allow you to increase the number of things you can see
      and track via radar optics.
      1. COMBAT VISOR
         The Combat Visor is the default visor. It provides you with a basic HUD
         that includes Ammo and Missile counts, mini-map, radar, threat assessment,
         energy gauge, and lock-on reticules. Use this during most battles.
      2. SCAN VISOR
         The Scan Visor is used for data collection and analysis. It enables a mag-
         nifier in the viewscreen that will locate scannable targets. Scanning
         objects can activate devices or reveal enemy weaknesses. You cannot fire
         while using this Visor.
      3. DARK VISOR
         This upgrade is found in DARK TORVUS BOG. It can be used to detect inter-
         dimensional objects that are not normally seen in the visible spectra. 
         Objects and enemies that exist in transdimensional areas will be high-
         lighted with the Visor.
      4. ECHO VISOR
         This upgrade is found in the SANCTUARY FORTRESS. It uses sound waves to 
         detect unseen objects and enemies. Some enemies can cloak themselves with 
         sonic powers, rendering them invisible. Use the Echo Visor to interact 
         with sonic-based security systems.
    
      MOVEMENT SYSTEM ENHANCEMENTS
      ----------------------------
      Part of your power is your agility and jumping prowess. With these special
      Chozo upgrades, your mobility is greatly enhanced.
      1. SPACE JUMP BOOTS
         This upgrade is found in DARK AGON WASTES. These can increase your jumping
         height by adding special thrusters to your boots that allow you to jump 
         again while in mid-air. Press B to jump once, then B again in mid-air to 
         double jump. The Space Jump can be used to reach higher areas than a nor-
         mal jump allows.
      2. GRAPPLE BEAM
         This upgrade is found in DARK TORVUS BOG. It allows you to swing back and 
         forth from special points in the environment. Grapple Points appear in 
         your Visor as special Grapple Hook icons. Press and hold L to fire the 
         Grapple Beam and hold L to stay connected, or let go to release. The Grap-
         ple Beam can be used to cross wide gaps. While grappling, you can alter 
         your trajectory as well as fire your Arm Cannon, however, you cannot lock-
         on to any objects.
      3. GRAVITY BOOST
         This upgrade is found in TORVUS BOG. It is a special Luminoth upgrade that
         allows for unhindered movement in aquatic environments by making use of 
         special armor and visor modifications. When in water, press B twice to 
         Space Jump, then B again to engage the Boost thrusters that allow you to 
         float for a short time. Use the added boost to gain additional height.
      4. SCREW ATTACK
         There upgrade is found in the SANCTUARY FORTRESS. It is a modular add-on 
         to your mobility systems that allows for extensive travel over lengthy 
         distances without use of a Grapple Beam. While Space Jumping, press B to 
         start screwing, then press B repeatedly to continue the jump. While Screw
         Attacking, you can defeat enemies in your path and maintain a maximum of 
         five consecutive jumps. With the Screw Attack, you can also "wall jump" 
         off of specially charged surfaces.
    
    
    ========================
    == 7. THE PLANET AETHER:
    ========================
    Like with the first METROID PRIME, Retro Studios has created a masterpiece of
    a planet so that you can still have the classic exploration feel that generally
    defines a Metroid game. Much of this game is still looking high and low for
    different passages (although this in of itself might be more of a sequence-
    breaking mentality), bombing obstacles out of the way, and looking for the most
    efficient way out of an area. What you'll find below is a brief list of some 
    things to consider that might make your journey through the twin dimensions of
    Aether a bit less hair-raising.
    
      GENERAL TIPS
      ------------
      1. Like in almost every Metroid game, you'll often deal with not just one 
         enemy, but an entire horde of them. Make liberal use of the L Button dur-
         ing a swarm to constantly target and pick off the nearest threat to you.
         Remember that some enemies can't fit through doors because of their size,
         but you can hide on the opposite side and blast them through it.
      2. Even though there is a lot of information to process, your Combat HUD can
         be a lifesaver in battle. It will definitely help you to check out your
         Radar and Mini-Map features regularly. Your Threat Assessment will slowly
         increase as you near dangerous areas (although it is almost always squeal-
         ing at you while traversing Dark Aether...), and when enemies are present,
         your targeting reticles will automatically appear.
      3. Scan everything!! Often you'll discover new stuff or methods of beating 
         bosses by scanning them, and of course, you gain the artwork galleries by
         scanning and filling up your Log Book. Keep in mind that there are several
         things in the game that are one-time items: miss them once, and you for-
         feit them for the remainder of the game. For convenience, I have not only 
         marked each of these one-timers during the walkthrough, but you will also
         find a list of them at the end of the guide, in the Log Book section.
      4. Every room in the world has a name. If you're unfamiliar with them, you
         can press Z at any time to call up the map, which will highlight which one
         you're in. Many points in this walkthrough refer to specific locations, 
         so this will be helpful for you to know the room layouts and how they con-
         nect to each other.
    
      AREAS OF AETHER
      ---------------
      Aether is split into four distinct regions that you'll explore during the
      game, but Aether itself is split into two dimensions - Light Aether and Dark
      Aether (effectively giving you eight areas to explore). Is this a Zelda-ish
      gimmick? Kind of, but it's still executed quite nicely. Years after playing
      this game, I can still get all puckered up wandering around Dark Aether...
      Anyway, Light Aether is the "normal" world, and Dark Aether is its twisted
      counterpart where the Ing rule supreme. Here, the atmosphere is poisonous,
      the water is like solid acid, and the inhabitants overall are much more diff-
      icult. Travel through Dark Aether is made possible by use of Luminoth Light
      Crystals and Beacons, which can be activated to provide areas of safety. Your
      goal is to visit Dark Aether, fight the Ing masters for the planetary energy
      stored in their Energy Controllers, and return it to Light Aether's Energy
      Controllers. Like in the last game, most of these areas are accessible with
      large Transports, although Transports don't exist in the Dark World - i.e.
      you can't travel from Dark Agon Wastes to Dark Torvus Bog. Keep in mind also
      that while Dark Aether is essentially a "mirror" of Light Aether, not all
      geographical features are intact between the worlds. To avoid getting lost or
      confused, you can press X on the Map Screen to alternate between the two
      dimensional maps. What follows below is an abbreviated list of the eight 
      regions of this planet.
      1. TEMPLE GROUNDS/GREAT TEMPLE
         This is the area Samus begins the game in. It is home to the Main Energy
         Controller as well as the landing site for the GFMC. From this area, you 
         can unlock paths leading to the various other areas of the game.
      2. AGON WASTES
         This region was once a lush and fertile plain, but was laid to waste by
         the Phazon meteor, and is now a dry and cracked desert. This is where the
         Space Pirates have made their base, and is your first stop after speaking
         to U-Mos at the Great Temple.
      3. TORVUS BOG
         This region was once a beautiful forest, but was utterly destroyed and
         sunk into the ground by the Phazon meteor. Its swampy regions are home to
         many nasty creatures such as Grenchlers and Bloggs. The upper region is
         still mostly above water, while the lower region is submerged.
      4. SANCTUARY FORTRESS
         This mechanical fortress was once a stronghold for the Luminoth, but with
         their impending defeat has been taken over more and more by the Ing. Most
         of the inhabitants will not think twice about attempting to take you down.
      5. SKY TEMPLE GROUNDS/SKY TEMPLE
         Like the Temple Grounds, the Dark Aether counterpart is home to their ver-
         sion of the Great Temple and is the home of the Ing Horde. This area is
         mostly unaccessible until you find the nine Sky Temple Keys.
      6. DARK AGON WASTES
         The Dark Aether counterpart of the Agon Wastes makes the regular version
         look like a paradise by comparison. This area is home to many Warrior Ing
         and other dark creatures. Its Energy Controller is protected by the gigan-
         tic guardian, Amorbis.
      7. DARK TORVUS BOG
         The Dark Aether counterpart of the Torvus Bog isn't that much different,
         although you can freely explore the lower area since there is no submerged
         region. The Hunter Ing are found here, and its Energy Controller is guard-
         ed by the mutant Chykka.
      8. ING HIVE
         The Dark Aether counterpart of the Sanctuary Fortress is every bit as dan-
         gerous as its Light Aether version. Here, the Dark mechanoids that the Ing
         have possessed patrol the areas as well as darkling Metroids. The Ing have
         possessed the Luminoth guardian, Quadraxis, and it now protects the Hive's
         Energy Controller.
    
      GETTING AROUND
      --------------
      Running around a planet takes a long time. Fortunately, there are plenty of
      region-connecting transport elevators that link them. Moving around within
      individual areas is accomplished via doors, gates, or tunnels. The Great Tem-
      ple provides three pathways to Transports that will lead to other areas of 
      Aether, but there are other Transports to be found as well. These must be
      scanned before use, but then remain online for the duration of the game. The
      doors are mostly beam or missile activated, and there are tunnels and navi-
      gation systems that can be accessed with the Morph Ball, Boost Ball, or the
      Spider Ball. Refer below to see a short list of the means you will be using 
      to move from place to place.
    
        DOORS
        -----
        1. BLUE DOOR
           These are standard doors, and can be opened with any Beam or Bomb.
        2. BLACK DOOR
           These doors can only be opened with the Dark Beam.
        3. WHITE DOOR
           These doors can only be opened with the Light Beam.
        4. GRAY DOOR
           These doors can only be opened with the Annihilator Beam.
        5. RED BLAST SHIELD
           This shield means that a Missile impact is required. Once the shield has
           been broken, it becomes a blue door.
        6. GREEN BLAST SHIELD
           This shield means that a Super Missile impact is required. Once the 
           shield has been broken, it becomes a blue door.
        7. YELLOW BLAST SHIELD
           This shield means that a Power Bomb detonation is required. Once the 
           shield has been broken, it becomes a blue door.
        8. PURPLE BLAST SHIELD
           This shield means that the Seeker Missiles must be used to hit multiple
           targets simultaneously. Once the shield is deactivated, it becomes a 
           blue door.
        9. LOCKED DOOR
           This kind of door is a regular passage, but is locked until a certain
           objective (defeated boss, scanned item, etc.) has been accomplished.
    
        PORTALS
        -------
        1. DARK PORTAL
           These are either already constructed or exist in the natural environ-
           ment, and provide a means of access to Dark Aether. Fire the Dark Beam
           or complete a certain sequence to access these portals.
        2. LIGHT PORTAL
           These rifts in the natural environment provide a means of access from
           Dark Aether to Light Aether. Fire the Light Beam at these portals to
           access them.
    
        OTHER TRANSPORTATION
        --------------------
        1. TRANSPORT ELEVATOR
           You'll use the Scan Visor to activate these giant lifts that take you 
           from place to place around Aether. Once a particular Transport has been
           activated, it remains online for the duration of the game.
        2. LUMINOTH WARP
           Once you have acquired the Light Suit, you can step into beams of pure
           energy and transport to different locations.
        3. LUMINOTH GATES
           These Luminoth gates are accessible only after you have received the up-
           grade to your Translator Module from U-Mos. U-Mos will give you the
           Violet upgrade, and the Amber, Emerald, and Cobalt modules will be given
           as you progress through the game.
        4. MORPH BALL TUNNEL
           Once the Morph Ball has been acquired, you can and will use these small 
           passages to travel new places. Some tunnels are blocked, though, and the
           obstructions must be removed.
        5. MAGNETIC RAIL
           These crimson, cobalt, and amber-colored rail systems can only be trav-
           ersed with the Spider Ball. Hold R when near a Rail to magnetically 
           attach to and use them. You can use Morph Ball Bombs to dislodge from
           tracks or the Boost Ball to rocket between tracks.
        4. KINETIC ORB CANNON
           These cannons can interact with the Morph Ball and will propel you over
           long distances.
    
      POWER-UP STATIONS
      -----------------
      There are various consoles you will find that can aid your progress in some
      form or another.
      1. MAP STATION
         These will allow you to download an entire copy of an area map. Step into
         the hologram to download the data, and Z to open your Map Screen. You are
         unable to download map data of Dark Aether, but can see the areas you have
         explored by toggling between Light and Dark Maps by pressing X on the Map
         Screen.
      2. SAVE STATION
         These will allow you to save your game progress. Step into the hologram
         to save your game up to that point and refill your energy (Ammo levels do 
         not change). These are marked on the Map Screen with an [S] icon.
      3. AMMO STATION
         There are only two of these on Dark Aether - one in Dark Agon Wastes and
         the other in Dark Torvus Bog, and are marked on the map with an [A] icon.
         Stepping into the hologram will refill all Missile and Beam Ammo counts.
    
      ENERGY AND AMMO REFILLS
      -----------------------
      There are various kinds and sizes of refills that will be dropped by enemies
      or found throughout Aether's environment that you can use to replenish energy
      or ammunition. Note that refills of a certain type will not appear until you
      have found the corresponding item.
      1. ENERGY REFILLS
         These are small colored spheres with a small dot in the center that will
         replenish lost energy. There are four kinds of energy refill; each one re-
         plenishes a different amount.
         - Purple Sphere:  Small Energy; replenishes 10 Units
         - Red Sphere:     Medium Energy; replenishes 20 Units
         - Blue Sphere:    Large Energy; replenishes 50 Units
         - Yellow Sphere:  Ultra Energy; replenishes 100 Units
      2. MISSILE AMMO REFILLS
         These are small Missile-shaped icons that replenish used Missiles. There
         are two kinds of Missile Ammo; each one replenishes a different amount.
         - Single Spike:  Small Missile Ammo; replenishes 5 Missiles
         - Double Spike:  Large Missile Ammo; replenishes 10 Missiles
      3. BEAM AMMO REFILLS
         These refills come in Light and Dark varieties. Dark Beam Ammo looks like 
         a purple crystal and you get it by destroying things with the Light Beam. 
         Light Beam Ammo looks like a white crystal and you get it by destroying 
         things with the Dark Beam. There is no Annihilator Beam Ammo because the 
         Beam draws from both your Light and Dark supplies. There are three kinds 
         of ammo refill; each one replenishes a different amount.
         - Crystal w/ Single Bar:  Small Beam Ammo; replenishes 5 Units
         - Crystal w/ Double Bar:  Medium Beam Ammo; replenishes 10 Units
         - Crystal w/ Triple Bar:  Large Beam Ammo; replenishes 30 Units
      4. POWER BOMB AMMO REFILLS
         These are small orange and gray disk icons surrounded by a white halo of
         light. Each one refills a single Power Bomb.
    
      OBSTRUCTIONS AND HAZARDS
      ------------------------
      There are many things in Aether's environment that will hinder your progress.
      Some are natural, while others are man-made.
      1. SANDSTONE
         This relatively weak structure can be destroyed with Morph Ball Bombs.
      2. TALLORIC ALLOY
         This weak metal can be destroyed with Morph Ball Bombs.
      3. BRINSTONE
         This kind of rock is similar to Radion, and can be destroyed with Missiles.
      4. DENZIUM
         This is a super-dense type of rock that can only be destroyed using Power
         Bombs.
      5. WATER
         By itself, it can't harm you, but unless you have the Gravity Suit, your
         progress will be impeded significantly.
      6. DARK WATER
         This extremely poisonous substance acts like solid acid in that you take
         damage rapidly if you touch it, but you cannot go "under the water" unless
         you have the Light Suit.
      7. PHAZON
         This highly radioactive substance will harm you like the plague. The blue
         variety's effects can be negated with the Phazon Suit, but the red variety
         can still easily kill you.
    
      ENGAGING IN COMBAT
      ------------------
      METROID PRIME 2's Combat System is mostly unchanged from the first game. When
      you are engaging a target, you will ordinarily use the Combat Visor, although
      some enemies can only be tracked with the Dark or Echo Visors due to optical
      camouflage or sonic patterns. Hold L to lock on to your target so you can 
      always be facing it. Tap B while locked on for your Strafe Dash move so you 
      can circle the enemy and avoid most attacks thrown your way. Dark World enem-
      ies are weak to the Light Beam, Light World creatures are weak to the Dark
      Beam, and everything is weak to the Annihilator Beam, but you can defeat some
      enemies with tactics apart from just firing beams or missiles. Knowing how to
      defeat an enemy quickly may often make the difference between a quick kill 
      and one that takes extra time. Some enemies or objects can by their very nat-
      ure hinder your abilities - Diligence Drones can interfere with your systems
      no matter what Visor you use and the Rezbits can actually infect your Power
      Suit with a computer virus, rendering you unable to function for a short time
      while you reset. Lastly, a feature that was present in the original demo that
      seems to have been removed from the final product is Ing Possession - in the
      demo, Warrior Ing would charge you and attempt to take over your Power Suit.
      This doesn't seem to occur in the final game, but oh well, it would've been
      a nice feature for you to have to battle for control over yourself.
    
    
    ==================
    == 8. WALKTHROUGH:
    ==================
    With the first game, I wrote two separate walkthroughs - a Regular Route one
    and a specialized Speed Run one that utilized most of the Sequence Breaking
    maneuvers beneficial to a 100% game. With this guide, I have opted to simply
    write a single guide that incorporates both the standard route and directions
    for quick completion of objectives. Part of this is due to the fact that a lot 
    of Sequence Breaking tricks found in the first game do not carry over to this 
    one and that many tricks that are in this game just aren't viable for a 100% 
    game. This walkthrough goes mostly by the intended route, but is also written 
    in such a manner that you will be moving quickly through most areas while still
    collecting all of the items and scans. Boss strategies are simplified with the
    fastest method of beating them provided, and any specialized Sequence Breaking 
    that still allows for 100% completion is provided in subdivided sections within
    the main walkthrough.
    With all of that in mind, this walkthrough is broken into segments that com-
    prise the major regions of the game: Temple Grounds, Agon Wastes, Torvus Bog, 
    Sanctuary Fortress, and finally, the path to the Sky Temple. Further into the 
    walkthrough, the regions are subdivided into sections based on what item you're
    trying to acquire, and each time you travel between regions or take a path be-
    tween Light and Dark Aether, a small "Mission Outlook" is provided to give you 
    an idea of what your objectives are and what items and scans you'll acquire for
    that particular area. 
    
      LOG BOOK ENTRIES
      ----------------
      Every single creature, item, or object you need to scan for Log Book complet-
      ion will be annotated in the walkthrough when you first encounter that par-
      ticular scan. One-time scans will be capitalized with astersisks around them
      (*) to make them easier to spot. Limited scans, meaning those that appear for
      a short while, will be marked with double asterisks (**), but you should 
      still scan them the first time you see them.
    
      ITEM NUMBERING
      --------------
      Every item - Modules, Energy Tanks, Ammo Expansions, Pirate Data, Luminoth 
      Lore, and Trooper Logs - is numbered within the walkthrough segments. While 
      this was originally designed so that I could keep track of what items had 
      been acquired during the writing process, I found that it also makes for a 
      handy reference tool for the player utilizing this guide to make sure they're
      "on track", so to speak. This numbering format lists the item or scan with
      the amount you currently have divided by the end total to be found, i.e.
      "[ENERGY TANK (01/14)]" or "[LUMINOTH LORE: "TITLE" (01/41)]", etc.
    
      HARD MODE
      ---------
      As a general rule, Hard Mode only increases the strength of the enemies and
      bosses in the game, and doubles the amount of damage you receive from enemy
      attacks (which makes Dark Aether at times an unbearable pain). Therefore, the
      individual walkthroughs will not cover Hard Mode, but each boss section will
      have an additional strategy part that covers what to expect from each battle.
    
    With all of that covered, the walkthrough itself begins below. Watch the open-
    ing cinematic to see as Samus arrives on Aether to investigate the disappear-
    ance of the GFS Marine ship. After your ship enters Aether's atmosphere and
    finishes its rather spectacular crashing sequence, the game will begin.
    
    
      8A. ARRIVAL AT THE TEMPLE GROUNDS
      ---------------------------------
      This section details the first part of this walkthrough as you arrive on the
      planet Aether, explore the Temple Grounds for the GFS Ship Tyr, and locate 
      the Great Temple before heading off to Agon Wastes.
    
      : =TEMPLE GROUNDS= :
       ___________________________________________________________________________ 
       |                           =MISSION OUTLOOK=			     |
       |  OBJECTIVES                                                             |
       |  ----------						             |
       |  1. Investigate area and locate members of GFMC Trooper Squad Bravo.    |
       |									     |
       |  ITEMS								     |
       |  -----								     |
       |  1. Upgrades:    Missile Launcher				             |
       |  2. Modules:     None						     |
       |  3. Supplies:    None	   			                     |
       |  4. Ammunition:  None				                     |
       |  5. Temple Keys: None						     |
       |									     |
       |  SCANS								     |
       |  -----                                                                  |
       |  1. T. Logs:     GSGT C. Benet, SPC B. Reevs, PFC M. Veroni, PFC L.     |
       |                  Brouda, SPC M. Angseth, CAPT A. Exeter, LCPL J. Brode, |
       |		      PFC G. Haley, PFC S. Milligan, SPC F. Triplette, PFC I.|
       |		      Crany, PFC E. Denys				     |
       |  2. P. Data:     None						     |
       |  3. L. Lore:     None					   	     |
       |  4. Scans:       Samus' Gunship**, GF Gate VI, Worker Splinter, Bomb    |
       |		      Slot, Dark Trooper, Splinter Cocoon, Green Kralee, GF  |
       |		      Bridge, GF Gate MK VII, *Growler Class Turret*, G.F.S. |
       |		      Tyr, Dark Splinter, Kinetic Orb Cannon, War Wasp, War  |
       |                  Wasp Hive					   	     |
       |_________________________________________________________________________|
    
      After you touch down in the Landing Site, you'll emerge from your ship. Begin
      by spinning around and scanning your ship for the ["SAMUS'S GUNSHIP"**] Log
      Book entry. This also gives you a chance to see how your Scan Visor works 
      now - objects that you can scan for the Log Book are fully colored red as
      opposed to a red square symbol, and other items are colored blue. Items that
      you've already scanned will then be colored green. Scan your ship now while
      it's in its repair sequence - once it finishes you won't get the Log entry 
      for some reason. Once you've got it, turn and head towards the webbing that's
      in front of you. Lock on and shoot it with the Power Beam, and head through 
      the blue door. Midway into the next area, you'll reach a fork. You can't take
      the left-hand path yet, so head to the right and drop into Hive Chamber A. 
      Activate the Scan Visor and scan the gate in front of you to add ["GF GATE MK
      VI"] to your Log Book, then scan the console to its left. Shoot the two lock 
      mechanisms that activate after the scan, and morph/roll through the next area
      when you've cleared enough room. You'll end up in another tunnel; run forward
      while holding L (in other words, move sideways to the left) to spot another 
      terminal. Scan it to activate the gate in front of you, and again, roll on 
      through when you have enough room. There is a Map Station (you can't scan 
      these for the Log Book this time) just ahead of you, so use it if you really 
      want a map of the area, and proceed around the bend into the next room.
      Hive Tunnel is a sight indeed. Try to ignore the multiple GFMC Troopers hang-
      ing from the ceiling as you try to scan one of the scurrying rodents to add a
      ["WORKER SPLINTER"] to your Log Book. Shoot the webbing at the far end and
      take the blue door into the Command Chamber. Scan the Trooper by the green
      gate for ["GSGT C. BENET"]'s Log Entry, then scan the other Trooper near the
      left-hand corner for ["SPC B. REEVS"]'s entry. Morph under the passage and
      locate the Morph Ball tunnel leading into the next area of the room. Roll to
      the center structure, unmorph to scan the ["BOMB SLOT"], the morph and bomb
      yourself (Y in Morph Ball mode) into the Slot, and set another Bomb to acti-
      vate it. After the lock in the next room is disabled, roll out of the slot
      and a cutscene will trigger where some of the dead Troopers are possessed by
      a mysterious black energy. Quickly scan one of them for the ["DARK TROOPER"]
      entry, then save some time by just hightailing it into the Morph Ball tunnel.
      More Troopers will zombify in the next room, but you can roll past them, too,
      and scan the gate next to Benet. This will open up a new passage full of more
      Dark Troopers, but you should have the Charge Beam ready for these - there's
      too many for you to just bypass. Blast them away and run into Hive Chamber B.
      As you reach Hive Tunnel B, a very odd sight awaits you. You'll see an image
      of what appears to be you, clad in a black and blue Power Suit. Watch as this
      "dark" Samus opens a portal and disappears. Since you have no other options,
      head into the room and follow whatever went through into the portal. You'll
      be warped to the twisted dimension known as Dark Aether. Here, the atmosphere
      is poison, the terrain very unwelcoming. As you emerge, you'll see this Dark
      Samus absorbing a very familiar bluish substance - Phazon! Unfortunately, as
      you're busy putting the pieces to this puzzle together, your dark version
      fires a single shot at the globe of light surrounding you. The crystal then
      shatters, and the Dark Samus leaves you to the vicious Warrior Ing horde that
      is waiting above. You manage to escape back to the portal, but not before the
      Ing have their way with you, and steal much of your Power Suit in the entire
      process. Safely (mostly) back in the regular world, you'll receive a damage
      report that specifies your Space Jump, Bombs, Power Bombs, Missile Launcher,
      Boost Ball, and Grapple Beam have all been stolen from you. Also, you're be-
      ginning to understand it all - a creature that feeds on Phazon that somehow
      resembles you... somehow, Metroid Prime survived when she assimilated your
      Phazon Suit back on Tallon IV! Now that your situation has gotten incredibly
      worse, pick up the pieces, dust yourself off, and move on. The end of Hive 
      Chamber B has two Morph Ball tunnels obscured by some sac-like creatures. 
      Blast them and take the only available one to reach Hive Chamber C. Blast 
      some Dark Troopers if you feel like taking out your aggression from the Ing 
      encounter, then head through the blue door just around the corner (there is 
      a Save Station in this room located behind some crates; blast them to reveal 
      the pathway). The first door, though, leads to the Hive Transport Area. Scan
      the elevator console to your left, and step aboard to reach the upper area of
      the Temple Grounds.
      Upon emerging in the Industrial Grounds, run forward and scan the red panel
      near a corner to move a large crate from your path. Move into the new area
      a bit slowly so you can scan the ["SPLINTER COCOON"] on the wall before it
      breaks. Also scan the ["GREEN KRALEE"] crawling about, and when the cocoons 
      do rupture, scan a ["WORKER SPLINTER"] before dispatching them. When they're 
      gone, head up and around through a pathway to reach a bridge. Scan it to add 
      the ["GFS BRIDGE"] entry to your Log Book, then scan the panel nearby to act-
      ivate two locking mechanisms. Shoot them to lower the bridge, and continue on
      into the Collapsed Tunnel. Before entering the Morph Ball passage, scan the 
      dead trooper to your right for ["PFC M. VERONI"]'s entry. The next door 
      after the tunnel will lead out into the Temple Assembly Site, where you'll be
      greeted by one of those awe-inspiring cutscenes. As you move forward, you'll
      find a new kind of enemy. Scan one of them for the ["SPLINTER"] entry, then
      ignore them and scan the panel on the side of the room with the violet holo-
      gram. The sequence will lower the crate from before to where you can lock on 
      to a weak part of the cable and shoot it down to create a bridge to the next 
      area. Head on through into Dynamo Chamber to reach a new gate. Scan it for 
      the ["GF GATE MK VII"] entry, then scan a panel nearby to move it out of the 
      way. After this point, you can't go back until quite a bit later in the game,
      so if you missed any scans, you'll have to wait awhile.
      More Splinters will attack in the Communication Area; pay them no mind as you
      run to the rear of the area to find another trooper. Scan it for ["PFC L.
      BROUDA"]'s Log entry, then scan the nearby panel to activate the automated
      distress signal (too bad the atmosphere's interfering). The commotion will
      arouse some Dark Troopers when you enter the next area down the hall, but 
      come on, they're rather slow getting up, and you can easily make it to the 
      door before they realize where you've gone. Take out the Splinters from 
      around the corner in Trooper Security Station, and DO NOT shoot the turret 
      until you've scanned it for the [*"GROWLER CLASS TURRET"*] entry as this is
      the only time in the game it will ever appear. After the coast is clear, roll
      into a small tunnel to your right to reach the other side of the gate. Scan 
      the console as well as the trooper for ["SPC M. ANGSETH"]'s entry - hmm, it
      seems she has a case of hero worship - then return and roll under the slight-
      ly-malfunctioning gate. Deal with a few more Splinters and continue on out to
      the GFMC Compound.
    
        ************************************************************************
                                    = SEQUENCE BREAK =
    
        BREAK TYPE:		Extra Item/Respawn Glitch
        ACQUISITION: 	Extra Missile Expansion (101%)
        TECHNIQUES:		Ghetto Jump
        ------------------------------------------------------------------------
        There is a way to get your first upgrade twice and have a few extra Miss-
        iles on hand. Near where you come in, look at the wall to your left. 
        There is a slight indentation that isn't just graphical, it is actually 
        a formation in the rock. You can Ghetto Jump here - it might take a few 
        tries - and shove yourself up onto the rock above you. Head across, drop
        down and grab the Missile Launcher from the storage crate without trigg-
        ering the cutscene. Go towards the edge of the cliff where the scene 
        would normally occur, and head into GFMC Compound the normal way. This
        time, the cutscene will occur, and the storage crate will respawn after-
        wards, giving you a chance to grab 10 Missiles instead of 5.
        This only affects you for the duration of the game up until such time as
        you collect the last Missile Expansion. Your count won't go above 255,
        but at the end of the game, it will track your item completion status as
        101%.
        NOTE: The rest of this walkthrough will assume you did not do this trick,
        so as not to screw up the item numbering for the rest of the Missile 
        Expansions.
        ************************************************************************
    
      Moving into this area normally, you'll soon reach a cutscene where Samus 
      investigates the main computer of the GF ship, and sees a video recording of
      the events that transpired before the troopers were all savagely killed. Once
      you're done, run around grabbing all the Log Book entries from the dead GF 
      Troopers first. They include the entries for ["CAPT A. EXETER"], ["LCPL J. 
      BRODE"], ["PFC G. HALEY"], ["PFC S. MILLIGAN"], and ["SPC F. TRIPLETTE"]. 
      Afterwards, be sure to scan the ship itself to add the ["G.F.S. TYR"] entry
      to the Log Book, then return to that giant yellow crate and blast it open 
      with a Charge Beam shot to find the [MISSILE LAUNCHER (005/255)]. Collecting 
      it will give you five Missiles, and awaken some of those nasty creatures that
      decimated the Marine squadron. Scan the ["DARK SPLINTER"] first, then method-
      ically take them down with Charge Beam shots. When they've been eliminated, 
      you can proceed.
      Once you've destroyed all the Dark Splinters, head up the ramp into the GFS
      ship and hop out through the hole in the side to reach a high ledge. Head
      around the bend and scan the ["KINETIC ORB CANNON"] on the floor, then scan
      the panel to activate it. Morph into the hologram to rocket across the way
      to reach a red door. Use the nearby crates if you're out of Missiles, and
      let one fly at the door to shatter the protective blast shield. Head through
      the Morph Ball tunnel inside to emerge in an area with yet another dead
      trooper (which makes you wonder if the GF Troopers can use the Morph Ball). 
      Scan it to retrieve ["PFC I. CRANY"]'s entry, then head into the next area, 
      a rather short room called Sacred Bridge. The last of the Trooper Logs lies 
      in a corner to the left - scan ["PFC E. DENYS"]' entry, then roll down the 
      tunnel to the right and scan the ["WAR WASP"] swarm that attacks you. Elimin-
      ate them and scan a panel above you to activate another Orb Cannon. Use it to
      fly up to the other side, and continue on into Sacred Path. Fight off some 
      Wasps near the doorway and add the ["WAR WASP HIVE"] to your Log Book before 
      obliterating it, then turn to the left-hand wall and (scan it if you need to 
      find the exact weak point) fire a Missile to shatter part of it. Now hop down
      and run to the far-right corner. Turn to an alcove to find a panel; scan it 
      to activate a Kinetic Orb Cannon, then use that to launch yourself at the 
      cracked wall. The blast will shatter the remainder of the wall, and you can 
      use a set of metallic tracks to wind around to a blue door on the far end of 
      the room. Head inside and scan the elevator to take you to the Great Temple.
    
      : =GREAT TEMPLE= :
       ___________________________________________________________________________ 
       |                           =MISSION OUTLOOK=			     |
       |  OBJECTIVES                                                             |
       |  ----------						             |
       |  1. Investigate the Great Temple area.			             |
       |									     |
       |  ITEMS								     | 
       |  -----								     |
       |  1. Upgrades:    None					             |
       |  2. Modules:     Energy Transfer Module, Violet Translator	Module	     |
       |  3. Supplies:    None		  		                     |
       |  4. Ammunition:  None				                     |
       |  5. Temple Keys: None						     |
       |									     |
       |  SCANS								     |
       |  -----                                                                  |
       |  1. T. Logs:     <COMPLETED>					     |
       |  2. P. Data:     None						     |
       |  3. L. Lore:     Origins					  	     |
       |  4. Scans:       Sandbat, *Alpha Splinter*, *Dark Alpha Splinter*, Ener-|
       |		      gy Controller, U-Mos (Luminoth)                        |
       |_________________________________________________________________________|
    
      Upon arriving, head out the door into Transport A Access. As you run forward,
      you'll have a chance to scan a ["SANDBAT"] as a swarm of them flies forward.
      Don't worry if you don't get them here, they appear quite often in the game,
      and you can scan them then. At this point, you can save your game by rolling
      into a hole in the left-hand wall. Remember this spot, as you can gain some
      Missiles after you have the Morph Ball Bombs. For now, save and head into the
      Temple Sanctuary.
      As you enter this area, a group of Worker Splinters will drop from the ceil-
      ing and be transformed by the Ing into Dark Splinters. You'll have to battle
      them quickly, so strafe around the interior of the area while popping off
      charged Power Beam shots at them to take them down quickly. After you've 
      taken out all of the Dark Splinters, a cutscene will take over. Have the Scan
      Visor ready to scan the [*"ALPHA SPLINTER"*] because it will immediately
      attack. This is similar to the Plated Beetle fight from the first game, so
      stay locked on while peppering it with Charge Beam fire and dash out of the
      way when it trembles, because it is about to execute a fast leaping attack.
      After playing with it for a bit, the Ing will arrive and make this battle a
      bit more difficult.
    
        MINI-BOSS BATTLE: DARK ALPHA SPLINTER
        -------------------------------------
        The Dark Alpha Splinter is a beefed up version of its former self, but at
        least it has an energy meter for you to track the damage you're inflicting
        on it. Read below for Normal and Hard Mode strategies for dealing with this
        mini-boss.
    
        [NORMAL MODE]
        Just like with the Alpha Splinter, you want to scan this one quickly to get
        the [*"DARK ALPHA SPLINTER"*] entry before it begins attacking. You can use
        the remaining Missiles you have to inflict some decent damage, but you'll 
        end this fight faster with charged shots. When it's far on the other side 
        of the room, it's a good idea to pepper it with the Power Beam, and save 
        the Charge Beam for when it leaps across the room. Just like with the orig-
        inal version, this one'll charge when it rears back and shakes, so get out
        of the way, as this version can kill you with but a few hits.
    
        [HARD MODE]
        This battle doesn't change much, except for the fact that the Dark Alpha
        Splinter moves around a bit more and hurts you a LOT more if you get hit by
        its charge attack.
    
      Defeating the Dark Alpha Splinter reveals a curious new item. Approach it and
      it will swirl around in the air before crashing directly into you. Your Suit
      systems inform you that you have assimilated an "Unknown Technology", but it
      doesn't appear to be harmful (for the record, this item does not count tow-
      ards your 100% item rating). After you regain control, head forward to the
      blue door to enter the Controller Transport to reach the Main Energy Con-
      troller above you. As you enter, stay near the door and scan the ["ENERGY
      CONTROLLER"] in the distance for your Log Book. Approaching it will trigger
      the next cutscene where you are introduced to the last Sentinel of the Lum-
      inoth race, U-Mos.
      U-Mos will relate to you the tale of the great war going on, and through the
      use of nifty hand-generated holograms, show you a Phazon meteor smashing into
      Aether that created a dark twin copy, as well as the Ing race that the impact
      spawned. After telling his story, U-Mos will beg your assistance, since you
      have unwittingly recovered their stolen Energy Transfer Module. With it, U-
      Mos says, you can venture into Dark Aether and take the energy from their 
      temples and restore it to Light Aether. Since you have nothing better do do
      anyway, and since there's an evil version of you running around and a race
      of giant spiders that stole your gear, why not? U-Mos gives you a Luminoth
      [TRANSLATOR MODULE (1/4)] that will enable you to, for now, decode Violet
      Luminoth Holograms. Once the cutscene is over, scan U-Mos for the ["U-MOS 
      (LUMINOTH)"] entry to your Log Book, then scan the Violet Hologram near the 
      door for your first entry of [LUMINOTH LORE: "ORIGINS" (01/41)]. Return via 
      the elevator down to the Temple Sanctuary, and scan the Violet Hologram near-
      by to reach Transport B Access which leads back down to the Temple Grounds.
    
      : =TEMPLE GROUNDS= :
       ___________________________________________________________________________ 
       |                           =MISSION OUTLOOK=			     |
       |  OBJECTIVES                                                             |
       |  ----------						             |
       |  1. Locate pathway to Agon Wastes.				             |
       |									     |
       |  ITEMS								     | 
       |  -----								     |
       |  1. Upgrades:    None					             |
       |  2. Modules:     None						     |
       |  3. Supplies:    Energy Tank (x1)	  		                     |
       |  4. Ammunition:  Missile Expansion (x1)		                     |
       |  5. Temple Keys: None						     |
       |									     |
       |  SCANS								     |
       |  -----                                                                  |
       |  1. T. Logs:     <COMPLETED>					     |
       |  2. P. Data:     None						     |
       |  3. L. Lore:     J-Fme's Testament, Our Heritage	  		     |
       |  4. Scans:       None				                     |
       |_________________________________________________________________________|
    
      When you re-emerge in the Temple Assembly Site, avoid the Dark Splinters and
      make a beeline for the red door across the room. Shatter it with a Missile
      and head inside to grab the [ENERGY TANK (01/14)], then exit and take the 
      blue door to your right back through the Collapsed Tunnel into Industrial 
      Site. Once back here, run down and scan the large gate with the violet holo-
      gram to unlock a new path, then scan the dead Luminoth on the ground for 
      another piece of [LUMINOTH LORE: "J-FME'S TESTAMENT" (02/41)]. Head through 
      the blue door and go down the tunnel (use the Morph Ball to roll for a faster
      trip), and go through the next blue door. Scan the console to activate the
      transport and head into the small alcove to your left, shooting away the web-
      bing to reveal a [MISSILE EXPANSION (010/255)]. Exit the alcove and head out 
      to the edge of the cliff and scan the Violet Hologram for the next entry of
      [LUMINOTH LORE: "OUR HERITAGE" (03/41)]. When you've scanned it, hop onto the
      hologram and take the transport down to the Agon Wastes.
    
     
      8B. THE DESERTS OF AGON
      -----------------------
      This section details the second part of this walkthrough as you explore the
      wastelands of Agon and its twisted dark counterpart, the Dark Agon Wastes.
      You will infiltrate the Space Pirate facilities and have your first run-ins
      with the dreaded Ing Horde as you attempt to claim Dark Agon's energy. From
      this point forward, the walkthrough will sub-divide into smaller sections 
      based on item acquisition.
    
        THE MORPH BALL BOMB
        ===================
        This subsection will go over your recovery of your Morph Ball Bomb powers.
    
        : =AGON WASTES= :
        __________________________________________________________________________
        |                           =MISSION OUTLOOK=			     |
        |  OBJECTIVES                                                            |
        |  ----------						             |
        |  1. Conduct initial reconnaissance of Agon Wastes. 	             |
        |									     |
        |  ITEMS								     |
        |  -----								     |
        |  1. Upgrades:    Morph Ball Bomb				             |
        |  2. Modules:     None						     |
        |  3. Supplies:    None	   			                     |
        |  4. Ammunition:  None				                     |
        |  5. Temple Keys: None						     |
        |									     |
        |  SCANS								     |
        |  -----                                                                 |
        |  1. T. Logs:     <COMPLETED>					     |
        |  2. P. Data:     None						     |
        |  3. L. Lore:     None					   	     |
        |  4. Scans:       Agon Bearerpod, Lumite, Sandgrass, Sandigger, Pirate  |
        |		       Trooper, Brizgee, Shriekbat, *Alpha Sandigger*, *Bomb |
        |		       Guardian*					     |
        |________________________________________________________________________|
    
        From the elevator room, turn and scan one of the nearby plants to add the
        ["AGON BEARERPOD"] to your Log Book, then head into the next area. Scan a 
        ["LUMITE"] as it flies around as well as the ["SANDGRASS"] at the far end, 
        then take the blue door into Mining Plaza, where a cutscene will introduce 
        you to your new desert-like environment. When you've regained control, move
        forward a little bit to make a ["SANDIGGER"] emerge from the ground. You
        can easily defeat these by firing charged shots at them, but it's not worth
        the time. Bypass it and run across the desert, then fire a Missile at the
        red shield to access Save Station A so you can save your progress. In here,
        you can also scan for the Sandbats if you didn't get them earlier. Return
        to the Mining Plaza and start making your way up the platforms lining the
        back of the area. Along the way, you'll have to fire Missiles at the Brin-
        stone columns to collapse them. The fallen columns will create bridges 
        across the area that you can use to travel. Work your way around to the 
        very top of the area and take the bridge to the blue door leading to Mining
        Station Access. Roll through the Morph Ball tunnel to reach the door lead-
        ing into the expansive Mining Station A, where you'll meet some of your old
        "friends".
        Walk into the area and you'll alert some pesky Space Pirates hanging out in
        the area. Scan one to add the ["PIRATE TROOPER"] entry to your Log Book, 
        then methodically take them out. Once they've been eliminated, scan around 
        on an upper ledge to capture a scan of a ["BRIZGEE"], then flip to your Map
        and find where the red door is in the room. Make your way there using the 
        ledges in the room, and head into Temple Access. Inch around the corner to
        scan a ["SHRIEKBAT"] from the ceiling, then blast them as they fly towards 
        you. Head through the next door to reach the Agon Temple. There aren't any 
        doors for you to access yet, so just head on into the middle of the arena 
        to take on another Alpha-type creature. This one's a gigantic Sandigger, 
        and you must get a lock quick if you want the [*"ALPHA SANDIGGER"*] entry
        because it will disappear quickly. After popping off a few shots at it,
        dark energy will swarm and transform this into another mini-boss.
    
          MINI-BOSS BATTLE: BOMB GUARDIAN
          -------------------------------
          This Dark Alpha Sandigger has been possessed by the punk Ing who stole
          your Morph Ball Bomb, and it's time to get it back. This battle is pretty
          easy; read below for Normal and Hard Mode strategies for eliminating this
          Sub-Guardian.
    
          [NORMAL MODE]
          Start off with a quick scan to add the new [*"BOMB GUARDIAN"*] entry to 
          the Log Book, then lock onto it. This sub-boss can be incredibly easy to
          defeat if you know precisely what to do. You'll first lock onto the head;
          this isn't what you want, so quickly strafe dash around until you get a
          lock on its tail. Fire charged Power Beam shots at it while avoiding the
          Bombs it deposits around the playing field, and stop when you stun the
          creature. Quickly switch locks to its head and fire a regular Power Beam
          shot, two half-charged shots (when you barely see energy charging in your
          Arm Cannon), then a fully-charged shot. Done just right, this should cut
          off 50% of the Bomb Guardian's total health. I'm not sure how it works,
          but the damage detection on this particular sub-guardian is pretty odd.
          Take advantage of it while you can. After the Bomb Guardian recovers,
          repeat the strategy over again and finish it off.
    
          [HARD MODE]
          The Bomb Buardian will take more damage here, so it probably will take
          you four or so rounds to actually take it out. During this fight, you
          will want to avoid being in front of the Bomb Guardian if it hasn't been
          stunned, because it will execute a very quick charging attack at you.
          Stay behind it and when it's stunned, attack it from the side so that it
          can't "see" you for an easier victory. Make sure you get that fully-
          charged shot in, otherwise the Bomb Guardian will rear up and literally
          spew Morph Ball Bombs all over the arena.
    
        Taking down the Bomb Guardian will restore your [MORPH BALL BOMB] powers.
        Grab the item and use them to blast the Talloric Alloy gate out of the way
        so you can reach the door at the end of the room that leads to the Agon
        Energy Controller.
    
        THE SPACE JUMP
        ==============
        This subsection will go over your recovery of your Space Jump powers.
    
        : =AGON WASTES= :
        __________________________________________________________________________
        |                           =MISSION OUTLOOK=			     |
        |  OBJECTIVES                                                            |
        |  ----------						             |
        |  1. Locate portal to Dark Aether.			 	             |
        |									     |
        |  ITEMS								     |
        |  -----								     |
        |  1. Upgrades:    None					             |
        |  2. Modules:     Amber Translator Module				     |
        |  3. Supplies:    None	   			                     |
        |  4. Ammunition:  Missile Expansion (x1)		                     |
        |  5. Temple Keys: None						     |
        |									     |
        |  SCANS								     |
        |  -----                                                                 |
        |  1. T. Logs:     <COMPLETED>					     |
        |  2. P. Data:     None						     |
        |  3. L. Lore:     Saving Aether, Light of Aether			     |
        |  4. Scans:       Dark Pirate Trooper, Pillbug			     |
        |________________________________________________________________________|
    
        Once the obstruction is out of the way, enter the blue door and use a Bomb
        Jump to reach the Bomb Slot on the central structure. This will activate a
        device that rotates the walls and takes you to the Agon Energy Controller.
        Enter the area and you'll find a dead Luminoth and a glowing hologram. Scan
        the hologram to activate a recording where the dead Luminoth Sentinel tells
        you of the nearby portal to Dark Aether, and how you must recover three 
        keys to access its Dark Temple in order to reclaim Agon's energy. After the
        message is finished, you will receive an upgrade to your [TRANSLATOR MOD-
        ULE (2/4)] that allows you to decode Amber-colored Luminoth Holograms. Use
        your new module to scan the nearby wall for the [LUMINOTH LORE: "SAVING 
        AETHER" (04/41)], then go back down to the Agon Temple.
        Now the Temple has some War Wasps in here, but you can easily evade them by
        heading straight across to the blue door. Don't explore the other sides
        yet, because you don't have the Dark or Light Beams to access the two other
        pathways. Exit the Temple and return back to Mining Station A. Make your
        way up the ledges and go through the blue door that you didn't go through
        earlier. This will take you into a small room with a Kinetic Orb Cannon.
        Use the Cannon to shoot you up and through the small maze, then as you get
        to the other side, roll behind the dead Luminoth to find a [MISSILE EXPAN-
        SION (015/255). Head through the next door to reach Portal Terminal, where
        you'll fight some more Space Pirates. Just as quickly though, they'll be
        possessed by the Ing, so scan one quickly for the ["DARK PIRATE TROOPER"]
        entry. These are a bit tougher than regular Pirate Troopers, so utilize
        effective cover while taking them out.
        Defeating them will activate a Bomb Slot at the far end of the room. Head
        down this long area and go into the small passage on the left to find the
        [LUMINOTH LORE: "LIGHT OF AETHER" (05/41)], then head up the ramp and look
        at the portal structure. It doesn't have any power yet, so you need to Bomb
        Jump into the Bomb Slot so you can turn the power on. This will in turn
        cause conveyor belts on the walls to start moving. There is a slightly
        faster method to accomplishing your next task, but it involves jumping from
        a platform at the Morph Ball Tunnel and mid-air morphing to fall into it.
        It's a bit tricky, but doable after some practice. If you want to do this
        the normal way, use the Morph Ball to ride the conveyor belts to reach the
        Morph Ball Tunnel, then navigate the maze and use Bombs to get the debris
        out of the way. Scan the Tunnels for the ["PILLBUG"] crawling around first,
        since you can't scan while in Morph Ball mode. As you navigate the tunnel,
        you have to activate platforms as you go. This will cause some War Wasps
        to come out as well, but you can keep moving to avoid them. Moving all of
        the platforms into place causes sunlight to stream through the lenses into
        the portal. Do this for the other side of the wall as well, and once both
        lenses have been activated, the portal to Dark Aether will activate. Fall
        out of the tunnel and head inside the portal to reach this dark area.
    
        : =DARK AETHER= :
        __________________________________________________________________________
        |                           =MISSION OUTLOOK=			     |
        |  OBJECTIVES                                                            |
        |  ----------						             |
        |  1. Conduct reconnaissance of Dark Aether and recover the Space Jump.  |
        |									     |
        |  ITEMS								     |
        |  -----								     |
        |  1. Upgrades:    Space Jump Boots				             |
        |  2. Modules:     None						     |
        |  3. Supplies:    None	   			                     |
        |  4. Ammunition:  None				                     |
        |  5. Temple Keys: None						     |
        |									     |
        |  SCANS								     |
        |  -----                                                                 |
        |  1. T. Logs:     <COMPLETED>					     |
        |  2. P. Data:     None						     |
        |  3. L. Lore:     None						     |
        |  4. Scans:       Bladepod, Light Crystal, Light Beacon, Inglet, Night- |
        |		       barb, Warrior Ing, Lightbringer, *Jump Guardian*,     |
        |		       Light Portal					     |
        |________________________________________________________________________|
    
        In Dark Aether, you'll encounter a room similar to Portal Terminal, yet 
        still different. You'll find for the first time that Dark Aether is like
        a mirror of Light Aether, as many rooms between the worlds are more or less
        identical save for certain terrain features. As you look around, you'll 
        see half-spheres of light and sparkling balls hanging in the air. Run from
        your starting point to one of the permanent Light Zones and scan the crys-
        tal for the ["LIGHT CRYSTAL"] entry, then scan one of the sparkling balls
        for the ["LIGHT BEACON"] entry. Light Zones are permanent, and Light Beac-
        ons are temporary and have to be charged with Beam weapons. Scan the large 
        weed-looking objects for the ["BLADEPOD"] entry and shoot them if you need 
        refills. At this stage of the game, Dark Aether's atmosphere will drain 
        your health very quickly, so you need to move from safe zone to safe zone 
        to recover lost health. As you look out across this area, you'll see two 
        pathways off to the left and the right, just like in Light Aether. Take the
        easier left-hand path for more Log Book entries, but if you want, you can 
        take a quick detour on the right-hand path to grab an item upgrade a little
        bit earlier.
    
          ********************************************************************    
                                    = SEQUENCE BREAK =
    
          BREAK TYPE:	Early Item/Boss Trick
          ACQUISITION: 	Space Jump Boots
          TECHNIQUES:	Double Bomb Jump-Morph, Ghetto Jump
          --------------------------------------------------------------------
          You're here in Dark Aether to acquire the Space Jump Boots anyway, 
          but this small break speeds the process along a little bit. You have 
          to be pretty proficient with Double Bomb Jump-Morph techniques and 
          basic Ghetto Jumping techniques to pull it off, though. Head through 
          Portal Site and veer off to the right. Shoot the Light Beacon above 
          the path to the right-hand side to give yourself a safe zone, and 
          position yourself in Morph Ball form just below the rocks. Execute a
          Double Bomb Jump and unmorph at the peak of the jump while holding 
          forward on the Control Stick and you should barely balance on the 
          ledge above you. Continue on through this short area to reach the 
          next room - you need to be fast with this as there are very few safe
          zones. Look to your left to see a Bladepod and Ghetto Jump against 
          the wall to land on top of it. Now look to the ledge in front of you,
          and L-Lock Spring Jump to land on it. Keep running to the next door
          and you'll reach Judgment Pit. Move to the left to the find a safe 
          zone and look out across the expansive room. Now, remember that this
          is the Dark Aether version of Mining Station A, so figure where the
          Luminoth statue would be in that world and you'll have the approxi-
          mate location of where the as yet-unformed Jump Guardian is. Fire
          until your shots stop bouncing off the ground and the walls and you
          will have the precise location you need. The idea here is that you
          can damage the Jump Guardian even though (a) he's not there, and (b)
          the fight hasn't started. Fire 25 fully-charged blasts, then jump
          down into the room to "trigger" the fight. When the Jump Guardian
          actually spawns, it will only have enough health left that you can
          kill it with one charged blast. Scan it before killing it, then 
          collect the Space Jump Boots and return the way you came back to
          Portal Site. Before leaving Dark Aether, make a quick run along the
          normal path to get the remaining Log Book and activate the Bomb 
          Slot.
          ******************************************************************** 
    
        Going the "regular" route, you should head to the right-hand side and act-
        ivate the Bomb Slot to trigger a similar occurrence back in Light Aether.
        The gate in front of you will lower and allow you to proceed into the next
        area. In this next room is a safe zone and some black puddles moving about
        on the floor. Scan one when it solidifies for the ["INGLET"] Log Book entry
        and shoot them with rapid-fire Power Beam shots. Keep going past there to
        reach the next area where you can find a Save Station if you need it, then
        scan for a ["NIGHTBARB"] in the swarm above you. Once you get past this
        area, you'll reach Duelling Range, Dark Aether's version of Mining Plaza.
        Once you enter the first safe zone, you'll encounter a large Ing that looks
        like the ones who stole your gear at the beginning. Scan this to add the
        ["WARRIOR ING"] to your Log Book, then focus on striking its red/yellow eye
        to inflict damage. The Warrior Ing is very common in Dark Aether but won't
        take much to defeat. Its primary attacks are generating dimensional lasers
        that you can strafe from or trying to melee attack you with its legs. Fire
        upon it as quickly as you can to defeat it and track it when it dissolves
        into a puddle form. The Warrior Ing can't enter the safe zone, but it will
        get as close as it possibly can. Eliminate it, and start making your way
        up the ledges around the room. There are no safe zones here, which makes
        this trip hazardous, but there is a ["LIGHTBRINGER"] you can scan, which
        is more or less a portable safe zone. Follow it as it walks up the path so
        you can stay safe and recover energy while you reach the next safe zone.
        Follow it to another Lightbringer, and take this path to a blue door at the
        end. Go through the Morph Ball Tunnel and you'll reach the Judgment Pit.
    
          MINI-BOSS BATTLE: JUMP GUARDIAN
          -------------------------------
          How you defeat this boss depends on what route you took earlier. Getting
          to this room via the small sequence break described above lets you fire
          upon the Jump Guardian before the battle begins, making the actual fight
          much easier. Otherwise you have to deal with its normal complement of
          attacks. Read below for Normal and Hard Mode strategies for dealing with
          this Sub-Guardian.
         
          [NORMAL MODE]
          If you used the sequence break, wait for it to jump down, scan it for the
          [*"JUMP GUARDIAN"*] entry, and fire another charged shot to kill it. If
          you're doing this the normal way, you'll have to contend with the normal
          Warrior Ing attacks, plus watch out for its incredibly agile leaping pow-
          ers (it did steal the Space Jump, after all). Fire Missiles or charged
          shots at its eye and stop if the eye glows blue because it's about to
          Space Jump. Follow where it goes and rapid-fire the Power Beam. Strafe
          about to avoid its dimensional lasers and keep moving about the safe zone
          to try and avoid its melee attacks. If it jumps and lands again on the
          ground, jump to avoid its Wave Quake attack. Keep firing upon it and it
          will eventually die. Keep in mind that if you forget to scan it, you can
          do so immediately after the final hit, since it takes about six or seven
          seconds to actually "die".
    
          [HARD MODE]
          If you used the sequence break, you have to fire about 50 charged shots
          at its invisible form to bring it down to where you only have to fire a
          single shot after the battle actually starts. This in of itself wastes
          all the time that you would've saved by coming here faster, but whatever.
          It keeps you from having to fight a very agile mini-boss. The battle is
          exactly the same, although as you whittle the Jump Guardian's health down
          it will leap around a lot more and try to attack you with more melee
          attacks. Watch out for its Wave Quake attack and you shouldn't have too
          many problems.
    
        Along with some health and ammo refills, the boss leaves behind the [SPACE
        JUMP BOOTS] upgrade that was stolen from you. Now that you have your trusty
        double jump back, you can start really reaching some more areas. Use your
        new item to exit out of the room via the lower blue door (don't bother with
        the red door just yet), and return to Portal Site. If you used the sequence
        break to get the jump on the Jump Guardian, remember that you still have to
        access the Bomb Slot to your right and go through the next two rooms to get
        the Inglet, Nightbarb, Warrior Ing, and Lightbringer scans. Once you're 
        done and back in Portal Site to exit, some Dark Troopers will show up to
        mess with your day. They're fast, but if you race across the room and Space
        Jump to the platform, you can pull out the Scan Visor, scan the portal for
        the ["LIGHT PORTAL"] entry and activate the portal before they get to you.
        Enter the now-active portal to return to the safety of Light Aether.
    
        THE DARK BEAM
        =============
        This subsection will go over your further exploration of Agon Wastes, more
        encounters with Space Pirates, and your first encounter with Dark Samus
        before you find the Luminoth's Dark Beam weapon.
    
        : =AGON WASTES= :
        __________________________________________________________________________
        |                           =MISSION OUTLOOK=			     |
        |  OBJECTIVES                                                            |
        |  ----------						             |
        |  1. Investigate Space Pirate facilities.		 	             |
        |									     |
        |  ITEMS								     |
        |  -----								     |
        |  1. Upgrades:    Dark Beam				             |
        |  2. Modules:     None						     |
        |  3. Supplies:    Energy Tank (x2)	 		                     |
        |  4. Ammunition:  Missile Expansion (x3)		                     |
        |  5. Temple Keys: None						     |
        |									     |
        |  SCANS								     |
        |  -----                                                                 |
        |  1. T. Logs:     <COMPLETED>					     |
        |  2. P. Data:     Phazon Operations, Local Conflict, Great Discoveries, |
        |		       Rift Portal, Phazon Raids, The Hunter, Security Breach|
        |  3. L. Lore:     Paradise, Cataclysm				     |
        |  4. Scans:       Blueroot Tree, Pirate Skiff**, Vigilance Class Turret,|
        |		       Aether, Dark Aether, Humility Class Turret, Pirate    |
        |		       Aerotrooper, *Dark Samus 1*			     |
        |________________________________________________________________________|
    
        Upon returning to Light Aether, some regular Pirate Troopers will appear to
        challenge you. Take them out and head to the left-hand side of the room
        where the transparent Bomb Slot is. Just like in Dark Aether, a gate has
        now been lowered, and you have a new path to take. Enter Transport Access
        and use the Bomb Slot in here to grab a [MISSILE EXPANSION (020/255)]. Head
        into the next room to reach an upper area of Save Station A where you'll
        find a strange plant on the ground. Scan it for the ["BLUEROOT TREE"] entry
        in your Log Book, then roll through the Sandbat-infested tunnel to reach
        the part that leads out to Mining Plaza. Scan the Amber Hologram to access 
        the Agon Wastes Map Station, or head up the ledges like you did the first 
        time. On your way up, scan another hologram for the [LUMINOTH LORE: "PARA-
        DISE" (06/41)], then proceed past the Sandbats to the central bridge. Head
        into Mining Station Access like before, but this time drop a Bomb on the
        block in the center of the passage to drop to another [ENERGY TANK (02/14)]
        at the bottom. Head into Mining Station A, take out any Pirate Troopers if
        they've respawned, and scan the Amber Hologram to enter a room with another
        MISSILE EXPANSION (025/255)]. To get out of Mining Station A, you have to
        go back to the Luminoth statue and Space Jump to the ledge aboe it. This
        will take you to a walkway with a [LUMINOTH LORE: "CATACLYSM" (07/41)] and
        a control panel to open a gate. Head through here and you'll find more Pi-
        rate Troopers next to some containers holding Phazon. You know from your
        last adventure that Phazon is very volatile, so take this to heart and 
        blast the containers to annihilate the Phazon and the Pirate Troopers. Con-
        tinue through the rest of this area to reach the Central Mining Station, a
        large open area with with Pirate Troopers, doors, and some large turrets.
        Here is your opportunity for another extremely out-of-sequence item acquis-
        ition (although it doesn't do you much good at the moment).
    
          ********************************************************************
                                    = SEQUENCE BREAK =
    
          BREAK TYPE:	Early Item
          ACQUISITION: 	Beam Ammo Expansion
          TECHNIQUES:	Ghetto Jump, L-Lock Spring Space Jump
          --------------------------------------------------------------------
          This small sequence break allows you to grab an early Beam Ammo Ex-
          pansion. While it does you no good at the moment, you will be able
          to carry 100 units instead of 50 once you acquire the first Beam.
          To do this, enter Central Mining Station and take out the waves of
          Space Pirates that attack except for the last one (you need the two
          Turrets in place). If you destroy them, you have to backtrack two 
          room so the Turrets will respawn. Now go to one of the turrets and
          look for slightly-slanted ledges next to the structures that house
          the turrets. Ghetto Jump against them until you can hop on top of 
          it, then Space Jump up to reach the ledge above you. Hop into one 
          of the turrets and use it to blast away the Space Pirate generators
          in the room. Destroying the one next to the back-left wall will ex-
          pose an area behind the rock where the Space Pirates were working.
          Hop down and use the Skiff knocked loose from the wall as a perch,
          then Space Jump to reach this area. Eliminate the Pirates and you
          will be able to bypass the shielded area via a small Morph Ball
          Tunnel in the wall. Head through here to claim the Beam Ammo Expan-
          sion like normal.
          Alternatively, you can Ghetto Jump from slants near the entrance and
          use the terrain of the room to get to a set of computer terminals to
          reach the Morph Ball Tunnel, but this is generally a bit more diff-
          icult. The easiest method is the one outlined first. Make sure if 
          you're doing this for a full 100% game that you get the necessary
          Log Book scans along the way (the Pirates, the turrets, the Pirate
          Data, and the Luminoth Lore entries).
          ********************************************************************
    
        Approaching Central Mining Station the "normal" way, on the other hand, 
        doesn't require such trickery to get an early item. Enter the area and you
        will have to deal with a few waves of Pirate Troopers. Have the Scan Visor
        active to try and get the ["PIRATE SKIFF"**] entry now; the only other time
        this appears is in Torvus Bog's Torvus Temple area. Eliminate the Pirate
        Troopers however you see fit, then scan the turrets at the top of the room
        for the [*"VIGILANCE CLASS TURRET"*] entry. Eliminate the turrets and all 
        of the Pirates to eliminate a set of lasers that block the lower door off.
        Enter the door to reach an empty room, and use Bombs to break through parts
        of the floor to reach a Morph Ball Tunnel. Take this tunnel and you'll end
        up in the Command Center where you have an electrical maze, a Dark Portal, 
        and multiple Pirate Troopers. Roll through the small electrical maze, being
        sure to move only when it's safe and take the right-hand tunnel to reach a 
        [MISSILE EXPANSION (030/255)] near the center of the maze. Return to the 
        rest of the tunnel and navigate your way to the exit near the upper-right 
        corner. Your arrival out of the maze will alert the Pirate Troopers left in
        the room. Take them out as you can, and begin scanning the computer termin-
        als for more Log Book entries: [PIRATE DATA - "LOG 4.468.1: PHAZON OPERAT-
        IONS" (01/10)], [PIRATE DATA - "LOG 4.885.3: LOCAL CONFLICT" (02/10)], 
        [PIRATE DATA - "LOG 5.008.6: GREAT DISCOVERIES" (03/10)], [PIRATE DATA -  
        "LOG 5.442.1: RIFT PORTAL" (04/10)], and [PIRATE DATA - "LOG 6.221.7: PHA-
        ZON RAIDS" (05/10)]. Also scan the spherical objects to gain the ["DARK 
        AETHER"] and ["AETHER"] Research scans. Read all of the information about 
        the Space Pirate operation, then head to the elevator to the right of the 
        portal to reach the upper area of the room. Take out the Pirate Troopers as
        you come across them, then go through the next door to find Dark Samus once
        again. She is in another area that you can't reach, so wait her out and 
        then continue along your way. Take the tunnel to your right to reach the 
        large chamber at the top of the Command Center. Scan the terminals in here 
        to unlock the large gate, then return back to the main area of the Command 
        Center. Go through the newly-revealed door, and scan one of the new ["HUM-
        ILITY CLASS TURRET"] mechanoids for the Log Book. Take them out with char-
        ged shots, then use the Morph Ball to get past the moving laser puzzle.
        The next room will be the Biostorage Area, and you'll have your first run-
        in with the Metroids that the Space Pirates managed to take from Tallon IV
        before they escaped. Like the first time you found them in the last game,
        they won't break out of tanks in here, so you needn't worry. Walk past the
        tanks and around the large one to find [PIRATE DATA - "LOG 6.362.2: THE 
        HUNTER" (06/10)]. Continue along your path into the next area, take out
        another Humility Class Turret, and use the Bomb Slot nearby to rotate a set
        of metal bars that block access to another door. Enter this door to reach 
        Bioenergy Production, where you'll meet another group of specialized Space 
        Pirates. Scan one for the ["PIRATE AEROTROOPER"] entry, then take them down
        with charged shots and Missiles. Get out of the way because they will try
        suicide moves when defeated. Afterwards, a set of controls will turn on,
        and you'll have to solve a small, but irritating, puzzle. There are three
        sets of terminals and three sets of movable platforms in this room. You 
        have panels and controls to use to move them. The end goal is to arrange
        the platforms so you can (a) reach an Energy Tank at one end, and (b) reach
        the exit at the other end. Start off going for the Energy Tank - scan the
        panel on the left to lower a platform; scan the one on the right to raise
        a platform. Lower one platform on the left, two in the middle, and then
        lower all three on the right. Then use the Space Jump to ascend the ledges
        to claim the [ENERGY TANK 03/14)] at the top. Jump down and reverse the
        entire sequence to reach the door on the other side.
        Once you've completed this bout of irritation, make your way through the
        door and into a small Morph Ball maze. Go slowly through the lasers so you
        don't get hit until you reach the end. There is a Save Station nearby that
        you might want to use. By the save station is another terminal that you can
        scan for another Log Book entry, [PIRATE DATA - "LOG 6.713.5: SECURITY BRE-
        ACH" (07/10). Head into the next room, Sand Processing, and take out the 
        two Turrets on the ceiling. Fire a Missile at the sloped wall on the far 
        left to expose a new path, then take this to reach the Main Reactor. There 
        is a lot of Phazon in here along with some music that tells you something 
        big is about to happen, so just get it over with and drop down to the lower
        levels of the Main Reactor.
    
          BOSS BATTLE: DARK SAMUS (FIRST FIGHT)
          -------------------------------------
          This is the first time you'll actually fight Dark Samus, so it starts off
          pretty easy. She has a limited number of attacks at this point, and you
          have more than enough room to maneuver. Read below for Normal and Hard
          Mode strategies for eliminating her.
    
          [NORMAL MODE]
          Start the ceremonies off by scanning her to add [*"DARK SAMUS 1"*] to the 
          Log Book, then work on tracking her as she zips around the room. Dark 
          Samus can effortlessly break your lock-on, so don't get frustrated. In 
          this battle, using the Radar can really help in locating where Dark Samus
          is if you can't see her. Dark Samus has a limited repertoire of attacks 
          at this point in the game. Early on, she'll use a Phazon spread that is 
          pretty easy to avoid, or she'll create a Phazon shield that damages you 
          if you're near her. As the battle progresses, she'll start attacking the
          pillars in the room trying to destroy them - just run away if she starts 
          directly attacking one of them. Keep your Charge Beam active so you can 
          fire off shots when you have the opportunity - after you've taken off a 
          significant amount of her health, a cutscene will take place where she 
          powers up with Phazon energy. Charged shots seem to do less damage, so 
          rapid-firing the Power Beam works best for quick and easy damage. She 
          also gains a Shinespark-ish move where she hurls herself at you with fer-
          ocious speed. Stay away from her except to attack, and you'll take her 
          down with minimal effort.
    
          [HARD MODE]
          Attacking from far away is your best bet here because of the amount of
          damage she can inflict on you. She is a bit faster and attacks more freq-
          uently, but the main idea is still the same. Stay away from her and keep
          your finger near the L Button to reacquire your lock-on when she starts
          dashing. Using the Morph Ball to get away from her rocketing attack also
          seems to work fairly well. Keep attacking while effectively dodging to
          make this fight easier.
    
        Defeating Dark Samus causes her to destabilize. She shatters all of the
        Phazon tanks in the room as she disperses, giving you a chance to scan it
        for the ["PHAZON"] entry in your Log Book. After this is over, you can use
        an elevator in the corner of the room and you can reach the upper levels of
        the Reactor Core. Take the door to reach a small storage room where you can
        claim the [DARK BEAM] upgrade. Remember, this weapon operates on an Ammo
        system, so don't go firing it wildly. If you got that Early Beam Ammo Exp-
        ansion, you'll have 100 units instead of 50, giving you a slight edge. Be-
        fore leaving the room, scan the nearby consoles to download another piece 
        of Log Book data: [PIRATE DATA - "LOG 6.989.8: SHADOW WAR" (08/10)]. Now 
        use your new Beam to return to the Reactor Core.
    
        THE LIGHT BEAM
        ==============
        This subsection will go over your further exploration of Agon Wastes, more
        encounters with Space Pirates, and your first encounter with Dark Samus
        before you find the Luminoth's Dark Beam weapon.
    
        : =AGON WASTES= :
        __________________________________________________________________________
        |                           =MISSION OUTLOOK=			     |
        |  OBJECTIVES                                                            |
        |  ----------						             |
        |  1. Investigate Space Pirate facilities.		 	             |
        |									     |
        |  ITEMS								     |
        |  -----								     |
        |  1. Upgrades:    None					             |
        |  2. Modules:     None						     |
        |  3. Supplies:    None		 		                     |
        |  4. Ammunition:  Missile Expansion (x1)		                     |
        |  5. Temple Keys: None						     |
        |									     |
        |  SCANS								     |
        |  -----                                                                 |
        |  1. T. Logs:     None						     |
        |  2. P. Data:     Federation Attack			             |
        |  3. L. Lore:     None						     |
        |  4. Scans:       Pirate Grenadier, Tallon Metroid     	 	     |
        |________________________________________________________________________|
    
        Now that you have the Dark Beam, use it to open the door that goes back out
        to Reactor Core and follow the path to reach a gate with a crystal. Shoot
        this crystal to cover it with dark energy, which will open the gate. Taking
        this path will take you to the other side of Security Station B. Scan the
        terminals in this room to collect another Log Book entry: [PIRATE DATA - 
        "LOG 7.013.6: FEDERATION ATTACK" (09/10)]. Open the two gates in this room
        so you can get back to Command Center and take out the Space Pirates. This
        time there is a new breed, so scan one of them for the ["PIRATE GRENADIER"]
        entry, then move in close to take them out so they can't use their ranged
        weapons. Once they're gone, head through into Biostorage Station where the
        Metroids will break out of their storage tanks. Scan one for the ["TALLON
        METROID"] entry, then use the charged Dark Beam and a Missile to take them
        out. Head to the upper level and enter the black door to find a room with
        a [MISSILE EXPANSION (035/255), then return to Command Center. This time,
        scan the ["DARK PORTAL"] for the Log Book, then activate it with the Dark
        Beam and return to Dark Aether.
    
        : =DARK AGON WASTES= :
        __________________________________________________________________________
        |                           =MISSION OUTLOOK=			     |
        |  OBJECTIVES                                                            |
        |  ----------						             |
        |  1. Continue reconnaissance of Dark Aether.	 	             |
        |									     |
        |  ITEMS								     |
        |  -----								     |
        |  1. Upgrades:    Light Beam				             |
        |  2. Modules:     None						     |
        |  3. Supplies:    None		 		                     |
        |  4. Ammunition:  None				                     |
        |  5. Temple Keys: Dark Agon Temple Key #1 & #2			     |
        |									     |
        |  SCANS								     |
        |  -----                                                                 |
        |  1. T. Logs:     <COMPLETED>					     |
        |  2. P. Data:     None					             |
        |  3. L. Lore:     None						     |
        |  4. Scans:       Dark Preed, Nullified Crystal, Light Lift Crystal,    |
        |		       Dark Lift Crystal, Ingclaw, Energized Crystal, Ener-  |
        | 		       gized Beacon, Nullified Beacon, *Webling*, *Ing Web-  |
        |		       trap*, Darkling Tentacle				     |
        |________________________________________________________________________|
    
        This Dark Portal takes you to Doomed Entry. This room has plenty of enemies
        you've encountered already, but there is a new scan to get. Look in the 
        air and scan a ["DARK PREED"] for the Log Book, then work your way around
        the room using the platforms. Along the way, you will find a safe zone that
        has been disabled because the crystal is covered in dark energy. Scan this
        one for the Log Book to get the ["NULLIFIED CRYSTAL"] entry; you can turn
        any Light Crystal into this form by using the Dark Beam. Restore it to
        its normal state using the Power Beam and you can use it to recover energy.
        Make your way to the Luminoth statue on the nearby ledge and fire a Missile
        at it to destroy it. Scan the crystal that is revealed for the ["LIGHT LIFT
        CRYSTAL"] entry. Firing the Dark Beam at this gives you a new scan, ["DARK
        LIFT CRYSTAL"] and a platform to step on. Jump to the now accessible ledge
        and jump to reach the [DARK AGON TEMPLE KEY (1/3)]. Don't take the door 
        right behind the key's location yet; instead follow the ledges around to 
        another black door. There is a Warrior Ing in the next room, so kill it 
        quickly and move onto Dark Oasis. There is a white door in here that you 
        can't use yet since you haven't found the Light Beam. Instead, ignore the 
        doors on the sides here and proceed into the next room you can reach. This 
        room has a few more Lift Crystals that you need to use to reach the top 
        area where the exit door is. Use the Save Station along the way, and you'll
        reach a room with a Morph Ball Tunnel and a small Phazon pit. Bomb Jump 
        over the small gap so you don't hit the Phazon, and continue on into Phazon
        Site.
        This large room has multiple floating platforms and a few doors. The exit
        out of this room requires you to scan three consoles to unlock a door. Scan 
        the first one by heading across the ground level and destroying the crates
        stacked against a wall. Ascend the ledges in the room and you'll find the
        second one along the side wall. Finally, use the moving platforms to ride
        to a small alcove where you'll find the third one. The unlocked door leads
        into Watering Hole, where you will find a large pool of Dark Water that
        you want to avoid. Use the platforms along the walls to navigate, but stop
        and scan an ["INGCLAW"] from a distance, then move quickly past them so
        you don't take a lot of damage from the toxic gas. Lumites also occupy this
        room, but if you keep moving, you shouldn't get hurt too much. Exit this
        room on the opposite side and you'll reach the Feeding Pit. This room will
        trade Lumites for Nightbarbs, but is also filled with pillars that you need
        to raise and lower to move on. Make your way around the room to the final
        pillar, then use the handy Lock-On Ladder Jump by locking onto the Lift
        Crystal, then jump towards it. Use your Space Jump after the lock gives you
        a quick boost and you should make it on top of the pillar without having to
        lower it. Jump to the ledge and enter the Ing Cache to find a dead Luminoth
        along with the powerful [LIGHT BEAM] upgrade! From here on out, remember
        that if you destroy creatures with the Light Beam, you get Dark Ammo and
        vice-versa.
        Exit this room back to the Feeding Pit to find numerous Lumites flying 
        around. Stop at the first Light Crystal you see and fire the Light Beam at
        it to energize it. Scan this as a ["ENERGIZED CRYSTAL"] for the Log Book
        and also let some of the Lumites kill themselves. Do the same thing for the
        first Light Beacon you see, and use your alternating Beams to get the 
        ["ENERGIZED BEACON"] and ["NULLIFIED BEACON"] entries. Use the Light Beam
        to open the white door that leads to a small passage blocked by spidery-
        looking Ing. Scan them for the [*"WEBLING"*] entry (I think these are one-
        time scans; I don't recall seeing them elsewhere in the game), then fire at
        the eyes with the Light Beam and move on. This will take you back to Doomed
        Entry; ascend the ledges to where you got the first Dark Agon Temple Key
        and head into the black door you bypassed earlier. You'll have to fight
        through some Dark Splinters in the next hallway, but if you move quickly,
        you won't take that much damage. Ahead lies the Battleground, where you'll
        find another key, but five Warrior Ing decide they don't want you to have
        it and they'll hide it. This begins a short mini-boss fight.
    
          MINI-BOSS BATTLE: WARRIOR ING CADRE
          -----------------------------------
          This is nothing terribly difficult, really. Five Warrior Ing will take
          you on all at one time, but now you have the powerful Light Beam to help
          you out. This battle is the same for Normal and Hard Mode with the sole
          exception of damage ratios, so one strategy is provided. First off, scan
          the locked door in this room for the [*"ING WEBTRAP"*] entry; this is the
          ONLY time in the entire game this will appear, so make sure to get it.
          After you do, turn to the battle at hand. All five Warrior Ing will att-
          ack at the same time; employ the same tactic you used in the first game's
          Hive Mecha fight by constantly spinning around while targeting the near-
          est threat. Fire the charged Light Beam when you lock onto a Warrior Ing 
          as this will immediately kill it, and use your charge to tractor in any 
          ammo refills it leaves behind. Do the same for the Bladepods in the room 
          if you get low. Keep firing for all five of the Warrior Ing and you'll 
          quickly beat them.
    
        Finishing all five of the Warrior Ing off will reveal the second [DARK AGON
        TEMPLE KEY (2/3)]. Now that you have two of the three, take the lower path 
        out of this room to reach an area full of lashing tentacles. Scan one of 
        these as a ["DARKLING TENTACLE"], then use regular Power Beam shots to make
        them retract into the wall (just like a Reaper Vine). Return through here 
        back to Doomed Entry and take the black door at the top into Dark Oasis. 
        Since you now you have the Light Beam and can open white doors, take the
        white door in here to find an Ammo Station. After you leave, head to the 
        end of this area and you'll find a Light Portal that you can use to return 
        to Light Aether's Reactor Core. 
    
        : =AGON WASTES= :
        Back in the Reactor Core, use the nearby Save Station to save your game.
    
        THE DARK SUIT
        =============
        This subsection will go over your last exploration of Agon Wastes and your
        venture into Dark Aether to find the last Dark Agon Temple Key and confront
        the guardian of the Dark Agon Temple, Amorbis.
    
        : =AGON WASTES= :
        __________________________________________________________________________
        |                           =MISSION OUTLOOK=			     |
        |  OBJECTIVES                                                            |
        |  ----------						             |
        |  1. None.						 	             |
        |									     |
        |  ITEMS								     |
        |  -----								     |
        |  1. Upgrades:    None					             |
        |  2. Modules:     None						     |
        |  3. Supplies:    Energy Tank (x1)			                     |
        |  4. Ammunition:  Beam Ammo Expansion (x1), Missile Expansion (x1)      |
        |  5. Temple Keys: None						     |
        |									     |
        |  SCANS								     |
        |  -----                                                                 |
        |  1. T. Logs:     <COMPLETED>					     |
        |  2. P. Data:     Two Hunters				             |
        |  3. L. Lore:     J-Stl's Testament				     |
        |  4. Scans:       None						     |
        |________________________________________________________________________|
    
        From the Reactor Core, you can backtrack to the Command Center and from
        there, take the upper white door out to the top level of Central Mining
        Station. If, however, you used the sequence break from earlier to get the
        Beam Ammo Expansion, you don't need to do this step. If you didn't get it,
        follow along. You'll emerge on the same level as the Vigilance Class Turr-
        ets. This time around, you can man them and fire at the large Space Pirate
        generators in the room. After destroying the, hop down and head for the
        back-left wall where you just exposed a Space Pirate computer room. Use a
        Space Jump from the nearby Skiff and get to the area where the Pirates
        were hiding, and you can enter a room to scan for the final [PIRATE DATA - 
        "LOG 7.159.9 - TWO HUNTERS" (10/10)]. You'll see the item you're trying to
        get behind a shield, so use the nearby Morph Ball Tunnel to reach the area
        behind the shield to claim the [BEAM AMMO EXPANSION (1/4)]. While you're
        in here, scan the dead Luminoth for the [LUMINOTH LORE: "J-STL'S TESTAMENT"
        (08/41)] as well. Now return to Mining Station A, where some Pirate Aero-
        troopers will be waiting for you. Take cover near the entrance and pick
        them off to avoid their suicide dives, and return to Agon Temple. Once in
        the Temple, go to the left and enter the black door to reach Mine Shaft.
        This Morph Ball maze leads nowhere if you go to the bottom, but for now,
        roll through it until you see an opening in the ceiling. Be wary of the
        Pillbugs rolling around here as you use a series of regular and Double Bomb
        Jumps to navigate the upper part of this maze. Near the end, after the
        breakable blocks, hold left on the Control Stick to enter a hidden passage
        where you have to execute more Bomb Jumps. Finish this puzzle to claim the
        [ENERGY TANK (04/14)], then backtrack out of this maze to reach the Agon
        Temple again. Now return through Mining Station A and Portal Access to get
        to Portal Terminal, then activate the Dark Portal.
    
        : =DARK AGON WASTES= :
        __________________________________________________________________________
        |                           =MISSION OUTLOOK=			     |
        |  OBJECTIVES                                                            |
        |  ----------						             |
        |  1. Return the Dark Temple Keys and defeat the Dark Guardian. 	     |
        |									     |
        |  ITEMS								     |
        |  -----								     |
        |  1. Upgrades:    Dark Suit				             |
        |  2. Modules:     None						     |
        |  3. Supplies:    None				                     |
        |  4. Ammunition:  Missile Expansion (x1)     			     |
        |  5. Temple Keys: Dark Agon Temple Key #3				     |
        |									     |
        |  SCANS								     |
        |  -----                                                                 |
        |  1. T. Logs:     <COMPLETED>					     |
        |  2. P. Data:     <COMPLETED>				             |
        |  3. L. Lore:     None						     |
        |  4. Scans:       *Amorbis 1*, *Amorbis 2*				     |
        |________________________________________________________________________|
    
        You'll return to Dark Aether via Portal Site, where you first explored the
        Dark World. Head into the left-hand path and take it to Duelling Range, 
        where you first fought a Warrior Ing. There is a black door here that leads
        to more or less a dead end, but you can drop off the ledge where you enter
        and collect another [MISSILE EXPANSION (040/255)]. Now you have only one
        Dark Temple Key left to collect. From Duelling Range, go to Judgment Pit
        and take the paths you took earlier to reach the pathway leading to the
        Dark Agon Temple. Once you get inside, head to the left and enter the door
        there to claim the final [DARK AGON TEMPLE KEY (3/3)]. Now that you have
        found all three keys, you can move to the red swirling light in front of
        the gateway to the Dark Temple. Open the gate and jump down to the nearby
        Safe Zone to see a large darksphere in front of you. As you approach it,
        worms will leap out of the ground, and the first major boss fight will be-
        gin.
    
          BOSS BATTLE: AMORBIS
          --------------------
          Amorbis is the dark guardian of Dark Agon Wastes. This is a hive-mind
          group of worms that can attack one at a time or in groups before mounting
          a combined assault from its central darksphere. Read below for Normal and
          Hard Mode strategies for taking this boss out.
    
          [NORMAL MODE]
          This battle takes place in multiple phases. During the first phase, you
          will fight a single Amorbis as it leaps around its lair. When you get the
          chance, activate the Scan Visor so you can grab this boss' first entry,
          [*"AMORBIS 1"*]. You have to do it while the worm is just leaping out of
          the ground and follow its trajectory. Where Amorbis comes out of the 
          ground is a bit random, but know that if you see dirt shaking nearby,
          you need to move out of the way. When you get a lock on its head, rapid-
          fire the Power Beam, use Missiles, or the charged Light Beam for much
          quicker damage. This will break part of Amorbis' armor off and force it
          into its second phase where it attaches to the central darksphere. As 
          soon as it does, scan it again for the second entry, [*"AMORBIS 2"*], and
          fire another charged Light Beam shot at its head to damage its armored
          version. The armor will break off, the worm will screech, and it will
          begin a suction-like attack. As counterintuitive as this sounds, morph
          into a ball and let it suck you up, then detonate a Morph Ball Bomb while
          you're in its belly to get out and inflict significant damage. Now, the
          fight will go back into its first phase, but you'll have two Amorbis to
          deal with. Repeat the same exact strategy as before, detonating Bombs in
          each of the worm's bellies to reach the third phase where - you guessed 
          it - you tackle all three Amorbis. If you keep up the attack, you'll keep
          Amorbis from using a spinning laser attack that takes up a lot of time
          and keeps you on your toes. Also keep in mind that Amorbis can spit dark
          globules and take out your safe zone - if this happens, quickly fire at
          the crystal with the Power or Light Beam to re-energize it. Simply take
          out all three worms when they are attached to the darksphere to win this
          battle.
    
          [HARD MODE]
          This battle isn't too different overall. The phases remain the same, al-
          though Amorbis takes a larger beating and attacks more frequently. Keep
          a close eye on your safe zone because you'll probably have to restore it
          once or twice. Space Jump over the rotating laser attack it uses in its
          darksphere phase, and use the same steps as in Normal Mode to eliminate
          this boss.
    
        Destroying the Amorbis cracks open the giant darksphere and reveals your
        most valuable upgrade yet - the [DARK SUIT]. This item drastically reduces
        the damage you take in Dark Aether, taking your energy away at a rate pro-
        portional to how quickly you gain it back when in a safe zone (approximate-
        ly one unit per second), and halves the amount of damage you receive from
        enemy attacks. This alone lets you survive longer and longer between safe 
        zones. Once the cinematic is done, you have two options: recover Dark Agon
        Wastes' energy and return it to its Energy Controller, or simply leave.
        Collecting the energy isn't actually required, although not collecting Dark
        Agon's prevents sonic emitters from appearing later in the game in the Min-
        ing Plaza (and preventing you from getting an Energy Tank). Of course, for
        100%, you could always cheat and use the 101% Glitch to grab the Missile
        Launcher twice and make up that extra 1%, but that's beside the point. To
        exit Dark Agon Temple without collecting the energy, go back to the entry
        point and nullify the Light Crystal. This gives you something of a platform
        to stand on, at which point you can just Space Jump to the ring above you
        and exit. Now exit Dark Agon Wastes, go to the Great Temple, and head to
        Torvus Bog without speaking to U-Mos (which isn't required in any form of
        the game anyway). But if you're going the regular way, head through the
        door that is accessible to you to find the Dark Agon Energy Controller.
        Activate the Bomb Slot to reach the next area, then approach the large ball
        of red energy. A cutscene will take over whereby you absorb Dark Agon's
        energy into your Energy Transfer Module, then you will regain control and
        you can leave. As you reenter Dark Agon Temple, three Warrior Ing will
        challenge you, but I recommend just running and Space Jumping past them to
        exit the Temple. From here, backtrack along the route you took when you 
        came to Dark Agon Wastes the first time (via Judgment Pit back to Portal
        Site) and use the Light Portal to return to Aether. In Portal Site you'll
        have to deal with three Dark Pirate Troopers, but again, you can just ig-
        nore these because you can move faster than they can. Activate the portal
        and return to Light Aether.
    
        : =AGON WASTES=:
        __________________________________________________________________________
        |                           =MISSION OUTLOOK=			     |
        |  OBJECTIVES                                                            |
        |  ----------						             |
        |  1. Return energy to Agon Temple.				             |
        |									     |
        |  ITEMS								     |
        |  -----								     |
        |  1. Upgrades:    None					             |
        |  2. Modules:     None						     |
        |  3. Supplies:    None				                     |
        |  4. Ammunition:  None			     			     |
        |  5. Temple Keys: None						     |
        |									     |
        |  SCANS								     |
        |  -----                                                                 |
        |  1. T. Logs:     <COMPLETED>					     |
        |  2. P. Data:     <COMPLETED>				             |
        |  3. L. Lore:     None						     |
        |  4. Scans:       None						     |
        |________________________________________________________________________|
    
        Back in Light Aether, return to Agon Temple and return the energy to Agon's
        Energy Controller. The Luminoth Sentinel will thank you for restoring the
        energy and direct you to the Torvus Bog. But first, you need to pay U-Mos
        a visit, so head back for the Great Temple in Temple Grounds. Backtrack the
        same way you initially came, back to the Main Plaza to the Transport to
        Temple Grounds.
    
        : =TEMPLE GROUNDS= :
        __________________________________________________________________________
        |                           =MISSION OUTLOOK=			     |
        |  OBJECTIVES                                                            |
        |  ----------						             |
        |  1. Return to the Great Temple for your next mission.	             |
        |									     |
        |  ITEMS								     |
        |  -----								     |
        |  1. Upgrades:    None					             |
        |  2. Modules:     None						     |
        |  3. Supplies:    None				                     |
        |  4. Ammunition:  Missile Expansion (x3)     			     |
        |  5. Temple Keys: None						     |
        |									     |
        |  SCANS								     |
        |  -----                                                                 |
        |  1. T. Logs:     <COMPLETED>					     |
        |  2. P. Data:     <COMPLETED>				             |
        |  3. L. Lore:     None						     |
        |  4. Scans:       *Dark Missile Trooper*				     |
        |________________________________________________________________________|
    
        From here, return to Industrial Site. You don't want to hit the Great Tem-
        ple just yet, though. First, head back towards the Landing Site, this time
        scanning the Luminoth Hologram that accesses a new part of the Hive Cham-
        ber areas. As you reach another pit, jump down and another Dark Trooper 
        battle will begin. This is a different kind of Trooper, though - scan it
        for the [*"DARK MISSILE TROOPER"*] entry, then take it out with Missiles
        of your own. Once you've beaten it, you will be rewarded with a [MISSILE
        EXPANSION (045/255)]. Now head through the remainder of the Hive Chamber
        rooms, ignoring all enemies or Dark Troopers as you come across them until
        you get back to Hive Chamber B (where you found the first Dark Portal). 
        There are two Morph Ball Tunnels here; you used one to get around the gate
        the first time through here, but now that you have your Bombs back, you
        can use one against the small Talloric Alloy grate and access the Tunnel to
        reach another [MISSILE EXPANSION (050/255)]. The only place left to go to
        now is the Temple Assembly Site. As you enter this room, look to the right
        for a small block. Space Jump on top of this, then jump again to reach the
        nearby ledge with two crates. Follow this path along the edge of the room
        to reach a Morph Ball Tunnel that leads to yet another [MISSILE EXPANSION
        (055/255)]. Now you can take the elevator nearby that leads up to the Great
        Temple.
    
        : =GREAT TEMPLE= :
        __________________________________________________________________________
        |                           =MISSION OUTLOOK=			     |
        |  OBJECTIVES                                                            |
        |  ----------						             |
        |  1. See U-Mos for further mission data.			             |
        |									     |
        |  ITEMS								     |
        |  -----								     |
        |  1. Upgrades:    None					             |
        |  2. Modules:     None						     |
        |  3. Supplies:    None				                     |
        |  4. Ammunition:  Missile Expansion (x1)     			     |
        |  5. Temple Keys: None						     |
        |									     |
        |  SCANS								     |
        |  -----                                                                 |
        |  1. T. Logs:     <COMPLETED>					     |
        |  2. P. Data:     <COMPLETED>				             |
        |  3. L. Lore:     None						     |
        |  4. Scans:       Harmony Class Drone				     |
        |________________________________________________________________________|
    
        As you make your way to the Great Temple via Transport B Access, you can
        find Morph Ball tunnels in the wall. Use your Morph Ball and Bombs to nav-
        igate through the puzzle to reach another [MISSILE EXPANSION (060/255)],
        then drop down and enter the Temple Sanctuary. Take the elevator up to the
        Main Energy Controller and speak to U-Mos for your next mission directive.
        He thanks you for returning Agon Wastes' energy, but warns that the Ing
        will now be seeking revenge for your actions. He also informs you that he
        has monitored an increase in Ing activity in the Torvus Bog area, so that
        is where you ned to go next. Once you're finished with U-Mos, take the ele-
        vator back down to the Temple Sanctuary and scan the Amber Hologram that
        leads to another Transport Access. In this hallway, you'll find a new scan
        entry - the ["HARMONY CLASS DRONE"] which is really just a renamed Pulse
        Bombu from the first game. It acts the same as its earlier version by
        hurtling at you if your Beam is charged, so ignore it for now and make your
        way to the Transport leading back down to the Temple Grounds.
    
        : =TEMPLE GROUNDS= :
        __________________________________________________________________________
        |                           =MISSION OUTLOOK=			     |
        |  OBJECTIVES                                                            |
        |  ----------						             |
        |  1. Locate pathway to Torvus Bog.				             |
        |									     |
        |  ITEMS								     |
        |  -----								     |
        |  1. Upgrades:    None					             |
        |  2. Modules:     None						     |
        |  3. Supplies:    None				                     |
        |  4. Ammunition:  None			     			     |
        |  5. Temple Keys: None						     |
        |									     |
        |  SCANS								     |
        |  -----                                                                 |
        |  1. T. Logs:     <COMPLETED>					     |
        |  2. P. Data:     <COMPLETED>				             |
        |  3. L. Lore:     None						     |
        |  4. Scans:       None						     |
        |________________________________________________________________________|
    
        Returning to Temple Grounds, you'll end up in a new area, Meeting Grounds.
        In front of you is a large half-pipe with several War Wasps. Run past them
        and bypass the green door since you can't open it to reach Hall of Eyes.
        You can't get out of this room because of another green door, but there is
        a Dark Portal that you can use to reach Dark Aether.
    
        : =SKY TEMPLE GROUNDS= :
        __________________________________________________________________________
        |                           =MISSION OUTLOOK=			     |
        |  OBJECTIVES                                                            |
        |  ----------						             |
        |  1. Locate pathway to Torvus Bog.				             |
        |									     |
        |  ITEMS								     |
        |  -----								     |
        |  1. Upgrades:    None					             |
        |  2. Modules:     None						     |
        |  3. Supplies:    None				                     |
        |  4. Ammunition:  None			     			     |
        |  5. Temple Keys: None						     |
        |									     |
        |  SCANS								     |
        |  -----                                                                 |
        |  1. T. Logs:     <COMPLETED>					     |
        |  2. P. Data:     <COMPLETED>				             |
        |  3. L. Lore:     None						     |
        |  4. Scans:       None						     |
        |________________________________________________________________________|
    
        The Dark Portal takes you to the Sky Temple Grounds, Dark Aether's equiva-
        lent of Temple Grounds and home to the most powerful of the Ing. However,
        you can't venture to the Sky Temple yet. For now, head through the blue
        door to reach Abandoned Base. This is a very large room with very few safe
        zones, but even with the Dark Suit, you still need to be careful. There are
        plenty of Inglets about as well as a few Ingclaws. After a short distance,
        you will encounter criss-crossing laser beams - these are ["CORRUPTED SEN-
        TREYES"]; scan them for the Log Book and then shoot them to make them re-
        tract their beams briefly so you can pass thrugh the area. At the end of
        this room, you'll run into a dead end. There is a platform here that you
        can activate by using four Bomb Slots. The problem is that walls come down
        after each Slot activation that can block your path. Start off with your
        back to the platform and bypass the first Bomb Slot. Activate the others
        as you go in a circle and finally activate the first one last to solve the
        puzzle and unlock the platform. Jump on it now and recover energy in the
        safe zone as it moves through the room. Fire the Power Beam at the oncoming
        swarms of Nightbarbs until you reach the end, where you'll find a Light
        Portal above you. Open it and return to Light Aether.
    
        : =TEMPLE GROUNDS= :
        __________________________________________________________________________
        |                           =MISSION OUTLOOK=			     |
        |  OBJECTIVES                                                            |
        |  ----------						             |
        |  1. Locate pathway to Torvus Bog.				             |
        |									     |
        |  ITEMS								     |
        |  -----								     |
        |  1. Upgrades:    None					             |
        |  2. Modules:     None						     |
        |  3. Supplies:    None				                     |
        |  4. Ammunition:  None			     			     |
        |  5. Temple Keys: None						     |
        |									     |
        |  SCANS								     |
        |  -----                                                                 |
        |  1. T. Logs:     <COMPLETED>					     |
        |  2. P. Data:     <COMPLETED>				             |
        |  3. L. Lore:     None						     |
        |  4. Scans:       None						     |
        |________________________________________________________________________|
    
        This room is the same as the Abandoned Base, except without the Nightbarbs
        and poisonous atmosphere. Head through here and take out the Space Pirates
        that come out to attack as you come across them. At the end of this area,
        you'll find a series of dark crystals. Use the Light Beam on them to move
        them into positions so you can advance. The last one requires you to use
        a platform suspended over some water in order to reach it. Activate it like
        you have the others and you'll reach a continuation of the path with some
        War Wasps. Take them out and advance to the next door that leads to the
        Transport to Torvus Bog. 
      
    
      8C. THE SWAMPS OF TORVUS
      ------------------------
      This section details the third part of this walkthrough as you explore the
      Torvus Bog region of Aether and its twisted dark counterpart, the Dark Torvus
      Bog as you attempt to claim Dark Torvus' energy. You will take on stronger 
      Ing during this section and accumulate a number of upgrades as you go back 
      and forth out of this region.
    
        THE SUPER MISSILE
        =================
        This subsection will go over your initial exploration of the Torvus Bog
        region and your acquisition of the Super Missiles on your way to the Torvus
        Temple.
    
        : =TORVUS BOG= :
        __________________________________________________________________________
        |                           =MISSION OUTLOOK=			     |
        |  OBJECTIVES                                                            |
        |  ----------						             |
        |  1. Conduct initial reconnaissance of Torvus Bog.		             |
        |									     |
        |  ITEMS								     |
        |  -----								     |
        |  1. Upgrades:    None					             |
        |  2. Modules:     None						     |
        |  3. Supplies:    None				                     |
        |  4. Ammunition:  None			     			     |
        |  5. Temple Keys: None						     |
        |									     |
        |  SCANS								     |
        |  -----                                                                 |
        |  1. T. Logs:     <COMPLETED>					     |
        |  2. P. Data:     <COMPLETED>				             |
        |  3. L. Lore:     S-Dly's Testament    				     |
        |  4. Scans:       Torvus Hanging Pod, Torvus Bearerpod, Shredder, Hyd-  |
        | 		       ling, Shrieker, Sentinel Crystal, Grenchler	     |
        |________________________________________________________________________|
       
        Torvus Bog is very much the opposite of Agon Wastes, and much of this area,
        like Phendrana Drifts in the first game, is underwater. For now, your ex-
        ploration of this region will be somewhat limited to just the upper section
        of the Bog. Start off heading across the first room and you'll find a Save
        Station to your left. Exit this room and look at the sacs hanging from the
        trees - scan these as a ["TORVUS HANGING POD"] for the Log Book, and scan
        the nearby dead Luminoth to decode the [LUMINOTH LORE: S-DLY'S TESTAMENT" 
        (09/41)]. Also scan the ground-based plants for the ["TORVUS BEARERPOD"]
        entry. In front of you, there is a lake with a suspended metallic bridge
        that connects two tunnels. As you approach this lake, enemies similar to
        Shriekbats will emerge from the water; quickly scan these for the ["SHREDD-
        ER"] entry, and eliminate them with the Power Beam. At this point, you can
        try to Space Jump to the metal bridge, but you can't explore any further,
        so drop below and head underwater. Remember that like all Metroid games,
        underwater exploration is limited until you have a specific upgrade, so for
        now your movement will be sluggish and your visibility significantly re-
        duced. Head to the left and go through the black door to reach the Path of
        Roots; in here you'll find another creature to scan - get the ["HYDLING"] 
        entry and move on through the tunnel to get out of the water. Through the
        next door is Great Bridge, an aptly-named room because there is a gigantic
        bridge leading into a large building. As you cross the area, new enemies
        will burst through the ground - quickly scan one to get the ["SHRIEKER"]
        entry, then fire at them rapidly to take them out. Once you eliminate all
        of them, the doors will unlock and you can make your way across the room.
        Scan the red crystals on the walls first for the ["SENTINEL CRYSTAL"] Log
        Book entry, then head through the red door to reach Portal Chamber. There 
        is a Missile Expansion here, but you can't get it yet. Instead, head into
        the next area, and you'll wind up back in Torvus Lagoon, but on the other
        side of the gate. Scan the control panel to lower the gate and extend the
        walkway so that both sides are now open. You can now access the white door
        on the right-hand side that leads through Ruined Alcove into Forgotten
        Bridge. 
        Immediately after entering, you'll be attacked by two snarling beasts.
        Scan one for the ["GRENCHLER"] entry, and you'll learn that these are more
        or less like Baby Sheegoths from the first game. Lock on and strafe around
        so you're behind it, and shatter its protective shell with a few Missiles,
        then attack the soft fleshy part to kill the beast. Take both of these 
        enemies out while watching out for their biting attacks, you can reach the
        large bridge that crosses the room. You'll see a Missile Expansion off in
        the distance, but there's no way to get it just yet. For now, follow the
        bridge to a Dark Portal and activate it to have your first experience with
        the dark counterpart of this area.
    
        : =DARK TORVUS BOG= :
        __________________________________________________________________________
        |                           =MISSION OUTLOOK=			     |
        |  OBJECTIVES                                                            |
        |  ----------						             |
        |  1. Conduct initial reconnaissance of Dark Torvus Bog.	             |
        |									     |
        |  ITEMS								     |
        |  -----								     |
        |  1. Upgrades:    None					             |
        |  2. Modules:     None						     |
        |  3. Supplies:    None				                     |
        |  4. Ammunition:  None			     			     |
        |  5. Temple Keys: None						     |
        |									     |
        |  SCANS								     |
        |  -----                                                                 |
        |  1. T. Logs:     <COMPLETED>					     |
        |  2. P. Data:     <COMPLETED>				             |
        |  3. L. Lore:     None		   				     |
        |  4. Scans:       Dark Sentinel Crystal, Ingsphere Cache		     |
        |________________________________________________________________________|
    
        Your first visit to Dark Torvus Bog will be sufficiently brief. Scan the
        blue crystals nearby to add the ["DARK SENTINEL CRYSTAL"] to your Log Book,
        then do the same for the bluish blobs - scan one to get the ["INGSPHERE 
        CACHE"] entry. Activate the nearby Bomb Slot to rotate the bridge, then use
        the Light Portal to return to Torvus Bog.
    
        : =TORVUS BOG= :
        __________________________________________________________________________
        |                           =MISSION OUTLOOK=			     |
        |  OBJECTIVES                                                            |
        |  ----------						             |
        |  1. Locate the Torvus Temple area.			             |
        |									     |
        |  ITEMS								     |
        |  -----								     |
        |  1. Upgrades:    Super Missile				             |
        |  2. Modules:     Emerald Translator Module			     |
        |  3. Supplies:    Energy Tank (x1)			                     |
        |  4. Ammunition:  Missile Expansion (x1)	     			     |
        |  5. Temple Keys: None						     |
        |									     |
        |  SCANS								     |
        |  -----                                                                 |
        |  1. T. Logs:     <COMPLETED>					     |
        |  2. P. Data:     <COMPLETED>				             |
        |  3. L. Lore:     Dark Aether		 			     |
        |  4. Scans:       Dark Pirate Commando, Sporb		             |
        |________________________________________________________________________|
     
        Since you activated the Bomb Slot in Dark Aether, the bridge has rotated
        in Light Aether as well. But right afterwards, Space Pirates appear in the
        area. These are no ordinary Space Pirates either; scan one to identify it
        as a ["DARK PIRATE COMMANDO"], and then find some place to hide. These are
        nearly impossible to defeat at this point because they are like the Chozo
        Ghosts in that they appear, attack, then disappear, but more rapidly. These
        Ing-possessed Pirates have dark energy shots and EMP grenades that can
        quickly eat away at your energy, so hide somewhere and wait for them to
        get bored and leave. Once they disappear, return to the bridge where you
        can head across to grab the [MISSILE EXPANSION (065/255)], then take the
        next door to reach Abandoned Worksite. This area requires you to use the
        Morph Ball to get through, but first target the plant on the wall. Scan it
        for the ["SPORB"] entry, thn fire a Missile or the Light Beam at it to get
        rid of it; otherwise it will grab you from out of the tunnel while you roll
        through it. Make it to the end and go through the white door to reach the
        upper section of Great Bridge. Scan the nearby panel to activate a Kinetic
        Orb Cannon and use it to launch you across to the bridge. Cross the bridge
        and use the Morph Ball tunnel to reach a black door leading to a hallway in
        Temple Access. There are three circles here on this path; use a Bomb on the
        first one to fall through and grab an [ENERGY TANK (05/14)]. Now return to 
        the top level of Great Bridge and return via the black door. This time go
        through the entire tunnel and take it to reach Torvus Temple. As you enter
        the large area, a Pirate Skiff will appear (this is your second and last
        opportunity to scan it if you didn't get the one in Central Mining Station
        earlier!). The Skiff will proceed to drop off three waves of Space Pirates,
        including regular Troopers and Aerotroopers. Defeat them with the charged
        Dark Beam and use the crates around you if you need refills. Once all of
        the Pirates are gone, a laser gate on the far side will open, revealing the
        [SUPER MISSILE CHARGE COMBO] upgrade. Now that you have this, you can open
        any green doors you see in the environment. Take the item and use the small
        platform to ride to the top of the area. Open the green door and head into
        the Torvus Energy Controller. Once you activate the Bomb Slot, you'll end
        up in an area like in Agon Wastes, with a dead Luminoth and a console. Scan
        the panel to hear from the deceased Sentinel about how the Ing took over
        Torvus. He will warn you of the dangers to come, and how the water of the
        dark world is poisonous. After his message is complete, you will receive
        an update to your [TRANSLATOR MODULE (3/4)] that allows you to decode Emer-
        ald colored Luminoth Holograms. Afterwards, scan the hologram on the wall
        for the [LUMINOTH LORE: "DARK AETHER" (10/41)]. Leave the Energy Controller
        and return to Torvus Temple. 
    
        THE BOOST BALL
        ==============
        This subsection will go over further exploration of Torvus Bog and your
        venture into its dark equivalent to recover your Boost Ball ability.
    
        : =TORVUS BOG= :
        __________________________________________________________________________
        |                           =MISSION OUTLOOK=			     |
        |  OBJECTIVES                                                            |
        |  ----------						             |
        |  1. Investigate branching pathways from the Temple.	             |
        |									     |
        |  ITEMS								     |
        |  -----								     |
        |  1. Upgrades:    None					             |
        |  2. Modules:     None						     |
        |  3. Supplies:    None				                     |
        |  4. Ammunition:  Missile Expansion (x1)	     			     |
        |  5. Temple Keys: None						     |
        |									     |
        |  SCANS								     |
        |  -----                                                                 |
        |  1. T. Logs:     <COMPLETED>					     |
        |  2. P. Data:     <COMPLETED>				             |
        |  3. L. Lore:     Our War Begins  					     |
        |  4. Scans:       Pirate Commando          			     |
        |________________________________________________________________________|
    
        Back in Torvus Temple, ignore the Shriekers as you leap down to the bottom
        of the area. In the middle of the room is an Emerald Hologram; scan it to 
        lower a small transport down to the basement. Here you have a set of four 
        pathways that lead to different areas. There is a green door that leads 
        back through Temple Access to Great Bridge, an Emerald Hologram that leads 
        to a new area of Torvus Bog, a blue door inside of a Morph Ball Tunnel that
        will take you to the Underground Transport (and down to the subterranean 
        levels), and a purple door that you can't yet access will reveal a Trans-
        port back to Agon Wastes. If you want the Map for Torvus Bog, take the 
        green door leading back to Great Bridge and scan the Emerald Hologram to 
        reveal the Map Station. Once you have it, return to the Temple and go back
        to the lower area with the branching paths. Scan the Emerald Hologram to
        open a pathway via the Underground Tunnel to a new side of Torvus Bog. As 
        you enter this room, a Grenchler will charge down the pathway. This is a 
        bit difficult due to the cramped quarters, but try to get behind it to take
        it down. Once you've defeated it, roll underneath the door you came in 
        through to find a hidden [MISSILE EXPANSION (070/255)]. Go down the tunnel 
        towards the next door and you'll find two Sporbs; eliminate them with the 
        Light Beam and head towards the next area. Before going through the door, 
        turn to the back wall and scan the Hologram for the [LUMINOTH LORE: "OUR 
        WAR BEGINS" (11/41)]. Once you've gotten it, take the door to reach Torvus 
        Grove. As soon as you enter, you'll be set upon by a new kind of Space Pir-
        ate, so scan one to learn that it is a ["PIRATE COMMANDO"]. These are like 
        the dark versions you faced in Forgotten Bridge, except they (a) don't have
        the ability to teleport and (b) they won't disappear, so you have to defeat
        them. Freeze them with a charged Dark Beam and shatter them with a Missile
        to end the fight and unlock the door. This door leads to the Meditation
        Vista, but dead ends because of the expansive gap. For now, use the Dark
        Portal to travel to Dark Aether.
    
        : =DARK TORVUS BOG= :
        __________________________________________________________________________
        |                           =MISSION OUTLOOK=			     |
        |  OBJECTIVES                                                            |
        |  ----------						             |
        |  1. Recover Boost Ball powers and search for Dark Temple Keys.         |
        |									     |
        |  ITEMS								     |
        |  -----								     |
        |  1. Upgrades:    Boost Ball				             |
        |  2. Modules:     None						     |
        |  3. Supplies:    None				                     |
        |  4. Ammunition:  None			     			     |
        |  5. Temple Keys: Dark Torvus Temple Key #1			     |
        |									     |
        |  SCANS								     |
        |  -----                                                                 |
        |  1. T. Logs:     <COMPLETED>					     |
        |  2. P. Data:     <COMPLETED>				             |
        |  3. L. Lore:     None	  					     |
        |  4. Scans:       Hunter Ing, *Boost Guardian*    			     |
        |________________________________________________________________________|
    
        The portal takes you to Gloom Vista, a room with nothing in it. Go through
        the door to reach Polluted Mire, where you'll encounter the only enemies
        worse than a pack of Warrior Ing - the transphasic ["HUNTER ING"]. Scan one
        for the Log Book, then attack them with charged Light Beam shots when they
        are solid and do your best to avoid the incredible reach of the tentacles.
        These Ing will follow you no matter where you go, so try to eliminate them
        quickly. Once you have defeated the Hunter Ing, you can use a set of plat-
        forms on the trees to reach a black door leading to Dark Falls. In here is
        a Save Station that you may want to use. Travel through this room to reach
        Dark Forgotten Bridge, although you'll be in a separate area from the rest
        of the room. Take out the two Lightflyers in here and enter the door at the
        end to reach the Dark Arena Tunnel. Travel through the Morph Ball Tunnel to
        reach the large open Dark Torvus Arena. As you look down, a gigantic Warr-
        ior Ing will shriek and transform into a black ball and shoot through a
        Morph Ball Tunnel. Looks like you've found the Ing who mugged you for the
        Boost Ball. Head down to the Arena and stand in a safe zone until your 
        energy is full, then roll through the tunnel after the Ing to begin the
        next mini-boss battle.
    
          MINI-BOSS BATTLE: BOOST GUARDIAN
          --------------------------------
          Welcome to your own personal hell. This battle is easily one of the most
          irritating in the whole game, probably due to the fact that there is not
          one single safe zone in this entire fight. Read below for Normal and Hard
          Mode strategies for eliminating this Sub-Guardian.
    
          [NORMAL MODE]
          Just like the Jump Guardian, this one is a gigantic Warrior Ing, although
          the space afforded to you in the Jump Guardian fight is not given to you
          here. The Boost Guardian starts off in his solid phase, but won't remain
          like it for long. Scan it quickly for the [*"BOOST GUARDIAN"*] entry,
          then try to fire a charged Light Beam shot at its eye from close range
          so the scattershot hits directly. If you can get more than one shot in,
          excellent. Shortly after this, the Boost Guardian will dissolve and start
          moving about the floor. Use the Morph Ball here and try to follow it
          around, setting Morph Ball Bombs to damage both the Guardian and to de-
          stroy any of the Inglets that pop up. Destroy these quickly so you have
          less threats to worry about, and tractor in any refills left behind. 
          Eventually, the Boost Guardian will assume its own Morph Ball form and
          start rocketing around the room - you cannot damage it during this phase,
          so your best bet is to Space Jump atop the pillars so it can't run into
          you. As the pillars are destroyed, charge up because they leave behind
          Ultra Energy units worth a full Energy Tank which you definitely will
          need. Keep striking the Boost Guardian when you can to force it back into
          its Warrior Ing form and resume firing with the Light Beam. About six
          charged shots will finally bring it down.
          (I feel that I should point out for the record, and for the sake of all
          that is amusing in this world, that using some extremely off-the-wall
          sequence breaking to get the Screw Attack without the Boost Ball can net
          you an early Power Bomb Expansion, which will kill the Boost Guardian in
          one hit. It's quite funny to watch, really.)
    
          [HARD MODE]
          Pray to whoever you call God to make it through. Not only are you taking
          damage faster in Dark Aether than you would in Normal Mode, and not only 
          are there Inglets constantly popping up to fire at you, but the Boost
          Guardian itself is an unforgiving, unholy amalgation of everything that
          can be called evil. Expect to lose at least two of your Energy Tanks in
          the first phase before you even get a chance to counterattack. You need
          to make sure every single shot counts. For this fight, I would recommend
          staying out of Morph Ball form when the Guardian is moving about in its
          "dissolved" state; instead jump around while manually aiming to fire some
          Light Beam shots at it since you can't lock on. You simply take too much
          damage from contact with the puddle form to make setting Morph Ball Bombs
          very viable. Make sure to grab the energy refills whenever you get the 
          opportunity, and just try to keep inflicting as much damage as you poss-
          ibly can per round to eventually (hopefully) win.
          Although it should be said that the cruelest fate this game can inflict
          on you at this point is a victory over the Boost Guardian, only to have
          your energy run out during its incredibly lengthy death animation...
          not that this has ever happened or anything.
    
        Defeating the Boost Guardian returns your [BOOST BALL] upgrade. Now you can
        charge speed boosts again and navigate half-pipes. Quickly collect all of
        the energy refills you can, then return through the small tunnel to the 
        large open area of Dark Torvus Arena. Use the half-pipe structure here to
        Boost back and forth until you can claim the first [DARK TORVUS TEMPLE KEY
        (1/3)] high on the ledge. Now backtrack through Dark Arena Tunnel to Dark
        Falls and use the Save Station. Once you've saved, go back through Polluted
        Mire to Gloom Vista, and use the portal there to return to Light Aether.
    
        THE SEEKER MISSILE
        ==================
        This subsection will go over continued investigation of Torvus Bog along
        with a return back through Temple Grounds to collect an item that allows
        you to explore the lower depths of Torvus.
    
        : =TORVUS BOG= :
        __________________________________________________________________________
        |                           =MISSION OUTLOOK=			     |
        |  OBJECTIVES                                                            |
        |  ----------						             |
        |  1. Continue exploration of Torvus Bog and Dark Torvus Bog.            |
        |									     |
        |  ITEMS								     |
        |  -----								     |
        |  1. Upgrades:    None					             |
        |  2. Modules:     None						     |
        |  3. Supplies:    None				                     |
        |  4. Ammunition:  None			     			     |
        |  5. Temple Keys: None						     |
        |									     |
        |  SCANS								     |
        |  -----                                                                 |
        |  1. T. Logs:     <COMPLETED>					     |
        |  2. P. Data:     <COMPLETED>				             |
        |  3. L. Lore:     None	  					     |
        |  4. Scans:       Krocuss, Spinner		    			     |
        |________________________________________________________________________|
    
        As you reenter Torvus Grove, you will find another half-pipe by the door
        that leads to Underground Tunnel. Use the Boost Ball to reach the top to
        find a walkway that runs along the top of the room. Take them around to
        the black door and enter Grove Access. In here you'll find small creatures
        crawling on the floors and walls. Scan one of them for the ["KROCUSS"]
        entry, then continue into Forgotten Bridge. This door leads you to the in-
        side of a metal tunnel where you will find a device that you can use the
        Boost Ball in. Scan it for the ["SPINNER"] entry, the morph and Boost in-
        side the device to open up a gate to the main area of this room. There is
        a red door that leads into Plaza Access, which is a room with various tunn-
        els.  When you reach the red tunnel, you need to use Bomb Jumps to navigate
        your way to two Bomb Slots. Activate each so you can access a new part of 
        the area, and use another Bomb Jump to reach the tunnel atop the second 
        ledge. Roll down this new area and use the half-pipe to Boost to a [MISSILE
        EXPANSION (075/255)]. There is nothing you can access yet in Torvus Plaza,
        so return to Forgotten Bridge and go to the Dark Portal underneath the gate
        you opened a moment ago.
    
        : =DARK TORVUS BOG= :
        __________________________________________________________________________
        |                           =MISSION OUTLOOK=			     |
        |  OBJECTIVES                                                            |
        |  ----------						             |
        |  1. Continue exploration of Torvus Bog and Dark Torvus Bog.            |
        |									     |
        |  ITEMS								     |
        |  -----								     |
        |  1. Upgrades:    None					             |
        |  2. Modules:     None						     |
        |  3. Supplies:    Energy Tank (x1)			                     |
        |  4. Ammunition:  None			     			     |
        |  5. Temple Keys: Dark Torvus Temple Key #2			     |
        |									     |
        |  SCANS								     |
        |  -----                                                                 |
        |  1. T. Logs:     <COMPLETED>					     |
        |  2. P. Data:     <COMPLETED>				             |
        |  3. L. Lore:     None	  					     |
        |  4. Scans:       None			    			     |
        |________________________________________________________________________|
    
        The portal once again returns you to Dark Forgotten Bridge. Hop up to the
        bridge and use a Super Missile to open the gree door that leads into the
        Brooding Ground. You'll find a Light Lift Crystal in here that you need to
        shoot it with the Light Beam to make it rise so that you can reach an upper 
        ledge. Jump to the ledge and then drop down to reach a door leading to Ven-
        omous Pond. Once you reach this area, you will see the second Dark Torvus 
        Temple Key high on a ledge. First, though, you'll have to tangle with a 
        Hunter Ing. Wait until it is hovering close to the Light Lift Crystal in 
        the middle of the Dark Water, then energize the crystal with the Light Beam
        to kill (or at least severely damage) the Hunter Ing. Once it's gone, head 
        through the red door to reach a Save Station. At this point, this walk-
        through will assume that you are going to utilize the sequence break below
        for the second Dark Temple Key. Although once you have the Grapple Beam, 
        you will be returning to this room anyway as you head for the Dark Temple, 
        so being unable to get this item now really won't affect your game in any 
        way.
    
          ********************************************************************
                                    = SEQUENCE BREAK =
    
          BREAK TYPE:	Early Item
          ACQUISITION: 	Dark Torvus Temple Key #2
          TECHNIQUES:	Ghetto Jump, L-Lock Spring Space Jump
          --------------------------------------------------------------------
          Getting this key before the Grapple Beam is actually pretty easy if
          you know exactly what to do. From the Save Station door, look down 
          and just to the right to see some Ingsphere Caches. You can jump on
          top of these to reach the tallest one. The spot you have to stand on
          is very, very small, so you might have a bit of trouble actually
          reaching it unless you try a Ghetto Jump. Once you manage to balance
          on it, look up to the left towards the Dark Temple Key. Just at the
          edge of the platform is a small part that is a bit lower than the
          rest of it. Lock your view on this, then make a long L-Lock Spring
          Space Jump (like leaping off the rock spire in the first game's Geo-
          thermal Core for early acquisition of the Plasma Beam) towards the
          small lowered part. Release L at the peak of your second jump to
          give yourself a bit of a bounce, and you should just barely catch
          the edge of the platform. Hold forward on the Control Stick to bal-
          ance, then jump up to grab the second [DARK TORVUS TEMPLE KEY (2/2)]
          a little bit early. Ordinarily this would be most helpful if you
          intended on skipping the Grapple Beam item, but it never hurts to
          try and grab things early when you can.
          ********************************************************************
    
        Once you have the second Key (if not, just get it later after you have the
        Grapple Beam), take the white door to reach the lower levels of the Dark
        Torvus Temple. There are two paths to take here since you obviously won't
        be able to access the actual Temple just yet. Take the blue door off to the
        left to reach an Ammo Station, then head into the green door at the end of
        the Morph Ball Tunnel for an [ENERGY TANK (06/14)]. Grab it, then backtrack
        to Venomous Pond and take the black door to reach Portal Chamber. This is
        nearly identical to the room of the same name in Light Aether, with the
        exception that you can reach a Light Portal here. Navigate the Morph Ball
        section, then use a series of platforms to reach another tunnel that leads
        to the portal.
    
        : =TORVUS BOG= :
        __________________________________________________________________________
        |                           =MISSION OUTLOOK=			     |
        |  OBJECTIVES                                                            |
        |  ----------						             |
        |  1. Continue exploration of Torvus Bog and Dark Torvus Bog.            |
        |									     |
        |  ITEMS								     |
        |  -----								     |
        |  1. Upgrades:    None					             |
        |  2. Modules:     None						     |
        |  3. Supplies:    None				                     |
        |  4. Ammunition:  Missile Expansion (x1)	     			     |
        |  5. Temple Keys: None						     |
        |									     |
        |  SCANS								     |
        |  -----                                                                 |
        |  1. T. Logs:     <COMPLETED>					     |
        |  2. P. Data:     <COMPLETED>				             |
        |  3. L. Lore:     None	  					     |
        |  4. Scans:       None			    			     |
        |________________________________________________________________________|
    
        Entering the portal takes you to the opposite side of Portal Chamber in
        Torvus Bog, the side you couldn't reach before. From where you get dropped
        off, simply grab the [MISSILE EXPANSION (080/255)], then take the portal
        back to Dark Aether.
    
        : =DARK TORVUS BOG= :
        __________________________________________________________________________
        |                           =MISSION OUTLOOK=			     |
        |  OBJECTIVES                                                            |
        |  ----------						             |
        |  1. Continue exploration of Torvus Bog and Dark Torvus Bog.            |
        |									     |
        |  ITEMS								     |
        |  -----								     |
        |  1. Upgrades:    None					             |
        |  2. Modules:     None						     |
        |  3. Supplies:    None				                     |
        |  4. Ammunition:  None			     			     |
        |  5. Temple Keys: None						     |
        |									     |
        |  SCANS								     |
        |  -----                                                                 |
        |  1. T. Logs:     <COMPLETED>					     |
        |  2. P. Data:     <COMPLETED>				             |
        |  3. L. Lore:     None	  					     |
        |  4. Scans:       None			    			     |
        |________________________________________________________________________|
    
        There is nothing else to do in Dark Torvus Bog for now, so return to Dark
        Forgotten Bridge via Brooding Ground and use the Light Portal to return to
        Light Aether.
    
        : =TORVUS BOG= :
        __________________________________________________________________________
        |                           =MISSION OUTLOOK=			     |
        |  OBJECTIVES                                                            |
        |  ----------						             |
        |  1. Continue exploration of Torvus Bog and Dark Torvus Bog.            |
        |									     |
        |  ITEMS								     |
        |  -----								     |
        |  1. Upgrades:    None					             |
        |  2. Modules:     None						     |
        |  3. Supplies:    None				                     |
        |  4. Ammunition:  None			     			     |
        |  5. Temple Keys: None						     |
        |									     |
        |  SCANS								     |
        |  -----                                                                 |
        |  1. T. Logs:     <COMPLETED>					     |
        |  2. P. Data:     <COMPLETED>				             |
        |  3. L. Lore:     None	  					     |
        |  4. Scans:       None			    			     |
        |________________________________________________________________________|
    
        The only thing left for you to do in Torvus Bog at this point is to return
        to the Underground Transport and try to explore more of the lower levels.
        However, if you do this now, you will be blocked by a purple door that you
        can't open or a blue door that leads to Hydrodynamo Station, which in turn
        leads to another purple door. Since you need to get the item that allows
        you to first open these purple doors, take the white door to Ruined Alcove
        and return to Torvus Lagoon. From here, go to Temple Transport Access and
        take the Transport back to Temple Grounds.
    
        : =TEMPLE GROUNDS= :
        __________________________________________________________________________
        |                           =MISSION OUTLOOK=			     |
        |  OBJECTIVES                                                            |
        |  ----------						             |
        |  1. Locate specialized Luminoth Missile technology.	             |
        |									     |
        |  ITEMS								     |
        |  -----								     |
        |  1. Upgrades:    Seeker Missile Launcher			             |
        |  2. Modules:     None						     |
        |  3. Supplies:    None				                     |
        |  4. Ammunition:  None			     			     |
        |  5. Temple Keys: None						     |
        |									     |
        |  SCANS								     |
        |  -----                                                                 |
        |  1. T. Logs:     <COMPLETED>					     |
        |  2. P. Data:     <COMPLETED>				             |
        |  3. L. Lore:     The World Warped, Age of Anxiety	  		     |
        |  4. Scans:       None			   			     |
        |________________________________________________________________________|
    
        Backtrack to Path of Eyes and look near the door to find a Morph Ball Tunn-
        el. Enter it and take the rather nice shortcut to the end of the room, and
        scan the Emerald Hologram for the [LUMINOTH LORE: "THE WORLD WARPED" (12/
        41)] entry, then use the Dark Beam to move a platform out of your way. Use
        a Super Missile to open the green door that leads into Hall of Eyes, and
        take this to reach Meeting Grounds. Locate the large half-pipe and quickly
        Boost up it before the War Wasps target you, and you'll find another Morph
        Ball Tunnel next to another entry of [LUMINOTH LORE: "AGE OF ANXIETY" (13/
        41)]. Take the Morph Ball Tunnel down to a section of crumbling blocks and
        get across them with the Boost Ball. Follow this path through a new part of
        Temple Transport C (along with a few other areas) before finally rolling
        over the purple door (the kind you couldn't open in Hydrodynamo Station).
        This circuitous path takes you to the lowest levels of the Great Temple, to
        an area called the Hall of Honored Dead. This room is filled with large
        statues of Luminoth war heroes along with a floor-based concentric ring
        puzzle and four Spinners. To solve this puzzle, you need to use the Spinn-
        ers to rotate sections of the floor. Each Spinner controls two sections of
        the ring, but there are five rings to manipulate. Solve the puzzle by work-
        ing from the outer ring to the inner ring, using the four Spinners in this
        order: Violet/Cobalt/Amber/Crimson, then reverse the order and use them
        again (Crimson/Amber/Cobalt/Violet) to align all five rings correctly. This
        causes the outermost ring to rise up and the Luminoth statues will focus
        lasers on the cage in the center of the room. The cage will break, reveal-
        ing the [SEEKER MISSILE LAUNCHER] upgrade. In addition to providing you
        another expansion to your Missile complement (085/255)], you can hold the
        Y Button to "charge" your Launcher. When this happens, move the targeting
        reticle over up to five points to simultaneously launch a Missile spread
        that will "seek" towards the highlighted points. The Seeker Missiles also
        open purple doors, which you'll have to do in order to exit this area.
        Target the five points on the door and fire the Seeker Missiles to open it,
        then head back out of the Hall of Honored Dead via a new route.
    
        THE GRAVITY BOOST
        =================
        This subsection will cover your return to Torvus Bog to explore the lower
        levels to find the Gravity Boost upgrade.
    
        : =TEMPLE GROUNDS = :
        __________________________________________________________________________
        |                           =MISSION OUTLOOK=			     |
        |  OBJECTIVES                                                            |
        |  ----------						             |
        |  1. Return to Torvus Bog.					             |
        |									     |
        |  ITEMS								     |
        |  -----								     |
        |  1. Upgrades:    None					             |
        |  2. Modules:     None						     |
        |  3. Supplies:    None				                     |
        |  4. Ammunition:  None			     			     |
        |  5. Temple Keys: None						     |
        |									     |
        |  SCANS								     |
        |  -----                                                                 |
        |  1. T. Logs:     <COMPLETED>					     |
        |  2. P. Data:     <COMPLETED>				             |
        |  3. L. Lore:     M-Dhe's Testament		  		     |
        |  4. Scans:       None			    			     |
        |________________________________________________________________________|
    
        As you make your way out of the Hall of Honored Dead via the Path of Honor,
        you will have two pathways out of the area. There is a Morph Ball Tunnel
        that leads back to Meeting Grounds via Service Access, but you can also
        head to the blue door to access the Landing Site on an upper ledge that
        you couldn't reach before. Scan the dead Luminoth on the ground to gain the
        [LUMINOTH LORE: "M-DHE'S TESTAMENT" (14/41)], then hop down to your Gun-
        ship to save your game and refill all energy and ammunition. Keep in mind 
        that this is the last chance you will have to scan your ship for its Log 
        Book entry; once you return back to Torvus Bog and acquire the Dark Visor, 
        scanning your ship will only tell you the repair status. Once you have
        finished, hop back to the ledge you came from either by Space Jumping off
        your ship or using the moveable ledge below it, and go through Service
        Access to Meeting Grounds. Return through Hall of Eyes and use the short-
        cut through Path of Eyes to return to the Transport to Torvus Bog.
    
        : =TORVUS BOG =:
        __________________________________________________________________________
        |                           =MISSION OUTLOOK=			     |
        |  OBJECTIVES                                                            |
        |  ----------						             |
        |  1. Return to Torvus Bog.					             |
        |									     |
        |  ITEMS								     |
        |  -----								     |
        |  1. Upgrades:    None					             |
        |  2. Modules:     None						     |
        |  3. Supplies:    None				                     |
        |  4. Ammunition:  None			     			     |
        |  5. Temple Keys: None						     |
        |									     |
        |  SCANS								     |
        |  -----                                                                 |
        |  1. T. Logs:     <COMPLETED>					     |
        |  2. P. Data:     <COMPLETED>				             |
        |  3. L. Lore:     None				  		     |
        |  4. Scans:       None			    			     |
        |________________________________________________________________________|
    
        You'll return to Torvus Bog the same way you came in initially. Go along
        the path from Torvus Lagoon through Path of Roots into the Great Bridge
        area, then take the bridge back to Torvus Temple. Enter the elevator in
        the middle to travel to the lower level, and locate the purple door. Take
        out the five sub-locks with the Seeker Missiles and enter the next area
        to reach a Transport to Agon Wastes.
    
        : =AGON WASTES =:
        __________________________________________________________________________
        |                           =MISSION OUTLOOK=			     |
        |  OBJECTIVES                                                            |
        |  ----------						             |
        |  1. Return to Torvus Bog.					             |
        |									     |
        |  ITEMS								     |
        |  -----								     |
        |  1. Upgrades:    None					             |
        |  2. Modules:     None						     |
        |  3. Supplies:    None				                     |
        |  4. Ammunition:  None			     			     |
        |  5. Temple Keys: None						     |
        |									     |
        |  SCANS								     |
        |  -----                                                                 |
        |  1. T. Logs:     <COMPLETED>					     |
        |  2. P. Data:     <COMPLETED>				             |
        |  3. L. Lore:     None				  		     |
        |  4. Scans:       None			    			     |
        |________________________________________________________________________|
    
        The transport takes you to a room located just off of Transport Center. Use
        the Seeker Missiles to open the door and you'll find yourself high on the
        ledge. Across from you is a Dark Portal that you need to reach, and below
        you is a half-pipe that you can use the Boost Ball in. Accelerate until you
        have enough speed to reach the ledge on the other side, then head to Dark
        Aether.
    
        : =DARK AGON WASTES = :
        __________________________________________________________________________
        |                           =MISSION OUTLOOK=			     |
        |  OBJECTIVES                                                            |
        |  ----------						             |
        |  1. Return to Torvus Bog.					             |
        |									     |
        |  ITEMS								     |
        |  -----								     |
        |  1. Upgrades:    None					             |
        |  2. Modules:     None						     |
        |  3. Supplies:    None				                     |
        |  4. Ammunition:  Missile Expansion (x1)	    			     |
        |  5. Temple Keys: None						     |
        |									     |
        |  SCANS								     |
        |  -----                                                                 |
        |  1. T. Logs:     <COMPLETED>					     |
        |  2. P. Data:     <COMPLETED>				             |
        |  3. L. Lore:     None				  		     |
        |  4. Scans:       None			    			     |
        |________________________________________________________________________|
    
        Easy Expansions are the best. Your next [MISSILE EXPANSION (090/255)] is
        sitting directly in front of you. Grab it, then return to Light Aether.
    
        : =AGON WASTES= :
        __________________________________________________________________________
        |                           =MISSION OUTLOOK=			     |
        |  OBJECTIVES                                                            |
        |  ----------						             |
        |  1. Return to Torvus Bog.					             |
        |									     |
        |  ITEMS								     |
        |  -----								     |
        |  1. Upgrades:    None					             |
        |  2. Modules:     None						     |
        |  3. Supplies:    None				                     |
        |  4. Ammunition:  None			     			     |
        |  5. Temple Keys: None						     |
        |									     |
        |  SCANS								     |
        |  -----                                                                 |
        |  1. T. Logs:     <COMPLETED>					     |
        |  2. P. Data:     <COMPLETED>				             |
        |  3. L. Lore:     None				  		     |
        |  4. Scans:       None			    			     |
        |________________________________________________________________________|
    
        Now back in Transport Center, simply boost into the half-pipe to go back
        to the Transport to Torvus Bog so you can explore the subterranean level.
    
        : =TORVUS BOG= :
        __________________________________________________________________________
        |                           =MISSION OUTLOOK=			     |
        |  OBJECTIVES                                                            |
        |  ----------						             |
        |  1. Explore the underwater Hydrodynamo Area.		             |
        |									     |
        |  ITEMS								     |
        |  -----								     |
        |  1. Upgrades:    None					             |
        |  2. Modules:     None						     |
        |  3. Supplies:    None				                     |
        |  4. Ammunition:  Missile Expansion (x1)	     			     |
        |  5. Temple Keys: None						     |
        |									     |
        |  SCANS								     |
        |  -----                                                                 |
        |  1. T. Logs:     <COMPLETED>					     |
        |  2. P. Data:     <COMPLETED>				             |
        |  3. L. Lore:     Recovering Energy, The New Terror, G-Sch's Testament, |
        |		       New Weapons					     |
        |  4. Scans:       Preed, Blogg, Bloggling				     |
        |________________________________________________________________________|
    
        Returning to the Underground Transport, roll through the Morph Ball Tunnel
        to reach the blue door that leads down to Hydrodynamo Station. This is a
        large cylinder-shaped room that is mostly underwater, although the part you
        enter in on is still above the water. If you look at the map, you will see
        that the shaft runs down the center and there are three doors leading off
        to different areas that you will need to explore. For now, however, Space
        Jump up the ledges surrounding the upper part of the room. On your ascent, 
        you'll find Puffer-like enemies; scan one for the ["PREED"] Log Book entry,
        then make your way to the top to reach a red door that leads to a Save
        Station. After you're finished, drop back to the metallic walkway above the
        waterline.
    
          ********************************************************************
                                    = SEQUENCE BREAK =
    
          BREAK TYPE:	Early Items
          ACQUISITION: 	Grapple Beam, Gravity Boost
          TECHNIQUES:	Underwater Dash (x2), Ghetto Jump
          --------------------------------------------------------------------
          
          Normally, acquiring the Gravity Boost and the Grapple Beam items re-
          quire lengthy circuits around the tunnels leading away from Hydro-
          dynamo Station to reach the Gathering Hall, Catacombs, and Training
          Chamber by way of the East, West, and South Transit Tunnels. This
          allows you to eliminate much of the trip by taking advantage of an
          underwater glitch to reach the areas much earlier than intended, and
          is a great time-saver in 100% item or scan runs since you'll be able
          to get the items/scans from the other rooms eventually anyway. Read
          below for breakdowns on what to do during each trip - since both
          items are located in relative proximity to each other, these two
          breaks can be done at the same time.
     
            GRAPPLE BEAM
            ------------
            Start off heading for the Grapple Beam. Enter the water in Hydro-
            dynamo Station and move around the top ring until you find the 
            black door. Line yourself up with the platform in front of the 
            door by looking below you, and jump off into the water while both
            holding L and using the Control Stick to move to the left. Press 
            R and B to slowly turn, then use your second jump after you have 
            reached approximately a 30 degree turn, then release the Control 
            Stick while continuing to hold L, R, and B. For the second jump,
            release L and R only after tapping B. If you execute this correct-
            ly, you'll fly through the water at high speed, although because
            of your viewing angle, it is difficult to map a trajectory. The
            timing of this is key - using your second jump too soon gives you
            height and you crash into the ring above you. Using it too late
            and your second jump doesn't work because your underwater mobil-
            ity is affected. Once this works, scan the console and use the 
    	Kinetic Orb Cannon to return yourself to the top of the room. 
    	Drop back down and execute the exact same sequence to reach the 
    	console by the white door. Scan it after the Underwater Dash and
    	enter the white door to eventually reach the Gathering Hall. Use
    	the Bomb Slot in here to reach the Dark Portal to travel to Dark
    	Aether's Crypt. From here, defeat the Dark Pirate Troopers that 
    	are going to get in your path, then stand on the Spinner. Ghetto
    	Jump from the Spinner as you try to land atop the laser emitter 
    	in the center. This takes a bit of practice. Once you are on top,
    	Space Jump to reach the white door at the top which will take you
    	through the Crypt Tunnel into the Undertemple Shaft. From here, 
    	follow the same steps you would normally to make the bridge con-
    	nect to Sacrificial Chamber Tunnel, and head into Sacrificial 
    	Chamber to fight the mini-boss and recover the Grapple Beam. Once
    	you're done, return to Light Aether and go back to Hydrodynamo 
    	Station.
    
            GRAVITY BOOST
            -------------
            From here, it's incredibly simple. Since you've already scanned
            the first two consoles, just drop to the bottom of Hydrodynamo
            Station and scan the third console to raise the floor and expose
            the Hydrodynamo Shaft. From here, just head through the adjoining
            chambers to grab the Gravity Boost from the Storage Room. This
            in turn opens up a chance for you to skip the mini-boss fight,
            but that will be covered below during the "actual" path to the
            Hydrodynamo Shaft below.
    
          ********************************************************************
    
        Assuming you're not attempting to get the Grapple Beam or the Gravity Boost
        earlier than intended, drop from the metallic walkway into the water, but
        jump towards the central structure to land on a smaller circular platform.
        Although your vision is blurred, you can still rotate around the ledge to
        see three doors on ledges around the room. To get to these, you need to 
        scan consoles to extend ledges. Right now, drop to the very bottom of the
        Hydrodynamo, where you'll encounter a few large aquatic predators. Scan one
        for the ["BLOGG"] entry, then lock onto one and wait for it to open its
        mouth and charge at you. When this happens, fire a charged shot or a Miss-
        ile and then strafe out of the way quickly. Once the Bloggs are eliminated,
        you can scan a control panel to extend a ledge in front of the purple door.
        Each control panel also unlocks one of three locks at the bottom of this
        chamber. To reach the top again, roll into the central tube to reach a Kin-
        etic Orb Cannon that fires you all the way to the top. Drop back into the
        water and head to the ledge with the purple door. Jump to it and grab the
        [MISSILE EXPANSION (095/255)], then use the Seeker Missiles to open the
        door that leads into Training Access. Follow the path upwards and you'll
        see some ominous-looking blue sparkling particles. Enter the door to reach
        the Training Chamber and your fears will be confirmed when Dark Samus re-
        forms in front of you. She'll laugh evilly at you, then burst into small
        particles again and vanish. Don't worry about it now; you'll fight her
        again soon enough. 
        For now, drop into the water and fight two more Bloggs to restore power to 
        a Spinner in front of the large Luminoth statue. Using this Spinner rotates
        sections of the floor with Morph Ball Tunnels in them. Connect the red sec-
        tions first and drop into the tunnel underneath the floor to reach a black
        door. Before going through it, scan the nearby Hologram for the [LUMINOTH
        LORE: "RECOVERING ENERGY (15/41)], then head through the door to reach 
        Transit Tunnel East. This room has a series of Morph Ball pipes that you
        can reach with the Kinetic Orb Cannon. Once you reach Catacombs, drop into
        the water and fight two more Bloggs, then head across the room and locate
        the small ledge that you can use to get back above the water. Here you'll
        find a gray door and a black door. The gray one leads to Transit Tunnel
        South, but you can't open it yet, so head for the black door instead. Above
        the underwater Dark Portal you can find another Luminoth Hologram; scan it
        for the [LUMINOTH LORE: "THE NEW TERROR" (16/41)], then scan the dead Lum-
        inoth by the door for a second [LUMINOTH LORE: "G-SCH'S TESTAMENT (17/41).
        After getting these two scans, enter the black door to reach Catacombs
        Access, which leads back to Hydrodynamo Station.
        Reenter the area and you'll find another control panel you can scan that
        extends a ledge in front of you and release the second lock. The Bloggs in
        this room have been replaced with smaller versions, so scan one to get the
        ["BLOGGLING"] entry and take them out with simple charged shots. Go through
        the door you entered the first time to return to Training Chamber and use
        the Spinner this time to connect the blue Morph Ball Tunnel sections. Drop
        into the floor and travel to the white door, which leads into Transit Tunn-
        el West. This is another long tunnel with Morph Ball pipes, but strong fans
        create currents that block your forward motion. There are a series of Bomb
        Slots here for you to use that reverse the direction of the currents and
        allow you to move on. Reach the door at the other end to enter the Gather-
        ing Hall. This room is like Catacombs, but the Luminoth statue has a large
        laser beam currently focused on a section of rock. Since there's nothing to
        do on the upper level, head underwater again and fight another Blogg. Once
        you defeat it, you will find another Dark Portal protected by a gate. Scan
        the Luminoth Hologram opposite this for another [LUMINOTH LORE: "NEW WEAP-
        ONS" (18/41)], then look at the surface of the water. There are some large
        floating platforms that you can shoot with the Dark Beam to make them flip
        (almost like Puddle Spores). Flip them over, then head above the water and
        use them to cross to the other side where you can reach the platform with
        the laser and a transparent Spinner. Obviously this means that you have a
        trip to Dark Aether coming up so you can use the Spinner for something.
        Head to the other side of the room where the gray door is to find a Bomb
        Slot; activating it will remove the gate over the Dark Portal, so drop into
        the water and enter the Portal.
    
        : =DARK TORVUS BOG= :
        __________________________________________________________________________
        |                           =MISSION OUTLOOK=			     |
        |  OBJECTIVES                                                            |
        |  ----------						             |
        |  1. Activate device to move laser in Gathering Hall.	             |
        |									     |
        |  ITEMS								     |
        |  -----								     |
        |  1. Upgrades:    None					             |
        |  2. Modules:     None						     |
        |  3. Supplies:    None				                     |
        |  4. Ammunition:  None			     			     |
        |  5. Temple Keys: None						     |
        |									     |
        |  SCANS								     |
        |  -----                                                                 |
        |  1. T. Logs:     <COMPLETED>					     |
        |  2. P. Data:     <COMPLETED>				             |
        |  3. L. Lore:     None				  		     |
        |  4. Scans:       None			    			     |
        |________________________________________________________________________|
    
        The portal takes you to the Crypt, which looks like the Gathering Hall ex-
        cept that it isn't underwater. There are several Dark Pirate Commandos that
        you have to deal with in this room, so either find a place to hide until
        they disappear, or make a quick break for the central laser and use the
        Spinner to move the laser beam. Of course, at this point, you could opt to
        go for the Grapple Beam by Ghetto Jumping off the Spinner to land on top 
        of the laser emitter (and from there take the white door to Undertemple
        Shaft to the Sacrificial Chamber - for a more detailed explanation, read
        the Sequence Break section further above), but if you're interested in pro-
        ceeding normally, just move the laser and return to the Light Portal to get
        back to Light Aether.
    
        : =TORVUS BOG= :
        __________________________________________________________________________
        |                           =MISSION OUTLOOK=			     |
        |  OBJECTIVES                                                            |
        |  ----------						             |
        |  1. Explore lower Hydrochamber and retrieve Luminoth technology.	     |
        |									     |
        |  ITEMS								     |
        |  -----								     |
        |  1. Upgrades:    Gravity Boost				             |
        |  2. Modules:     None						     |
        |  3. Supplies:    None				                     |
        |  4. Ammunition:  None			     			     |
        |  5. Temple Keys: None						     |
        |									     |
        |  SCANS								     |
        |  -----                                                                 |
        |  1. T. Logs:     <COMPLETED>					     |
        |  2. P. Data:     <COMPLETED>				             |
        |  3. L. Lore:     None				  		     |
        |  4. Scans:       *Alpha Blogg*		    			     |
        |________________________________________________________________________|
    
        Returning to the Gathering Hall, you will see that the laser has moved and
        cracked a part of the wall, revealing a Missile Expansion. However, you 
        still can't get it because it is behind a forcefield. But you can access a
        Kinetic Orb Cannon that shoots you to a ledge with a white door that takes
        you to Gathering Access. Take this to reach the final part of Hydrodynamo
        Station, where you can scan the third and final console. This extends the
        bridge in front of you and releases the final lock at the bottom of the
        central shaft. This in turn disables the Kinetic Orb Cannon at the bottom,
        but raises the bottom out and exposes a new area. Fall to the bottom and
        enter the blue door to reach the Hydrodynamo Shaft. As you make your way 
        down the series of ledges, you can shoot a school of Hydlings for energy 
        and ammo refills, and you can look to your left to see a gigantic creature 
        swimming in a cage. Scan this now to get the [*"ALPHA BLOGG"*] Log Book 
        entry so you don't have to during the upcoming fight, and head through the 
        door at the bottom to reach Main Hydrochamber. This room contains a ledge
        that you can't reach, but has a blue door at the bottom that leads to the
        Hydrochamber Storage where you can finally find the [GRAVITY BOOST] up-
        grade. Grabbing this adds the necessary shielding to your suit that allows
        you to freely navigate underwater and adds special thrusters that let you
        drift upward after an underwater Space Jump. Once you have this item, you 
        can leave this room and return to the Main Hydrochamber. Immediately, the 
        walls will rotate to lock you in, and the next mini-boss fight will begin.
    
          ********************************************************************
                                    = SEQUENCE BREAK =
    
          BREAK TYPE:	Boss Skip
          ACQUISITION: 	Gravity Boost w/o Alpha Blogg
          TECHNIQUES:	Bomb Space Jump
          --------------------------------------------------------------------
          This break allows you to get out of the Alpha Blogg battle once you
          have picked up the Gravity Boost. If you're doing this for a 100%
          scan game, you needn't worry since you can scan the Alpha Blogg as
          it swims around in its chamber. To do this, lock onto the Alpha
          Blogg as it starts its opening attack. Lure it over to where it is
          directly beneath the first platform, then stand still so it will 
          prepare its charging attack. Dodge the small sonic bursts and dash
          out of the way as it hurtles towards you. When it gets stuck in the
          wall, morph against the wall and press towards it. Execute a Bomb
          Jump and hit X to try and trigger an instant unmorph. If it works,
          then just Space Jump and activate the Gravity Boost to make it to
          the first platform, then Space Jump and Gravity Boost a second time
          to reach the second ledge. Exit the Main Hydrochamber and proceed
          back to Hydrodynamo Station as you would normally.
          ********************************************************************
    
        Of course, if you feel like fighting the Alpha Blogg or can't get the Bomb
        Space Jump to work, just read below for the mini-boss strategy.
    
          MINI-BOSS BATTLE: ALPHA BLOGG
          -----------------------------
          The Alpha Blogg, like the Alpha Splinter before it, is simply a large
          Blogg. It has a number of potent sonic and biting attacks and it will 
          charge at you often. Read below for Normal and Hard Mode strategies for 
          eliminating this mini-boss.
    
          [NORMAL MODE]
          You should stay as far away from the Alpha Blogg as possible in order to
          have enough time to dodge its array of attacks. Usually it will fire off
          sonic blasts across the screen that will cause your Visor to blur and
          temporarily disable your weapons. The attack you want to watch out for
          most, however, is its charge move. It will telegraph this attack by mov-
          ing its jaws around a few times, then fly across the screen. Before you
          dodge, you need to either fire a Super Missile directly at the open mouth
          or use charged Dark Beam shots - the Dark Beam inflicts the most damage,
          but it's also harder to hit with. Keep circling the room taking advantage
          of your opportunities to attack, and this mini-boss will fall before too
          long.
    
          [HARD MODE]
          The Alpha Blogg is a little bit quicker in this mode, although its attack
          patterns remain the same. You, of course, will take more damage from its
          charge attack, and its sonic blasts will render you useless for a longer
          period of time. Continue to use charged Dark Beam blasts when its about
          to charge, and you shouldn't have too many problems defeating it.
         
        Defeating the Alpha Blogg will unlock the walls and stop the rotors from
        turning. Use your Gravity Boost to ascend through the water to the first
        ledge you see. Continue Boosting to each additional ledge to reach the door
        at the top that leads back to the bottom of Hydrodynamo Shaft.  
    
        THE GRAPPLE BEAM
        ================
        This subsection will go over your investigation of the remainder of the
        lower regions of Torvus Bog, including your trips into Dark Aether to re-
        cover your Grapple Beam ability.
    
        : =TORVUS BOG= :
        __________________________________________________________________________
        |                           =MISSION OUTLOOK=			     |
        |  OBJECTIVES                                                            |
        |  ----------						             |
        |  1. Explore Undertemple and recover Grapple Beam.		             |
        |									     |
        |  ITEMS								     |
        |  -----								     |
        |  1. Upgrades:    None					             |
        |  2. Modules:     None						     |
        |  3. Supplies:    None				                     |
        |  4. Ammunition:  None			     			     |
        |  5. Temple Keys: None						     |
        |									     |
        |  SCANS								     |
        |  -----                                                                 |
        |  1. T. Logs:     <COMPLETED>					     |
        |  2. P. Data:     <COMPLETED>				             |
        |  3. L. Lore:     None	  					     |
        |  4. Scans:       None			    			     |
        |________________________________________________________________________|
    
        Use the Hydlings to refill any lost energy or ammo as you reenter Hydro-
        dynamo Shaft. Before going up, though, turn and look above the door that
        leads to the Main Hydrochamber. There is a ledge above you that you can now
        reach with the Gravity Boost that leads to a Dark Portal.
    
        : =DARK TORVUS BOG= :
        __________________________________________________________________________
        |                           =MISSION OUTLOOK=			     |
        |  OBJECTIVES                                                            |
        |  ----------						             |
        |  1. Explore Undertemple and recover Grapple Beam.		             |
        |									     |
        |  ITEMS								     |
        |  -----								     |
        |  1. Upgrades:    None					             |
        |  2. Modules:     None						     |
        |  3. Supplies:    None				                     |
        |  4. Ammunition:  None			     			     |
        |  5. Temple Keys: Dark Torvus Temple Key #3			     |
        |									     |
        |  SCANS								     |
        |  -----                                                                 |
        |  1. T. Logs:     <COMPLETED>					     |
        |  2. P. Data:     <COMPLETED>				             |
        |  3. L. Lore:     None	  					     |
        |  4. Scans:       None			    			     |
        |________________________________________________________________________|
        
        As you enter Undertemple Access, you'll practically run right into the last
        [DARK TORVUS TEMPLE KEY (3/3)]. Grab it, then head right back through the 
        portal since there is nothing else you can do in this part of Dark Aether.
    
        : =TORVUS BOG= :
        __________________________________________________________________________
        |                           =MISSION OUTLOOK=			     |
        |  OBJECTIVES                                                            |
        |  ----------						             |
        |  1. Explore Undertemple and recover Grapple Beam.		             |
        |									     |
        |  ITEMS								     |
        |  -----								     |
        |  1. Upgrades:    None					             |
        |  2. Modules:     None						     |
        |  3. Supplies:    Energy Tank (x1)			                     |
        |  4. Ammunition:  None			     			     |
        |  5. Temple Keys: None						     |
        |									     |
        |  SCANS								     |
        |  -----                                                                 |
        |  1. T. Logs:     <COMPLETED>					     |
        |  2. P. Data:     <COMPLETED>				             |
        |  3. L. Lore:     None	  					     |
        |  4. Scans:       Dark Blogg		    			     |
        |________________________________________________________________________|
    
        Now that you have all three Dark Torvus Temple Keys, you can go to the Dark
        Torvus Temple and challenge the boss, but you should first make a circuit
        around the remainder of the lower level to acquire the Grapple Beam. It is
        entirely possible to defeat the Chykkas without it, but it does make the
        fight much easier, and you need the Grapple Beam eventually anyway. To get
        to where you need to go, you can go to the top of Hydrodynamo Station to
        save, or continue your exploration of the side paths since your movement in
        water is no longer hindered. Start off in Hydrodynamo Station and take the
        blue door into Training Access and head to the Training Chamber. As you
        enter, the Bloggs (or Blogglings, depending on the weather) will
        be possessed by the Ing. Scan this new creature for the ["DARK BLOGG"] 
        entry, then defeat them like normal Bloggs. The benefit you have this time
        is that Dark Bloggs lose their sonic abilities, so all you have to worry
        about is the charging attack. On the other hand, you have to face both of
        them at the same time. Try to keep both in sight and dodge when one flies
        at you. Once they're defeated, use the Spinner to move the floor sections
        to again connect the red track. Drop into the Morph Ball Tunnel to go back
        to Transit Tunnel East to reach the Catacombs. Since you now have the Grav-
        ity Boost, navigation through here is much easier. When you reach the area
        with the vertical tubes, roll as far left as you can to reach a Bomb Slot.
        Activate it, then roll to the right past two tubes and use an Underwater
        Double Bomb Jump by slightly altering the timing of your Bomb placement 
        (set the second just before the apex of your first jump, and the third be-
        fore the apex of your second jump) to reach a second Bomb Slot. Activate
        this one and roll left past two more tubes, then use another Underwater DBJ
        before the timer expires to reach a platform with an [ENERGY TANK (07/14)].
        Once you have it, continue on through the rest of the Transit Tunnel to 
        reach the Catacombs. In here, you'll fight two Grenchlers. Defeat them 
        either in the water or above it, then use the Gravity Boost to reach a Bomb
        Slot underwater that will remove the barrier over a nearby Dark Portal.
    
        : =DARK TORVUS BOG= :
        __________________________________________________________________________
        |                           =MISSION OUTLOOK=			     |
        |  OBJECTIVES                                                            |
        |  ----------						             |
        |  1. Explore Undertemple and recover Grapple Beam.		             |
        |									     |
        |  ITEMS								     |
        |  -----								     |
        |  1. Upgrades:    Grapple Beam				             |
        |  2. Modules:     None						     |
        |  3. Supplies:    None				                     |
        |  4. Ammunition:  Missile Expansion (x1)	     			     |
        |  5. Temple Keys: None						     |
        |									     |
        |  SCANS								     |
        |  -----                                                                 |
        |  1. T. Logs:     <COMPLETED>					     |
        |  2. P. Data:     <COMPLETED>				             |
        |  3. L. Lore:     None	  					     |
        |  4. Scans:       Dark Grenchler		    			     |
        |________________________________________________________________________|
    
        The Dark Portal takes you to the Dungeon where you'll meet Ing-possessed
        versions of the regular Grenchlers. Scan one for the Log Book as a ["DARK
        GRENCHLER"], then fight them as you would a regular one, substituting the
        Light Beam for the Dark Beam here. Once they're gone, take the black door
        to reach Undertransit Two, which is sort of like Transit Tunnel East back
        in Light Aether, only here you need to maneuver through the tunnels while
        avoiding being crushed by giant pistons. Get past this area and you'll find
        a black door leading to the Sacrificial Chamber, Dark Torvus' version of
        the Training Chamber. There are two floors to this room - you need to reach
        the upper area since you enter on the lower floor. First take out the Hunt-
        er Ing by energizing a safe zone, then work on making your way towards the
        white door on the other side. This door takes you to Undertransit One,
        another set of Morph Ball Tunnels, only these are more horizontal than the
        vertical ones you've seen before. There are three tunnels layered on top of
        each other with invisible breaks that will drop you to the pipe below. Use
        the window sections in each pipe to keep track of your location. As you
        make your way through using Bomb Jumps, go as far left as you can outside
        the Light Zone and you can use a Bomb Jump to go right to reach a [MISSILE
        EXPANSION (100/255)]. Go left where the path "splits" to reach the end of
        this tunnel that leads to the Crypt. This time, you'll enter the room on
        the upper portion that leads to a large laser emitter. Now there are two
        ways to go about getting out of this room. The first one is to go normally
        and use the Dark Beam on the crystal to lower the energy shield, which in
        turn will cause platforms to come out of the walls and trigger a Dark Pir-
        ate Trooper fight. You can then use these platforms to navigate the room 
        to reach the white door at the top. The second method is a bit faster: 
        there is a Spinner next to the laser emitter - stand on the Spinner and try
        to Ghetto Jump off of it to land on top of the emitter. Balance on it, then
        rotate and Space Jump to the white door. Take this to reach the Crypt Tunn-
        el, a room filled with Darkling Tentacles. Get through this room to reach
        the Undertemple Shaft - Dark Torvus' version of Hydrodynamo Station.
        This room is laid out the same as Hydrodynamo Station with the absence of
        any water. Drop to the bottom and ignore the Hunter Ing as you use the 
        ledges to reach a Kinetic Orb Cannon. Have it fire you to the top of the
        room, where you can use the red door to reach a Save Station if you need to
        save. Drop down from the top to the metal walkway lining the room, and fall
        into the small opening to reach a small walkway going into the cage in the
        center of the Shaft. There is a dead Luminoth here, but it doesn't hold a
        Lore entry, so ignore it; instead, activate the Bomb Slot to rotate part of
        the walkway over to a new door. Take the walkway to the newly-accessible
        blue door to reach Sacrificial Chamber Tunnel, a room with many Ingsphere
        Caches as well as patches of Venom Weed. Use the Caches to refill Light
        Beam Ammo and energy, then proceed past the Venom Weed to reach Sacrificial
        Chamber, where you'll fight the next mini-boss.
    
          MINI-BOSS BATTLE: GRAPPLE GUARDIAN
          ----------------------------------
          The Grapple Guardian is what would seem to be an Alpha Grenchler (though
          no such scan exists for the Log Book) that has been possessed by the Ing
          who stole your Grapple Beam abilities. Read below for Normal and Hard
          Mode strategies for eliminating this Sub-Guardian.
    
          [NORMAL MODE]
          Although this Grenchler is larger than the others, it still has a weak-
          ness in its back shell. The Grapple Guardian will use charging and biting
          attacks as well as the Grapple Beam which can latch onto anything made of
          metal (i.e. you). Start off scanning it to add the [*"GRAPPLE GUARDIAN"*]
          entry to the Log Book; doing so also exposes its weak point in its eye.
          Fire at the eye to work on stunning the creature; when you successfully
          stun it, lock on and strafe-dash around to the Guardian's back and pound
          at its shell with a Super Missile or regular Missiles - whichever you can
          get out faster. What you should do next is try to stand near one of the
          two power generators in this chamber and bait the Grapple Guardian into
          using its Grapple attack so it gets stuck to the metallic object. If you
          do this and don't get grabbed by the beam, you can get behind the beast
          and fire away with the Light Beam for heavy damage. If you do get caught
          in the Grapple Beam, fire at its eye directly with a Super Missile to
          free yourself. After inflicting enough damage, the Grapple Guardian's 
          outer shell will break and its attack pattern will change. Instead of the
          natural shell, the creature will surround its vulnerable spot with Grapp-
          le energy and its only weak spot will be its eye. Fire at this rapidly
          with the Power Beam or Missiles to stun it, then switch to the Light Beam
          and again rapidly pound away at its eye to cause damage. After a few more
          rounds, the Grapple Guardian will succumb to your onslaught and you'll be
          victorious.
    
          [HARD MODE]
          Like other bosses which go through "phases", nothing changes much except
          for the amount of damage you receive and what you must dish out to the
          Guardian in return. The Grapple Guardian is much more protective in this
          mode of its rear shell and takes a lot more punishment overall before
          being stunned. Its weak point is also vulnerable for a shorter amount of
          time, meaning this battle is going to be prolonged. Try to force the
          Guardian to latch to the power generators as much as possible so you can
          have the most time possible to attack its shell. Once you destroy the
          shell, strafe back and forth while firing Missiles until you can inflict
          damage, at which point spam away on the Light Beam. Resort to Super Miss-
          iles if you run out of ammo, and you'll eventually beat it.
    
        The Grapple Guardian leaves behind your [GRAPPLE BEAM] upgrade for you to
        return to your inventory, and the floor you're on will descend to the lower
        level that you first entered on. Of course, this is a means to an end to
        get you reacquainted with your swinging abilities, so climb up the nearby
        debris pile and look at the ceiling. Scan the ["GRAPPLE POINT"] up at the
        top, then wait for the icon to glow and press L to use the Grapple Beam to
        attach to the point. Swing to the ledge across from you, then return to the
        Undertemple Shaft. You're finished exploring this area for now, and since
        you have all of the necessary equipment to go to the Dark Torvus Temple 
        (unless you didn't get the second Dark Temple Key from Venomous Pond earli-
        er with the L-Lock Spring Space Jump trick, in which case you can grab it 
        on your way to the Dark Temple). First, though, return to Crypt by way of 
        Undertransit One and use the Light Portal to go back to Light Aether.
    
        THE DARK VISOR
        ==============
        This subsection will go over your return to the Dark Torvus Temple to fight
        the guardian, the Chykkas, for Dark Torvus' energy controller.
    
        : =TORVUS BOG= :
        __________________________________________________________________________
        |                           =MISSION OUTLOOK=			     |
        |  OBJECTIVES                                                            |
        |  ----------						             |
        |  1. Return Dark Temple Keys to Dark Torvus Temple.	             |
        |									     |
        |  ITEMS								     |
        |  -----								     |
        |  1. Upgrades:    None					             |
        |  2. Modules:     None						     |
        |  3. Supplies:    None				                     |
        |  4. Ammunition:  Missile Expansion (x3)	     			     |
        |  5. Temple Keys: None						     |
        |									     |
        |  SCANS								     |
        |  -----                                                                 |
        |  1. T. Logs:     <COMPLETED>					     |
        |  2. P. Data:     <COMPLETED>				             |
        |  3. L. Lore:     The Ing Attack 					     |
        |  4. Scans:       Dark Grenchler		    			     |
        |________________________________________________________________________|
    
        The portal takes you back to the Gathering Hall. Make your way back to
        Hydrodynamo Station and return to Torvus Temple. From there, make your way
        back to Great Bridge, where you'll have to engage a few more Dark Pirate
        Commandos. Head through the white door to reach Abandoned Worksite, and use
        either the Grapple Point (easier) or some small indentations in the walls
        (harder) to reach a [MISSILE EXPANSION (105/255)]. If you use the Space
        Jump method, you can get this at any time, technically, but having the
        Grapple Beam makes it much easier. Once you've grabbed it, return to Great
        Bridge and take the blue door to reach Path of Roots. In here is an Emerald
        Hologram; scan it for the [LUMINOTH LORE: "THE ING ATTACK" (19/41)], then 
        work your way around the room to the other side behind the Sporb, where you
        can use the Grapple Point to grapple over to another [MISSILE EXPANSION 
        (110/255)]. Now take the door back to Torvus Lagoon. Head to the side you
        started on and go under the water, then turn until you see a small alcove
        by some Venom Weed. Use the Gravity Boost to float over the Venom Weed and
        you can grab a third [MISSILE EXPANSION (115/255)]. Now take the pathway
        to Forgotten Bridge and use the Dark Portal.
    
        : =DARK TORVUS BOG= :
        __________________________________________________________________________
        |                           =MISSION OUTLOOK=			     |
        |  OBJECTIVES                                                            |
        |  ----------						             |
        |  1. Return Dark Temple Keys to Dark Torvus Temple.	             |
        |									     |
        |  ITEMS								     |
        |  -----								     |
        |  1. Upgrades:    Dark Visor				             |
        |  2. Modules:     None						     |
        |  3. Supplies:    None				                     |
        |  4. Ammunition:  Beam Ammo Expansion (x1)	     			     |
        |  5. Temple Keys: None						     |
        |									     |
        |  SCANS								     |
        |  -----                                                                 |
        |  1. T. Logs:     <COMPLETED>					     |
        |  2. P. Data:     <COMPLETED>				             |
        |  3. L. Lore:     None						     |
        |  4. Scans:       *Chykka Larva*, *Dark Shredder*, *Chykka Adult*, *Dark|
        |		       Chykka*, *Chykling*				     |
        |________________________________________________________________________|
    
        Back in Dark Forgotten Bridge, take the door into Brooding Ground and use
        it to access Venomous Pond. From here, go through the black door into Port-
        al Chamber and head into Poisoned Bog. Another Hunter Ing awaits you in
        this room, but you can try to ignore it as you Space Jump up to a ledge 
        with a purple door. Open it with the Seeker Missiles and head into Cache A
        to claim a [BEAM AMMO EXPANSION (2/4)], increasing your ammo count to 150
        units! Backtrack out of Poisoned Bog and return to Venomous Pond. If you
        didn't get the Dark Torvus Temple Key earlier, grapple across to it now
        since you're right next to the entrance to Dark Torvus Temple. If you do
        already have it, then simply visit the Save Station first, then enter the
        white door to reach Dark Torvus Temple Access. From here, proceed down the
        hallway to reach the Dark Temple. There will be a swirling red light for
        you to stand in that will begin the sequence of returning the three Dark
        Temple Keys to their places. After they are all in place, the gate will
        unlock and you can proceed into the Temple area. Dark Water will pour into
        the room, raising the platform you're standing on. After the water stops,
        you'll see a gigantic cocoon suspended on the wall in front of you. Its
        held in place by four supports which you have to knock down with either the
        Seeker Missiles or take them down with charged Power Beam shots. This is
        also the exact point where you can trigger the "Floaty Jump" glitch (temp-
        orary moon jump-like effect) by standing in the Dark Water when you break 
        the final support. After all four are broken, the cocoon falls into the 
        water and breaks, beginning the next major boss fight.
    
          BOSS BATTLE: CHYKKAS
          --------------------
          The Chykkas are the dark guardians of Dark Torvus Bog. This is a three-
          part boss battle with five different Log Book scans. Read below for Nor-
          mal and Hard Mode strategies for taking this group of bosses out.
    
          [NORMAL MODE]
          This battle proceeds in a series of individual phases, during which time
          you fight different forms and mutations of the Chykkas. The first phase 
          will be against the infant version, the Chykka Larva. Below is an explan-
          ation of each phase and what you need to do in each one.
          1. PHASE 1: CHYKKA LARVA
             After the cocoon drops into the water, it will break and release the
             large water-based infant version. Scan it as it swims around for the
             [*"CHYKKA LARVA"*] entry, then focus on tracking it as it moves around
             the central platform you're standing on. As it swims around, a new 
             kind of creature will spring out of the water - scan one of them for 
             the [*"DARK SHREDDER"*] entry, then fire the Power Beam at them for 
    	 health and ammo refills. Eventually, the Chykka Larva will do one of 
     	 two things - either leap high in the air and crash back into the Dark 
    	 Water or it will mount the platform and try to attack you directly. If
             it leaps, target its stomach and fire away with regular Light Beam 
             shots. Don't waste time charging because you'll probably miss, and you
             want to cause rapid damage during this phase. If it mounts the plat-
             form, you'll probably be ensnared by its tongue and get dragged tow-
             ards it. Fire charged Light Beam shots at it this time to get it to 
             let you go (or fire a Super Missile directly into its mouth). Watch 
             out for the splashing Dark Water and move left and right to avoid the 
             acid bursts that it spits. This phase ends when you've completely de-
             pleted the Chykka Larva's health meter.
          2. PHASE 2: CHYKKA ADULT
             With the death of the infant, a new Chykka monster bursts out of a
             cocoon on the wall as the large central platform splits into three
             smaller platforms. Lock on and scan the new Chykka for the [*"CHYKKA 
             ADULT"*] entry, then focus on targeting this aerial form. The Chykka
             Adult resembles a large dragonfly and hovers back and forth while
             either charging at you or spitting a wide swath of acid at you. The
             Chykka Adult is a creature of light (why it lives in the Dark World is
             a mystery) and is therefore weak to the Dark Beam. Your best bet is
             to get in close because the Dark Beam's slow rate of fire coupled with
             the Chykka Adult's fast rate of speed can make you easily miss, and
             you don't want to waste Beam Ammo. After you've dealt enough damage to
             the Chykka Adult, you'll stun it and it will remain suspended in the
             air. You have a very limited amount of time to find the nearest Grapp-
             le Point, swing over to the Chykka Adult so that you're facing it, and
             target the four glowing red points on its wings with the Seeker Miss-
    	 ile. Target all four of the points and hit them simultaneously to in-
             jure the Chykka Adult.
          3. PHASE 3: DARK CHYKKA
             Injuring the Chykka Adult causes it to fall into the Dark Water. It
             will emerge after being possessed by the Ing and become a new scan
             entry. Scan it quickly for the [*"DARK CHYKKA*] entry and you'll find
             that this form is much easier. Now you can just target its enlarged
             thoracic sac and pound away with the Light Beam to rapidly cause dam-
             age. During this phase, the Dark Chykka will periodically release
             a swarm of enemies from its thorax - scan one for the [*"CHYKLING"*]
             entry and fire at them while alternating your Beams to collect Ammo
             for both beams. After whittling down its energy a bit more, you'll
             injure the Dark Chykka enough that the Ing possession will end and 
             you'll reset to Phase 2 against the regular Chykka Adult.
          4. PHASE 4: ALTERNATING CHYKKA AND DARK CHYKKA
             The fight will start again with Phase 2. Damage the Chykka Adult until
             you stun it again, then grapple over and target its wings with the 
             Seeker Missiles. Injuring it again will cause the Ing to repossess the
             creature and turn it back into Dark Chykka. Pummel away at it now with
             the Light Beam until you eventually kill this monster.
    
          [HARD MODE]
          This battle proceeds in the same order as the Normal Mode fight, only
          all of the Chykka forms will cause much more damage to you. The Chykka
          Larva will mount the platform and try to eat you more often, and it is
          harder to avoid its acidic attacks. Once you fight the Adult, you must be
          quicker on the draw because the Chykka Adult will stay stunned for a much
          shorter period of time and it will be much harder to actually hit. Iron-
          ically, the Dark Chykka phase is still the easiest because you can pound
          away with Light Beam shots to cause massive damage. You will probably
          have to go three alternating rounds between the Adult and its Dark vers-
          ion, though, before completely depleting its health.
    
        Defeating all of the Chykkas causes the center platform to return to one
        piece and reveals a new upgrade in the middle. Claim the [DARK VISOR] and
        you'll be able to view objects that are in dimensional flux or invisible
        to the current timespace - basically a cooler X-Ray Visor. You'll use this
        item immediately as a series of ledges rises up within the Dark Temple,
        but become invisible. Navigate the ledges up to reach the door at the top,
        and head into the Energy Controller to take Dark Torvus' energy. Remember
        that if you're going for 100%, Dark Agon's and the Ing Hive's energy is all
        that you need to take (Dark Agon's to spawn sonic emitters later in Mining
        Plaza and the Ing Hive's for the Light Suit). Dark Torvus' energy doesn't
        seem to affect anything, so you can just enter the Controller which is two
        "rooms" away from the Dark Torvus Temple (thus reloading the room), and 
        go back without doing anything. This way you don't have to make the lengthy
        side trip back to Torvus Temple (or for that matter, to the Great Temple);
        you can head straight to Sanctuary Fortress. Whatever you decide to do,
        exit the Dark Torvus Temple and backtrack through Venomous Pond to Dark
        Forgotten Bridge and use the portal there to return to Light Aether.
    
        : =TORVUS BOG= :
        __________________________________________________________________________
        |                           =MISSION OUTLOOK=			     |
        |  OBJECTIVES                                                            |
        |  ----------						             |
        |  1. Return energy to Torvus Temple.			             |
        |									     |
        |  ITEMS								     |
        |  -----								     |
        |  1. Upgrades:    None					             |
        |  2. Modules:     None						     |
        |  3. Supplies:    None				                     |
        |  4. Ammunition:  None			     			     |
        |  5. Temple Keys: None						     |
        |									     |
        |  SCANS								     |
        |  -----                                                                 |
        |  1. T. Logs:     <COMPLETED>					     |
        |  2. P. Data:     <COMPLETED>				             |
        |  3. L. Lore:     None						     |
        |  4. Scans:       None						     |
        |________________________________________________________________________|
     
        You'll emerge in Forgotten Bridge. Fight any Dark Pirate Commandos or Dark
        Pirate Troopers that appear in this area using your new Dark Visor. This
        helps immensely against the Dark Commandos since you can now see when they
        phase out of normal space. Backtrack to Torvus Temple and restore the ener-
        gy to the Temple and the Luminoth Sentinel will thank you for your courag-
        eous efforts. Now it's time to leave this place and return to U-Mos for
        your next goal. Start off heading back to the entrance to Torvus Bog by
        way of Great Bridge. Some Dark Pirate Commandos will lock you in, so dust
        them off with the Dark Visor and Light Beam. Once you're done, backtrack
        to Torvus Lagoon and head for the Transport to Temple Grounds.
    
        : =TEMPLE GROUNDS= :
        __________________________________________________________________________
        |                           =MISSION OUTLOOK=			     |
        |  OBJECTIVES                                                            |
        |  ----------						             |
        |  1. Return to the Great Temple for your next mission.	             |
        |									     |
        |  ITEMS								     |
        |  -----								     |
        |  1. Upgrades:    None					             |
        |  2. Modules:     None						     |
        |  3. Supplies:    None				                     |
        |  4. Ammunition:  None			     			     |
        |  5. Temple Keys: None						     |
        |									     |
        |  SCANS								     |
        |  -----                                                                 |
        |  1. T. Logs:     <COMPLETED>					     |
        |  2. P. Data:     <COMPLETED>				             |
        |  3. L. Lore:     None						     |
        |  4. Scans:       None						     |
        |________________________________________________________________________|
    
        Exit Torvus Bog back into Temple Grounds and make your way through the 
        large room back into the Meeting Grounds. Here, deal with a few more Dark
        Pirate Commandos and take the elevator up to the Great Temple.
    
        : =GREAT TEMPLE= :
        __________________________________________________________________________
        |                           =MISSION OUTLOOK=			     |
        |  OBJECTIVES                                                            |
        |  ----------						             |
        |  1. Speak to U-Mos for your next mission.	        		     |
        |									     |
        |  ITEMS								     |
        |  -----								     |
        |  1. Upgrades:    None					             |
        |  2. Modules:     None						     |
        |  3. Supplies:    None				                     |
        |  4. Ammunition:  Missile Expansion (x1)	     			     |
        |  5. Temple Keys: None						     |
        |									     |
        |  SCANS								     |
        |  -----                                                                 |
        |  1. T. Logs:     <COMPLETED>					     |
        |  2. P. Data:     <COMPLETED>				             |
        |  3. L. Lore:     None						     |
        |  4. Scans:       None						     |
        |________________________________________________________________________|
    
        Return to the Temple Sanctuary and take the elevator up to the Main Energy
        Controller to meet once more with U-Mos. He'll tell you that the final 
        Energy Controller lies high in the Luminoth's Sanctuary Fortress - the site
        of their final stand against the Ing. He warns you that once the machines
        served the Luminoth - now many of them serve the Ing and will view you as
        an enemy. Finish listening to him and return to the Temple Sanctuary to
        unlock the Emerald Hologram that leads into Transport A Access. There is
        a Save Station to the right here - use it if you want, but you should first
        look for a small pile of rocks. Set a Morph Ball Bomb and roll underneath
        the Save Station for a [MISSILE EXPANSION (120/255)]. Once you're finished
        saving your game, continue back down to Temple Grounds.
    
        : =TEMPLE GROUNDS= :
        __________________________________________________________________________
        |                           =MISSION OUTLOOK=			     |
        |  OBJECTIVES                                                            |
        |  ----------						             |
        |  1. Return to the Great Temple for your next mission.	             |
        |									     |
        |  ITEMS								     |
        |  -----								     |
        |  1. Upgrades:    None					             |
        |  2. Modules:     None						     |
        |  3. Supplies:    None				                     |
        |  4. Ammunition:  Missile Expansion (x1)	     			     |
        |  5. Temple Keys: None						     |
        |									     |
        |  SCANS								     |
        |  -----                                                                 |
        |  1. T. Logs:     <COMPLETED>					     |
        |  2. P. Data:     <COMPLETED>				             |
        |  3. L. Lore:     The Sky Temple					     |
        |  4. Scans:       Luminoth Turret					     |
        |________________________________________________________________________|
    
        This transport takes you to Sacred Path near what you explored at the start
        of the game. Eliminate the War Wasps in here and proceed towards Sacred
        Bridge. Earlier in the game you had to use this bridge to proceed, but now
        that the bridge is up, you can't seem to get past it. Unless, that is, you
        look at it with the Dark Visor to see five controls around the bridge.
        Target each with the Seeker Missile and fire simultaneously to release the
        locks and bring the bridge back down. This will take you back to the GFMC
        Compound, where some nosy Space Pirates are prowling around. Eliminate
        them quickly and stand on the upper part of the cliff near the yellow door
        and look out so that you're facing the front part of the GFMC ship. You 
        can use a long L-Lock Spring Space Jump out towards the ship and barely
        catch the edge; hold forward as you land if you manage to get on top of 
        the ship, and you can traverse the length of it to find a [MISSILE EXPAN-
        SION (125/255)] at the end. If you can't make it, come back here after you
        have the Screw Attack and get it then. Drop down to ground level and scan
        the Emerald Hologram to open the path to Fortress Transport Access. Just
        inside the door is a powerful ["LUMINOTH TURRET"]. These are like the Auto
        Defense Turrets from the first game and pack a bit of a punch, so hide be-
        hind a wall and inch out only to fire Missiles at it. Destroy it, then 
        move on to find a strange column of yellow light. Standing in it seems to
        do nothing, so ignore it for now and scan the hologram at the end for the
        [LUMINOTH LORE: "THE SKY TEMPLE" (20/41)]. Proceed on through the next door
        to reach the Transport leading to the Sanctuary Fortress.
    
    
      8D. THE FORTRESS IN THE SKY
      ---------------------------
      This section details the fourth part of this walkthrough as you make your way
      through the aerial Sanctuary Fortress and its twisted dark counterpart, the
      Ing Hive as you attempt to claim the Hive's energy. The strongest mechanoids 
      and Ing dwell in this region, but fortunately you will accumulate a number of
      powerful upgrades during this part.
    
        THE SPIDER BALL
        ===============
        This subsection will go over your initial exploration of Sanctuary Fortress
        and your recovery of your Spider Ball ability.
    
        : =SANCTUARY FORTRESS= :
        __________________________________________________________________________
        |                           =MISSION OUTLOOK=			     |
        |  OBJECTIVES                                                            |
        |  ----------						             |
        |  1. Conduct initial reconnaissance of Sanctuary Fortress.		     |
        |									     |
        |  ITEMS								     |
        |  -----								     |
        |  1. Upgrades:    None					             |
        |  2. Modules:     None						     |
        |  3. Supplies:    None				                     |
        |  4. Ammunition:  Missile Expansion (x1)	     			     |
        |  5. Temple Keys: None						     |
        |									     |
        |  SCANS								     |
        |  -----                                                                 |
        |  1. T. Logs:     <COMPLETED>					     |
        |  2. P. Data:     <COMPLETED>				             |
        |  3. L. Lore:     None						     |
        |  4. Scans:       Octopede, Rezbit, Quad MB, Quad CM		     |
        |________________________________________________________________________|
    
        As you get off the Transport into Sanctuary Entrance, you'll find yourself
        in a room surrounded by advanced Luminoth technology. Head down the long
        hallway and you'll find more Luminoth Turrets Take them out and scan the
        nearby panel to rotate the large ring. Keep going down the hallway and get
        past the Serenity Class Drones, then use the Spinner to rotate a second
        ring. After rotating the ring, you'll be able to proceed into the large
        open area of the Sanctuary Entrance. In the distance is the actual Fortress
        itself, but you have to cross a large bridge to get there first. The bridge
        is littered with storage crates and Phazon containers. As you reach the
        halfway point, a large group of Pirate Commandos will appear. Use the near-
        by crates as cover while you take them down - try shooting the containers
        with Phazon for some easy kills. After you eliminate all of them, head to
        the other side and you can enter the main fortress. Inside the door, you'll
        find your first new enemy - scan one for the ["OCTOPEDE"] entry and shoot
        them to make them self-destruct. Head through the white door to reach Power
        Junction, then take this short tunnel into the Reactor Access. Here you'll
        see large robots docked in the walls. You won't have to fight these yet,
        but in order to proceed, you need to use the Dark Visor to see a set of
        Seeker Missile targets on a high bridge. Activate them and a new robotic
        enemy will emerge. Scan this quickly as a ["REZBIT"], then charge the Dark
        Beam and fire when its close. The Rezbits can be dangerous because they
        phase in and out of normal timespace, can shield themselves, and as a last
        resort, can transmit a computer virus into your Power Suit. This virus is
        cool to witness at least once, because you enter a debug mode where a lot
        of interesting text scrolls across your Visor. To clear the virus, press
        L, R, and B at the same time to "reboot" your systems. Avoid this attack
        by freezing the Rezbit with the Entangler, then fire a Missile to shatter
        it. After its been defeated, jump up to the bridge and head into the Reac-
        tor Core.
        In here, you'll face another new kind of mechanoid. This four-legged robot
        has two parts - the ["QUAD MB"] (Main Body) and the ["QUAD CM"] (Command
        Module. Start off targeting the head and use charged shot. After you have
        destroyed it, wait for the main body to use a spinning attack and use the
        Boost Ball to rocket into its legs to stun it. After stunning the Quad,
        roll underneath it and set a Bomb to destroy it. Once its gone, you can
        proceed through the Reactor Core via one of two paths. On the left-hand
        side is a Cobalt Hologram that you can't access yet, so take the right-hand
        path to a Save Station. Use it, then go back to the main section of the
        Reactor. Take the ledges up while engaging or avoiding the Rezbits. At the
        top are two doors - you can't open the yellow one yet, so head into the
        blue door to reach the Mingyro Chamber. This room contains a set of spinn-
        ing concentric rings on the other side of the glassed in control chamber.
        Scan the nearby console to find a code that will enable you to turn off
        the Minigyro. The code is "AMBER COBALT CRIMSON EMERALD". By now in the
        game, you should know that these are more specific names for certain colors
        of doors, holograms, and such. Use the nearby Morph Ball Tunnel to gain
        access to the Minigyro, and activate the four colored Bomb Slots in the
        correct order (yellow/blue/red/green) to stop the spinning rings, which 
        lets you access the next door leading to the Hall of Combat Mastery. This
        room is guarded by two Quads, so take them out as you explore the winding
        passages. There is a door that leads to a small transport, but it is pro-
        tected by a forcefield at the moment. There is also a Missile Expansion
        hidden in a network of Morph Ball Tunnels. Ordinarily this requires you to
        have the Spider Ball, but you can grab it early by standing atop a computer
        console almost directly across from the Expansion. Space Jump to the left
        corner towards the largest opening in the Morph Ball Tunnel, then at the
        last second, mid-air morph by pressing X to stuff yourself into the Tunnel,
        where you can simply roll down and Bomb Jump up to grab the [MISSILE EXPAN-
        SION (130/255)] much earlier than intended. For now, there is nothing else
        to do in this room, so take the small tunnel to reach a portal generator
        on the other side. Scan to activate it, and head for your first trip to
        the dark version of the Fortress, the Ing Hive.
    
        : =ING HIVE= :
        __________________________________________________________________________
        |                           =MISSION OUTLOOK=			     |
        |  OBJECTIVES                                                            |
        |  ----------						             |
        |  1. Conduct initial reconnaissance of the Ing Hive.		     |
        |									     |
        |  ITEMS								     |
        |  -----								     |
        |  1. Upgrades:    None					             |
        |  2. Modules:     None						     |
        |  3. Supplies:    None				                     |
        |  4. Ammunition:  Missile Expansion (x1)	     			     |
        |  5. Temple Keys: None						     |
        |									     |
        |  SCANS								     |
        |  -----                                                                 |
        |  1. T. Logs:     <COMPLETED>					     |
        |  2. P. Data:     <COMPLETED>				             |
        |  3. L. Lore:     None						     |
        |  4. Scans:       Ingworm Cache, Dark Tallon Metroid, Dark Diligence    |
        |		       Drone	     				             |
        |________________________________________________________________________|
    
        The portal takes you to the dark version of Hall of Combat Mastery, the
        Culling Chamber. In here, you'll find another form of Ing storage. Scan it
        for the ["INGWORM CACHE"] entry, then shoot to destroy it and collect any
        refills. Go through the blue door to reach Hazing Cliff, where you'll find
        an Ing-possessed Metroid - scan it for the Log Book as a ["DARK TALLON MET-
        ROID"], then kill it quickly with charged Light Beam shots. Along the left-
        hand side of this chamber is a walkway. Take it to reach the other side to 
        find a short tunnel that is guarded by a new enemy. Scan it for the ["DARK 
        DILIGENCE DRONE"] entry, then fire charged Light Beam shots to destroy 
        them. After they're gone, proceed into the small nook to grab the [MISSILE 
        EXPANSION (135/255)], then return to Culling Chamber. and enter the  main
        part of the room. There are several Warrior Ing in here, so eliminate them
        with the charged Light Beam. There is a black door here that leads to a
        transport to the another area of the Hive. You'll also see the first Hive 
        Temple Key in the same network of Morph Ball Tunnels where you got the last
        Missile Expansion, although this one requires the Spider Ball.
    
          ********************************************************************
                                    = SEQUENCE BREAK =
    
          BREAK TYPE:	Item Skip
          ACQUISITION: 	Hive Temple Keys (x3)
          TECHNIQUES:	Bomb Space Jump + Screw Attack (at Hive Temple)
          --------------------------------------------------------------------
          This sequence break will allow you to cut a lot of time off from
          your quest through Sanctuary Fortress and the Ing Hive. Because the
          Temple Keys don't count for percent, you don't have to get them.
          The Ing Hive is the only dark temple that you can access without the
          Temple Keys. To do this, simply ignore all directions from here on
          acquiring the Dark Temple Keys. Once you have collected the other
          items, proceed to the Hive Temple Access. Back up against the wall
          and morph so that the camera doesn't swing around. You need to exe-
          cute a "Bomb Space Jump", where you bomb jump and get an instant
          unmorph. Upon instantly returning to HUD view, jump and then Space
          Jump to get extra height. At the peak, Screw Attack forward - your
          "quadruple" jump will carry you over the gate and allow you to get
          into the Hive Temple. You won't be taking this route to exit the 
          Temple, so leaving this gate in place is of no consequence.
          ********************************************************************
    
        Remember this for later if you plan on skipping collection of the Hive Tem-
        ple Keys. Now take the black door to Central Hive East Transport, which
        will take you towards the Hive Dynamo Works. This area has a large pit in
        it that you can cross with the Grapple Beam, but you need to first take out
        a swarm of Nightbarbs, or they'll knock you off the Grapple Point. After 
        you reach the other side, you'll find a Light Portal protected by a force-
        field. Switch to the Dark Visor and you'll see five targets across the pit
        near you. Charge up the Seeker Missiles and use them to hit the five tar-
        gets to unlock the forcefield. This part is made a bit tricky by the swarm
        of Nightbarbs, so take most of them out if you need to. Once the forcefield
        is down, activate the portal and return to Light Aether.
    
        : =SANCTUARY FORTRESS= :
        __________________________________________________________________________
        |                           =MISSION OUTLOOK=			     |
        |  OBJECTIVES                                                            |
        |  ----------						             |
        |  1. Explore the secondary area of the Fortress.			     |
        |									     |
        |  ITEMS								     |
        |  -----								     |
        |  1. Upgrades:    Spider Ball				             |
        |  2. Modules:     Cobalt Translator Module				     |
        |  3. Supplies:    None				                     |
        |  4. Ammunition:  Missile Expansion (x1)	     			     |
        |  5. Temple Keys: None						     |
        |									     |
        |  SCANS								     |
        |  -----                                                                 |
        |  1. T. Logs:     <COMPLETED>					     |
        |  2. P. Data:     <COMPLETED>				             |
        |  3. L. Lore:     Agon Falls, C-Rch's Testament			     |
        |  4. Scans:       Diligence Class Drone, Mechlops, Dark Quad MB, Dark   |
        |		       Quad CM, Mekenobite, *Spider Guardian*		     |
        |________________________________________________________________________|
    
        The portal takes you to the regular Dynamo Works, although this area does
        not have a pit like its dark version. Go through the nearby black door to
        reach the Dynamo Access, where you'll find a new enemy, although one you've
        seen in the Ing Hive. This is a regular ["DILIGENCE CLASS DRONE"] that you
        can get rid of with the Dark Beam. Proceed onwards and scan beneath the
        floor for the ["MECHLOPS"] crawling about, then look at the floor and find
        the gap that leads to the underground area. Navigate this by setting Bombs
        for the Mechlops to pick up, then roll to the exit on the other side of the
        room. Eliminate a few more Diligence Class Drones and you'll reach a door
        leading to the large Main Gyro Chamber. Like the Minigyro, this area has
        a color puzzle for you to solve. There are two massive concentric rings
        spinning within the chamber; you can't go anywhere but down for now, but
        it takes you to a relative dead end. Instead, look for the Morph Ball Tunn-
        el by the window and take it to reach another area. Take the next Morph 
        Ball Tunnel to reach a control chamber looking out towards the Main Gyro.
        If you need to save, go through the red door to reach the Save Station,
        then return to this small chamber and activate the nearby Bomb Slot.
        Activating the Bomb Slot triggers a grid of crimson, emerald, and cobalt
        circles to appear in front of the window. You have to fire at the gray
        ones to get the colored ones to move around so that you have all the crim-
        son circles on the top row, all the emerald ones in the middle, and all of
        the cobalt ones on the bottom. Fire at the gray ones to solve the top row
        first, then do the middle and the bottom. Completing the grid raises a
        second Bomb Slot; activate this to cause the outer Gyro ring to stop mov-
        ing. Now you can go through the first Morph Ball Tunnel and access the Gyro
        itself. Navigate the outer rign to reach a ledge on the other side that
        leads to another control room. In here, use the Spinner to open a gate that
        connects the two sides, then use the nearby elevator to reach a door at the
        top of the Main Gyro. This leads into the Temple Access corridor.
        In this corridor, you'll encounter another Quad, but this one is slightly
        different than the previous ones you've faced. With this one, you must take
        out the Main Body first, or else the Command Module will continually regen-
        erate. Once you've destroyed the Quad, you can enter the Sanctary Temple.
        This large open area is like the other Temples, except patrolled by some
        machines. Dropping into the area will trigger a cutscene where the two
        Quads are possessed by the Ing. Take a moment to scan them for the Log Book
        for the ["DARK QUAD CM"] and ["DARK QUAD MB"] entries, then proceed to
        handle them like you would ordinary Quads by taking out the Command Module
        with the Light Beam and boosting into the Main Body when it glows red.
        Once you've taken them out, you'll see components of a large unfinished 
        mechanoid in this area. Use the platforms in front of you along with the 
        Grapple Beam to work your way to the topmost platform in the room, then 
        Grapple again across the chasm to the blue door across from you. Enter and 
        use a Bomb Jump to reach the Bomb Slot on the central structure like the 
        previous two Energy Controllers. This will rotate the walls and take you up
        to the Sanctuary Energy Controller, where you'll find another dead Luminoth
        and a glowing hologram. Scan the hologram to activate a recording where the
        dead Luminoth Sentinel tells you how this fortress once was a Luminoth 
        sanctuary, but now the Ing have taken control of many of the mechanoids. 
        After the message is finished, you will receive an upgrade to your [TRANS-
        LATOR MODULE (4/4)] that allows you to decode Cobalt-colored Luminoth Holo-
        grams. Use your new module to scan the wall for another [LUMINOTH LORE: 
        "AGON FALLS" (21/41)], then return back down to Sanctuary Temple. From the 
        exit, use the Grapple Beam to cross back to the middle platform, then inch 
        forward until you barely see a spidery mechanical creature below you. Scan 
        it as a ["MEKENOBITE"], then continue grappling over to the platform with 
        the Cobalt Hologram. Scan it to reveal a new door that leads into Worker's 
        Path. Jump from platform to platform as you go towards the door at the end, 
        then go down and scan a panel to turn on a Kinetic Orb Cannon. Let the 
        cannon boost you to the far side of the room, then ascend the next set of 
        ledges to reach the Dynamo Works. In here, you'll see some Morph Ball Tunn-
        els with an entrance, but first, stop and scan for the creature crawling 
        around inside. This is the [*"SPIDER GUARDIAN"*], and this is your only 
        chance to scan it. Drop into the passage to start the next mini-boss fight.
    
          MINI-BOSS BATTLE: SPIDER GUARDIAN
          ---------------------------------
          This mutated Pillbug has been possessed by the Ing thug who jacked your
          Spider Ball abilities earlier in the game. This fight is a bit tough be-
          cause it takes place entirely in Morph Ball form. Read below for Normal
          and Hard Mode strategies for handling this Sub-Guardian.
    
          [NORMAL MODE]
          First off, take the lay of the land. This is a complex network of tunnels
          that spans four rooms. Each room has Bomb Slots in it along with electric
          barriers that the Spider Guardian seems to be avoiding. Look at the size
          of the ledges - some are thick while others are thin. The Spider Guardian
          has a forcefield surrounding it that can damage you if you're too close;
          this goes for thin walls too. If the forcefield can extend through a wall
          and touch you, you need to move out of the way. Some rooms are larger
          than they initially appear, requiring you to use the X Button to zoom in
          and out of the viewable field. Finally, this battle will move through a 
          series of "phases" as you force this Guardian from room to room to its 
          ultimate demise. Below is a list of what you must do in each room to fin-
          ish this fight.
          1. PHASE 1: REGULAR LEDGES/SINGLE BOMB SLOT
             This one's fairly simple. Start at the edge of the lowest platform in 
             the middle. When the Spider Guardian approaches, drop two bombs so you
             can stun it, then use your third to escape into the safe passage on 
             the left. When you stun it and cause it to turn green, platforms will 
             appear that let you reach the first Bomb Slot. Bomb Jump your way up 
             the rest of the way and roll right to reach the Slot. Jump into it, 
             set your Bomb to activate it, and DON'T move. Let the Guardian collide
             with the first electric field, then follow it into the next room.
          2. PHASE 2: HALF-PIPE/SINGLE BOMB SLOT
             You'll make liberal use of the Boost Ball in this one. The trick here
             is to wait until the Guardian begins approaching whichever side of the
             half-pipe you're on, then fall down while dropping bombs in the hopes 
             that you stun it. Once you do, boost up to the upper-left part of the 
             room and roll to the next Bomb Slot. Activate it and drop as quickly 
             as you can to the bottom of the half-pipe so the Guardian doesn't hit 
             you. Once the Guardian collides with this electric field, boost again
             up the half-pipe to follow it into the next room.
          3. PHASE 3: HALF-PIPE REDUX
             This room has another half-pipe. This time, though, boost to the top-
             most area and wait by the break in the platform. When the Guardian 
             starts its approach, drop down while setting Bombs and repeat until 
             the Guardian has been stunned. Boost up to the top again, and quickly 
             navigate your way to the Bomb Slot in the center. Activate it and like 
             with the last room, drop to the bottom of the half-pipe until it has 
             fled into the next room.
          4. PHASE 4: MOVING GATES/THREE BOMB SLOTS
             This is the hardest room because there are three Bomb Slots that must
             be activated in a specific order to make the Spider Guardian go in
             certain directions. You also have to watch where you are and keep an
             eye on where the Spider Guardian is before activating a slot so that
             you have enough time to get out of the way while still leaving enough
             time for the Guardian to run into an electric barrier. For the first 
             one, drop to the bottom and wait just below the gap in the middle
             platform. From here, drop Bombs to stun the Guardian, and use your 
             remaining one to boost up to the ledge. Waiting in the center also
             keeps you from being hit by the Guardian's energy field. When you stun
             the Spider Guardian, activate the first Bomb Slot after the Guardian 
             is on the right-hand side of the screen, but traveling left. This will
             force it to the next level and cause it to hit the first energy gener-
             ator. When the Guardian has returned to the bottom, repeat the same 
             steps, but make sure the Guardian is on the left-hand side traveling
             right before attempting to activate the second Slot in the upper right 
             corner. Then repeat those two steps and hightail it to the Bomb Slot 
             in the upper left corner. If you do this before the platforms retract,
             the Guardian will race into the third electric barrier and will fin-
             ally die.
    
          [HARD MODE]
          There is actually nothing different about this fight except for how much
          damage the Spider Guardian will inflict on you. It takes the same number
          of phases and the same amount of damage from each electric barrier. Your
          secondary focus in this fight aside from moving the Spider Guardian where
          you need it to go should be not getting struck by the mini-boss itself.
    
        Defeating the Spider Guardian reveals an exit out of this fourth room of
        the Dynamo Works that leads directly to the [SPIDER BALL] upgrade. Use your
        new ability to navigate back out of this area and look for a Spider Ball
        Track near the junction of the third and fourth rooms. Head up and go left
        to find a [MISSILE EXPANSION (140/255)], then return to Dynamo Access. Scan
        the ["SPIDER BALL TRACK"] here for your Log Book, then use it to reach a 
        door above you. There is a dead Luminoth here, so scan it for the [LUMINOTH
        LORE: "C-RCH'S TESTAMENT" (22/41)]. At this point, you can either take the
        blue door to reach Central Area to Transport East and return to the Hall of
        Combat Mastery for your next "real" objective, or if you feel like taking
        a side trip for another early item, return to the Main Gyro Chamber and 
        take the white door to reach Watch Station Access.
    
          ********************************************************************
                                    = SEQUENCE BREAK =
    
          BREAK TYPE:	Early Item
          ACQUISITION: 	Screw Attack
          TECHNIQUES:	Freeze/WSA Dash, Roll Jump, Mid-Air Morph
          --------------------------------------------------------------------
          This sequence break is pretty tricky to pull off because it requires
          a number of special moves, but it allows you to cross the expansive
          Watch Station Access (which is normally crossable only from the opp-
          osite side after you scan to lower Grapple Points. Accessing Watch
          Station in this manner in turn allows you to access the Vault and
          grab the Screw Attack much earlier than intended. For 100% scan 
          runs such as this one, this break isn't recommended since you waste
          more time going back for things you missed, but for pure speed runs,
          it saves quite a bit of time.
          Once you get into Watch Station Access, there are two methods for
          crossing the gap - the Freeze Dash or the Roll Jump. Both techniques
          if executed correctly will get you enough distance when triggering
          a Terminal Fall to respawn on the other side. For the Freeze Dash, 
          head into the room and jump to a small ledge on the left-hand side.
          Turn around so you're facing the door and fully scan it. While hol-
          ding the scan, jump backwards while holding L, then rotate the Con-
          trol Stick back-left, hold it, then rotate it back down. Now in a
          fluid motion before the small "freeze" occurs, hold R and rotate 
          the stick to the back-left position again. After the freeze and
          you start flying backwards, use your second jump for extra distance
          to continue your trajectory while not letting go of any buttons you
          have held down. The end goal of this technique is to trigger the 
          "Terminal Fall" state (where your crosshairs disappear) after you 
          cross the second Grapple Point (or in other words, about 70% of the
          way across). This will respawn you on the other side - grab the
          Energy Tank and proceed into Watch Station.
          The second method is the Roll Jump. This is executed differently,
          and is more difficult to pull off while getting the required dis-
          tance, but it's not as control-sensitive as the Freeze Dash. Start
          near the door and morph. Roll off the right-hand side of the ledge
          and hit X to umorph as soon as half of the Morph Ball is covered
          by the ledge. This *should* trigger the "instant unmorph", after
          which you can use your Space Jump to cross approximately 65% of 
          the gap and respawn on the opposite side. Head into Watch Station
          and navigate the room like normal (or take advantage of a tricky
          set of maneuvers to bypass the Spider Ball Tracks) to enter the
          Vault and grab the Screw Attack.
          ********************************************************************
    
        If not using the Watch Station Access trick, proceed through Dynamo Access
        back to the transport and go to the Hall of Combat Mastery.
    
        THE POWER BOMB
        ==============
        This subsection will cover your return to the accursed Dark Torvus Bog area
        to fight the last of the Ing Sub-Guardians so you can reclaim your Power 
        Bomb abilities.
    
        : =SANCTUARY FORTRESS= :
        __________________________________________________________________________
        |                           =MISSION OUTLOOK=			     |
        |  OBJECTIVES                                                            |
        |  ----------						             |
        |  1. Leave Sanctuary Fortress and return to Temple Grounds.             |
        |									     |
        |  ITEMS								     |
        |  -----								     |
        |  1. Upgrades:    None					             |
        |  2. Modules:     <COMPLETED>					     |
        |  3. Supplies:    None				                     |
        |  4. Ammunition:  None			     			     |
        |  5. Temple Keys: None						     |
        |									     |
        |  SCANS								     |
        |  -----                                                                 |
        |  1. T. Logs:     <COMPLETED>					     |
        |  2. P. Data:     <COMPLETED>				             |
        |  3. L. Lore:     The Final Crusade				     |
        |  4. Scans:       None						     |
        |________________________________________________________________________|
    
        Scan the hologram on the wall for another [LUMINOTH LORE: "THE FINAL CRU-
        SADE" (23/41)], then take the Dark Portal to return to the Ing Hive.
    
        : =ING HIVE= :
        __________________________________________________________________________
        |                           =MISSION OUTLOOK=			     |
        |  OBJECTIVES                                                            |
        |  ----------						             |
        |  1. None.							             |
        |									     |
        |  ITEMS								     |
        |  -----								     |
        |  1. Upgrades:    None					             |
        |  2. Modules:     <COMPLETED>					     |
        |  3. Supplies:    None				                     |
        |  4. Ammunition:  None			     			     |
        |  5. Temple Keys: Ing Hive Temple Key #1				     |
        |									     |
        |  SCANS								     |
        |  -----                                                                 |
        |  1. T. Logs:     <COMPLETED>					     |
        |  2. P. Data:     <COMPLETED>				             |
        |  3. L. Lore:     None						     |
        |  4. Scans:       None						     |
        |________________________________________________________________________|
    
        Upon your return to Culling Chamber, you can now get the first of the three
        Temple Keys. Use the nearby Spider Ball Track and maneuver across to reach
        the Morph Ball Tunnel maze where the first [HIVE TEMPLE KEY (1/3)] sits in
        the wall. After grabbing it, exit out and return to Light Aether. 
    
        : =SANCTUARY FORTRESS= :
        __________________________________________________________________________
        |                           =MISSION OUTLOOK=			     |
        |  OBJECTIVES                                                            |
        |  ----------						             |
        |  1. Return to Temple Grounds.				             |
        |									     |
        |  ITEMS								     |
        |  -----								     |
        |  1. Upgrades:    None					             |
        |  2. Modules:     <COMPLETED>					     |
        |  3. Supplies:    Energy Tank (x1)			                     |
        |  4. Ammunition:  None			     			     |
        |  5. Temple Keys: None						     |
        |									     |
        |  SCANS								     |
        |  -----                                                                 |
        |  1. T. Logs:     <COMPLETED>					     |
        |  2. P. Data:     <COMPLETED>				             |
        |  3. L. Lore:     None						     |
        |  4. Scans:       Ingsmasher					     |
        |________________________________________________________________________|
    
        Returning to the Hall of Combat Mastery, you can now make your way towards
        the exit. In doing so, you will most likely cause one of the dormant stat-
        ues to suddenly come to life. As it does, scan one for the ["INGSMASHER"] 
        entry, then treat it like an Elite Pirate from the first game. Fire Super 
        Missiles at its head, but not when its hand glow purple or white - during 
        this phase it can only be damaged by opposite polarity beams. Finish it off
        with about four Super Missiles, and head out of this area into the Reactor 
        Core. This time, Rezbits will be occupying the area, so try not to get in-
        fected with their annoying virus as you drop to the bottom where the Kinet-
        ic Orb Cannon is. Use the Cannon and hold R as you to fly to attach to the 
        large golden sphere, then navigate the surface when the electrical current 
        isn't crackling. At the very top, align yourself on the red crystal and use
        the Boost Ball to rocket to the next sphere. Continue to repeat this for 
        every single sphere in the room, being mindful of the electrical currents 
        on every other orb. At the very top, roll and Bomb Jump to claim the [ENER-
        GY TANK (08/14)], then drop back down and go to the opposite end of the
        room with the Cobalt Hologram. This unlocks the door to the Sanctuary Map 
        Station, so download the map if you need it. There is nothing else you can 
        do in Sanctuary Fortress right now, so take the door that leads out to the 
        Sanctuary Entrance.
        As you reach the bridge, however, Dark Samus appears and completely oblit-
        erates your route of escape. She really must hate you or something... But
        what Dark Samus didn't count on was the network of Spider Ball Tracks that
        line the remains of the bridge. Roll to the left and attach to the Spider
        Ball Track, then use the Boost Ball to jump from Track to Track until you
        get to the Temple Grounds side once again. Take out the Luminoth Turrets
        again as you head back to the Transport to Temple Grounds.
    
        : =TEMPLE GROUNDS= :
        __________________________________________________________________________
        |                           =MISSION OUTLOOK=			     |
        |  OBJECTIVES                                                            |
        |  ----------						             |
        |  1. Return to Torvus Bog.					             |
        |									     |
        |  ITEMS								     |
        |  -----								     |
        |  1. Upgrades:    None					             |
        |  2. Modules:     <COMPLETED>					     |
        |  3. Supplies:    None				                     |
        |  4. Ammunition:  None			     			     |
        |  5. Temple Keys: None						     |
        |									     |
        |  SCANS								     |
        |  -----                                                                 |
        |  1. T. Logs:     <COMPLETED>					     |
        |  2. P. Data:     <COMPLETED>				             |
        |  3. L. Lore:     None						     |
        |  4. Scans:       None						     |
        |________________________________________________________________________|
    
        There is nothing to do here except to return to the Great Temple so you 
        can take its pathway to Torvus Bog. Back in the GFMC Compound, though, you
        can make another attempt at that Missile Expansion atop the GFS Tyr if you
        couldn't get it earlier. Backtrack via Sacred Bridge and Sacred Path to
        get back to the Great Temple.
    
        : =GREAT TEMPLE= :
        __________________________________________________________________________
        |                           =MISSION OUTLOOK=			     |
        |  OBJECTIVES                                                            |
        |  ----------						             |
        |  1. Return to Torvus Bog.					             |
        |									     |
        |  ITEMS								     |
        |  -----								     |
        |  1. Upgrades:    None					             |
        |  2. Modules:     <COMPLETED>					     |
        |  3. Supplies:    None				                     |
        |  4. Ammunition:  None			     			     |
        |  5. Temple Keys: None						     |
        |									     |
        |  SCANS								     |
        |  -----                                                                 |
        |  1. T. Logs:     <COMPLETED>					     |
        |  2. P. Data:     <COMPLETED>				             |
        |  3. L. Lore:     None						     |
        |  4. Scans:       None						     |
        |________________________________________________________________________|
    
        *yawn* Go to Temple Transport C and take it down to Temple Grounds.
    
        : =TEMPLE GROUNDS= :
        __________________________________________________________________________
        |                           =MISSION OUTLOOK=			     |
        |  OBJECTIVES                                                            |
        |  ----------						             |
        |  1. Return to Torvus Bog.					             |
        |									     |
        |  ITEMS								     |
        |  -----								     |
        |  1. Upgrades:    None					             |
        |  2. Modules:     <COMPLETED>					     |
        |  3. Supplies:    Energy Tank (x1)			                     |
        |  4. Ammunition:  None			     			     |
        |  5. Temple Keys: None						     |
        |									     |
        |  SCANS								     |
        |  -----                                                                 |
        |  1. T. Logs:     <COMPLETED>					     |
        |  2. P. Data:     <COMPLETED>				             |
        |  3. L. Lore:     None						     |
        |  4. Scans:       None						     |
        |________________________________________________________________________|
    
        Back in the Meeting Grounds, head along the same path you took earlier to
        reach Torvus Bog. Once you get to the Path of Eyes, though, you can open
        a green door that you couldn't access the first time. Use the Kinetic Orb
        Cannon to blast you far across a gap to reach a ledge. After you land, use
        the Grapple Beam to grapple across another gap to reach the [ENERGY TANK
        (09/14)], then return to Path of Eyes and continue on through to the Trans-
        port to Torvus Bog.
    
        : =TORVUS BOG= :
        __________________________________________________________________________
        |                           =MISSION OUTLOOK=			     |
        |  OBJECTIVES                                                            |
        |  ----------						             |
        |  1. Locate source of explosive energy in Dark Torvus Bog.              |
        |									     |
        |  ITEMS								     |
        |  -----								     |
        |  1. Upgrades:    None					             |
        |  2. Modules:     <COMPLETED>					     |
        |  3. Supplies:    None				                     |
        |  4. Ammunition:  None			     			     |
        |  5. Temple Keys: None						     |
        |									     |
        |  SCANS								     |
        |  -----                                                                 |
        |  1. T. Logs:     <COMPLETED>					     |
        |  2. P. Data:     <COMPLETED>				             |
        |  3. L. Lore:     None						     |
        |  4. Scans:       None						     |
        |________________________________________________________________________|
    
        At this point in the walkthrough, you have undoubtedly noticed that in the
        areas where you're backtracking, I am no longer giving explicit directions.
        Especially in the case of Torvus Bog; you should be as familiar with this
        region as you are the back of your hand. Return to Torvus Temple via the 
        same exact way you've taken before and use the elevator down to the lowest 
        levels. Go to Hydrodynamo Station and go down even further to reach the 
        Main Hydrochamber where you fought the Alpha Blogg (or not, if you skipped 
        the fight). There is an alcove in here that you can reach with the Gravity 
        Boost that contains a Spider Ball Track. Roll up it to find a Dark Portal 
        that goes to the dark version of this area, the Undertemple.
    
        : =DARK TORVUS BOG: =
        __________________________________________________________________________
        |                           =MISSION OUTLOOK=			     |
        |  OBJECTIVES                                                            |
        |  ----------						             |
        |  1. Reclaim the Power Bomb.    				             |
        |									     |
        |  ITEMS								     |
        |  -----								     |
        |  1. Upgrades:    Power Bomb				             |
        |  2. Modules:     <COMPLETED>					     |
        |  3. Supplies:    None				                     |
        |  4. Ammunition:  None			     			     |
        |  5. Temple Keys: None						     |
        |									     |
        |  SCANS								     |
        |  -----                                                                 |
        |  1. T. Logs:     <COMPLETED>					     |
        |  2. P. Data:     <COMPLETED>				             |
        |  3. L. Lore:     None						     |
        |  4. Scans:       *Power Bomb Guardian*				     |
        |________________________________________________________________________|
    
        Well, that was easy. This takes you directly to the next mini-boss fight.
    
          MINI-BOSS BATTLE: POWER BOMB GUARDIAN
          -------------------------------------
          The Power Bomb Guardian fight is a bit difficult. This is a gigantic dark
          Sporb that has been possessed by the Ing who took your Power Bomb capa-
          bility, and spits rapid-fire Power Bombs instead of acid darts. Read be-
          low for Normal and Hard Mode strategies for taking the Sub-Guardian down.
    
          [NORMAL MODE]
          The Power Bomb Guardian isn't too much of a terror in this round. You 
          have to, of course, use the Spider Ball to navigate the winding Spider 
          Ball Tracks around the pillar to reach four Bomb Slots located at the
          top. Like with the Spider Ball Guardian, these Slots control an energy
          field that, when activated, send surges through the Power Bomb Guardian's
          body that causes damage. There are safe zones located on the track it-
          self, but your path is complicated not only by the constant stream of
          Power Bombs, but by Inglets that pop up from time to time. You can set
          your own regular Bombs to try and get energy refills from the Inglets,
          but this only slows you down. Try and get to the top as fast as you can,
          using Bomb Jumps when necessary to reach higher portions of the Track.
          Once you activate a Bomb Slot, it will send an electrical surge through
          the Power Bomb Guardian and take off a significant chunk of its health.
          Try to stay attached to the track and let go of R here and there to drop
          to lower portions to confuse the Inglets. If the Guardian manages to 
          get a Power Bomb next to you, just drop off the track - these will dis-
          lodge you anyway, but you'll also take a good amount of damage from being
          struck by the blast radius. Just play this battle safe and try to get to
          the remaining Bomb Slots as fast as you can. After the third one has been
          destroyed, the Guardian will take to firing flurries of Power Bombs - 
          when this happens, wait out the Power Bomb attack, then make a break as
          fast as you can for the final slot. Once you trigger the final slot, a
          part of the ceiling will come down and crush the offending Sporb.
    
          [HARD MODE]
          Prepare for some degree of frustration. The Guardian doesn't let up in
          its streams of Power Bombs much, and it seems to have a bit more accuracy
          when launching them directly at you. Still, play it safe and try to use
          Inglets for refills - you can stand at the bottom and shoot them off with
          your beam if need be, then tractor in the refills. As before, wait for
          a flurry of Power Bombs to stop before making a run for one of the Bomb
          Slots. As before, trigger all four Slots to defeat this mini-boss.
    
        Defeating the Power Bomb Guardian will reveal your reward at the top. Use
        the Spider Ball tracks again to reach the top of the area to claim the
        [POWER BOMB (02/10)] upgrade. This only gives you two Power Bombs at the 
        moment, and you'll be putting them to use right away. Drop to the bottom 
        and use a Power Bomb on the yellow door to reach Undertemple Access. Get 
        past the Darkling Tentacles and use your other Power Bomb to open the next 
        door. Use the Kinetic Orb Cannon to reach the top of this area, then drop 
        and grapple across to the white door to head to the Crypt. There is a light
        portal here that you can take to get out of Dark Torvus Bog.
    
        THE ECHO VISOR
        ==============
        This subsection will cover your return to Sanctuary Fortress for further
        exploration of the area, along with your second fight with Dark Samus.
        
        : =TORVUS BOG= :
        __________________________________________________________________________
        |                           =MISSION OUTLOOK=			     |
        |  OBJECTIVES                                                            |
        |  ----------						             |
        |  1. Locate pathway back to Sanctuary Fortress.   		             |
        |									     |
        |  ITEMS								     |
        |  -----								     |
        |  1. Upgrades:    None					             |
        |  2. Modules:     <COMPLETED>					     |
        |  3. Supplies:    None				                     |
        |  4. Ammunition:  Missile Expansion (x2)	     			     |
        |  5. Temple Keys: None						     |
        |									     |
        |  SCANS								     |
        |  -----                                                                 |
        |  1. T. Logs:     <COMPLETED>					     |
        |  2. P. Data:     <COMPLETED>				             |
        |  3. L. Lore:     None						     |
        |  4. Scans:       None						     |
        |________________________________________________________________________|
    
        This returns you to the Gathering Hall. Defeat some enemies to refill your
        Power Bombs, then set one in the floor to destroy it. This reveals a small
        curved area with a plug - destroy this with another Power Bomb and the
        water will drain from the room. Now you have a viable half-pipe to use, so
        use the Boost Ball to latch onto Spider Ball Tracks on the sides of this
        room. These will lead to two Bomb Slots that you have to activate to remove
        a forcefield. Once its gone, head to the platform with the laser with the
        Grapple Beam, then jump to the [MISSILE EXPANSION (145/255)]. Exit this
        room via the white door and go through the Transit Tunnel to reach the
        Training Chamber. There will probably be Dark Bloggs in here; if you can,
        ignore them and roll up the Spider Ball Tracks just to the left of the
        Luminoth statue to find a Bomb Slot. Activate it to move the statue forward
        which will in turn reveal another [MISSILE EXPANSION (150/255)]. Collect it
        and locate the yellow door. If you have Power Bombs left, open it. If not,
        destroy the Bloggs/Dark Bloggs to hopefully grab a refill. Once you open
        the yellow door, you'll locate a Transport leading to Sanctuary Fortress.
    
        : =SANCTUARY FORTRESS= :
        __________________________________________________________________________
        |                           =MISSION OUTLOOK=			     |
        |  OBJECTIVES                                                            |
        |  ----------						             |
        |  1. Determine source of sonic emissions.   		             |
        |									     |
        |  ITEMS								     |
        |  -----								     |
        |  1. Upgrades:    None					             |
        |  2. Modules:     <COMPLETED>					     |
        |  3. Supplies:    None				                     |
        |  4. Ammunition:  None						     |
        |  5. Temple Keys: None						     |
        |									     |
        |  SCANS								     |
        |  -----                                                                 |
        |  1. T. Logs:     <COMPLETED>					     |
        |  2. P. Data:     <COMPLETED>				             |
        |  3. L. Lore:     Torvus Falls					     |
        |  4. Scans:       None						     |
        |________________________________________________________________________|
    
        This Transport takes you to Research Access, a hallway that is filled with
        irritating Octopedes. Eliminate them and enter Main Research, where you'll
        have to deal with two Quads. There is a [LUMINOTH LORE: "TORVUS FALLS" (24/
        41)] entry here; scan it for the Log Book before continuing. Now take the
        Spider Ball Track across the room and up to the door to Transit Station.
        Have your beam charged as you enter because a Luminoth Turret will be right
        inside the entrance. In here, use a Power Bomb to destroy a Denzium panel
        near the middle of the room. This will reveal a Dark Portal that you can
        take to reach the Ing Hive again. You're about to go on a joy-ride of some
        back and forth portals.
    
        : =ING HIVE= :
        __________________________________________________________________________
        |                           =MISSION OUTLOOK=			     |
        |  OBJECTIVES                                                            |
        |  ----------						             |
        |  1. Determine source of sonic emissions.   		             |
        |									     |
        |  ITEMS								     |
        |  -----								     |
        |  1. Upgrades:    None					             |
        |  2. Modules:     <COMPLETED>					     |
        |  3. Supplies:    None				                     |
        |  4. Ammunition:  None						     |
        |  5. Temple Keys: None						     |
        |									     |
        |  SCANS								     |
        |  -----                                                                 |
        |  1. T. Logs:     <COMPLETED>					     |
        |  2. P. Data:     <COMPLETED>				             |
        |  3. L. Lore:     None						     |
        |  4. Scans:       Dark Ingsmasher					     |
        |________________________________________________________________________|
    
        This takes you to Hive Portal Chamber. Once you enter, you'll awaken anot-
        her sleeping statue. This one, however, is dark and much more deadly. Scan
        it as a ["DARK INGSMASHER"] and get ready to attack. These are much more
        powerful than regular Ingsmashers because they are not only stronger due
        to Ing possession, but they can use shoulder-mounted rocket launchers and
        jump to create Wave Quakes. They can also sucker punch you, so keep your
        distance and fire Super Missiles or the Light Beam when you get the chance.
        Just like their light cousins, they are weak to opposite polarity beams
        when their fists glow purple or white. Eliminate this enemy and you'll find
        a Light Portal behind where it broke out from.
    
        : =SANCTUARY FORTRESS= :
        __________________________________________________________________________
        |                           =MISSION OUTLOOK=			     |
        |  OBJECTIVES                                                            |
        |  ----------						             |
        |  1. Determine source of sonic emissions.   		             |
        |									     |
        |  ITEMS								     |
        |  -----								     |
        |  1. Upgrades:    None					             |
        |  2. Modules:     <COMPLETED>					     |
        |  3. Supplies:    None				                     |
        |  4. Ammunition:  None						     |
        |  5. Temple Keys: None						     |
        |									     |
        |  SCANS								     |
        |  -----                                                                 |
        |  1. T. Logs:     <COMPLETED>					     |
        |  2. P. Data:     <COMPLETED>				             |
        |  3. L. Lore:     None						     |
        |  4. Scans:       None						     |
        |________________________________________________________________________|
    
        This takes you to an alcove in Transit Station, but there is a small Morph
        Ball tunnel near the grate that will take you to another Dark Portal.
    
        : =ING HIVE= :
        __________________________________________________________________________
        |                           =MISSION OUTLOOK=			     |
        |  OBJECTIVES                                                            |
        |  ----------						             |
        |  1. Determine source of sonic emissions.   		             |
        |									     |
        |  ITEMS								     |
        |  -----								     |
        |  1. Upgrades:    None					             |
        |  2. Modules:     <COMPLETED>					     |
        |  3. Supplies:    None				                     |
        |  4. Ammunition:  None						     |
        |  5. Temple Keys: None						     |
        |									     |
        |  SCANS								     |
        |  -----                                                                 |
        |  1. T. Logs:     <COMPLETED>					     |
        |  2. P. Data:     <COMPLETED>				             |
        |  3. L. Lore:     None						     |
        |  4. Scans:       None						     |
        |________________________________________________________________________|
    
        Take the nearby Spider Ball Track to reach another Light Portal. *sigh* Go
        through it to get back to Sanctuary Fortress.
    
        : =SANCTUARY FORTRESS= :
        __________________________________________________________________________
        |                           =MISSION OUTLOOK=			     |
        |  OBJECTIVES                                                            |
        |  ----------						             |
        |  1. Determine source of sonic emissions.   		             |
        |									     |
        |  ITEMS								     |
        |  -----								     |
        |  1. Upgrades:    None					             |
        |  2. Modules:     <COMPLETED>					     |
        |  3. Supplies:    None				                     |
        |  4. Ammunition:  Power Bomb Expansion (x2)			     |
        |  5. Temple Keys: None						     |
        |									     |
        |  SCANS								     |
        |  -----                                                                 |
        |  1. T. Logs:     <COMPLETED>					     |
        |  2. P. Data:     <COMPLETED>				             |
        |  3. L. Lore:     Twilight, S-Jrs's Testament			     |
        |  4. Scans:       *Dark Samus 2*					     |
        |________________________________________________________________________|
    
        Good Lord. Take the next Spider Ball Track up and across the ceiling to
        drop into another section of the Transit Station. This time, you can claim
        a [POWER BOMB EXPANSION (03/10)] and be done with this irritating section.
        Leave Transit Station to return to the top of Main Reactor. Drop down from
        this area to the bottom and head back for the Sanctuary Entrance. Before
        you get very far, the doors will lock and you'll fight two Ingsmashers,
        though fortunately, only one at a time. Destroy them both and head out to
        Sanctuary Entrance. Go down and to the right to find a rocky area. Destroy
        it with a Power Bomb, then scan and ride the elevator up to the next level.
        Scan the panel here, then ride back down and use the now-activated Kinetic
        Orb Cannon to fire you off to a platform in the distance. Use the Spider
        Ball and the Bombs to navigate to the top where you'll find a turret that
        you can jump into. Turn to the left and fire at the wall on the right-hand
        side to break it, then turn the cannon to the side that Temple Grounds is
        on and fire again to break another section of the wall. Exit out of the
        turret and use the Spider Ball Track to reach another Kinetic Orb Cannon
        that will fire you back to your starting point. Now go to the right-hand
        section (left from the door into Sanctuary Fortress) to examine the newly-
        revealed area. Jump up the ledges to reach a Cobalt Hologram - scan it for
        the [LUMINOTH LORE: "TWILIGHT" (25/41)] entry, then you'll reach another
        Spider Ball Track. Follow this one up to reach another dead Luminoth - scan
        it for the [LUMINOTH LORE: "S-JRS'S TESTAMENT" (26/41)], and look nearby
        for another Kinetic Orb Cannon. Use it to fire yourself across the entire
        gap through the second wall you destroyed, where you'll find another [POWER
        BOMB EXPANSION (04/10)]. Now drop down and use the Spider Ball Tracks and
        the Boost Ball to return to the Sanctuary Fortress side. Enter the door
        again and make your way towards the Main Gyro Chamber.
        As you make your way back through these areas, some Ingsmashers may come to
        life and attack. Unless the doors lock, you won't be required to fight with
        them, so for now just evade and continue on your path. Once you get to the
        Hall of Combat Mastery, use the Spider Ball Tracks on the walls to reach
        the second level of the area, which you can take to reach the Main Gyro
        Chamber. Take the elevator down to the lowest level so you can scan the
        Luminoth Hologram for the [LUMINOTH LORE: "SHATTERED HOPE" (27/41] entry,
        then head to the top and go through the white door to reach a glassed-in
        area away from spinning rings of concentric circles. Detonate a Power Bomb
        to take out some pillars on the floor and raise a Bomb Slot. Activate this
        to initiate another colored circle puzzle. Like before, shoot the circles
        to make them rotate, and get each group the same color. When this happens,
        a second Bomb Slot will rise; activate this one to cause the inner ring of
        the Gyro to stop moving. It's at something of an angle, but you can still
        use it to cross. Head into the Gyro itself and use the Spider Ball Tracks
        along the ring to reach the other side. Your path is blocked by glass, but
        it's cracked slightly. Charge the Boost Ball and rocket off from the ring
        to break through and you'll be able to reach the next yellow door. Open it
        with a Power Bomb and proceed into Checkpoint Station.
        As soon as you enter, you'll witness Dark Samus wasting a group of Pirate
        Troopers. Head to the right to enter a small hallway stacked with crates
        and use them to refill any health or ammo you need. Go through the gate to
        reach where Dark Samus was, but she'll be gone by this point. Follow her
        through the next passage into Aerie Transport Station, and approach the
        center of the room to start the next battle. Dark Samus will lock you in
        and the elevator will start to rise - for now, at least, you have to battle
        her inside the elevator shaft.
    
          BOSS BATTLE: DARK SAMUS (SECOND FIGHT)
          --------------------------------------
          Seems Dark Samus is itching for a rematch, and this time she's not as
          easy to beat. She has all her attacks from the last round, plus a number
          of new ones. Read below for Normal and Hard Mode strategies for eliminat-
          ing this second version.
    
          [NORMAL MODE]
          Remember that this is a new scan entry, so get [*"DARK SAMUS 2"*] for the
          Log Book and immediately lock onto her. This part of the battle is in
          extremely cramped quarters as you rise up the elevator shaft. She mostly
          defends herself with a Phazon Shield, and she is pretty much invulnerable
          to attack if she has it up. Once she drops it, though, let loose with
          regular Light Beam shots or Super Missiles. Her new attacks that she uses
          are a large sweeping beam attack that you can dodge by Space Jumping over
          it, or a charged attack that will temporarily freeze you. Escape this one
          by rapidly pressing B, because she'll follow up with a dash attack. Your
          goal right now should be to hold her off, because soon you'll be in a new
          area with more room to maneuver.
          Once the elevator stops and reaches the Aerie, she'll add two extra moves
          to her repertoire - she'll copy your Boost Ball or cloak herself, a move
          that forces you to track her with the Dark Visor. For being a technical
          "dark creature", Dark Samus is incredibly weak to the Dark Beam. The
          charged version will bind her with dark energy and slow her down a great
          deal, though regular shots can be effective too. Keep this beam armed
          while you try to hide behind the columns to keep her retaliatory attacks
          from hitting you, and keep whittling away at her until she engages her
          cloak. Track her with the Dark Visor and use a Super Missile to force her
          back into the visible spectrum. Switch back to the Dark Beam and keep on
          pummeling her to end up victorious.
    
          [HARD MODE]
          Dark Samus is quite a pain this time around, because the ratio of damage
          is so unbalanced. Keep moving around, using the Boost Ball to get away
          from most of her attacks and fire the Dark Beam whenever you have the
          chance to get up in her face or the Light Beam if you have to attack from
          a distance. Space Jump around to dodge her own Boost Ball attack and keep
          your beam charged. Try to get in close a couple of times to pound her 
          with charged Dark Beam Entanglers if you can to slow her down enough for 
          you to keep the advantage.
    
        Defeating her again causes her to fall backwards through the glass, though
        it's impossible to determine if she too sustains Terminal Falls only to re-
        spawn elsewhere. But now that she's out of your hair for the moment, follow
        the path outside of the Aerie to reach a narrrow walkway. Go along this
        path and you'll reach a Dark Portal.
    
        : =ING HIVE= :
        __________________________________________________________________________
        |                           =MISSION OUTLOOK=			     |
        |  OBJECTIVES                                                            |
        |  ----------						             |
        |  1. Determine source of sonic emissions.   		             |
        |									     |
        |  ITEMS								     |
        |  -----								     |
        |  1. Upgrades:    None					             |
        |  2. Modules:     <COMPLETED>					     |
        |  3. Supplies:    None				                     |
        |  4. Ammunition:  None						     |
        |  5. Temple Keys: None						     |
        |									     |
        |  SCANS								     |
        |  -----                                                                 |
        |  1. T. Logs:     <COMPLETED>					     |
        |  2. P. Data:     <COMPLETED>				             |
        |  3. L. Lore:     None						     |
        |  4. Scans:       None						     |
        |________________________________________________________________________|
    
        Use the nearby safe zone to recharge energy if you need it, then take the
        exact reverse path to reach the dark world version of the Aerie. This one
        has a Spider Ball Track that goes over the wall; take this to reach a Spin-
        ner in the middle of the room. Rotate the Spinner until the two rings line
        up in position, then use the Spider Ball Track to go up again. Ride it
        until you can Boost off to a ledge that holds a Light Portal. Boost to it
        and return to Light Aether to see what all this work did.
    
        : =SANCTUARY FORTRESS= :
        __________________________________________________________________________
        |                           =MISSION OUTLOOK=			     |
        |  OBJECTIVES                                                            |
        |  ----------						             |
        |  1. Determine source of sonic emissions.   		             |
        |									     |
        |  ITEMS								     |
        |  -----								     |
        |  1. Upgrades:    Echo Visor				             |
        |  2. Modules:     <COMPLETED>					     |
        |  3. Supplies:    None				                     |
        |  4. Ammunition:  None						     |
        |  5. Temple Keys: None						     |
        |									     |
        |  SCANS								     |
        |  -----                                                                 |
        |  1. T. Logs:     <COMPLETED>					     |
        |  2. P. Data:     <COMPLETED>				             |
        |  3. L. Lore:     None						     |
        |  4. Scans:       None						     |
        |________________________________________________________________________|
    
        Arriving back in the Aerie, you'll see that the Spinning and Boosting has
        lowered a platform to the center of the room. Space Jump to it to claim
        the [ECHO VISOR], an upgrade that lets you "see" sound much like sonar -
        you send out sonic pulses and see them as they return to create a real-time
        imaging system. Activate your Visor in here and you'll notice three icons
        that resemble padlocks - these are sonic locks that must be disabled by 
        firing at the sonic emitters. Look around to see three more icons that have
        waves emanating from them - fire at these to deactivate the sonic locks and
        you can proceed out of the Aerie back to Checkpoint Station. This area also
        has a sonic lock, so find it and unlock the door to get out of this area
        and back to the Main Gyro Chamber.
    
        THE SCREW ATTACK
        ================
        This subsection will cover the rest of your exploration of Sanctuary Fort-
        ress as you reach the outer areas to find the powerful Screw Attack.
    
        : =SANCTUARY FORTRESS= :
        __________________________________________________________________________
        |                           =MISSION OUTLOOK=			     |
        |  OBJECTIVES                                                            |
        |  ----------						             |
        |  1. Find advanced Luminoth/Chozo technology.   		             |
        |									     |
        |  ITEMS								     |
        |  -----								     |
        |  1. Upgrades:    None					             |
        |  2. Modules:     <COMPLETED>					     |
        |  3. Supplies:    None				                     |
        |  4. Ammunition:  Missile Expansion (x1)				     |
        |  5. Temple Keys: None						     |
        |									     |
        |  SCANS								     |
        |  -----                                                                 |
        |  1. T. Logs:     <COMPLETED>					     |
        |  2. P. Data:     <COMPLETED>				             |
        |  3. L. Lore:     None						     |
        |  4. Scans:       None						     |
        |________________________________________________________________________|
    
        Use the nearby Save Station, then take the upper white door to reach Temple
        Access. In here is a gate that requires you to use the Dark Visor and the
        Seeker Missiles. Trigger the locks on the game to activate a Kinetic Orb
        Cannon. Use the Cannon and activate the Echo Visor to find a sonic emitter.
        Activate this one, then drop and utilize the Kinetic Orb Cannon a second
        time to be shot to an area with a [MISSILE EXPANSION (155/255)]. Use the
        Spinner to get out of this area and return to Temple Access. Exit back to
        the Main Gyro Chamber and take the black door this time to go back to Dyn-
        amo Works and take the portal to reach the Ing Hive.
    
        : =ING HIVE= :
        __________________________________________________________________________
        |                           =MISSION OUTLOOK=			     |
        |  OBJECTIVES                                                            |
        |  ----------						             |
        |  1. Find advanced Luminoth/Chozo technology.   		             |
        |									     |
        |  ITEMS								     |
        |  -----								     |
        |  1. Upgrades:    None					             |
        |  2. Modules:     <COMPLETED>					     |
        |  3. Supplies:    None				                     |
        |  4. Ammunition:  None						     |
        |  5. Temple Keys: Hive Temple Key #2				     |
        |									     |
        |  SCANS								     |
        |  -----                                                                 |
        |  1. T. Logs:     <COMPLETED>					     |
        |  2. P. Data:     <COMPLETED>				             |
        |  3. L. Lore:     None						     |
        |  4. Scans:       None						     |
        |________________________________________________________________________|
    
        Head to Hive Dynamo Access. You'll have to use the Echo Visor here to find
        a group of sonic locks. Disable them to open the gate, and proceed into
        Hive Gyro Chamber. This version has a large magnetic sphere that is surr-
        ounded by moving platforms. Jump onto the ledges and use the Spider Ball to
        attach to the central sphere. There are Darkling Tentacles that will emerge
        from the sphere and knock you off, so either use Bombs or Power Bombs to
        get ride of them. At the top of the sphere is a Spider Ball Track that will
        lead to a concentric ring. Attach to this ring, and then use the Boost Ball
        to fly across to the other side, collecting the [HIVE TEMPLE KEY (2/2)] in
        the process. Now, the top door in this room leads to the Hive Temple; if 
        you're skipping the keys, remember that after getting the Screw Attack, you
        can head directly here and bypass the gate to reach the Hive Temple. None
        of the other doors here lead to anything useful (except the red door; it
        goes to a Save Station) unless you're up for a bit of random exploration.
        For now, simply return to Hive Dynamo Works and use the portal to get back
        to Light Aether.
    
        : =SANCTUARY FORTRESS= :
        __________________________________________________________________________
        |                           =MISSION OUTLOOK=			     |
        |  OBJECTIVES                                                            |
        |  ----------						             |
        |  1. Find advanced Luminoth/Chozo technology.   		             |
        |									     |
        |  ITEMS								     |
        |  -----								     |
        |  1. Upgrades:    None					             |
        |  2. Modules:     <COMPLETED>					     |
        |  3. Supplies:    None				                     |
        |  4. Ammunition:  Missile Expansion (x1)				     |
        |  5. Temple Keys: None						     |
        |									     |
        |  SCANS								     |
        |  -----                                                                 |
        |  1. T. Logs:     <COMPLETED>					     |
        |  2. P. Data:     <COMPLETED>				             |
        |  3. L. Lore:     None						     |
        |  4. Scans:       *Caretaker Class Drone*				     |
        |________________________________________________________________________|
    
        You'll now proceed through the rest of Sanctuary Fortress towards where the
        Screw Attack is located. Return to Main Research, take out the Quads and
        use the Spider Ball Tracks on the wall. Dodge the robots and other hazards
        along the path to reach a [MISSILE EXPANSION (160/255)], then head to the
        central structure. There will be a large machine in the middle of the room
        now; scan it for the [*"CARETAKER CLASS DRONE"*] Log Book entry, then look
        for a green gate. This locks you from further access into the area because
        of sonic interference, so use the Echo Visor to disable the sonic emitters
        and reveal a Dark Portal.
    
        : =ING HIVE= :
        __________________________________________________________________________
        |                           =MISSION OUTLOOK=			     |
        |  OBJECTIVES                                                            |
        |  ----------						             |
        |  1. Find advanced Luminoth/Chozo technology.   		             |
        |									     |
        |  ITEMS								     |
        |  -----								     |
        |  1. Upgrades:    None					             |
        |  2. Modules:     <COMPLETED>					     |
        |  3. Supplies:    None				                     |
        |  4. Ammunition:  None						     |
        |  5. Temple Keys: None						     |
        |									     |
        |  SCANS								     |
        |  -----                                                                 |
        |  1. T. Logs:     <COMPLETED>					     |
        |  2. P. Data:     <COMPLETED>				             |
        |  3. L. Lore:     None						     |
        |  4. Scans:       None						     |
        |________________________________________________________________________|
    
        This takes you to Staging Area, where almost immediately you'll be besieged
        by two Hunter Ing. You can try to ignore them as you proceed across the 
        area to reach another gate with sonic emitters, but the expansive reach of
        their tentacles can make this pretty difficult. You can also wait until 
        they're close to you and energize a nearby light beacon to make them leave
        you alone. Disable the sonic emitters to reveal a control panel; scan this 
        to open up a section of the floor by the central shaft, and go down to find
        a portal that will return you to Sanctuary Fortress.
    
        : =SANCTUARY FORTRESS= :
        __________________________________________________________________________
        |                           =MISSION OUTLOOK=			     |
        |  OBJECTIVES                                                            |
        |  ----------						             |
        |  1. Find advanced Luminoth/Chozo technology.   		             |
        |									     |
        |  ITEMS								     |
        |  -----								     |
        |  1. Upgrades:    None					             |
        |  2. Modules:     <COMPLETED>					     |
        |  3. Supplies:    Energy Tank (x1)			                     |
        |  4. Ammunition:  Missile Expansion (x1), Beam Ammo Expansion (x1)      |
        |  5. Temple Keys: None						     |
        |									     |
        |  SCANS								     |
        |  -----                                                                 |
        |  1. T. Logs:     <COMPLETED>					     |
        |  2. P. Data:     <COMPLETED>				             |
        |  3. L. Lore:     Sanctuary Falls					     |
        |  4. Scans:       None						     |
        |________________________________________________________________________|
    
        This deposits you in the central cylinder of Main Research. Roll up the
        nearby Spider Ball tracks and prepare to fight another mini-boss in Morph
        Ball form.
    
          MINI-BOSS BATTLE: CARETAKER CLASS DRONE
          ---------------------------------------
          Hopefully you scanned this the first time you saw it, because you're out
          of chances now. The Caretaker Class Drone is a bit of a nuisance because
          it requires a number of steps apart from just inflicting damage to be
          defeated. Read below for Normal and Hard Mode strategies for eliminating
          this mini-boss.
    
          [NORMAL MODE]
          You have to force the Caretaker Class Drone to three different levels and
          repeat a certain sequence of steps each time in order to defeat it. The
          Drone starts off spinning its robotic arms around the shaft trying to 
          knock you off. Avoid these and watch for a red pole to extend from the
          bottom of the Drone. You need to rocket across the shaft with the Boost
          Ball and collide with this pole in order to effect damage. Be wary of the
          spinning arms - you'll take damage if you get knocked off, but you'll 
          fall into a pit of crackling electricity that you have to Bomb Jump out 
          of. Do your best to avoid this while waiting for the red pole to appear.
          After striking it three times, a larger red cylinder will extend from the
          middle of this drone. Boost into this to destroy it, and the Drone will
          ascend to the second level. Repeat the same process as before, except now
          you need to watch where you Boost to; the ring isn't complete this time
          and is now broken into segments. Line up your Boosting so you don't fall
          below, and hit the red pole three times and the red cylinder once to move
          the Drone to the third level. This level is a little bit harder because
          the ring is now broken into four segments. Again, line up your Boosts 
          effectively and repeat the entire process again to destroy the Drone.
    
          [HARD MODE]
          Nothing changes in this fight except for the amount of damage you take
          from being struck by the Caretaker Class Drone's attacks.
        
        Defeating the Drone causes it to crash to the floor below, but opens up the
        upper path out of Main Research. Take the Morph Ball Tunnel nearby to get
        to a ledge high above you, and take it to Central Area Transport West. This
        tall shaft has a number of Kinetic Orb Cannons that you will use to reach
        the top. First, though, you have to disable a set of sonic emitters that
        are blocking the entrance. Switch to the Echo Visor and disable the emitt-
        ers, then roll into the first cannon; it will fire you to a second one, 
        which will then fire you to a third, which will fire you to a fourth until
        you finally reach the top. Before proceeding, though, drop back down the
        tunnel to reach a small maze. Roll left at first, then right at each fork
        in the path to reach a [MISSILE EXPANSION (165/255)], then fall to the
        bottom. Use the Kinetic Orb Cannons again to reach the top, then go through
        the door into Watch Station. This room is guarded by two Rezbits. Before
        eliminating them, decide how you are going to proceed through the room. The
        normal method uses Spider Ball Tracks that start near the white door lead-
        ing to Watch Station Access. Before navigating the Spider Ball Track, scan
        the Cobalt Hologram for another [LUMINOTH LORE: "SANCTUARY FALLS" (28/41)],
        then enter Watch Station Access and grab the nearby [ENERGY TANK (10/14)]
        just down and to your left in a small alcove. Return to Watch Station and
        ride the Spider Ball Track up to the top and use a Bomb Jump to reach the
        next section of Track. Take this to reach a Kinetic Orb Cannon that you can
        use to reach yet another section of Track. Follow this while navigating the
        rotating gears, using Bomb Jumps to move between the two after passing the 
        red poles. Bomb Jump from the second gear to reach another section of Spid-
        er Ball Track that you can freely navigate across. First, roll towards the
        bottom-left corner to see another Spider Ball Track below you. Drop onto
        it and you'll reach two more turning gears that you have to navigate. Once
        you get past them, you'll see a Morph Ball Tunnel leading off to the right.
        Follow this path to reach another Tunnel, and you'll reach a small chamber
        containing a [BEAM AMMO EXPANSION (3/4)]. Now exit out, cross Watch Station
        back to the white door and repeat the process all the way to the section of
        Spider Ball Track after the first two gears. Move to the bottom-right cor-
        ner this time to drop into a Bomb Slot. Activate it to remove the gate over
        the Dark Portal below you.
        The faster method is a lot trickier, but circumvents the Spider Ball Tracks
        in favor of using a Rezbit. This also skips the path to the Beam Ammo Ex-
        pansion, so if you're going for 100%, this path is pretty useless to you
        since you have to use the Tracks at some point to collect this Expansion.
        Anyway, start off leaving one of the Rezbits alive, and lure it over to the
        area near the gate covering the Dark Portal. Wait for it to activate its
        shield, then pop it with the charged Dark Beam before it releases its virus
        attack. Space Jump on top of the shields, then Space Jump up to the nearest
        Spider Ball Track - you can stand on the lowest corner of the track. Jump 
        up to the higher portion on the right, then face the room (with your back
        to the Bomb Slot). Now Space Jump backwards and execute a mid-air-morph at
        the last second to get the Bomb Slot to "grab" you. Activate the Bomb Slot 
        and drop down to enter the now-revealed Dark Portal.
    
        : =ING HIVE= :
        __________________________________________________________________________
        |                           =MISSION OUTLOOK=			     |
        |  OBJECTIVES                                                            |
        |  ----------						             |
        |  1. Find advanced Luminoth/Chozo technology.   		             |
        |									     |
        |  ITEMS								     |
        |  -----								     |
        |  1. Upgrades:    None					             |
        |  2. Modules:     <COMPLETED>					     |
        |  3. Supplies:    None				                     |
        |  4. Ammunition:  None						     |
        |  5. Temple Keys: None						     |
        |									     |
        |  SCANS								     |
        |  -----                                                                 |
        |  1. T. Logs:     <COMPLETED>					     |
        |  2. P. Data:     <COMPLETED>				             |
        |  3. L. Lore:     None						     |
        |  4. Scans:       None						     |
        |________________________________________________________________________|
    
        The portal takes you to Aerial Training Site, the dark world's counterpart
        of Watch Station. Almost immediately, you will be able to see the third
        Hive Temple Key on a high platform. Right now, defeat the Dark Pirate Comm-
        andos, then take the blue door on the far side to reach Judgment Drop. This
        area is full of Dark Preeds. Shooting them works best for a safe crossing,
        but it is possible to swing across with the Grapple Beam if you do it fast
        enough. Cross the gap, then Space Jump off the platform, using your second
        jump to curve back to the ledge below you, and take the portal back to 
        Light Aether.
    
        : =SANCTUARY FORTRESS= :
        __________________________________________________________________________
        |                           =MISSION OUTLOOK=			     |
        |  OBJECTIVES                                                            |
        |  ----------						             |
        |  1. Find advanced Luminoth/Chozo technology.   		             |
        |									     |
        |  ITEMS								     |
        |  -----								     |
        |  1. Upgrades:    None					             |
        |  2. Modules:     <COMPLETED>					     |
        |  3. Supplies:    None				                     |
        |  4. Ammunition:  None						     |
        |  5. Temple Keys: None						     |
        |									     |
        |  SCANS								     |
        |  -----                                                                 |
        |  1. T. Logs:     <COMPLETED>					     |
        |  2. P. Data:     <COMPLETED>				             |
        |  3. L. Lore:     None						     |
        |  4. Scans:       None						     |
        |________________________________________________________________________|
    
        Back in Grand Abyss, you can utilize the platforms to your left and right
        to reach the top level and use the blue door to reach the Vault. This area
        is wide open like the last two areas, but has an item locked in a cage in
        the center. To get the item, you will be doing a lot of back and forth be-
        tween the two portals in this room. Start off by activating the nearby Bomb
        Slot to make lasers fire from the four turrets. Go to the lower level to 
        find a control panel that you can scan to lower a bridge. Take the bridge
        to reach the Dark Portal.
    
        : =ING HIVE= :
        __________________________________________________________________________
        |                           =MISSION OUTLOOK=			     |
        |  OBJECTIVES                                                            |
        |  ----------						             |
        |  1. Find advanced Luminoth/Chozo technology.   		             |
        |									     |
        |  ITEMS								     |
        |  -----								     |
        |  1. Upgrades:    None					             |
        |  2. Modules:     <COMPLETED>					     |
        |  3. Supplies:    None				                     |
        |  4. Ammunition:  None						     |
        |  5. Temple Keys: None						     |
        |									     |
        |  SCANS								     |
        |  -----                                                                 |
        |  1. T. Logs:     <COMPLETED>					     |
        |  2. P. Data:     <COMPLETED>				             |
        |  3. L. Lore:     None						     |
        |  4. Scans:       Dark War Wasp					     |
        |________________________________________________________________________|
    
        In Vault Attack Portal, no such bridge exists like in Sanctuary Fortress.
        Instead, use the Grapple Beam to cross the gap quickly. When you land, turn
        and scan a ["DARK WAR WASP"] for the Log Book. Get this now, because this
        is the only room in which they appear. They'll attack ruthlessly, too, so
        you want to Grapple and scan one quickly. After getting the scan, use the
        machine to activate another portal going back to Sanctuary Fortress.
    
        : =SANCTUARY FORTRESS= :
        __________________________________________________________________________
        |                           =MISSION OUTLOOK=			     |
        |  OBJECTIVES                                                            |
        |  ----------						             |
        |  1. Find advanced Luminoth/Chozo technology.   		             |
        |									     |
        |  ITEMS								     |
        |  -----								     |
        |  1. Upgrades:    None					             |
        |  2. Modules:     <COMPLETED>					     |
        |  3. Supplies:    None				                     |
        |  4. Ammunition:  None						     |
        |  5. Temple Keys: None						     |
        |									     |
        |  SCANS								     |
        |  -----                                                                 |
        |  1. T. Logs:     <COMPLETED>					     |
        |  2. P. Data:     <COMPLETED>				             |
        |  3. L. Lore:     None						     |
        |  4. Scans:       None						     |
        |________________________________________________________________________|
    
        This portal takes you to the opposite side of the Vault. Now there are some
        platforms that you can use to reach the laser turrets, but be wary of the
        Rezbits. Quickly L-Lock Spring Space Jump to each platform and activate a
        Spinner before the Rezbits attack in order to rotate the turrets so that
        they point towards the cage in the center. To unlock it, you need to fire
        the lasers again, which requires you to go to the Bomb Slot at the start.
        *sigh* Go back through the portal you exited a moment ago.
    
        : =ING HIVE= :
        __________________________________________________________________________
        |                           =MISSION OUTLOOK=			     |
        |  OBJECTIVES                                                            |
        |  ----------						             |
        |  1. Find advanced Luminoth/Chozo technology.   		             |
        |									     |
        |  ITEMS								     |
        |  -----								     |
        |  1. Upgrades:    None					             |
        |  2. Modules:     <COMPLETED>					     |
        |  3. Supplies:    None				                     |
        |  4. Ammunition:  None						     |
        |  5. Temple Keys: None						     |
        |									     |
        |  SCANS								     |
        |  -----                                                                 |
        |  1. T. Logs:     <COMPLETED>					     |
        |  2. P. Data:     <COMPLETED>				             |
        |  3. L. Lore:     None						     |
        |  4. Scans:       None						     |
        |________________________________________________________________________|
        
        Grapple across the gap in Vault Attack Portal to reach the first portal you
        took. Take it to go back to Light Aether.
    
        : =SANCTUARY FORTRESS= :
        __________________________________________________________________________
        |                           =MISSION OUTLOOK=			     |
        |  OBJECTIVES                                                            |
        |  ----------						             |
        |  1. Collect advanced Luminoth/Chozo technology.   	             |
        |  2. Find final Hive Temple Key				             |
        |									     |
        |  ITEMS								     |
        |  -----								     |
        |  1. Upgrades:    Screw Attack				             |
        |  2. Modules:     <COMPLETED>					     |
        |  3. Supplies:    None				                     |
        |  4. Ammunition:  None						     |
        |  5. Temple Keys: None						     |
        |									     |
        |  SCANS								     |
        |  -----                                                                 |
        |  1. T. Logs:     <COMPLETED>					     |
        |  2. P. Data:     <COMPLETED>				             |
        |  3. L. Lore:     None						     |
        |  4. Scans:       None						     |
        |________________________________________________________________________|
    
        Activate the Bomb Slot a second time to cause the turrets to fire lasers
        at receptor crystals atop the central cage. This lifts the cage from the
        center platform. Finally, you can Space Jump to the platform and collect
        the [SCREW ATTACK] upgrade! With this item in hand, your jumping prowess is
        enhanced with not only a third jump, but you can add up to four extra hor-
        izontal jumps while spinning with charged energy. Immediately use the Screw
        Attack to exit the vault by crossing the gap to the door leading back into
        Grand Abyss. Again utilize the Screw Attack to cross the large gap here and
        return to Watch Station. This time, you'll fight a couple of Pirate Aero-
        troopers - for a fun time, Screw Attack into them. Otherwise, eliminate 
        them how you see fit.
    
        THE ANNIHILATOR BEAM
        ====================
        This subsection will cover the tasks you need to finish up in Sanctuary
        Fortress and the Ing Hive as you prepare to fight the dark guardian, Quad-
        raxis.
    
        : =SANCTUARY FORTRESS= :
        __________________________________________________________________________
        |                           =MISSION OUTLOOK=			     |
        |  OBJECTIVES                                                            |
        |  ----------						             |
        |  1. Collect final Hive Temple Key.	   		             |
        |									     |
        |  ITEMS								     |
        |  -----								     |
        |  1. Upgrades:    None					             |
        |  2. Modules:     <COMPLETED>					     |
        |  3. Supplies:    None				                     |
        |  4. Ammunition:  None						     |
        |  5. Temple Keys: None						     |
        |									     |
        |  SCANS								     |
        |  -----                                                                 |
        |  1. T. Logs:     <COMPLETED>					     |
        |  2. P. Data:     <COMPLETED>				             |
        |  3. L. Lore:     None						     |
        |  4. Scans:       None						     |
        |________________________________________________________________________|
    
        Now you need to recover the final Hive Temple Key. Since you've already 
        seen where it is, you can simply use the portal here in Watch Station to 
        return to the Ing Hive.
    
        : =ING HIVE= :
        __________________________________________________________________________
        |                           =MISSION OUTLOOK=			     |
        |  OBJECTIVES                                                            |
        |  ----------						             |
        |  1. Collect final Hive Temple Key.	   		             |
        |									     |
        |  ITEMS								     |
        |  -----								     |
        |  1. Upgrades:    None					             |
        |  2. Modules:     <COMPLETED>					     |
        |  3. Supplies:    None				                     |
        |  4. Ammunition:  Missile Expansion (x1)				     |
        |  5. Temple Keys: Hive Temple Key #3				     |
        |									     |
        |  SCANS								     |
        |  -----                                                                 |
        |  1. T. Logs:     <COMPLETED>					     |
        |  2. P. Data:     <COMPLETED>				             |
        |  3. L. Lore:     None						     |
        |  4. Scans:       Wall Jump Surface				     |
        |________________________________________________________________________|
     
        In Aerial Training Site, jump to the platform in the middle of the area. 
        You should be able to see another ledge on the wall that leads towards a
        door. Enter the door to find a long vertical shaft. Scan the black and gold
        walls here to learn that this is a ["WALL JUMP SURFACE"] that can interact 
        with your new Screw Attack. Wall Jump up this shaft by backing up a bit,
        then Space Jump and activate the Screw Attack. Connecting with this sur-
        face will cause you to stick much like the Spider Ball, except now you have
        to reverse your jump and press B to continue Screw Attacking. Keep doing
        this until you have reached the top and you'll find the final [HIVE TEMPLE
        KEY (3/3)] right in your path. There is also a control panel here that you
        can scan that will lower the remaining walls in Aerial Training Site. Use
        the Screw Attack to cross the long gap to reach where the portal is, and
        you'll find another Wall Jump Surface; use this one to reach the [MISSILE
        EXPANSION (170/255)] at the top. Drop back down and use the Light Portal to
        return to Sanctuary Fortress.
    
        : =SANCTUARY FORTRESS= :
        __________________________________________________________________________
        |                           =MISSION OUTLOOK=			     |
        |  OBJECTIVES                                                            |
        |  ----------						             |
        |  1. Return Temple Keys to Hive Temple.	   		             |
        |									     |
        |  ITEMS								     |
        |  -----								     |
        |  1. Upgrades:    None					             |
        |  2. Modules:     <COMPLETED>					     |
        |  3. Supplies:    None				                     |
        |  4. Ammunition:  None						     |
        |  5. Temple Keys: None						     |
        |									     |
        |  SCANS								     |
        |  -----                                                                 |
        |  1. T. Logs:     <COMPLETED>					     |
        |  2. P. Data:     <COMPLETED>				             |
        |  3. L. Lore:     None						     |
        |  4. Scans:       None						     |
        |________________________________________________________________________|
    
        Back in Watch Station, head across to the white door and enter Watch Stat-
        ion Access. If you haven't already grabbed the Energy Tank, do so now. You
        can either scan the nearby console to lower a set of Grapple Points that
        will let you cross, but since you have the Screw Attack, simply use that to
        cross the large gap. Take the door back to Main Gyro Chamber and return
        through Dynamo Access, into Dynamo Works, then take the portal back to the
        Ing Hive. 
    
        : =ING HIVE= :
        __________________________________________________________________________
        |                           =MISSION OUTLOOK=			     |
        |  OBJECTIVES                                                            |
        |  ----------						             |
        |  1. Return Temple Keys to Hive Temple and defeat Quadraxis.            |
        |									     |
        |  ITEMS								     |
        |  -----								     |
        |  1. Upgrades:    Annihilator Beam				             |
        |  2. Modules:     <COMPLETED>					     |
        |  3. Supplies:    None				                     |
        |  4. Ammunition:  None						     |
        |  5. Temple Keys: None						     |
        |									     |
        |  SCANS								     |
        |  -----                                                                 |
        |  1. T. Logs:     <COMPLETED>					     |
        |  2. P. Data:     <COMPLETED>				             |
        |  3. L. Lore:     None						     |
        |  4. Scans:       *Quadraxis*, *Damaged Quadraxis*, *Shielded Head Mod- |
        |		       ule*, *Stunned Head Module*, *Final Head Module*, Ing-|
        |		       storm, Super Crystal, Super Beacon		     |
        |________________________________________________________________________|
    
        From Hive Dynamo Works, head to the Hive Gyro Chamber and enter the far 
        blue door to restock Ammo at the Hive Ammo Station, then use the nearby
        Save Station. Go back to Hive Gyro Chamber and take the uppermost door to
        reach the Hive Temple Access. Step into the swirling red light (or use a
        Bomb Space Jump and Screw Attack over the gate if you skipped collecting 
        the keys) here to return the Hive Temple Keys to their places to unlock the
        path leading into the Hive Temple. Enter the next door and take the elevat-
        or down, where a cutscene will introduce the guardian of the Ing Hive.
    
          BOSS BATTLE: QUADRAXIS
          ----------------------
          Quadraxis is simply a gigantic Quad. Like the battle against the Boost
          Guardian, there are no safe zones in the battle arena; instead you'll
          rely on refills that it spews out from time to time to refill your health
          meter. Read below for Normal and Hard Mode strategies for taking this
          boss down.
    
          [NORMAL MODE]
          Like previous fights, this battle takes place in multiple phases, and the
          gigantic Quadraxis has different scan entries for each phase. Start the
          battle off by scanning the large mechanoid for the [*"QUADRAXIS"*] entry,
          then set to work on defeating it. Below is a list of the phases you'll
          go through and what to do during each one.
          1. PHASE 1: MOBILE QUADRAXIS
             Quadraxis begins the fight as a gigantic four-legged mechanoid. Your
             biggest concern in this phase should be the ranged attacks Quadraxis
             can generate as opposed to being stomped on. Each of its four append-
             ages terminate in small claws; from time to time these claws will 
             generate a red orb that you can Boost into to gain health and ammo re-
             fills. During this phase, Quadraxis has a number of attacks. The first
             is a powerful laser that knocks out your targeting and firing capabil-
             ities for about five seconds. Quadraxis will also lock onto you for a 
             powerful direct missile attack; if you see red lasers lock in on your 
             location, wait a second and Boost out of the way to avoid getting hit
             with this. The third attack is a vortex move where Quadraxis rapidly 
             spins around and sucks you in - you can avoid this by repeatedly using
             the Boost Ball to stay away. Its final attack is to directly fire 
             matter/anti-matter streams at you. To defeat this form, look at its 
             knee joints. One of them will glow blue, and you can lock-on to this 
             and fire charged Light Beam shots to damage it. Once you disable a
             knee, it will spew out health and ammo refills; collect them and lock 
             onto the next glowing knee. Once you have disabled all four knees, 
             this battle will move to the next phase.
          2. PHASE 2: STUNNED AND SHIELDED HEAD MODULE
             This phase contributes three Log Book entries - start off scanning the
             collapsed main body for the [*"DAMAGED QUADRAXIS"*] entry, then scan
             the floating head module for the [*"SHIELDED HEAD MODULE"*] entry.
             In this phase, you have to disable sonic emitters that are sending 
             real-time data from the body to the head. The easiest method of doing
             this is to use the Echo Visor to target the antennae on top of the
             main body. The fastest method, however, involves you Space Jumping on
             top of a disabled knee joint, using the Echo Visor to plot your path,
             then using the Screw Attack to pass just over the antennae array. This
             unconventional approach does disable all of the antennae in a single
             hit, which then renders the Head Module vulnerable. Once you have 
             eliminated the antennae, scan the head module again for the [*"STUNNED
             HEAD MODULE"*] entry and switch to the Echo Visor to use either Super
             Missiles or the charged Light Beam to directly attack the array on top
             of the head module. Quadraxis will summon Dark Quads to protect it
             during this phase, but by staying atop a knee joint as much as possi-
             ble, you can avoid their attacks. Eventually the shield will recover 
             and you'll have to repeat the sequence again. Getting proficient at 
             using the Screw Attack method greatly simplifies this phase. Once you
             have reduced Quadraxis down to about 30% health, the final phase will
             begin after the entire shielding is destroyed.
          3. PHASE 3: FINAL HEAD MODULE
             After the shield has been demolished, your final scan, [*"FINAL HEAD
             MODULE"*], reveals that the head itself is now vulnerable to direct
             attack. After the scan is complete, switch to the Power Beam so you
             can use Super Missiles. Quadraxis' final form will relentlessly use
             matter/anti-matter and missile attacks that are difficult to avoid.
             Keep your distance and fire two Super Missiles to stun it - this will
             cause it to start floating in place. Locate the nearest leg to the
             head and use the Spider Ball Tracks to roll up to the knee. Boost off
             from the leg while holding R to attach to the head module, and roll to
             the front where there are two Bomb Slots. Detonate a Bomb in one of
             them to cause significant damage and restart this phase. Repeat the
             same sequence of steps to deal the deathblow to Quadraxis.
    
          [HARD MODE]
          This version of Quadraxis doesn't bring much of anything new to the bat-
          tle. Like all major boss fights, all that changes here is the speed and
          frequency of Quadraxis' attacks and the amount of damage it inflicts on
          you and what you have to do to damage it. Quadraxis takes much more of a
          pounding, so consider using the Screw Attack during Phase 2 to disable it
          much faster. Phase 3 changes nothing about the battle, as you must still
          only deal two Morph Ball Bombs' worth of damage to finish it off.
    
        Quadraxis' destruction rewards you with the powerful [ANNIHILATOR BEAM],
        a weapon that uses a combination of light and dark energy. Because of its
        nature, this weapon will work on both dark and light creatures, although
        it consumes 1 unit of each type of Ammo. This weapon is also capable of
        triggering certain Key Emitters that radiate sonar waves. Lastly, you don't
        need to lock on with this weapon; shots will automatically travel to the
        nearest enemy. Now that you have the most powerful beam weapon in the game,
        it's time to put it to use.
        A large platform rises from the center of the Hive Temple. Use the Spider
        Ball Track to roll up it, then Screw Attack to the gray door on the other
        side. The Annihilator Beam will open gray doors, so head inside to reach 
        the Hive Energy Controller. It should be noted for the record that while it
        was possible to bypass collecting the energy from Dark Torvus Bog and Dark 
        Agon Wastes, it is not possible to do so here. You could return all the
        way to U-Mos and he'd simply stare at you. Returning Sanctuary's energy is
        the trigger point for the Light Suit, so you sort of need to collect this
        one. Anyway, activate the Bomb Slot to take you to the actual Energy Con-
        troller, then approach the large ball of red energy. A cutscene will take 
        over whereby you absorb the energy from the Ing Hive into your Energy Tran-
        sfer Module. Now that you have stolen the energy from the three Dark Sub-
        Controllers, the Ing will be hotter on your trail. Exit back to the Hive 
        Temple and use the Screw Attack to reach the central platform, then turn 
        left to and Screw Attack again to reach another gray door. This leads into 
        Aerial Training Access, where a new enemy crops up. Scan this as an ["ING-
        STORM"] and Screw Attack through it, otherwise you'll take a lot of damage 
        passing through the cloud. A gate closes on you, preventing you from taking
        this path back to the Hive Temple, but that shouldn't matter since you're 
        on your way out. Exit to Aerial Training Site and use your new Beam to 
        easily eliminate the Dark Pirate Commandos. While in here, find some light 
        crystals and light beacons and hit them with your new Annihilator Beam to 
        transform them into new scannable entries - the ["SUPER CRYSTAL"] and the 
        ["SUPER BEACON"], respectively. Doing this draws the Ing to the powerful 
        energy (and their subsequent demise), which means you should make a habit 
        of using these as your primary weapons for the rest of the time you're in 
        Dark Aether. Use the Light Portal in this area to return to Light Aether.
    
        : =SANCTUARY FORTRESS= :
        __________________________________________________________________________
        |                           =MISSION OUTLOOK=			     |
        |  OBJECTIVES                                                            |
        |  ----------						             |
        |  1. Return Hive Energy to Sanctuary Fortress.  		             |
        |									     |
        |  ITEMS								     |
        |  -----								     |
        |  1. Upgrades:    None					             |
        |  2. Modules:     <COMPLETED>					     |
        |  3. Supplies:    None				                     |
        |  4. Ammunition:  Missile Expansion (x1), Power Bomb Expansion (x1)     |
        |  5. Temple Keys: None						     |
        |									     |
        |  SCANS								     |
        |  -----                                                                 |
        |  1. T. Logs:     <COMPLETED>					     |
        |  2. P. Data:     <COMPLETED>				             |
        |  3. L. Lore:     None						     |
        |  4. Scans:       None						     |
        |________________________________________________________________________|
    
        Now that you're back in Main Research, take the nearby Spider Ball Track
        to reach the blue door that leads to Sentinel's Path. There are a few Mek-
        enobites lurking on the ceiling; target them with the Seeker Missiles to
        eliminate them before it becomes a drawn out battle. Now, remember the door
        that closed on you in Aerial Training Access as you were leaving the Hive
        Temple? There is a similar door here that must be disabled by firing at
        sonically-charged Key Emitters. Switch to the Echo Visor to find an orange
        colored icon that depicts sound waves. Fire at this with the Annihilator
        Beam and you'll hear a series of tones. You must now replicate this sound
        pattern by firing at the Key Emitters in the proper sequence. If you mess
        up, just start over until you unlock the gate, which in turn reveals a
        [MISSILE EXPANSION (175/255)]. Continue on down the path to reach the Sanc-
        tuary Temple, then Screw Attack across the gap to reach the path leading to
        the Energy Controller. Transfer the energy to this Controller and the Lum-
        inoth Sentinel will thank you for your efforts. Now it's time to leave this 
        place and return to U-Mos. Start off heading back through the Main Gyro
        Chamber. Drop to the bottom and use the Echo Visor and Annihilator Beam to
        complete another sonic Key Emitter puzzle. After you key in the correct 
        combination, pass through the gate and use the Kinetic Orb Cannon to rocket
        yourself into a glowing sphere in the center of the room. This allows you
        to collect another [POWER BOMB EXPANSION (05/10)]. From here, backtrack
        through the rest of Sanctuary Fortress to Sanctuary Entrance. Screw Attack
        across the gap and return to the Temple Grounds.
    
    
      8E. PATH TO THE SKY TEMPLE
      --------------------------
      This section details the fifth part of this walkthrough as you make your way
      back towards U-Mos for the final mission. You will backtrack through all of
      Aether's regions now to find the Sky Temple Keys so you can access the final
      Ing stronghold.
    
        THE SUNBURST & THE LIGHT SUIT
        =============================
        This subsection will go over the steps needed to acquire the Sunburst and
        the Light Suit while doing some some assorted hunting and gathering.
    
        : =TEMPLE GROUNDS= :
        __________________________________________________________________________
        |                           =MISSION OUTLOOK=			     |
        |  OBJECTIVES                                                            |
        |  ----------						             |
        |  1. Return to the Great Temple.			 	             |
        |									     |
        |  ITEMS								     |
        |  -----								     |
        |  1. Upgrades:    None					             |
        |  2. Modules:     <COMPLETED>					     |
        |  3. Supplies:    None	   			                     |
        |  4. Ammunition:  None						     |
        |  5. Temple Keys: None						     |
        |									     |
        |  SCANS								     |
        |  -----                                                                 |
        |  1. T. Logs:     <COMPLETED>					     |
        |  2. P. Data:     <COMPLETED>					     |
        |  3. L. Lore:     None					   	     |
        |  4. Scans:       None						     |
        |________________________________________________________________________|
    
        Upon arriving back in the Temple Grounds area, proceed back through to 
        reach the GFMC Compound. Ascend the ledges and find the yellow door. Set a
        Power Bomb to break the shield and reach the Grand Windchamber. This very
        large room consists of four platforms with a large caged structure in the
        center. Your goal is to reach the Dark Portal in here, but first, take out
        the two Pirate Aerotroopers. Afterwards, Screw Attack over to the platform
        with the Dark Portal.
    
        : =SKY TEMPLE GROUNDS= :
        __________________________________________________________________________
        |                           =MISSION OUTLOOK=			     |
        |  OBJECTIVES                                                            |
        |  ----------						             |
        |  1. None.						 	             |
        |									     |
        |  ITEMS								     |
        |  -----								     |
        |  1. Upgrades:    None					             |
        |  2. Modules:     <COMPLETED>					     |
        |  3. Supplies:    None	   			                     |
        |  4. Ammunition:  None						     |
        |  5. Temple Keys: None						     |
        |									     |
        |  SCANS								     |
        |  -----                                                                 |
        |  1. T. Logs:     <COMPLETED>					     |
        |  2. P. Data:     <COMPLETED>					     |
        |  3. L. Lore:     None					   	     |
        |  4. Scans:       None						     |
        |________________________________________________________________________|
    
        The Ing Windchamber area is quite similar to its Light Aether counterpart, 
        except for the fact that each of the four platforms have Spinners and Kin-
        etic Orb Cannons. Move to each Spinner and move the central rings so that 
        they all match a single color (Amber or Cobalt), then use the Screw Attack 
        to reach the central platform. Use the Seeker Missiles to hit the four tar-
        gets simultaneously to extend two platforms across the room. Now repeat 
        this entire sequence again, this time arranging the central rings so that 
        they are the opposite of whatever color you did the first time. Use the 
        Seeker Missiles to hit a new set of targets to move two new ledges into 
        place. Now return to the portal and go back to Light Aether.
    
        : =TEMPLE GROUNDS =:
        __________________________________________________________________________
        |                           =MISSION OUTLOOK=			     |
        |  OBJECTIVES                                                            |
        |  ----------						             |
        |  1. Return to the Great Temple.			 	             |
        |									     |
        |  ITEMS								     |
        |  -----								     |
        |  1. Upgrades:    Sunburst, Light Suit			             |
        |  2. Modules:     <COMPLETED>					     |
        |  3. Supplies:    None		   		                     |
        |  4. Ammunition:  Missile Expansion (x1), Power Bomb Expansion (x1)     |
        |  5. Temple Keys: None						     |
        |									     |
        |  SCANS								     |
        |  -----                                                                 |
        |  1. T. Logs:     <COMPLETED>					     |
        |  2. P. Data:     <COMPLETED>					     |
        |  3. L. Lore:     D-Isl's Testament			   	     |
        |  4. Scans:       None						     |
        |________________________________________________________________________|
    
        All of your work in Dark Aether has extended a series of platforms here in
        the Grand Windchamber. Return to the platform with the Kinetic Orb Cannon
        and have it shoot you to the central structure, where you can collect the
        [SUNBURST CHARGE COMBO] upgrade. This amplifies the Light Beam by generat-
        ing a huge burst of light energy, although it uses 5 Missiles plus 30 units
        of light Beam Ammo. After this, some more Dark Pirate Commandos will show
        up, so defeat them and then return via the Windchamber Gateway to the GFMC
        Compound. At this point, if you
        haven't already gotten the Missile Expansion atop the GFS Tyr, get it now
        since you have the Screw Attack. With this in hand, head into the Commun-
        ication Area. Ignore the War Wasps and find the pillar that you can Space 
        Jump to. Follow it around to reach a blue door leading to Storage Cavern A.
        Morph and boost down the incline to reach another dead Luminoth.
        Scan the body to add the [LUMINOTH LORE: "D-ISL'S TESTAMENT" (29/41)] entry
        to your Log Book, then head back to the Communication Area. One level below
        you, search for a glass dome covering some rock. Destroy it with a Bomb to 
        get a [MISSILE EXPANSION (180/255)], then take the normal exit out of here 
        to reach Dynamo Chamber. (Note: if you are out of Power Bombs here, you'll 
        have to rely on the Splinters and the War Wasps to give you some refills). 
        Use a Power Bomb on the first grate, then go into the tunnel and find the 
        cracked wall. Detonate a Power Bomb here to clear the path to another [POW-
        ER BOMB EXPANSION (06/10)], then head into Temple Assembly Site. 
        Make a run for the door that leads to Temple Transport B and take this up 
        into the Great Temple. Head into the Main Energy Controller to speak with 
        U-Mos again. He'll thank you for your valiant efforts, but laments that one
        Dark Controller still remains in Dark Aether. Makes sense - if there is
        energy still remaining in the Great Temple and Dark Aether hasn't complete-
        ly destabilized following your actions in the last three Dark Temples, then
        the dark version of the Temple must still contain some of Aether's planet-
        ary energy. U-Mos asks you to take on this final task, which of course, you
        basically have no choice in. To aid you in your task, he presents to you
        the ultimate in Luminoth style - the [LIGHT SUIT]. This upgrade renders you
        invulnerable to the caustic effects of Dark Aether's atmosphere, allows you
        to explore the poisonous Dark Water, and gives you the ability to travel 
        along thos yellow beams of light you've seen before to reach different 
        areas around Aether. In order to unlock the Sky Temple, he says, nine keys 
        must be found throughout the dark regions. Bid adieu to U-Mos and begin 
        your final quest by hopping into the Light Warp. When prompted, select Agon
        Wastes as your destination.
    
        THE DARKBURST & THE SONIC BOOM
        ==============================
        This subsection will go over your collection of the last two Charge Combo
        attacks, the Darkburst and the Sonic Boom, along with the first group of
        Sky Temple Keys.
    
        : =AGON WASTES= :
        __________________________________________________________________________
        |                           =MISSION OUTLOOK=			     |
        |  OBJECTIVES                                                            |
        |  ----------						             |
        |  1. Recover the Sky Temple Keys from Dark Agon Wastes. 	             |
        |									     |
        |  ITEMS								     |
        |  -----								     |
        |  1. Upgrades:    None					             |
        |  2. Modules:     <COMPLETED>					     |
        |  3. Supplies:    None				                     |
        |  4. Ammunition:  None						     |
        |  5. Temple Keys: None						     |
        |									     |
        |  SCANS								     |
        |  -----                                                                 |
        |  1. T. Logs:     <COMPLETED>					     |
        |  2. P. Data:     <COMPLETED>					     |
        |  3. L. Lore:     The Stellar Object				     |
        |  4. Scans:       Kralee						     |
        |________________________________________________________________________|
    
        Your warp point will set you down in the Agon Energy Controller. Head back 
        to Agon Temple and take the black door to reach the Mineshaft again. You 
        should have collected the Energy Tank in here earlier, but if you didn't,
        grab it now and drop to the bottom of the room. Open the purple door with
        the Seeker Missiles and head into Mining Station B, where a gigantic blade
        hangs in the center of the room. Take this opportunity to scan a ["KRALEE"]
        for the Log Book - this is the only room you can find them in, although
        they never disappear. Find the Bomb Slot and activate it to make the blade
        begin to spin. A timer will start, so quickly go through the nearby passage
        to find a half-pipe and a control panel. Scan it to activate a Kinetic Orb
        Cannon. Quickly shoot yourself to a high ledge where you can find a second
        Bomb Slot; activate this to raise the blade, so that it destroys an entire
        section of the rock and reveals a Dark Portal. Scan the nearby Luminoth
        Hologram for the [LUMINOTH LORE: "THE STELLAR OBJECT" (30/41)], then use
        the half-pipe to reach the top of the blade, from which you can Space Jump
        to reach the Dark Portal.
    
        : =DARK AGON WASTES= :
        __________________________________________________________________________
        |                           =MISSION OUTLOOK=			     |
        |  OBJECTIVES                                                            |
        |  ----------						             |
        |  1. Recover the Sky Temple Keys from Dark Agon Wastes. 	             |
        |									     |
        |  ITEMS								     |
        |  -----								     |
        |  1. Upgrades:    None					             |
        |  2. Modules:     <COMPLETED>					     |
        |  3. Supplies:    None				                     |
        |  4. Ammunition:  None						     |
        |  5. Temple Keys: None						     |
        |									     |
        |  SCANS								     |
        |  -----                                                                 |
        |  1. T. Logs:     <COMPLETED>					     |
        |  2. P. Data:     <COMPLETED>					     |
        |  3. L. Lore:     None						     |
        |  4. Scans:       None						     |
        |________________________________________________________________________|
    
        This portal takes you to Trial Grounds. Drop down and go through a cracked
        part of the wall to reach the main area, then use the Space Jump to reach
        a series of ledges that leads to a Morph Ball Tunnel that leads to Dark 
        Transit Station. Navigate through this tunnel while Boosting to avoid the 
        Nightbarbs and you'll find a Light Portal on the Duelling Range side behind
        a gate. 
    
        : =AGON WASTES= :
        __________________________________________________________________________
        |                           =MISSION OUTLOOK=			     |
        |  OBJECTIVES                                                            |
        |  ----------						             |
        |  1. Recover the Sky Temple Keys from Dark Agon Wastes. 	             |
        |									     |
        |  ITEMS								     |
        |  -----								     |
        |  1. Upgrades:    Darkburst				             |
        |  2. Modules:     <COMPLETED>					     |
        |  3. Supplies:    Energy Tank (x1)			                     |
        |  4. Ammunition:  Missile Expansion (x6), Power Bomb Expansion (x1)     |
        |  5. Temple Keys: None						     |
        |									     |
        |  SCANS								     |
        |  -----                                                                 |
        |  1. T. Logs:     <COMPLETED>					     |
        |  2. P. Data:     <COMPLETED>					     |
        |  3. L. Lore:     B-Stl's Testament				     |
        |  4. Scans:       Metroid Coccon, Infant Tallon Metroid		     |
        |________________________________________________________________________|
    
        You'll end up in a new area of the Mining Plaza, although you can't really
        go anywhere but back through Transit Station to return to Mining Station B.
        Once you do, however, you'll emerge right in front of the [DARKBURST CHARGE
        COMBO] upgrade. This amplifies the Dark Beam by generating a huge cloud of
        slow-moving dark energy that acts like a black hole, although it uses 5
        Missiles plus 30 units of Dark Beam ammo. Right after you grab this item,
        you'll take on two Pirate Aerotroopers that have been apparently sent to
        stop you. Eliminate them, then use the Scan Visor to spot another weakened
        section of the wall. Head over here and use a Power Bomb on the wall to
        destroy it, then enter the white door to reach Storage A, which contains
        another [MISSILE EXPANSION (185/255)]. You're finished with this side of
        the map now, so return via the Mineshaft back to Agon Temple and backtrack
        to Mining Plaza near the start. In this room you need to now use your Echo
        Visor to locate three sonic emitters in the room. These aren't like the 
        last few you found that required you to harmonize a sound frequency, you 
        can just shoot these to disable them. Once you disable all three, a group
        of lenses will move into position (like in Portal Terminal) and focus a
        ray of sunlight towards a gate. The gate will open for you, but it's high
        up on the mountain. Climb up the walls in this area until you reach where
        you found one of the Amber Lore Holograms, and Screw Attack over to the
        newly revealed opening to claim the [ENERGY TANK (11/14)]. Drop down and
        head through the next passage into Mining Station A. Eliminate any enemies
        that show up here, and scan for the wall made of Denzium. Use a Power Bomb
        to break through and reveal a Kinetic Orb Cannon. Hold R while using the
        cannon, then navigate the Spider Ball Tracks to reach another [MISSILE EX-
        PANSION (190/255)]. Now navigate your way to Central Mining Station, where
        you originally found J-Stl. Remember this area, as it is the location of
        your first Sky Temple Key in Dark Aether. For that matter, every area 
        where you have found a deceased Luminoth that you scanned for the Log Book
        will have an accompanying key in that area of the dark world. For now,
        instead of heading to Command Chamber, head into Bioenergy Production, 
        where you got an Energy Tank earlier in the game. There is another item to
        grab here now that you have the Boost Ball and Spider Ball upgrades.
        Eliminate the Tallon Metroids flying about in here before moving on. There
        is a lengthy Spider Ball and Boost Ball puzzle in here, but you can circum-
        vent it by leaping up the platforms (they should be in the same position
        from earlier). Space Jump to the topmost one and use the Map to align a 
        trajectory towards the green door. Space Jump out so that you clear the 
        rock face, then crank the Control Stick to steer your Screw Attack towards 
        the ledge. Land on it, open the green door with a Super Missile, and head 
        inside to claim another [MISSILE EXPANSION (195/255)]. Now exit here and
        go forward (or backward) about two rooms to reset Bioenergy Production. Go
        back and you should have cocoons on the walls now. Scan one for the ["MET-
        ROID COCOON"] Log Book entry, then approach one so it ruptures and little
        infant Metroids come out. Scan one of these as an ["INFANT TALLON METROID"]
        and then leave the room and return to Main Reactor (where you fought Dark 
        Samus the first time). 
        This time, use the Spider Ball Track to reach a small nook leading to a 
        dead Luminoth. Scan the body for the [LUMINOTH LORE: "B-STL'S TESTAMENT" 
        (31/41)], then look around the corner for another Spider Ball Track and 
        roll up to a series of moving magnetic platforms. The trick to this is you
        need to boost from track to track in the split moment that the platform 
        across from you and the one you're on line up. Complete this bit of trick-
        ery and Boost through to a small catwalk with a glass dome. Bomb the dome 
        to uncover another [MISSILE EXPANSION (200/255)], then drop down and take 
        the main elevator back to the upper floor. Take the blue door at the far 
        end to reach Sand Processing. Eliminate the turrets, then use the half-pipe
        to boost up to a Morph Ball Tunnel. Roll through and scan the console to 
        activate the nearby Bomb Slot, then use it to drain the sand. Drop back 
        down and claim the [MISSILE EXPANSION (205/255)], then return to the Main 
        Reactor and go back up to B-Stl's body and take the nearby door out into 
        the wide-open Sandcanyon. Ignore the Kinetic Orb Cannon and instead Screw 
        Attack out to the large platform in the center. Detonate a Power Bomb near 
        its base to collapse it, then grab the [POWER BOMB EXPANSION (07/10)] from 
        the newly-revealed opening. Before leaving, head to the other side of the 
        Sandcanyon and enter the door to reach Ventilation Area A. In here, use a 
        series of Double Bomb Jumps past the Pillbugs to reach another [MISSILE EX-
        PANSION (210/255)]. Now go back to the Command Center and activate the dark
        portal to return to Dark Agon Wastes.
    
        : =DARK AGON WASTES= :
        __________________________________________________________________________
        |                           =MISSION OUTLOOK=			     |
        |  OBJECTIVES                                                            |
        |  ----------						             |
        |  1. Recover the Sky Temple Keys from Dark Agon Wastes. 	             |
        |									     |
        |  ITEMS								     |
        |  -----								     |
        |  1. Upgrades:    Sonic Boom				             |
        |  2. Modules:     <COMPLETED>					     |
        |  3. Supplies:    None				                     |
        |  4. Ammunition:  Missile Expansion (x2), Power Bomb Expansion (x1)     |
        |  5. Temple Keys: Sky Temple Key #1, #2				     |
        |									     |
        |  SCANS								     |
        |  -----                                                                 |
        |  1. T. Logs:     <COMPLETED>					     |
        |  2. P. Data:     <COMPLETED>					     |
        |  3. L. Lore:     None						     |
        |  4. Scans:       Flying Ing Cache**, Dormant Ingclaw		     |
        |________________________________________________________________________|
    
        Returning to Doomed Entry, take the white door into Feeding Pit Access and
        drop into the Dark Water in the Feeding Pit to find another [POWER BOMB 
        EXPANSION (08/10)] tucked away in a small nook. Exit from the water and go
        to the Watering Hole, and from there into Phazon Site. Multiple Dark Tall-
        on Metroids occupy this area, so try using the Screw Attack to take them
        out quickly. Now, remember the platform-hopping episode you went through 
        earlier to scan a console? Repeat that process again, except this time use
        the Screw Attack to reach the ledge with the gray door. Open it with the
        Annihilator Beam and head inside to claim the powerful [SONIC BOOM CHARGE
        COMBO], your final upgrade of the game! This is the most powerful Charge 
        Combo Enhancement because it combines light and dark energy into a sonic-
        charged burst. However, it is pretty costly - it uses 5 Missiles and 30
        units of EACH type of Beam Ammo. 
        When you're done celebrating your latest find, exit and take the blue door
        after the elevator to reach Bitter Well. Head into the Save Station and 
        save if you want, then go into the Hall of Stairs and make your way into
        Dark Oasis. Detonate a Power Bomb on the wall across from the blue door and
        eliminate the lurking Hunter Ing. Once its gone, drop into the Dark Water 
        and enable your Scan Visor. You'll see a strange floating red object here.
        Shoot it with the Power Beam; the resulting interference will overload your
        Visor. Switch back to the Combat Visor and you'll see a whitish sort of 
        floating sac. Scan this to find it is a ["FLYING ING CACHE"**], then blast 
        it into oblivion with a single charged Power Beam. Its destruction reveals
        [SKY TEMPLE KEY #2 (1/9)]. Grab it and exit the Dark Water, then return to
        Doomed Entry and take the other door to reach Battleground. From the ent-
        rance, look to the left and right and scan one of the creatures on the wall
        for the ["DORMANT INGCLAW"] entry, then supercharge a Light Crystal so if
        any Warrior Ing find you, they can die. Space Jump on top of the Ingclaw to
        your right, then use the Screw Attack to reach the ledge that had two Warr-
        ior Ing on it when you entered. Kill them if they for some reason didn't
        move, then Screw Attack again over to the final ledge where you'll find a
        second Flying Ing Cache. Bag this one and grab [SKY TEMPLE KEY #1 (2/9)],
        then make a few last detours. Take the door you didn't earlier to reach
        Warrior's Walk. Drop Bombs on the metallic grating and drop into the pit
        of Phazon. Quickly roll to another [MISSILE EXPANSION (215/255)] at the
        far end of the grate, then Bomb Jump back out to safety. Finally, go back
        to Judgment Pit and ignore (or massacre) the Warrior Ing on your way to
        Junction Site. This room has a strange looking stone structure with a Morph
        Ball Tunnel inside. Enter the structure and use the Spider Ball Track to 
        reach a Bomb Slot. Activate the Bomb Slot to reveal another [MISSILE EXPAN-
        SION (220/255)]. Now drop down and continue on your way back to Portal Site
        so you can return to Light Aether.
    
        : =AGON WASTES= :
        __________________________________________________________________________
        |                           =MISSION OUTLOOK=			     |
        |  OBJECTIVES                                                            |
        |  ----------						             |
        |  1. Return to Torvus Bog.				 	             |
        |									     |
        |  ITEMS								     |
        |  -----								     |
        |  1. Upgrades:    <COMPLETED>				             |
        |  2. Modules:     <COMPLETED>					     |
        |  3. Supplies:    None			                    	     |
        |  4. Ammunition:  None						     |
        |  5. Temple Keys: None						     |
        |									     |
        |  SCANS								     |
        |  -----                                                                 |
        |  1. T. Logs:     <COMPLETED>					     |
        |  2. P. Data:     <COMPLETED>					     |
        |  3. L. Lore:     None						     |
        |  4. Scans:       None						     |
        |________________________________________________________________________|
       
        Exit out of Portal Terminal and return to Mining Station A. From here, head
        back to Agon Temple and visit the Agon Energy Controller. Take the Light
        Warp and when prompted, select Torvus Bog.
    
        : =TORVUS BOG= :
        __________________________________________________________________________
        |                           =MISSION OUTLOOK=			     |
        |  OBJECTIVES                                                            |
        |  ----------						             |
        |  1. Search for the Sky Temple Keys.		 	             |
        |									     |
        |  ITEMS								     |
        |  -----								     |
        |  1. Upgrades:    <COMPLETED>				             |
        |  2. Modules:     <COMPLETED>					     |
        |  3. Supplies:    Energy Tank (x2)		                    	     |
        |  4. Ammunition:  Power Bomb Expansion (x1)			     |
        |  5. Temple Keys: None						     |
        |									     |
        |  SCANS								     |
        |  -----                                                                 |
        |  1. T. Logs:     <COMPLETED>					     |
        |  2. P. Data:     <COMPLETED>					     |
        |  3. L. Lore:     None						     |
        |  4. Scans:       None						     |
        |________________________________________________________________________|
    
        You'll emerge in Torvus Temple. Head out of here and make your way back to
        Great Bridge. Once again, the doors will lock and *sigh* Dark Pirate Comm-
        andos will appear. After you've defeated them, go to the end of the bridge
        to find some Denzium. Use a Power Bomb to blow it apart, and head into the
        Morph Ball Tunnel to find a [POWER BOMB EXPANSION (09/10)]. Continue taking
        the Tunnel to reach Forgotten Bridge. Before exploring Dark Torvus Bog in
        search of the keys, though, make your way to Torvus Plaza by way of the en-
        closed walkway on the right. Take the Morph Ball Tunnel to reach the Plaza
        and prepare to navigate a lengthy and frustrating maze. Of course, you
        could trigger the Floaty Glitch during the Chykka fight and get this item
        before leaving Torvus the first time, but assuming you didn't, you have to
        take the regular path to reach the Energy Tank at the end. Fortunately, 
        there is a slight shortcut to get this, but it requires a bit of trickery
        with the Boost Ball. Use the Boost Ball in the half-pipe at the bottom to
        rocket to the Spider Ball Tracks on the side of the room. Roll along them
        until you reach a section that you have to Bomb Jump to. Bomb Jump to the
        track above you and hold as far back as you can so that it looks like you
        are barely latched onto the Track. This next move is referred to as the
        "Stickyboost"; as you're barely holding to the track, charge a quick Boost
        to throw yourself just slightly up - hold up on the Control Stick to help
        this along. Hit X as soon as you go up to unmorph, and you should land on
        top of the Spider Ball Track. Now rotate a full 180 degrees and simply 
        Screw Attack to the platform while spacing out your jumps to get the [ENER-
        GY TANK (12/14)]. The regular method of getting this is much more frustrat-
        ing since it involves multiple Spider Ball Tracks, multiple Bomb Jumps, and
        multiple Sporbs. Navigate to the end successfully and you'll reach a Kinet-
        ic Orb Cannon that launches you to the Tank. However you get it is up to 
        you; once you have it, leave Torvus Plaza and return to Forgotten Bridge. 
        Take the other door that leads into Torvus Grove. As soon as you enter this
        room, the doors will lock and you'll have to fight some Dark Pirate Comman-
        dos. Eliminate them and head to the central tree, then use a Power Bomb to
        break the roots so that it crashes through a wall and reveals a hidden
        [MISSILE EXPANSION (225/255)]. Now go through the next door to reach the
        Meditation Vista. This large expanse has a platform floating off way in the
        distance. Wait until you see the platform off to your left, then make a 
        long Screw Attack out as you try to land on it. This may take you a couple
        of tries (and a few Terminal Falls), but once you land on the platform, let
        it carry you to the [ENERGY TANK (13/14)]. Once you have it, Screw Attack
        back to where the portal generator is, then scan it and head to Dark Torvus
        Bog.
    
        : =DARK TORVUS BOG= :
        __________________________________________________________________________
        |                           =MISSION OUTLOOK=			     |
        |  OBJECTIVES                                                            |
        |  ----------						             |
        |  1. Search for the Sky Temple Keys.		 	             |
        |									     |
        |  ITEMS								     |
        |  -----								     |
        |  1. Upgrades:    <COMPLETED>				             |
        |  2. Modules:     <COMPLETED>					     |
        |  3. Supplies:    None			                    	     |
        |  4. Ammunition:  Power Bomb Expansion (x1)			     |
        |  5. Temple Keys: Sky Temple Key #3				     |
        |									     |
        |  SCANS								     |
        |  -----                                                                 |
        |  1. T. Logs:     <COMPLETED>					     |
        |  2. P. Data:     <COMPLETED>					     |
        |  3. L. Lore:     None						     |
        |  4. Scans:       Dark Phlogus					     |
        |________________________________________________________________________|
    
        In Gloom Vista, take the nearby door to reach Polluted Mire, then backtrack
        to Dark Forgotten Bridge. Some more Dark Pirate Commandos will attack you
        here, but you can ignore them and instead head for the yellow door. Open it
        with a Power Bomb and head into Putrid Alcove. In here you'll find what
        appears to be the only ["DARK PHLOGUS"] in the entire game. Scan it for the
        Log Book, then shoot it to make it flip over. Before it turns back, find a
        weakened area of the wall and shatter it with a Power Bomb to reveal the
        final [POWER BOMB EXPANSION (10/10).] of the game. Continue into Poisoned 
        Bog and super-charge the Light Crystals to easily do away with the Hunter 
        Ing, then drop into the Dark Water below and turn on the Dark Visor to spot
        the Flying Ing Cache. Follow it into its alcove, then shoot it and switch 
        back to the Combat Visor to destroy it and claim [SKY TEMPLE KEY #3 (3/9)].
        Now return to Dark Forgotten Bridge and activate the portal to return to 
        Light Aether.
    
        : =TORVUS BOG= :
        __________________________________________________________________________
        |                           =MISSION OUTLOOK=			     |
        |  OBJECTIVES                                                            |
        |  ----------						             |
        |  1. Search for the Sky Temple Keys.		 	             |
        |									     |
        |  ITEMS								     |
        |  -----								     |
        |  1. Upgrades:    <COMPLETED>				             |
        |  2. Modules:     <COMPLETED>					     |
        |  3. Supplies:    None			                    	     |
        |  4. Ammunition:  None						     |
        |  5. Temple Keys: None						     |
        |									     |
        |  SCANS								     |
        |  -----                                                                 |
        |  1. T. Logs:     <COMPLETED>					     |
        |  2. P. Data:     <COMPLETED>					     |
        |  3. L. Lore:     None						     |
        |  4. Scans:       None						     |
        |________________________________________________________________________|
       
        Return the way you initially came to Torvus Temple and use the elevator in
        the middle to go down. Take the door that leads to Hydrodynamo Station and
        take the same path into the Hydrodynamo Shaft that leads to the Dark Portal
        going to the Undertemple.
    
        : =DARK TORVUS BOG= :
        __________________________________________________________________________
        |                           =MISSION OUTLOOK=			     |
        |  OBJECTIVES                                                            |
        |  ----------						             |
        |  1. Search for the Sky Temple Keys.		 	             |
        |									     |
        |  ITEMS								     |
        |  -----								     |
        |  1. Upgrades:    <COMPLETED>				             |
        |  2. Modules:     <COMPLETED>					     |
        |  3. Supplies:    None			                    	     |
        |  4. Ammunition:  Missile Expansion (x1)				     |
        |  5. Temple Keys: None						     |
        |									     |
        |  SCANS								     |
        |  -----                                                                 |
        |  1. T. Logs:     <COMPLETED>					     |
        |  2. P. Data:     <COMPLETED>					     |
        |  3. L. Lore:     None						     |
        |  4. Scans:       None						     |
        |________________________________________________________________________|
    
        Hop off the ledge from the portal area and locate the Wall Jump Surfaces
        nearby. Use them to Screw Attack up to a high ledge to claim the hidden
        [MISSILE EXPANSION (230/255)], then use the portal again to go back.
    
        : =TORVUS BOG= :
        __________________________________________________________________________
        |                           =MISSION OUTLOOK=			     |
        |  OBJECTIVES                                                            |
        |  ----------						             |
        |  1. Search for the Sky Temple Keys.		 	             |
        |									     |
        |  ITEMS								     |
        |  -----								     |
        |  1. Upgrades:    <COMPLETED>				             |
        |  2. Modules:     <COMPLETED>					     |
        |  3. Supplies:    None			                    	     |
        |  4. Ammunition:  None						     |
        |  5. Temple Keys: None						     |
        |									     |
        |  SCANS								     |
        |  -----                                                                 |
        |  1. T. Logs:     <COMPLETED>					     |
        |  2. P. Data:     <COMPLETED>					     |
        |  3. L. Lore:     None						     |
        |  4. Scans:       None						     |
        |________________________________________________________________________|
    
        Go back to Hydrodynamo Station and take the black door to reach Catacombs.
        There is a portal here that you can use to easily transport to Dark Aether 
        for your next key.
    
        : =DARK TORVUS BOG= :
        __________________________________________________________________________
        |                           =MISSION OUTLOOK=			     |
        |  OBJECTIVES                                                            |
        |  ----------						             |
        |  1. Search for the Sky Temple Keys.		 	             |
        |									     |
        |  ITEMS								     |
        |  -----								     |
        |  1. Upgrades:    <COMPLETED>				             |
        |  2. Modules:     <COMPLETED>					     |
        |  3. Supplies:    None			                    	     |
        |  4. Ammunition:  None						     |
        |  5. Temple Keys: Sky Temple Key #4				     |
        |									     |
        |  SCANS								     |
        |  -----                                                                 |
        |  1. T. Logs:     <COMPLETED>					     |
        |  2. P. Data:     <COMPLETED>					     |
        |  3. L. Lore:     None						     |
        |  4. Scans:       Watchdrone					     |
        |________________________________________________________________________|
    
        This portal drops you off in Dungeon, Dark Aether's version of Catacombs.
        You have to break through the metal grating and take out two Dark Grench-
        lers (ignoring them isn't recommended since they will follow you). Once 
        they're gone, drop into the Dark Water and look around. There are Light
        Beacons above the water along with some grates. Shoot through the grates to
        trigger the Light Beacons as you navigate the underwater hallways. At the
        end you will find a strange black metallic object. Scan this to add the
        ["WATCHDRONE"] entry to your Log Book. These indestructible drones only
        move in the presence of bright light, so it's a good thing you triggered
        those safe zones. Move past them to reach a smaller cave where you can turn
        on the Dark Visor to find the Flying Ing Cache. Expose it, then destroy it
        to claim [SKY TEMPLE KEY #4 (4/9)]. Move the Watchdrones again as you exit,
        then jump out of the water and use the portal to return to Light Aether.
    
        : =TORVUS BOG= :
        __________________________________________________________________________
        |                           =MISSION OUTLOOK=			     |
        |  OBJECTIVES                                                            |
        |  ----------						             |
        |  1. Search for the Sky Temple Keys.		 	             |
        |									     |
        |  ITEMS								     |
        |  -----								     |
        |  1. Upgrades:    <COMPLETED>				             |
        |  2. Modules:     <COMPLETED>					     |
        |  3. Supplies:    None			                    	     |
        |  4. Ammunition:  Missile Expansion (x1)				     |
        |  5. Temple Keys: None						     |
        |									     |
        |  SCANS								     |
        |  -----                                                                 |
        |  1. T. Logs:     <COMPLETED>					     |
        |  2. P. Data:     <COMPLETED>					     |
        |  3. L. Lore:     None						     |
        |  4. Scans:       None						     |
        |________________________________________________________________________|
    
        Back in Catacombs, you can gather the last of the Expansions in Torvus Bog
        before leaving the area for good. Take the gray door out of this room to
        reach Transit Tunnel South. Navigate the underwater Morph Ball Tunnel and
        activate the Bomb Slot to make water flow through the chamber. Use under-
        water Double Bomb Jumps by varying your timing to reach two additional Bomb
        Slots. Activate these to force water into all chambers, then use the water
        currents to reach one last [MISSILE EXPANSION (235/255)]. Now return the
        way you came and return to Torvus Temple. Go to the Energy Controller and
        use the Light Warp to go back to Sanctuary Fortress.
    
        : =SANCTUARY FORTRESS= :
        __________________________________________________________________________
        |                           =MISSION OUTLOOK=			     |
        |  OBJECTIVES                                                            |
        |  ----------						             |
        |  1. Search for the Sky Temple Keys.		 	             |
        |									     |
        |  ITEMS								     |
        |  -----								     |
        |  1. Upgrades:    <COMPLETED>				             |
        |  2. Modules:     <COMPLETED>					     |
        |  3. Supplies:    None			                    	     |
        |  4. Ammunition:  Missile Expansion (x1)				     |
        |  5. Temple Keys: None						     |
        |									     |
        |  SCANS								     |
        |  -----                                                                 |
        |  1. T. Logs:     <COMPLETED>					     |
        |  2. P. Data:     <COMPLETED>					     |
        |  3. L. Lore:     None						     |
        |  4. Scans:       None						     |
        |________________________________________________________________________|
    
        From the Sanctuary Temple, Screw Attack directly across back to the Temple
        Access. From here, return to the Main Gyrochamber and access Dynamo Works,
        then take Central Area Transport East through the Hall of Combat Mastery to
        the Reactor Core. In here, head into the Sanctuary Map Station to find a
        Light Warp. Use it to travel to a new chamber where you'll find a [MISSILE
        EXPANSION (240/255)]. Exit the Light Warp and return to the Hall of Combat
        Mastery and use the Dark Portal here to travel to the Ing Hive.
    
        : =ING HIVE= :
        __________________________________________________________________________
        |                           =MISSION OUTLOOK=			     |
        |  OBJECTIVES                                                            |
        |  ----------						             |
        |  1. Search for the Sky Temple Keys.		 	             |
        |									     |
        |  ITEMS								     |
        |  -----								     |
        |  1. Upgrades:    <COMPLETED>				             |
        |  2. Modules:     <COMPLETED>					     |
        |  3. Supplies:    None			                    	     |
        |  4. Ammunition:  None						     |
        |  5. Temple Keys: Sky Temple Key #5				     |
        |									     |
        |  SCANS								     |
        |  -----                                                                 |
        |  1. T. Logs:     <COMPLETED>					     |
        |  2. P. Data:     <COMPLETED>					     |
        |  3. L. Lore:     None						     |
        |  4. Scans:       None						     |
        |________________________________________________________________________|
    
        You'll warp to the Culling Chamber after exiting the Dark Portal. Take the
        path across Unseen Way to reach the Hive Reactor, where you'll probably 
        be engaged by another Dark Ingsmasher. Ignore it and head for the yellow
        door and open it with a Power Bomb to reach Hive Reactor Access. There are 
        multiple Nightbarbs in this area along with a Nullified Crystal; energize 
        or super-charge it to kill most of them, then proceed across the center 
        platform to the other side. There's another Ing Larva Swarm here, so try to
        Screw Attack through them to avoid taking a lot of damage. Hive Entrance is
        on the other side, which is where you'll find your next Sky Temple Key for
        this area. Cruelly, the Sky Temple Key is located above you, but first you
        have to reach it. Look across the large gap to see a Light Warp, then Screw
        Attack across the large gap. This is a tricky expanse that requires you to
        stretch out your jumps as much as possible. Reach the platform on the other
        side and take the Light Warp to reach a platform above you. Now use the
        Screw Attack again to cross back to where you came from, and you'll reach
        the high ledge where the Flying Ing Cache awaits. Expose and destroy it to
        grab [SKY TEMPLE KEY #5 (5/9)], then prepare yourself for a bit of a tricky
        return. The ledge you're on extends farther out than the one below you,
        making jumping down an impossibility. But you can face backwards, jump out
        and fall, using your Space Jump to carry you forward, and then finally use
        your Screw Attack to carry you the rest of the way that you need to go.
        This takes a bit of practice, but it saves time Screw Attacking back and
        forth again. Now that you have this Sky Temple Key, go back the way you 
        came to Culling Chamber and use the portal to go back.
    
        : =SANCTUARY FORTRESS= :
        __________________________________________________________________________
        |                           =MISSION OUTLOOK=			     |
        |  OBJECTIVES                                                            |
        |  ----------						             |
        |  1. Search for the Sky Temple Keys.		 	             |
        |									     |
        |  ITEMS								     |
        |  -----								     |
        |  1. Upgrades:    <COMPLETED>				             |
        |  2. Modules:     <COMPLETED>					     |
        |  3. Supplies:    None			                    	     |
        |  4. Ammunition:  None						     |
        |  5. Temple Keys: None						     |
        |									     |
        |  SCANS								     |
        |  -----                                                                 |
        |  1. T. Logs:     <COMPLETED>					     |
        |  2. P. Data:     <COMPLETED>					     |
        |  3. L. Lore:     None						     |
        |  4. Scans:       None						     |
        |________________________________________________________________________|
    
        From the Hall of Combat Mastery, take Central Transport Area East to return
        to Dynamo Works. You need to reach the tunnels that the Spider Guardian was
        in, but you can't do so from this side. Proceed back into the Main Gyro-
        chamber, and take the path to Sanctuary Temple, then go through Worker's
        Path to reach Dynamo Works and enter the Morph Ball Tunnels. Go through the
        maze until you reach Dynamo Storage (where you got the Spider Ball). Use a
        Power Bomb to open the yellow door and reveal another Dark Portal.    
    
        : =ING HIVE= :
        __________________________________________________________________________
        |                           =MISSION OUTLOOK=			     |
        |  OBJECTIVES                                                            |
        |  ----------						             |
        |  1. Search for the Sky Temple Keys.		 	             |
        |									     |
        |  ITEMS								     |
        |  -----								     |
        |  1. Upgrades:    <COMPLETED>				             |
        |  2. Modules:     <COMPLETED>					     |
        |  3. Supplies:    None			                    	     |
        |  4. Ammunition:  None						     |
        |  5. Temple Keys: Sky Temple Key #6				     |
        |									     |
        |  SCANS								     |
        |  -----                                                                 |
        |  1. T. Logs:     <COMPLETED>					     |
        |  2. P. Data:     <COMPLETED>					     |
        |  3. L. Lore:     None						     |
        |  4. Scans:       None						     |
        |________________________________________________________________________|
    
        This brings you to Hive Cache 2. Go through the Morph Ball Tunnel that's in
        front of you to reach a short ledge with a large pit. The Flying Ing Cache
        is far on the other side, and Screw Attacking from your present location is
        impossible. Go to your left and use the red Spider Ball Tracks to reach a
        moving magnetic sphere. Boost to it and navigate across to the red dot, 
        then watch for the second magnetic sphere. When it lines up with the first
        one, Boost off to attach to the second one and go to another red dot. Boost
        off of this one to reach another Spider Ball Track, which will take you up
        and around to the ledge where the Flying Ing Cache is. Expose and destroy
        it to claim [SKY TEMPLE KEY #6 (6/9)], then simply Screw Attack across the
        gap to reach where you came from. Go through the tunnel and use the portal
        to return to Light Aether.
        
        : =SANCTUARY FORTRESS =:
        __________________________________________________________________________
        |                           =MISSION OUTLOOK=			     |
        |  OBJECTIVES                                                            |
        |  ----------						             |
        |  1. Search for the Sky Temple Keys.		 	             |
        |									     |
        |  ITEMS								     |
        |  -----								     |
        |  1. Upgrades:    <COMPLETED>				             |
        |  2. Modules:     <COMPLETED>					     |
        |  3. Supplies:    None			                    	     |
        |  4. Ammunition:  None						     |
        |  5. Temple Keys: None						     |
        |									     |
        |  SCANS								     |
        |  -----                                                                 |
        |  1. T. Logs:     <COMPLETED>					     |
        |  2. P. Data:     <COMPLETED>					     |
        |  3. L. Lore:     None						     |
        |  4. Scans:       None						     |
        |________________________________________________________________________|
     
        You've now collected the Sky Temple Keys from all of the three major areas
        of Aether, so your only remaining task is to explore the Sky Temple Grounds
        for the remaining ones. Exit out of Dynamo Storage and go back through 
        Worker's Path to Sanctuary Temple. Go to the Energy Controller and use it
        to transport back to the Main Energy Controller in the Great Temple.
    
        : =GREAT TEMPLE= :
        __________________________________________________________________________
        |                           =MISSION OUTLOOK=			     |
        |  OBJECTIVES                                                            |
        |  ----------						             |
        |  1. Search for the Sky Temple Keys.		 	             |
        |									     |
        |  ITEMS								     |
        |  -----								     |
        |  1. Upgrades:    <COMPLETED>				             |
        |  2. Modules:     <COMPLETED>					     |
        |  3. Supplies:    None			                    	     |
        |  4. Ammunition:  None						     |
        |  5. Temple Keys: None						     |
        |									     |
        |  SCANS								     |
        |  -----                                                                 |
        |  1. T. Logs:     <COMPLETED>					     |
        |  2. P. Data:     <COMPLETED>					     |
        |  3. L. Lore:     None						     |
        |  4. Scans:       None						     |
        |________________________________________________________________________|
    
        Your final Sky Temple Keys are located in the Temple Grounds. From the Main
        Energy Controller, take Temple Transport A to reach the Temple Grounds.
    
        : =TEMPLE GROUNDS= :
        __________________________________________________________________________
        |                           =MISSION OUTLOOK=			     |
        |  OBJECTIVES                                                            |
        |  ----------						             |
        |  1. Search for the Sky Temple Keys.		 	             |
        |									     |
        |  ITEMS								     |
        |  -----								     |
        |  1. Upgrades:    <COMPLETED>				             |
        |  2. Modules:     <COMPLETED>					     |
        |  3. Supplies:    Energy Tank (x1)		                    	     |
        |  4. Ammunition:  None						     |
        |  5. Temple Keys: None						     |
        |									     |
        |  SCANS								     |
        |  -----                                                                 |
        |  1. T. Logs:     <COMPLETED>					     |
        |  2. P. Data:     <COMPLETED>					     |
        |  3. L. Lore:     None						     |
        |  4. Scans:       None						     |
        |________________________________________________________________________|
    
        The Transport deposits you in Sacred Path once more. Follow it back to the
        GFMC Compound and head back towards the entrance to Sanctuary Fortress. At
        the end of the hallway in Fortress Transport Access, you'll find a Light
        Warp. Take it to go to another room with the final [ENERGY TANK (14/14)].
        Grab it, then backtrack into the GFMC Compound. Now return to Sacred Path
        and use the Dark Portal to reach Sky Temple Grounds.
    
        : =SKY TEMPLE GROUNDS= :
        __________________________________________________________________________
        |                           =MISSION OUTLOOK=			     |
        |  OBJECTIVES                                                            |
        |  ----------						             |
        |  1. Search for the Sky Temple Keys.		 	             |
        |									     |
        |  ITEMS								     |
        |  -----								     |
        |  1. Upgrades:    <COMPLETED>				             |
        |  2. Modules:     <COMPLETED>					     |
        |  3. Supplies:    None			                    	     |
        |  4. Ammunition:  Missile Expansion (x1), Beam Ammo Expansion (x1)      |
        |  5. Temple Keys: Sky Temple Key #7				     |
        |									     |
        |  SCANS								     |
        |  -----                                                                 |
        |  1. T. Logs:     <COMPLETED>					     |
        |  2. P. Data:     <COMPLETED>					     |
        |  3. L. Lore:     None						     |
        |  4. Scans:       None						     |
        |________________________________________________________________________|
    
        This portal drops you off in the aptly-named Profane Path. You will have a
        group of Dark Pirate Commandos in here, so finish them off and switch to 
        the Echo Visor to find a group of Key Emitters near where the transport to
        the Great Temple would be in the Light World - it's a hole covered with
        Ingworms here if you need a reference. Shoot it with the Annihilator Beam,
        then replicate the Key sequence to unlock the gate and reveal your final
        [BEAM AMMO EXPANSION (4/4)], which brings your ammo count up to 250. Your
        next task is to take the dark path through to where Storage Cavern A would
        be in Light Aether. Start off heading to Phazon Pit and take out the Dark
        Tallon Metroid before grappling across the pit. Head into Phazon Grounds,
        where you will encounter a great number of Dark Tallon Metroids. There are
        invisible platforms in here that lead across the gap, but you can also use
        the Screw Attack to get across and probably wipe out multiple Dark Tallon
        Metroids in the process. Get across to the cliff, where you will find a
        [MISSILE EXPANSION (245/255)] hidden in an alcove. Drop down to the lower
        level and exit out into Reliquary Access. There are more Ingstorms in here,
        but not much maneuvering room so just Boost through them. Take the white
        door into Reliquary Grounds, where a pack of Warrior Ing will attack. There
        are no beacons or crystals here, but you can either Screw Attack through
        them or vaporize them with the Annihilator Beam. Head through the next door
        to finally reach the Ing Reliquary, where the Flying Ing Cache awaits over
        where D-Isl's body would be in Storage Cavern A. Expose and destroy it to
        claim [SKY TEMPLE KEY #7 (7/9)]. Now, ready for the good news? Did you see
        any portals on your way here? No? Of course not, so backtrack all the way
        back to Profane Path and use the portal there to return to Light Aether.
    
        : =TEMPLE GROUNDS= :
        __________________________________________________________________________
        |                           =MISSION OUTLOOK=			     |
        |  OBJECTIVES                                                            |
        |  ----------						             |
        |  1. Search for the Sky Temple Keys.		 	             |
        |									     |
        |  ITEMS								     |
        |  -----								     |
        |  1. Upgrades:    <COMPLETED>				             |
        |  2. Modules:     <COMPLETED>					     |
        |  3. Supplies:    None			                    	     |
        |  4. Ammunition:  None						     |
        |  5. Temple Keys: None						     |
        |									     |
        |  SCANS								     |
        |  -----                                                                 |
        |  1. T. Logs:     <COMPLETED>					     |
        |  2. P. Data:     <COMPLETED>					     |
        |  3. L. Lore:     None						     |
        |  4. Scans:       None						     |
        |________________________________________________________________________|
    
        Now that you're back in Sacred Path, you have to find a way to get to the
        Dark Aether version of the Landing Site. Head back into the elevator to
        reach the Great Temple.
    
        : =GREAT TEMPLE= :
        __________________________________________________________________________
        |                           =MISSION OUTLOOK=			     |
        |  OBJECTIVES                                                            |
        |  ----------						             |
        |  1. Search for the Sky Temple Keys.		 	             |
        |									     |
        |  ITEMS								     |
        |  -----								     |
        |  1. Upgrades:    <COMPLETED>				             |
        |  2. Modules:     <COMPLETED>					     |
        |  3. Supplies:    None			                    	     |
        |  4. Ammunition:  None						     |
        |  5. Temple Keys: None						     |
        |									     |
        |  SCANS								     |
        |  -----                                                                 |
        |  1. T. Logs:     <COMPLETED>					     |
        |  2. P. Data:     <COMPLETED>					     |
        |  3. L. Lore:     None						     |
        |  4. Scans:       None						     |
        |________________________________________________________________________|
    
        Take Temple Transport C to return to the other side of Temple Grounds.
    
        : =TEMPLE GROUNDS= :
        __________________________________________________________________________
        |                           =MISSION OUTLOOK=			     |
        |  OBJECTIVES                                                            |
        |  ----------						             |
        |  1. Search for the Sky Temple Keys.		 	             |
        |									     |
        |  ITEMS								     |
        |  -----								     |
        |  1. Upgrades:    <COMPLETED>				             |
        |  2. Modules:     <COMPLETED>					     |
        |  3. Supplies:    None			                    	     |
        |  4. Ammunition:  None						     |
        |  5. Temple Keys: None						     |
        |									     |
        |  SCANS								     |
        |  -----                                                                 |
        |  1. T. Logs:     <COMPLETED>					     |
        |  2. P. Data:     <COMPLETED>					     |
        |  3. L. Lore:     None						     |
        |  4. Scans:       None						     |
        |________________________________________________________________________|
    
        Temple Transport C drops you off in Meeting Grounds. Eliminate any Dark
        Pirate Commandos in your path and head into Hall of Eyes. Navigate through
        the path here to reach a Dark Portal to go to Sky Temple Grounds.
    
        : =SKY TEMPLE GROUNDS= :
        __________________________________________________________________________
        |                           =MISSION OUTLOOK=			     |
        |  OBJECTIVES                                                            |
        |  ----------						             |
        |  1. Search for the Sky Temple Keys.		 	             |
        |									     |
        |  ITEMS								     |
        |  -----								     |
        |  1. Upgrades:    <COMPLETED>				             |
        |  2. Modules:     <COMPLETED>					     |
        |  3. Supplies:    None			                    	     |
        |  4. Ammunition:  Missile Expansion (x1)				     |
        |  5. Temple Keys: Sky Temple Key #8				     |
        |									     |
        |  SCANS								     |
        |  -----                                                                 |
        |  1. T. Logs:     <COMPLETED>					     |
        |  2. P. Data:     <COMPLETED>					     |
        |  3. L. Lore:     None						     |
        |  4. Scans:       None						     |
        |________________________________________________________________________|
    
        This portal takes you to Base Access. Navigate back through it to reach War
        Ritual Grounds. There is a purple door in here that you need to open at the
        end, so switch on the Dark Visor to find the five points around the door,
        then blast them with the Seeker Missiles to open it up and grab the [MISS-
        ILE EXPANSION (250/255)], then head down the small hallway to reach a blue
        door leading to Shrine Access. This area is filled with Corrupted Sentreyes
        that you either need to shoot at or boost through. At the end of the hall-
        way, there are two doors - the purple one leads to the Sky Temple Gateway,
        but you're not ready to go there yet. Head the other way to the green door
        that leads to the Defiled Shrine. Open the door with a Super Missile and
        scan for the Flying Ing Cache. Once its in sight, expose and destroy it to
        find [SKY TEMPLE KEY #8 (8/9)]. This area, too, is a dead end, so backtrack
        to the portal in Base Access and return to Light Aether.
    
        : =TEMPLE GROUNDS= :
        __________________________________________________________________________
        |                           =MISSION OUTLOOK=			     |
        |  OBJECTIVES                                                            |
        |  ----------						             |
        |  1. Search for the Sky Temple Keys.		 	             |
        |									     |
        |  ITEMS								     |
        |  -----								     |
        |  1. Upgrades:    <COMPLETED>				             |
        |  2. Modules:     <COMPLETED>					     |
        |  3. Supplies:    <COMPLETED>		                    	     |
        |  4. Ammunition:  None						     |
        |  5. Temple Keys: None						     |
        |									     |
        |  SCANS								     |
        |  -----                                                                 |
        |  1. T. Logs:     <COMPLETED>					     |
        |  2. P. Data:     <COMPLETED>					     |
        |  3. L. Lore:     None						     |
        |  4. Scans:       None						     |
        |________________________________________________________________________|
    
        Returning to Hall of Eyes, you need to get over to the third side of the
        map. Once more, head to the Great Temple.
    
        : =GREAT TEMPLE= :
        __________________________________________________________________________
        |                           =MISSION OUTLOOK=			     |
        |  OBJECTIVES                                                            |
        |  ----------						             |
        |  1. Search for the Sky Temple Keys.		 	             |
        |									     |
        |  ITEMS								     |
        |  -----								     |
        |  1. Upgrades:    <COMPLETED>				             |
        |  2. Modules:     <COMPLETED>					     |
        |  3. Supplies:    <COMPLETED>		                    	     |
        |  4. Ammunition:  None						     |
        |  5. Temple Keys: None						     |
        |									     |
        |  SCANS								     |
        |  -----                                                                 |
        |  1. T. Logs:     <COMPLETED>					     |
        |  2. P. Data:     <COMPLETED>					     |
        |  3. L. Lore:     None						     |
        |  4. Scans:       None						     |
        |________________________________________________________________________|
    
        This time, use Temple Transport B to go down to the Temple Assembly Site.
        Head for the door that you used the very first time you came to this area
        and you'll find a section of rock with a purple crystal on it. Fire at the
        crystal with the Light Beam to engage it and make it move from your path.
        This exposes a Dark Portal that leads to this side of Sky Temple Grounds.
    
        : =SKY TEMPLE GROUNDS= :
        __________________________________________________________________________
        |                           =MISSION OUTLOOK=			     |
        |  OBJECTIVES                                                            |
        |  ----------						             |
        |  1. Search for the Sky Temple Keys.		 	             |
        |									     |
        |  ITEMS								     |
        |  -----								     |
        |  1. Upgrades:    <COMPLETED>				             |
        |  2. Modules:     <COMPLETED>					     |
        |  3. Supplies:    <COMPLETED>		                    	     |
        |  4. Ammunition:  Missile Expansion (x1)				     |
        |  5. Temple Keys: Sky Temple Key #9				     |
        |									     |
        |  SCANS								     |
        |  -----                                                                 |
        |  1. T. Logs:     <COMPLETED>					     |
        |  2. P. Data:     <COMPLETED>					     |
        |  3. L. Lore:     None						     |
        |  4. Scans:       None						     |
        |________________________________________________________________________|
    
        This portal takes you to the Plain of Dark Worship. Far across the area
        from you is an Ingworm tower. Run up to it and you'll find the final [MISS-
        ILE EXPANSION (255/255)] of the game simply sitting in an alcove. With this
        item in hand, you should now receive the in-game notification that you have
        collected 100% of the Item Pickups. You should now have 14 Energy Tanks,
        255 Missiles, 10 Power Bombs, and 250 units of Beam Ammo, in addition to
        all of your Translator Modules and Suit Upgrades. Hightail it out of this
        wide-open area back to where the portal is. Instead of taking it, however,
        continue down the hall to reach a purple door. Open it with the Seeker 
        Missiles and head into Lake Access. There's a lot of Venom Weed in here, so
        shoot it to make it retract, then Boost across the floor to the blue door 
        leading to Accursed Lake. In here, use the Annihilator Beam to super-charge
        the light beacon so you don't have to deal with the Hunter Ing, then use 
        the Dark Visor to spot platforms leading to the final Flying Ing Cache. 
        There's a catch with this one, though - after you destroy it, the Key will 
        float to the middle of the lake. Head to the ledge where you activated the 
        Light Beacon and Screw Attack out to the middle of the lake to collect [SKY
        TEMPLE KEY #9 (9/9)], the final Key of the game. Now it's time for a quick 
        breather, so head back to the Plain of Dark Worship and use the portal to 
        return to Light Aether.
    
        : =TEMPLE GROUNDS= :
        __________________________________________________________________________
        |                           =MISSION OUTLOOK=			     |
        |  OBJECTIVES                                                            |
        |  ----------						             |
        |  1. Search for the Sky Temple Keys.		 	             |
        |									     |
        |  ITEMS								     |
        |  -----								     |
        |  1. Upgrades:    <COMPLETED>				             |
        |  2. Modules:     <COMPLETED>					     |
        |  3. Supplies:    <COMPLETED>		                    	     |
        |  4. Ammunition:  <COMPLETED>					     |
        |  5. Temple Keys: <COMPLETED>					     |
        |									     |
        |  SCANS								     |
        |  -----                                                                 |
        |  1. T. Logs:     <COMPLETED>					     |
        |  2. P. Data:     <COMPLETED>					     |
        |  3. L. Lore:     None						     |
        |  4. Scans:       None						     |
        |________________________________________________________________________|
    
        It's time to head back to your Gunship, so head up Temple Transport B to
        reach the Great Temple...
    
        : =GREAT TEMPLE = :
        __________________________________________________________________________
        |                           =MISSION OUTLOOK=			     |
        |  OBJECTIVES                                                            |
        |  ----------						             |
        |  1. Search for the Sky Temple Keys.		 	             |
        |									     |
        |  ITEMS								     |
        |  -----								     |
        |  1. Upgrades:    <COMPLETED>				             |
        |  2. Modules:     <COMPLETED>					     |
        |  3. Supplies:    <COMPLETED>		                    	     |
        |  4. Ammunition:  <COMPLETED>					     |
        |  5. Temple Keys: <COMPLETED>					     |
        |									     |
        |  SCANS								     |
        |  -----                                                                 |
        |  1. T. Logs:     <COMPLETED>					     |
        |  2. P. Data:     <COMPLETED>					     |
        |  3. L. Lore:     None						     |
        |  4. Scans:       None						     |
        |________________________________________________________________________|
    
        ... and immediately take Temple Transport C back down to Temple Grounds.
    
    
        : =TEMPLE GROUNDS: =
        __________________________________________________________________________
        |                           =MISSION OUTLOOK=			     |
        |  OBJECTIVES                                                            |
        |  ----------						             |
        |  1. Search for the Sky Temple Keys.		 	             |
        |									     |
        |  ITEMS								     |
        |  -----								     |
        |  1. Upgrades:    <COMPLETED>				             |
        |  2. Modules:     <COMPLETED>					     |
        |  3. Supplies:    <COMPLETED>		                    	     |
        |  4. Ammunition:  <COMPLETED>					     |
        |  5. Temple Keys: <COMPLETED>					     |
        |									     |
        |  SCANS								     |
        |  -----                                                                 |
        |  1. T. Logs:     <COMPLETED>					     |
        |  2. P. Data:     <COMPLETED>					     |
        |  3. L. Lore:     None						     |
        |  4. Scans:       None						     |
        |________________________________________________________________________|
    
        In Meeting Grounds, take the small tunnel through Service Access to easily
        reach the a door leading to the upper area of the Landing Site again.
    
    
      8F. THE ING STRONGHOLD
      ----------------------
      This section details the sixth and final part of this walkthrough. Now that
      you have all of the upgrades and the nine Sky Temple Keys, it is time to
      assault the Sky Temple.
    
      : =TEMPLE GROUNDS= :
       ___________________________________________________________________________
       |                           =MISSION OUTLOOK=			     |
       |  OBJECTIVES                                                             |
       |  ----------						             |
       |  1. Return the Sky Temple Keys.			 	             |
       |									     |
       |  ITEMS								     |
       |  -----								     |
       |  1. Upgrades:    <COMPLETED>				             |
       |  2. Modules:     <COMPLETED>					     |
       |  3. Supplies:    <COMPLETED>		                    	     |
       |  4. Ammunition:  <COMPLETED>					     |
       |  5. Temple Keys: <COMPLETED>					     |
       |									     |
       |  SCANS								     |
       |  -----                                                                  |
       |  1. T. Logs:     <COMPLETED>					     |
       |  2. P. Data:     <COMPLETED>					     |
       |  3. L. Lore:     None						     |
       |  4. Scans:       None						     |
       |_________________________________________________________________________|
    
      From your Gunship, return via Service Access to the Meeting Grounds. Avoid 
      the Dark Pirate Commandos here and run for the door at the end of the tunnel 
      to reach the Hall of Eyes. Take the portal here to reach Dark Aether for the
      last time.
    
      : =SKY TEMPLE GROUNDS= :
       ___________________________________________________________________________
       |                           =MISSION OUTLOOK=			     |
       |  OBJECTIVES                                                             |
       |  ----------						             |
       |  1. Return the Sky Temple Keys.			 	             |
       |  2. Explore the Sky Temple and seize the final Energy Controller.       |
       |									     |
       |  ITEMS								     |
       |  -----								     |
       |  1. Upgrades:    <COMPLETED>				             |
       |  2. Modules:     <COMPLETED>					     |
       |  3. Supplies:    <COMPLETED>		                    	     |
       |  4. Ammunition:  <COMPLETED>					     |
       |  5. Temple Keys: <COMPLETED>					     |
       |									     |
       |  SCANS								     |
       |  -----                                                                  |
       |  1. T. Logs:     <COMPLETED>					     |
       |  2. P. Data:     <COMPLETED>					     |
       |  3. L. Lore:     A-Kul's Testament, B-Stl's Key, J-Stl's Key, J-Fme's   |
       |		      Key, M-Dhe's Key, D-Isl's Key, C-Rch's Key, S-Jrs's    |
       |                  Key, G-Sch's Key, S-Dly's Key			     |
       |  4. Scans:       None						     |
       |_________________________________________________________________________|
    
      Returning to Base Access, make your way back through War Ritual Grounds to
      the Shrine Access. The first time in here, you used the green door to access
      the dark version of Landing Site. This time, head the opposite direction and
      use the Seeker Missiles on the purple door to enter the Gateway Access. Take
      this short tunnel to reach the Sky Temple Gateway, where you'll find a beam
      of swirling red ligh near the center of area. Don't enter this light yet,
      because you'll lose the chance for the final Luminoth Lore scans. Start off
      scanning the dead Luminoth for the [LUMINOTH LORE: "A-KUL'S TESTAMENT" (32/
      41)], then move to each of the nine pillars in the room and scan each one for
      the following Log Book scans: [LUMINOTH LORE: "B-STL'S KEY" (33/41)], [LUM-
      INOTH LORE: "J-STL'S KEY" (34/41)], [LUMINOTH LORE: "J-FME'S KEY" (35/41)], 
      [LUMINOTH LORE: "M-DHE'S KEY" (36/41)], [LUMINOTH LORE: "D-ISL'S KEY" (37/
      41)], [LUMINOTH LORE: "C-RCH'S KEY" (38/41)], [LUMINOTH LORE: "S-JRS'S KEY" 
      (39/41)], [LUMINOTH LORE: "G-SCH'S KEY" (40/41)], and the final entry, [LUM-
      INOTH LORE: "S-DLY'S KEY" (41/41)]. Now that your Luminoth Lore database is 
      complete, all that is left to complete the Log Book are the final creature 
      entries. Now step into the red light to return the nine Sky Temple Keys to 
      their positions. This will in turn open up a Light Warp that leads to the 
      inner depths of the Sky Temple. Enter the warp and you'll be taken to where 
      the last Energy Controller is.
    
      : =SKY TEMPLE= :
       ___________________________________________________________________________
       |                           =MISSION OUTLOOK=			     |
       |  OBJECTIVES                                                             |
       |  ----------						             |
       |  1. Defeat the leader of the Ing and recover the Sky Temple's energy.   |
       |  2. Defeat Dark Samus and return the energy to the Great Temple.	     |
       |									     |
       |  ITEMS								     |
       |  -----								     |
       |  1. Upgrades:    <COMPLETED>				             |
       |  2. Modules:     <COMPLETED>					     |
       |  3. Supplies:    <COMPLETED>		                    	     |
       |  4. Ammunition:  <COMPLETED>					     |
       |  5. Temple Keys: <COMPLETED>					     |
       |									     |
       |  SCANS								     |
       |  -----                                                                  |
       |  1. T. Logs:     <COMPLETED>					     |
       |  2. P. Data:     <COMPLETED>					     |
       |  3. L. Lore:     <COMPLETED>					     |
       |  4. Scans:       *Emperor Ing Head*, *Emperor Ing Body*, *Emperor Ing   |
       |		      Eye*, *Emperor Ing Chrysalis*, *Mutated Emperor Ing*,  |
       |                  *Dark Samus 3*, *Dark Samus 4*			     |
       |_________________________________________________________________________|
    
      As you arrive in the Sky Temple Energy Controller, you'll find yourself in a
      mockery of the Great Temple - the room itself is reversed and upside-down!
      You'll see the final energy controller directly in front of you, but before
      you can claim it, large dark tentacles come through the ceiling, envelop the
      energy, and take it away. Make your way along the platforms in the walls to 
      reach a Save Station. but do note that if you plan on using this save file 
      for any further exploration of planet Aether, do NOT use this since you will
      be unable to return to Light Aether now that you're in the Sky Temple. Don't
      worry about the final bosses - if you die after defeating the first one, you 
      will restart as if you had just beaten it. Once you're done saving or not 
      saving, use the Screw Attack to cross the large gap and reach a blue door. In
      here, use the Wall Jump Surfaces and the Screw Attack to ascend the vertical 
      tunnel and you'll reach the path to the Sanctum. Hop over the small lip in
      front of the door and head inside. This final room is covered in Phazon and 
      you will see the energy controller sitting below you. Drop down to recover 
      it, but of course, the master of the Ing Horde will challenge you for it.
    
        BOSS BATTLE: EMPEROR ING
        ------------------------
        The Emperor Ing looks rough and tough, but there is an easy way to take the
        boss out. This boss has four distinct phases which can be a bit stressful,
        but within each phase are certain weaknesses you can take advantage of.
        Remember that there are five separate scans for this boss as well. Read be-
        low for Normal and Hard Mode strategies for handling this boss.
    
        [NORMAL MODE]
        Before beginning, note that this strategy is written with the speediest 
        possible victory in mind. With that said, some of this requires some advan-
        ced moves that you wouldn't normall use when fighting this boss. Your met-
        hod of attack will vary during each of the four separate phases.
        1. PHASE 1: EMPEROR ING HEAD AND BODY
           This first form is relatively simple. At this point, it alternates be-
           tween Phase 1 and 2 depending on how you're damaging it. The first form
           is that of a gigantic trunk with a rotating head and a collection of
           large black tentacles. Scan the first two forms for Log Book entries:
           [*"EMPEROR ING HEAD"*] and [*"EMPEROR ING BODY"*], then use the Power
           Beam and Missiles to start taking out the tentacles. These can slap you,
           come through dimensional rifts for melee strikes, create a large Dark-
           burst attack, spin around the room, forcing you to Space Jump over them,
           or slam the ground. Bide your time during this phase and attack them as
           needed until you see them rise into the air. Morph and when they slam
           the ground, detonate a Power Bomb to take out multiple tentacles at a
           single time. Eliminate any that are left over to force the Emperor Ing
           into its second phase.
        2. PHASE 2: EMPEROR ING EYE
           When all tentacles have been eliminated, the shielding over the head
           retracts, giving you a target and a new Log Book entry. Scan it quickly
           for the [*"EMPEROR ING EYE"*] entry, then manually aim at the small
           slit between the two core halves. You cannot lock onto this part, so it
           has to be done manually. From a distance, fire Super Missiles at the
           exposed core, or try to get up close and use a Sonic Boom if you have
           Beam Ammo you can spare. This form will take four Super Missiles or four
           Sonic Booms to defeat, but you'll probably have to go a few rounds.
           Watch out for its powerful laser attack - this cancels out any attack 
           you're using and forces you backwards into the Phazon lining the area.
           After a while, the Eye will close up and you'll go back to Phase 1 of
           this form. When this happens, set a Power Bomb almost immediately as the
           Emperor's first attack is almost always a ground-pounding move. Force it
           back into its exposed eye phase and deplete its health meter to move the
           fight to Phase 3.
        3. PHASE 3: EMPEROR ING CHRYSALIS
           During this phase, the Emperor Ing seals itself inside a regenerative
           shell which you cannot attack directly. On top of that, the room begins
           to fill with poison gas, so quickly scan this for your fourth Log Book
           entry, [*"EMPEROR ING CHRYSALIS"*], then morph and use the Spider Ball
           to attach to its magnetically-charged surface. There are eleven weak
           spots on this shell's armor that you have to set Morph Ball Bombs in
           (Power Bombs don't work here, sorry). This is somewhat complicated by
           the fact that Inglets swarm all over the shell and can knock you off in-
           to the gas, but you can bomb them to get health and ammo refills. Find
           the yellowish spots on the armored shell and wait if you can. When the
           purple bubbles start emerging, set three Bombs and move out of the way
           to keep a tentacle from hitting you. Your Bombs should destroy the ten-
           tacle and take out the yellowish weak spot with it. Focus on the spots
           near the bottom of the shell first since the poison gas rises as you
           inflict more and more damage. After destroying all eleven, the gas will
           recede, the Chrysalis will crack open, and you'll advance the battle to
           its final phase against the healed and Phazon-enhanced Emperor Ing.
        4. PHASE 4: MUTATED EMPEROR ING
           The regeneration shell turned the Emperor into a gigantic Warrior Ing,
           although the little Warriors look cute by comparison. Scan it quickly
           for the [*"MUTATED EMPEROR ING"*] Log Book entry, then lock onto its
           mouth. There are two ways to go about this fight - one of them feels 
           almost like you're cheating because it is quite literally a one-hit kill
           while the other is the more normal method. The Emperor Ing has a number
           of attacks it will use during this final phase, but what it uses depends
           on the color of its "heart". When its orange, it uses charging attacks,
           jumping attacks, and swiping attacks. In its orange phase, it is mostly
           shielded, and you have to use Super Missiles to break the shield. After
           it is broken, the heart will turn either white or purple. When it's in
           the purple phase, it will use a Darkburst attack that freezes you along
           with its other moves, and can only be harmed with the Light or Annihilat-
           or Beam. When the heart turns white, it will attack with all of its mel-
           ee style attacks, but it will also create a super-sized version of the
           Warrior Ing's dimensional beam attack, and can only be harmed by the
           Dark or Annihilator Beam. Make it easy and use the Super Missiles to
           break its orange shield, then pump away with the Annihilator in whatever
           phase it switches to until the shield is repaired. If you see it scrape
           its hind legs, get out of the way because it will charge and trample
           you like Metroid Prime did. There is another weak point in its back that
           can fire upon if you get directly behind it, too. If you begin to run
           low on Beam Ammo, the Emperor Ing will help you along by creating a 
           swarm of white Ingstorm creatures that you can rapidly kill for multiple
           health and ammo refills. Keep this up while switching weapons depending
           on its colors to take this final form down.
           The one-hit kill method, though, is much more fun. Stay far enough away
           from the Emperor Ing so that you bait it into its Space Jump attack 
           (telegraphed by it bouncing up and down on its hind legs). RIGHT as it
           leaps, Space Jump forward and Screw Attack in such a way that you go
           under the Emperor Ing, but not so much that you hit it directly. The
           Screw Attack's hitbox is rather large, and as you know, if you hit a 
           solid object, you usually bounce off. This trick makes you use the Screw
           Attack so that its hitbox passes right through the Emperor Ing's hitbox
           without causing you to ricochet off. Like the Boost Ball trick from the
           first game, this has a quirky effect of causing infinite damage. In this
           case, you get a one-hit kill. Sometimes it doesn't drain all of the Em-
           peror's health, but it's significant enough that you can easily end this
           battle with a few shots from your Annihilator Beam.
    
        [HARD MODE]
        To be quite honest, not a whole lot changes in this battle except for the
        timing. In its first phase, the eye stays vulnerable for maybe 10 seconds
        at most. The Chrysalis form is essentially unchanged, but the Mutated Emp-
        eror Ing will go nuts with charging and melee attacks. You'll probably want
        to practice and take advantage of the Screw Attack kill method if you want
        to get rid of its final form very quickly. Play a balanced offense and de-
        fense in this battle, because the Emperor Ing can inflict a lot of damage
        in a short amount of time.
    
      Delivering the final blow to the Emperor Ing causes it to collapse and die.
      This will reveal the final sphere of Dark Aether's planetary energy, and a
      cutscene will take over as Samus claims the energy. This immediately renders
      Dark Aether completely unstable. Your HUD informs you that the planetary con-
      dition is now critical and you have exactly eight minutes to hightail it out 
      of there - all of this set to a nice remix of the classic Metroid "Escape!"
      theme music. Leap up the platforms that are revealed in the room and Screw 
      Attack to the Sanctum's exit. Fall down the Wall Jump tunnel and return via 
      the Light Warp back to the Sky Temple Gateway.
      Of course, it's not over yet. As you're about to make your way to the portal
      leading back to Aether, a large wall of Phazon springs up in front of you.
      Turning, you see Dark Samus once again, itching for one last rematch. She
      looks quite different now, as either the Phazon absorption or the repeated
      beatings you've handed out have rendered her armor translucent; her body now 
      little more than a skeleton - it actually looks rather cool. Don't worry 
      about her looks, though - you have only about seven minutes left to finish 
      her off and escape Dark Aether.
    
        BOSS BATTLE: DARK SAMUS (FINAL FIGHT)
        -------------------------------------
        This final battle contributes the final two entries to your Log Book. Dark
        Samus has saved all of her most powerful attacks for this final form, which
        means you should do the same and dish out your most powerful attacks in
        order to bring her down quickly. Read below for Normal and Hard Mode strat-
        egies for finishing her off.
    
        [NORMAL MODE]
        The important thing to remember, Log Book-wise, is that there is no cut-
        scene to separate her battle phases, so just remember that you can scan her
        for the [*"DARK SAMUS 3"*] entry now, and get [*"DARK SAMUS 4"*] after she
        turns bright blue (after about 1/3 of her health is gone - after you so so,
        you should get the in-game notification that you have completed 100% of the
        Log Book!). Start this fight off by locking on and pounding away at her 
        with whatever you have left of the Annihilator Beam. Her attacks during 
        this phase pretty much consist of everything she's used before (except for 
        her Boost Ball attack), although now they hurt much more because she uses 
        pure Phazon as her beam attack. If you see her charge up and glow bright 
        blue while remaining stationary, break your lock-on and run directly behind
        her to avoid her large range Phazon Sweep, then resume your lock-on and 
        keep peppering her. Like before, she'll continue to move and break your 
        lock-on every now and then, but not as often as before. After she finishes 
        the beam attack, she'll likely phase out of normal timespace, and you'll 
        have to track her with the Echo Visor. You can try to circumvent this by 
        having your Power Beam charged and letting her chomp on a Super Missile 
        right as she starts to turn invisible - this will usually force her back 
        into a visible mode. If she does manage to engage her cloak, switch to the 
        Echo Visor and use Super Missiles when she is in range of your fire. One or
        two of these should force her back into her visible mode. At this point, 
        resume attacking with the Annihilator Beam or Super Missiles.
        Once she rises into the air and glows bright blue, this signifies the start
        of her second phase. Scan her now - if you've followed this guide correct-
        ly, you'll be notified that you've completed the Log Book. Yay. Focus more
        on defeating Dark Samus right now. At this stage of the battle, Dark Samus
        has overdosed on Phazon and can no longer be harmed by any of your weapons.
        She does periodically expel Phazon, which you can absorb and trigger a sort
        of Hyper Mode like from the first game. Switch to the Dark Beam at this
        point - surprisingly, the Dark+Phazon combination seems to inflict much 
        more damage than the Power Beam. Watch for her Phazon Shield to burst and
        expel small Phazon Comets - release your lock on her and freely move your
        reticle across the screen to absorb these into your Arm Cannon, then lock
        back onto Dark Samus and fire them back at her to inflict heavy damage. If
        you get lucky, she'll repeat this twice in a row, otherwise she'll just re-
        sort to firing normal Phazon spreads that you can't absorb. Switch to the
        Power Beam and charge it up when her bubble contracts and she drops to the
        ground. As soon as she rises from her kneeling position, fire a Super Miss-
        ile at her from close range and this will immediately force her back into
        her Phazon Shield phase. At this point, go back to the Dark Beam and wait
        for more Phazon Comets. Repeat this until you've depleted her entire health
        meter to finish this fight.
    
        [HARD MODE]
        Just like with the Emperor Ing fight, hardly anything changes about this 
        fight except for damage ratios. She inflicts more damage to you and you 
        have to fire a lot more to damage her. Once she moves into her final phase,
        though, everything seems to be the same as far as how much damage your Dark
        Phazon bursts inflict on her. Keep moving more to avoid her long range
        attacks and you shouldn't really have any problems. Once you run out of
        Beam Ammo (and you will here), resort to wasting your Missiles using Super
        Missiles and Seeker Missiles - you're not going to need them after this
        battle, so feel free to go nuts.
    
      Defeating Dark Samus for the last time results in a rather spectacular ending
      cinematic. Dark Samus crashes to the ground, venting Phazon like a sieve, and
      struggles to claw her way towards Samus, presumably trying to absorb the 
      Light Suit as she did the Phazon Suit when she was Metroid Prime. She fails 
      to make it quite that far and destabilizes completely right before reaching 
      Samus' location. Just then, an earthquake rattles the entire area, and Samus
      finds herself trapped in the area by a vicious pack of Warrior Ing. As she is
      about to engage them, the Phazon wall behind her shatters and reveals the
      portal exit. Samus turns and makes a break for the portal, scanning it as she
      runs towards it. With the Warrior Ing in hot pursuit, she Space Jumps right
      into the portal to escape. As the portal begins to collapse, the screams of
      the Ing can be heard as their world folds in on itself. As this occurs, the
      skies of Aether stop shifting between light and dark. Samus returns to the
      Great Temple, where U-Mos has awakened the other Luminoth. She relinquishes
      the Light Suit back to the Energy Controller, and gives a friendly wave as
      the Luminoth salute her in gratitude for saving their world. Depending on 
      your item percentage at the end, you'll see one of three epilogue scenes (but
      this WAS a guide for 100%):
      1. ENDING 1 (1% - 74% ITEMS COLLECTED)
         Samus returns to the Landing Site and boards her Gunship before taking off
         for her next mission. After the credits, Samus is shown in a victory pose
         with the "MISSION FINAL" screen.
      2. ENDING 2 (75% - 99% ITEMS COLLECTED)
         Samus returns to the Landing Site and prepares to board her Gunship. Be-
         fore entering, though, she removes her helmet and clears her mind so that
         her entire Power Suit vanishes. Clothed only in her bodysuit, she turns to
         look at the camera before boarding her ship. After the credits, Samus is 
         shown in a victory pose with the "MISSION FINAL" screen.
      3. ENDING 3 (100% ITEMS COLLECTED)
         Samus returns to the Landing Site and prepares to board her Gunship. Be-
         fore entering, though, she removes her helmet and clears her mind so that
         her entire Power Suit vanishes. Clothed only in her bodysuit, she turns to
         look at the camera before boarding her ship. After the credits, Samus is 
         shown in a victory pose with the "MISSION FINAL" screen. After the screen
         is over, a cutscene plays in outer space, away from Aether. Blue particles
         begin to coalesce together and Dark Samus revives, although she is now
         a much brighter blue than before. This foreshadows her inevitable return,
         of course, in METROID PRIME 3: CORRUPTION.
    
      After all of these endings are completed, I like to believe Samus takes a
      relaxing ride in her Gunship as its on autopilot, and heads into the back to
      make a hot pot of coffee. But that's just me.
    
    
    =====================
    == 9. ITEM LOCATIONS:
    =====================
    The walkthrough itself covers the location of each individual item in the game,
    but a section is provided here in case you are missing particular Expansions,
    Energy Tanks, or other items. It is broken down by Item Category, then further 
    subdivided into the regions of Aether. But first, here is a quick explanation 
    of how items are recorded in your completion total.
    
         49x MISSILE EXPANSIONS
      +  14x ENERGY TANKS
      +   8x POWER BOMB EXPANSIONS
      +   7x BEAM ENHANCEMENTS
      +   4x MORPH BALL ENHANCEMENTS
      +   4x MOVEMENT SYSTEM ENHANCEMENTS
      +   4x BEAM AMMO EXPANSIONS
      +   4x TRANSLATOR MODULES
      +   2x MISSILE LAUNCHERS
      +   2x VISOR ENHANCEMENTS
      +   2x ARMOR ENHANCEMENTS
      ---------------------
         100 ITEMS TOTAL
    
    Item totals include 255 Missiles (49 expansions + 2 Launcher Upgrades), 10 Pow-
    er Bombs (2 initial + 8 expansions), 250 units of Beam Ammo (50 to start with
    plus 4 expansions for 250 units), and 14 Energy Tanks. The Translator Modules
    also count, but are given to you through the course of the game. The remaining
    Power Suit upgrades are split across different categories and round out the
    total. Unlike the first METROID PRIME, the Temple Keys don't count towards the
    item percentage, because 18 extra keys would throw you over 100 items. Read 
    below for a comprehensive listing of each item in the game, broken down by type
    and then by planetary region.
    
      ENERGY TANKS (14)
      =================
      You have a maximum total of 14 Energy Tanks. Each Tank you acquire adds 100
      units of energy to your meter (and of course, another percentage point to 
      your item totals).
    
        TEMPLE GROUNDS
        --------------
        01. STORAGE CAVERN B
            You'll find this one after acquiring the Missile Launcher. Find the 
            nearby red door and blast the lock off of it to grab the Tank.
        02. WINDCHAMBER GATEWAY
            First, move the motivator unit out of the way that covers a green door
            in Path of Eyes. Open it and launch yourself across the giant chasm 
            with the Kinetic Orb Cannon, then use the Grapple Beam to swing to the 
            far platform holding the Tank.
        03. FORTRESS TRANSPORT ACCESS
            You will need the Light Suit for this one. After you've acquired the
            Suit, return here and travel along the Light Warp to reach a room with 
    	the Tank.
    
        AGON WASTES
        -----------
        04. MINING STATION ACCESS
    	Roll into this room and detonate a Morph Ball Bomb on the center block.
    	Drop into the hole and use the Kinetic Orb Cannon to rocket you up 
    	through the rest of the shaft and directly into this Tank.
        05. BIOENERGY PRODUCTION
            Use the controls to raise and lower platforms in the room, and scan the
    	panels to lower one on the left, two in the middle, and all three on 
    	the right-hand side. Then run to the platforms and simply Space Jump to
    	the Tank.
        06. MINE SHAFT
            Technically you need the Boost Ball, but the blocks crumble slow enough
            for you to make it past without needing the extra speed. Start near a
            block that you can Bomb Jump to that leads into a small passage. Quick-
            ly roll left over the collapsing blocks, and stop when you reach the 
            vertical stack. Fall through and hold left to roll into a hidden pass-
            age, then do two Bomb Jumps up through the holes to reach the Tank.
        07. MINING PLAZA
            You need the Echo Visor in order to pinpoint three sonic devices. Once
            they have been activated, the solar panels will focus an energy beam
            into part of the cliff. Screw Attack to the now open area for the Tank.
    
        TORVUS BOG
        ----------
        08. TEMPLE ACCESS
            After heading through the dark door leading to Torvus Temple, set a
            Morph Ball Bomb over the first circular grate on the ground. Drop into
            the hole to claim the Tank.
        09. TRANSIT TUNNEL EAST
            Find the Bomb Slot at the left-hand end of this area and activate it.
            Now roll to the right past two tubes and use an Underwater DBJ to reach
            another Bomb Slot. Activate it, and roll two tubes over to the left and
            use another Underwater DBJ to reach the Tank.
        10. MEDITATION VISTA
            Look out into the distance and find the moving platform. Time a Screw
            Attack so you land on the platform, and just ride it to the Tank.
        11. TORVUS PLAZA
            This one normally requires an intricate Spider Ball/Boost Ball puzzle,
            but it can be gotten a bit easier. Go up the halfpipe and attach to the
            track, then go to the end and hold B just enough to register a Boost.
            Let go of B and R and you should attach to the end of the second part
            of track. If you're careful, you can boost along the ground to reach 
            the third part of track. Go up the third part, go the end, and charge 
            about half of a Boost to reach the area where the large flower is. From
            here you can try and Space Jump or Screw Attack to the Tank. If this is
            too hard, you can always use the track puzzle like normal. Of course,
            there's also the third method which utilizes the "Floaty Jump" move
            if you glitched yourself during the Chykka fight. Whichever method is
            best for you.
    
        DARK TORVUS BOG
        ---------------
        12. CACHE B
            This one's very easy. Before entering the teleport to reach the boss
            battle with Chykka, roll through the red tunnel and blast the door with
            a Super Missile to reach the Tank.
    
        SANCTUARY FORTRESS
        ------------------
        13. REACTOR CORE
            Starting from the ground, use the Kinetic Orb Cannon to fly to a round
            Spider Ball module. Roll up and jump to a second orb above you (watch
            out for the electricity), and then boost to another orb. Now work your
            way around from orb to orb, launching from the red dots on each before
            you get crackled with electricity to reach the Tank at the end.
        14. WATCH STATION ACCESS
            Another very easy one, you can just head through the door in Watch 
            Station Access and drop down on the ledge below to snag the Tank, then 
            scan a panel to lower some Grapple Points so you can easily traverse 
            between here and Main Gyro. If you're skilled with dashes, you can also
            use a Roll Jump or the slightly-harder WSA Dash technique to get this 
            before the Grapple Beam (and also get the Screw Attack early).
    
    
      MISSILE EXPANSIONS (49)
      =======================
      You have a maximum total of 49 Missile Expansions in addition to two Launcher
      upgrades (the main one plus the Seekers), resulting in a net total of 255 
      Missiles. Each additional Expansion is another 5 Missiles (and of course, 
      another percentage point to your item totals).
    
        TEMPLE GROUNDS
        --------------
        01. TRANSPORT TO AGON WASTES
            Shoot a path through the green Luminoth Webbing off to the left of the
            transport to find the Expansion.
        02. TEMPLE ASSEMBLY SITE
            From the door that leads to the elevator, hop onto a short pillar near
            the metallic structure, then leap to the cliff. Follow the path around
            and into the tunnel to claim the Expansion.
        03. GFMC COMPOUND
            From the ledge where the Power Bomb Door is, use a long L-Lock Spring
            Space Jump to land atop the ship (or Screw Attack over to it). Run 
            along the top and you'll find the Expansion near the back of the ship.
        04. HIVE CHAMBER A
            Starting from the Landing Site, come back the way you came through the
            Temple Grounds to reach this area. Inside, use a charged Dark Beam and 
            a Missile to put down the Dark Missile Trooper, who will give you the 
            Expansion for your effort.
        05. HIVE CHAMBER B
            Next to the Morph Ball tunnel is a blocked passage. Blow the grate off
            with a Morph Ball Bomb and roll down the tunnel to find the Expansion.
        06. COMMUNICATION AREA
            Use the Space Jump to reach the highest ledge, then find a small glass
            dome and use a Morph Ball Bomb to blow away the glass - you'll drop 
            onto the Expansion.
    
        SKY TEMPLE GROUNDS
        ------------------
        07. WAR RITUAL GROUNDS
            Switch on the Dark Visor and use it along with the Seeker Missiles to
            find the five blast points around a door. Blast it open and claim the
            Expansion inside.
        08. PLAIN OF DARK WORSHIP
            From Temple Assembly Site, use the Light Beam to move a Watchdrone out 
            of the way, then enter the Dark Portal. Trek across the vast plain to 
            the Ingworm hive at the end of the area and grab the Expansion just 
            inside an alcove.
        09. PHAZON GROUNDS
            You can either use the Dark Visor to spot invisible platforms and navi-
            gate that way, or use the Screw Attack to reach the Expansion in the
            far-away cliff. As an added bonus, the Screw Attack will also help to
            clear out any pesky Dark Tallon Metroids flying about.
    
        GREAT TEMPLE EXPANSIONS
        -----------------------
        10. TRANSPORT B ACCESS
            Look at the elevator in the room and face away from it while looking 
            for a Morph Ball passage in the wall. Enter it and use Bomb Jumps to 
            reach the Expansion.
        11. TRANSPORT A ACCESS
            Right inside the entrance, locate a Morph Ball tunnel leading to a Save
            Station. Bomb the wall behind the Station and roll around down a new
            path to the Expansion.
    
        AGON WASTES EXPANSIONS
        ----------------------
        12. SAND CACHE
            Visit the Agon Energy Controller and have your translator updated, then
            go to the top of Mining Station A and scan the amber-colored Luminoth
            script. Go through the blue door to find the Expansion.
        13. PORTAL ACCESS A
            Use the Orb Cannons to navigate the small puzzle, then roll behind the
            last Cannon to reach the Expansion behind the dead Luminoth.
        14. TRANSPORT CENTER
            After you get back from the first run through Dark Aether, go through
            the door to your left (Portal Terminal) and activate the new Bomb Slot
            to gain access to the Expansion.
        15. COMMAND CENTER
            Roll through the morph ball maze and hang a right at the fork to find
            the Expansion around a bend (same location as in the demo).
        16. STORAGE B
            After getting the Dark Beam upgrade, go back to Biostorage Station and
            kill the Tallon Metroids. Afterwards, go through the dark door near the
            top.
        17. VENTILATION AREA A
            Roll right to reach a block you can Bomb Jump on top of. Kill the Pill-
            bug, and jump up two levels to find the Expansion off to the left.
        18. MAIN REACTOR
            Start at the bottom and work your way up the Spider Ball track (the one
            on the far wall, and carefully use the Boost Ball to leap between the
            Spider Ball tracks. A good idea is to launch in the instant that both
            platforms stop moving. When you reach the end, boost through the final
            opening, then detonate a Bomb on the glass dome for the Expansion.
        19. SAND PROCESSING
            Use the half-pipe to gain access to a small tunnel that leads to a room
            with machinery controls. Scan them to start a process that drains the
            sand, then roll back out and collect the now-accessible Expansion.
        20. STORAGE C
            Starting in Bioenergy Production, scan the consoles to raise the three
            platforms in the middle of the area, then roll to the Spider Ball track
            behind one of the consoles, and travel up and around. Boost from track
            to track until you reach the middle, then boost again to get to a track
            on the middle platform. Roll around to the other side and boost to the
            ledge with the green door. Use a Super Missile to open it and claim the
            Expansion inside.
        21. MINING STATION A
            Locate the weak section of the wall and detonate a Power Bomb, then use
            the Kinetic Orb Cannon to blast yourself to a crane with Spider Ball
            tracks. Bomb Jump and drop between the segments to reach the Expansion
            to the left.
        22. STORAGE A
            Journey to Mining Station B and use a Power Bomb on the weakened wall.
            Use the Light Beam on the door and grab the Expansion from inside.
    
        DARK AGON WASTES
        ----------------
        23. CROSSROADS
            Use the Boost Ball to reach the top of a half-pipe in Transport Center
            (Light Aether), then enter the Dark Portal and grab the Expansion since
            it's directly in front of you.
        24. WARRIOR'S WALK
            Scan the floor to find that it's weak to explosive blasts. Use Bombs to
            blow it apart, then use the Morph Ball to scoot quickly across the
            Phazon pit to reach the Expansion at the far end.
        25. JUNCTION SITE
            Use a Bomb Jump to reach the Spider Ball track, then activate the Bomb
            Slot at the top of the room to rotate the entire area. Afterwards, the
            Expansion is easy pickings.
        26. ING CACHE 4
            Starting from Duelling Range, head through the dark door near the bot-
            tom, then walk forward a bit and turn around to see a Morph Ball tunnel.
            Roll inside to grab the Expansion.
    
        TORVUS BOG
        ----------
        27. FORGOTTEN BRIDGE
            Activate the Bomb Slot in Dark Aether's version of the area (Dark Forg-
            otten Bridge), then return to Light Aether and simply walk to the now-
            accessible Expansion.
        28. UNDERGROUND TUNNEL
            Enter the room via Torvus Temple, and roll under the grating near the
            door to grab this Expansion.
        29. HYDRODYNAMO STATION
            After activating the first lock point in the room, use the Kinetic Orb
            Cannon to reach the top, then use the Map to position yourself directly
            above the dark door. Fall down, morph, and roll off the edge of the
            platform while curving your fall to land on the ledge. The Expansion is
            right above you.
        30. ABANDONED WORKSITE
            Another one you can get one of two ways. Both methods involve entering 
            this area from the side of Great Bridge. You can either wait until you 
            have the Grapple Beam and swing over, or use well-timed Space Jumps off
            of narrow alcoves in the walls to reach it.
        31. PORTAL CHAMBER
            In Dark Aether, get to Portal Chamber and go to the area near the next
            room (Poisoned Bog). Double Bomb Jump up to a hole in the rock, then
            roll through the nearby Morph Ball tunnel. Ride a piston down and use
            the nearby Light Portal to return to Light Aether to get the Expansion.
        32. PATH OF ROOTS
            Enter from the Great Bridge area and work your way around to the other
            side behind the Sporb, then use the Grapple Beam to swing across a gap
            to the visible Expansion.
        33. TORVUS LAGOON
            Once you have the Gravity Boost, jump into the water at the front of 
            this room and turn around so you're facing a small alcove. Use the 
            Gravity Boost to leap over the Venom Weed and float to the Expansion.
        34. GATHERING HALL
            Once you have the Power Bombs, return here and use two of them to drain
            the water from the room. Then use the half-pipe to boost up to the
            Spider Ball tracks in the ceiling. Maneuver around while boosting to
            other sections to activate two Bomb Slots. The second one will extend a
            platform that you can use once you've grappled to the ledge below it. 
            Once you're done, just Space Jump to the ledge to get the Expansion.
        35. TORVUS GROVE
            Go to the giant weakened tree and detonate a Power Bomb at the base of
            each trunk part to make the tree crash into a nearby wall. The destroy-
            ed wall will then reveal the Expansion.
        36. PLAZA ACCESS
            When you reach the red tunnel, you need to use Bomb Jumps to navigate
            your way to two Bomb Slots. Activate each so you can access a new part
            of the area, and use another Bomb Jump to reach the tunnel atop the
            second ledge. Roll down this new area and use the half-pipe to boost to
            the Expansion.
        37. TRANSIT TUNNEL SOUTH
            In this giant maze, first activate the bottom-most Bomb Slot, then jump
            up so you're above the yellow orb. Double Bomb Jump up and hang a right
            to reach another Bomb Slot. Activate it and use Bomb Jumps and the 
            water current to reach the Expansion.
        38. TRAINING CHAMBER
            You have to first kill the Dark Bloggs, then locate the Spider Ball
            track underwater. Roll along and boost to another track, then roll un-
            til you reach a collection of tracks. Drop from the very center to land
            on a ledge, then activate the Bomb Slot to reveal the Expansion.
    
        DARK TORVUS BOG
        ---------------
        39. UNDERTRANSIT ONE
            In this tunnel, it's at the farthest-left-hand point just outside the
            Light Zone. Use a series of Bomb Jumps to reach it.
        40. UNDERTEMPLE
            From the Main Hydrochamber, take the Dark Portal and travel to Under-
            temple by way of a near-hidden Spider Ball track. Here, find the wall
            that you can Wall Jump on, and bounce your way up to the Expansion.
    
        SANCTUARY FORTRESS
        ------------------
        41. DYNAMO WORKS
            After beating the Spider Guardian, use the Spider Ball to locate a path
            leading up at the junction between the third and fourth rooms. Spider
            Ball up and around to find the Expansion.
        42. HALL OF COMBAT MASTERY
            You can get this one of two ways. The first is by navigating the blue
            Spider Ball track and using the Bomb Slots, Morph Ball passages, and
            Bomb Jumps to eventually reach the item, or by starting outside the
            puzzle across from the Expansion. Space Jump on top of the two computer
            monitors attached to a wall, face the Spider Ball track at the left-hand
            corner, and look down a bit. Space Jump out so that you go pretty far,
            but don't hit the ceiling, and just as you begin your second jump, hit
            X to morph and try to squeeze into the Morph Ball passage. It's a very
            tricky jump, but it's far quicker.
        43. MAIN RESEARCH
            Use the tricky Spider Ball tracks in the walls while avoiding the clank-
            ing machinery parts to reach the Expansion in the center of the maze.
        44. CENTRAL AREA TRANSPORT WEST
            From the top of the room, carefully drop down one level and look for
            three holes in the floor. Fall down the far left-hand tunnel and then
            take a right at the next fork. Take another right after that to reach
            the Expansion.
        45. SENTINEL'S PATH
            Equip the Echo Visor and use the Annihilator Beam on the Echo Door.
            Listen to the sound wave returns, then shoot the Key Emitters in the 
            correct order to gain access to this Expansion.
        46. TEMPLE ACCESS
            Another fun one. Drop to the bottom and use the Dark Visor + Seeker 
            Missiles to locate an activation key for a Kinetic Orb Cannon. Use the
            cannon, then use the Echo Visor to locate a sonic mechanism. Shoot it,
            then run back to the Orb Cannon and use it again to reach the Expan-
            sion. To get out of the room, use the nearby Spinner device.
        47. SANCTUARY MAP STATION
            With the Light Suit equipped, step into the Light Warp to reach a small
            room containing the Expansion.
    
        ING HIVE
        --------
        48. AERIAL TRAINING SITE
            Near the Light Portal, look for the Wall Jump surfaces and simply Wall
            Jump your way to the Expansion.
        49. HAZING CLIFF
            Enter here via Culling Chamber, and take out the Dark Diligence Drones
            with your charged Light Beam, then Screw Attack over the gap to reach
            the tunnel with the Expansion.
    
    
      POWER BOMB EXPANSIONS (8)
      =========================
      Once you defeat the Power Bomb Guardian, you will have two Power Bombs with
      which you can use to collect eight more expansions, leading up to a total of 
      10 Power Bombs. Retro Studios seems to have learned their lesson from the 
      last game - almost every Expansion requires a Power Bomb to get to it, so 
      there is very little chance of acquiring these early. Each additional Expan-
      sion is one more Power Bomb (and of course, another percentage point to your 
      item totals).
    
        TEMPLE GROUNDS
        --------------
        01. DYNAMO CHAMBER
            Use a Power Bomb to shatter the Mark VII security gate, then use anot-
            her Power Bomb to break a weakened wall that will reveal the Expansion.
    
        AGON WASTES
        -----------
        02. SANDCANYON
            Enter this area and Screw Attack out to the middle platform. Use a
            Power Bomb to blow apart a structure near the base of the tower, and 
            the tower will fall into the chasm, revealing an Expansion.
    
        DARK AGON WASTES
        ----------------
        03. FEEDING PIT
            Once you have the Light Suit, you can drop into the poison water and 
            walk to the back area of the lake to find the Expansion tucked away in-
            side a small alcove.
    
        TORVUS BOG
        ----------
        04. GREAT BRIDGE
            Use the Kinetic Orb Cannon to blast you to the other side of the room,
            and drop a Power Bomb near a collection of Denzium blocking access to
            a red tunnel. Roll inside to reach the Expansion.
    
        DARK TORVUS BOG
        ---------------
        05. PUTRID ALCOVE
            Enter Dark Aether to reach Dark Forgotten Bridge, then take the path to
            reach this room. Shoot the Dark Phlogus to make it flip over, then jump
            into the water to its left and use a Power Bomb to crack the wall hid-
            ing the Expansion.
    
        SANCTUARY FORTRESS
        ------------------
        06. SANCTUARY ENTRANCE
            Take a path to the left of the entrance and use a Power Bomb to shatter
            a glass pane that leads to a hologram. Use it to activate a Kinetic Orb
            Cannon nearby, then use the Cannon while holding R to latch onto the
            Spider Ball track on the turret stand. Roll up and enter the turret,
            then point it first at the wall on the mountain across from you, then 
            at a cracked portion of the Fortress entrance, and finally a spiked 
            outcropping on the right side of the Fortress. Exit the turret and take
            newly-cleared paths to reach a Spider Ball track that leads to another
            Kinetic Orb Cannon. Use it to blast across the expanse and land in an
            alcove with the Expansion.
        07. TRANSIT STATION
            Go through Transit Station in Light Aether and use a Power Bomb to shat-
            ter a glass pane leading to a Dark Portal. Take it, and kill the Dark
            Ingsmasher to reach another Light Portal. Enter it, and roll through a
            tunnel to find another portal to Dark Aether. Next, use a nearby Spider
            Ball track to find yet another Light Aether portal, then use a final
            track to reach the Expansion.
        08. MAIN GYRO CHAMBER
            Drop to the bottom of the Gyro Chamber and switch to the Echo Visor. 
            Use the Annihilator Beam to begin a sonic wave sequence, then hit the 
            Key Emitters in the proper pattern (2, 1, 3, 3) to reach the room with
            the Expansion.
    
    
      BEAM AMMO EXPANSIONS (4)
      ========================
      Upon getting the Dark and Light Beams, you'll have 50 units of each to play
      around with. There are four Expansions hidden throughout the planet that will
      eventually bring your total ammo count to 250. Most of these are fairly easy
      to find. Each additional Expansion is another 50 units (and of course, anot-
      her percentage point to your item totals).
    
        SKY TEMPLE
        ----------
        01. PROFANE PATH
            When you reach this area, find the Echo Visor door, and solve the Key
            Emitter puzzle to reach the Expansion.
    
        AGON WASTES
        -----------
        02. CENTRAL MINING STATION
            There are two ways to get this Expansion. First, use the white door 
            leading out of Command Center to reach the upper part of this room, 
            then use one of the Vigilance Turrets to blast away the three wind gen-
            erators, part of the skiff storage, and a gray generator on the right 
            side of the room. Drop down to the skiff, and use it to work your way 
            around to a tunnel leading to the Expansion. The second way is to use
            Ghetto Jumps up around the slanted walls near the Turrets to work your
            way up to the uppermost ledge. Doing it this way, you can acquire the
            Expansion before you even have the Dark Beam.
    
        DARK TORVUS BOG
        ---------------
        03. CACHE A
            Go to Poisoned Bog and use the Seeker Launcher to blast open the purple
            door. The Expansion awaits you on the other side.
    
        SANCTUARY FORTRESS
        ------------------
        04. WATCH STATION
            Roll up the Spider Ball track on the side of the room to reach a Kinet-
            ic Orb Cannon and ue it to blast you to a set of Spider Ball tracks on
            the other side of the room. Now launch from the moving tracks, setting 
            Bombs when you pass sets of red bars to reach more moving tracks. When 
            you reach a large section of tracks, roll to the far-left and drop to 
            another track, and repeat the moving track bit to reach a tunnel high
            up. As you roll through, take the avenue that goes away from the camera
            to reach the Expansion.
    
     
      DARK TEMPLE/SKY TEMPLE KEYS (18)
      ================================
      In order to progress through the game, you must locate a total of 18 Dark 
      Temple Keys - 3 for each Dark Temple and 9 for the Sky Temple. None of these
      will count towards your Item Percentage, but they must be found nonetheless.
      The only exception is the Ing Hive, because you can use a Bomb Space Jump
      and a Screw Attack to clear the Temple Gateway. Below is a quick reference 
      list for the locations for the Dark Temple and Sky Temple Keys.
    
        DARK AGON WASTES
        ----------------
        01. DARK AGON TEMPLE KEY #1
            Area: DOOMED ENTRY
            When entering Doomed Entry, you can use a Space Jump from the middle 
            platform to reach the Key on a high ledge at the back of the room.
        02. DARK AGON TEMPLE KEY #2
            Area: BATTLEGROUND
            This key is protected by six Warrior Ing. Upon entering the room, drop
            to the center arena and battle the Ing to reclaim the Key. Note that 
            this is also the only time you can scan an [*"ING WEBTRAP"*].
        03. DARK AGON TEMPLE KEY #3
     	Area: TRIAL TUNNEL
            On your way to Amorbis, hang a left inside the Dark Agon Temple. The 
            Key is in the room behind the blue door on the left-hand side of the 
            Temple.
        04. SKY TEMPLE KEY #1 (KEY OF J-STL)
            Area: BATTLEGROUND
            This is in the Dark Counterpart of Central Mining Station. Find the 
            Ingclaw to the right of the green door and Space Jump on top of it. 
            From here, find the ledge with the two Warrior Ing, then just Screw 
            Attack over to the ledge, where you can find the Flying Ing Cache. 
            Blast it using the Dark Visor, then destroy its visible form to find 
            the Key.
        05. SKY TEMPLE KEY #2 (KEY OF B-STL)
            Area: DARK OASIS
            This is in the Dark counterpart of the Main Reactor. From Dark Oasis, 
            use a Power Bomb to blast away part of a wall, then drop into the Dark 
            Water to find the Flying Ing Cache. Blast it using the Dark Visor, then
            destroy its visible form to find the Key.
    
        DARK TORVUS BOG
        ---------------
        01. DARK TORVUS TEMPLE KEY #1
            Area: DARK TORVUS ARENA
            After defeating the Boost Guardian, return to the room right before it
            and use the half-pipe to rocket up to the Key inside a small alcove.
        02. DARK TORVUS TEMPLE KEY #2
            Area: UNDERTEMPLE ACCESS
            After acquiring the Gravity Boost, return to the room right above the 
            Main Hydrochamber and float up to a Dark Portal. Enter and grab the Key
            as it sits in your path.
        03. DARK TORVUS TEMPLE KEY #3
            Area: VENOMOUS POND
            You can reach this key via Grapple Points in the room, or by using some 
            fairly crafty Space Jumping from the Ingclaws. If you're going for a 
            respectable degree of speed, getting it with the Grapple Beam is a bit
            faster.
        04. SKY TEMPLE KEY #3 (KEY OF S-DLY)
            Area: POISONED BOG
            This is in the Dark counterpart of Torvus Lagoon. Come here and drop 
            into the Dark Water to easily locate the Flying Ing Cache. Blast it us-
            ing the Dark Visor, then destroy its visible form to find the Key.
        05. SKY TEMPLE KEY #4 (KEY OF G-STH)
            Area: DUNGEON
            This is in the Dark counterpart of Catacombs. Drop into the Dark Water 
            and use Power Bombs to break out of Sacrificial Chamber into Undertran-
            sit Two. Take the new path to the Dungeon, and shoot the beacons above 
            the Watchdrones to force them to move. Take the paths they uncover to 
            reach the Flying Ing Cache. Blast it using the Dark Visor, then destroy
            its visible form to find the Key.
    
        ING HIVE
        --------
        01. HIVE TEMPLE KEY #1
            Area: CULLING CHAMBER
            With the Spider Ball, use the red track to roll into an enclosed area 
            that holds the Key. You'll have to bomb through some obstructions first
            before you can get it.
        02. HIVE TEMPLE KEY #2
            Area: AERIAL TRAINING SITE
            Once you have the Screw Attack, come here via the Central Hive West 
            Transport to grab the Key, then scan the panel nearby to gain access 
            back to the Light Portal.
        03. HIVE TEMPLE KEY #3
            Area: HIVE GYRO CHAMBER
            Use the Spider Ball to navigate your way to the top, then boost up to a
            second ring-like structure. Position yourself correctly, then use a 
            fully-charged boost to sail across the ring-sphere to claim the Key.
        04. SKY TEMPLE KEY #5 (KEY OF S-JRS)
            Area: HIVE ENTRANCE
            This is in the Dark counterpart of Sanctuary Entrance. You need to use
            the Screw Attack to cross a wide gap that leads to a Light Warp. Try to
            space out your Screw Attack jumps so that you're jumping again right
            before you start to fall, or else you won't make it. Once you do, take
            the Light Warp to the top of the area, then Screw Attack back across
            to find the Flying Ing Cache. Blast it using the Dark Visor, then de-
            stroy its visible form to find the Key.
        05. SKY TEMPLE KEY #6 (KEY OF C-RCH)
            Area: HIVE DYNAMO WORKS
            This is in the Dark counterpart of Dynamo Works. Use the Spider and 
            Boost Balls to navigate moving Spider Ball puzzles, then use the red 
            Spider Ball track to reach a ledge on the far side where the Flying Ing
            Cache awaits. Blast it using the Dark Visor, then destroy its visible 
            form to find the Key.
    
        SKY TEMPLE GROUNDS
        ------------------
        01. SKY TEMPLE KEY #7 (KEY OF D-ISL)
            Area: ING RELIQUARY
            This is in the Dark counterpart of Storage Cavern A. From the Reliquary
            Grounds, head through the blue door at the top, and scan around for the
            Flying Ing Cache. Blast it using the Dark Visor, then destroy its vis-
            ible form to claim the Key.
        02. SKY TEMPLE KEY #8 (KEY OF M-DHE)
            Area: DEFILED SHRINE
            This is in the Dark counterpart of the Landing Site. Make your way here
            after visiting the Sky Temple Gateway and switch to the Dark Visor to 
            find the Flying Ing Cache. Blast it using the Dark Visor, then destroy
            its visible form to find the Key.
        03. SKY TEMPLE KEY #9 (KEY OF J-FME)
            Area: ACCURSED LAKE
            This is in the Dark counterpart of Industrial Site. Once you enter, 
            take out the Hunter Ing with a Super Crystal/Beacon , then check around
            for the Flying Ing Cache lurking in the far-left corner of the room. 
            Blast it using the Dark Visor, then destroy its visible form to find 
            the Key.
    
    
      BEAM ENHANCEMENTS (7)
      =====================
      You have four Beam Weapons in the game (counting the Charge Beam that you
      keep at the start), plus an additional four Charge Combo Enhancements for 
      each Beam Weapon. Each of the additional seven weapons adds another percen-
      tage point to your item totals.
    
        01. DARK BEAM
            Region: AGON WASTES
            Area:   STORAGE D
            After defeating Dark Samus 1, head up the elevator and enter the Stor-
            age room to find this Beam.
        02. LIGHT BEAM
            Region: DARK AGON WASTES
            Area:   ING CACHE 1
    	Access the Feeding Pit and make your way to the Dark Lift Crystals.
            Either fire the Dark Beam and use it as a platform, or lock onto the
            crystal and Space Jump at it while holding L to get yourself a small
            boost onto the top. Space Jump to the ledge and enter the cache to find
            this Beam.
        03. ANNIHILATOR BEAM
            Region: ING HIVE
            Area:   HIVE TEMPLE
            You will get this for defeating Quadraxis.
        04. SUPER MISSILE CHARGE COMBO
            Region: TORVUS BOG
            Area:   TORVUS TEMPLE
            Enter Torvus Temple and fend off the three waves of Space Pirates. At
            the end, this upgrade will be revealed.
        05. DARKBURST CHARGE COMBO
            Region: AGON WASTES
            Area:   MINING STATION B
            Access Mining Station B by way of the Mine Shaft off of Agon Temple.
            Use a series of Bomb Slots to activate a giant mechanical blade so that
            it destroys a section of rock. Enter the Dark Portal and go through
            Dark Transit Tunnel to Duelling Range. Enter the Light Portal and go
            back through the normal Transit Tunnel to find this upgrade.
        06. SUNBURST CHARGE COMBO
            Region: TEMPLE GROUNDS
            Area:   GRAND WINDCHAMBER
    	Go to the Grand Windchamber and Screw Attack to the Dark Portal. In the
            Ing Windchamber, use the Spinners to rotate the middle ring and the 
            Kinetic Orb Cannons to get from platform to platform. Use the Seeker
            Missiles to hit four targets in the center platform, then utilize the
            Spinners again and move a second set of rings. Fire the Seeker Missiles
            at the central targets again, then return to Light Aether to claim the
            upgrade.
        07. SONIC BOOM CHARGE COMBO
            Region: DARK AGON WASTES
            Area:   ING CACHE 2
            Go to Dark Aether from Command Center and take the path to Feeding Pit
            and then to Phazon Site. Use the Dark Visor to spot the hovering plat-
            forms, then Screw Attack to the ledge with the gray door to reach the
            room containing this upgrade.
    
    
      MORPH BALL ENHANCEMENTS (4)
      ===========================
      You have four enhancements for your Morph Ball mode in the game, each of
      which gives you increased mobility or offensive capability. Each additional
      item adds another percentage point to your item totals.
    
        01. MORPH BALL BOMB
            Region: AGON WASTES
            Area:   AGON TEMPLE
            You get this for defeating the Bomb Guardian.
        03. BOOST BALL
            Region: DARK TORVUS BOG
            Area:   DARK TORVUS ARENA
            You get this for defeating the Boost Guardian.
        04. SPIDER BALL
            Region: SANCTUARY FORTESS
            Area:   DYNAMO WORKS
            You get this for defeating the Spider Guardian.
        05. POWER BOMB
            Region: DARK TORVUS BOG
            Area:   UNDERTEMPLE
            You get this for defeating the Power Bomb Guardian.
    
    
        MOVEMENT ENHANCEMENTS (4)
        =========================
        You have four additional upgrades that increase the mobility of your Power
        Suit. Each one adds another percentage point to your item totals.
      
        01. SPACE JUMP BOOTS
            Region: DARK AGON WASTES
            Area:   JUDGMENT PIT
            You get this for defeating the Jump Guardian.
        02. GRAVITY BOOST
            Region: TORVUS BOG
            Area:   HYDROCHAMBER STORAGE
            Scan the three consoles in Hydrodynamo Station to unlock the lower part
            of the area. Go down to the Main Hydrochamber, then enter Hydrochamber
            Storage to find this item.
        03. GRAPPLE BEAM
            Region: PHAZON MINES
            Area:   STORAGE DEPOT B
            You get this for defeating the Grapple Guardian.
        04. SCREW ATTACK
            Region: SANCTUARY FORTRESS
            Area:   VAULT
            Reach the Vault by way of Watch Station and Grand Abyss. Activate the
            Bomb Slot to enable turrets, then go back and forth between the Vault
            and Vault Attack Portal to activate different features in both dimen-
            sions. Lastly, activate four spinners to move laser beams, then use the
            Bomb Slot again to remove the cage. Once it's gone, Space Jump to the
            central platform holding this item.
    
    
        ARMOR ENHANCEMENTS (2)
        ======================
        There are two upgrades to your Power Suit in the game apart from the Varia
        that you keep from the start. Each one increases your defensive capabilit-
        ies and allows you to survive longer in Dark Aether. Each additional armor
        enhancement also adds another percentage point to your item totals.
    
        01. DARK SUIT
            Region: DARK AGON WASTES
            Area:   DARK AGON TEMPLE
            You get this for defeating Amorbis.
        03. LIGHT SUIT
            Region: GREAT TEMPLE
            Area:   MAIN ENERGY CONTROLLER
            You get this from U-Mos before searching for the Sky Temple Keys. While
            the game implies that you need to take energy from all three of Dark
            Aether's sub-controllers and return it to Light Aether, the only real
            trigger is taking the Ing Hive's energy and returning it to Sanctuary
            Fortress. Once this is done, visit U-Mos at the Great Temple to receive
            this upgrade.
    
    
        VISOR ENHANCEMENTS (2)
        ======================
        You have two extra Visors besides the Combat and Scan Visors. Each one in-
        creases what you can see and track (and of course, adds another percentage
        point to your item totals).
    
        01. DARK VISOR
            Region: DARK TORVUS BOG
            Area:   DARK TORVUS TEMPLE
            You get this for defeating the Chykkas.
        02. ECHO VISOR
            Region: SANCTUARY FORTRESS
            Area:   AERIE
            After defeating Dark Samus 2, solve the puzzle in the Aerie and Hive
            Summit to collect this Visor upgrade.
    
    
        MISSILE LAUNCHERS (2)
        =====================
        You have two upgrades to your Missile Launcher that increase the types of
        concussive weapons you can fire. Each additional upgrade adds another per-
        centage point to your item totals).
    
        01. MISSILE LAUNCHER
            Region: TEMPLE GROUNDS
            Area: GFMC COMPOUND
            Although any Missile Expansion technically activates this, this first
            one is easily found by just running around the corner of the Compound
            to trigger the cutscene, then destroying the storage crate. You can use
            the 101% Glitch to get two of these (and thus 10 Missiles) at the start
            of the game.
        02. SEEKER MISSILE LAUNCHER
            Region: GREAT TEMPLE
            Area: HALL OF HONORED DEAD
            Use the four Spinners in the room in the following order: Purple/Blue/
            Yellow/Red to line up a series of concentric tracks. Then reverse the
            sequence (Red/Yellow/Blue/Purple) to make all floor pieces match. After
            this is done, this item is revealed.
    
    
    =========================
    == 10. LOG BOOK DATABASE:
    =========================
    The Log Book is used for collecting data on creatures of Aether, research it-
    ems, Space Pirate Logs, Luminoth Lore, and GFMC Trooper data. The Log Book is
    divided into data network segments, with each section subdivided into multiple
    smaller categories. As a whole, the Log Book in this game is far more expansive
    than the first game with nearly double the entries. All creatures are given 
    general room locations where possible, or at the very least a location for the 
    first time you'll see them. The one-time scans are marked with asterisks (*), 
    and the limited scans (meaning you have a limited time to get them) are marked 
    with two asterisks (**). To ensure completion of the Log Book, scan everything 
    the first time you see it just to be safe.
    NOTE: The entries here are ONLY what you can SCAN for the Log Book - all of the
    other entries for Dark Temple Keys or your Inventory are not included since you
    (a) get them automatically and (b) all upgrade information has, I think, been 
    thoroughly covered in the previous section.
    
      CREATURE ENTRIES
      ================
      The Creature Data is divided into small data networks by the environment and
      type of creature. Light Aether is separated from Dark Aether, aquatic creat-
      ures are separated from land creatures, and so forth. Every creature is list-
      ed here with information on where they be found along with the transcription 
      from the game database.
    
        ----------------------------
        AETHER CATEGORY (39 entries)
        ----------------------------
        The Aether category contains the creatures found indigenous to Aether, that
        is, those normally found in Light Aether.
    
         -> AQUATIC (4 entries)
         ----------------------
         The Aquatic subcategory contains the creatures that are found in watery 
         or swampy environments.
    
          -> LARGE AQUATIC (2 entries)
          ----------------------------
          These are the larger aquatic creatures.
    
          01. MORPHOLOGY:   *Alpha Blogg* (scan from inside its cage)
              REGIONS:      Torvus Bog
              LOCATIONS:    Main Hydrochamber Access
              DATABASE:     The Alpha Blogg is the largest and strongest of its 
    		        pack. It can fire potent sonic stun blasts in battle. 
    		        The blasts will disrupt your Visor and weapon systems 
    			if they hit you. Its 3 titanic maws are potent weapons.
    			Target the creature's mouth area to inflict damage upon
    			it.
    
          02. MORPHOLOGY:   Blogg
    	  REGIONS:      Torvus Bog
          	  LOCATIONS:    Hydrodynamo Station, Training Chamber
              DATABASE:     The Blogg uses speed and agility to close in on prey. 
    			It will batter foes with a ramming attack, then use its
    			3 tooth-filled maws to finish the job. Bloggs have a 
    			weak spot inside their mouth:the rest of their bodies
    			are covered with a thick damage-resitant hide.
    
          -> SMALL AQUATIC (2 entries)
          ----------------------------
          These are the smaller aquatic creatures.
    
          03. MORPHOLOGY:   Bloggling
    	  REGIONS:      Torvus Bog
          	  LOCATIONS:    Hydrodynamo Station, Training Chamber
              DATABASE:     Young Bloggs are weaker than their parents, but still 
    			violent. Their powerful jaws have yet to form, and they
    			lack the defense abilities found in adult Bloggs. They 
    			rely on speed and agility for protection if attacked. 
    			Without the protection of their elders, they are still 
    			vulnerable.
    
          04. MORPHOLOGY:   Hydling
    	  REGIONS:      Torvus Bog
          	  LOCATIONS:    first seen in Hydrochamber Access
              DATABASE:     Hydlings are small water dwellers. They travel in packs
    			for safety, roaming the water in search of bits of 
    			food. Their only defense is a bite, which with their 
    			sharp teeth can also pierce metal.
    
        -> FLYERS (7 entries)
        ---------------------
        The Flyers subcategory contains the creatures on Aether that fly around in 
        the air.
    
          -> LARGE FLYERS (3 entries)
          ---------------------------
          These are the larger flying creatures.
    
          03. MORPHOLOGY:   *Shredder*
    	  REGIONS:      Torvus Bog
          	  LOCATIONS:    Torvus Lagoon
              DATABASE:     The Shredder spends most of its life in the earth. When
    			agitated, it will spring from the ground, then begin to
    			fly towards its foe. Should it reach its target, the 
    			Shredder will explode with considerable force, releas-
    			ing a cloud of thorns as it does. Shredders are resil-
    			ient, but can be eliminated with concentrated weapon 
    			fire. 
    
          04. MORPHOLOGY:   Shriekbat
    	  REGIONS:      Agon Wastes, Torvus Bog
          	  LOCATIONS:    first seen in Temple Access
              DATABASE:     Shriekbats have high internal temperatures, leading 
    			them to seek cool climates to dwell in. They prefer 
    			caverns, roosting on ceilings while hunting for small 
    			prey. Fiercely terratorial, they dive-bomb anything 
    			that wanders near. This attack is fatal for the Shriek-
    			bat, as the impact sets off a discharge of thermal en-
    			ergy.
    
          05. MORPHOLOGY:   Shrieker** (vanishes after you get Emerald Translator)
    	  REGIONS:      Torvus Bog
          	  LOCATIONS:    Great Bridge, Torvus Temple
              DATABASE:     A cousin to the Shredder, the Shrieker waits for prey
    			half-buried in the earth. When it detects a target, it
    			erupts from the ground and takes flight. It releases a 
    			sonic blast to stun its target, then sweeps in to 
    			feast. Shriekers can generate a stealth field that dis-
    			rupts most Visors, making them difficult to attack.
    
          -> SMALL FLYERS (4 entries)
          ---------------------------
          These are the smaller flying creatures.
    
          06. MORPHOLOGY:   Lightflyer
    	  REGIONS:      Torvus Bog
          	  LOCATIONS:    Forgotten Bridge, Transport to Temple Grounds A
              DATABASE:     The Lightflyer is an aggressive flying drone. Once loy-
    			al to the Luminoth, it will now fire a burst of energy
    			at any living thing within range. It generates light at
    			all times, making it somewhat easy to target.
    
          07. MORPHOLOGY:   Lumite
    	  REGIONS:      Agon Wastes, Dark Agon Wastes
          	  LOCATIONS:    first seen in Plaza Access
              DATABASE:     The Lumite thrives on light, and can render itself in-
    			visible to most predators while within it. When out of 
    			the light, the creature is relatively harmless, relying
    			on a crudely spat chunk of biomatter to defend itself. 
    			Once in the light, it can channel large amounts of 
    			solar energy into a deadly blast.
    
          08. MORPHOLOGY:   Sandbat
    	  REGIONS:      Agon Wastes
          	  LOCATIONS:    scannable only in Mining Plaza & Mining Station A
              DATABASE:     Sandbats are small flyers. They travel in packs for 
    			safety, though they are predators in nature. Failing to
    			find food as a group, Sandbats will often enter a feed-
    			ing frenzy and attack one another in search of suste-
    			nance.
    
          09. MORPHOLOGY:   War Wasp
    	  REGIONS:      Temple Grounds
          	  LOCATIONS:    first seen in Sacred Bridge
              DATABASE:     The War Wasp rarely strays away from its hive while it 
    			is pursuing an immediate threat. It attacks with no 
    			regard for its own survival, dive bombing into its en-
    			emy with stinger extended. Fast working toxins from the
    			stinger can incapcitate most small organisms. If it 
    			battles foes at range, it will fire blasts of potent 
    			energy.
    
        -> GROUND (14 entries)
        ----------------------
        The Ground subcategory contains the ground-based creatures of Aether.
    
          -> PREDATORS (6 entries)
          ------------------------
          These are the larger, predatory creatures.
    
          10. MORPHOLOGY:   *Alpha Sandigger* (scan QUICKLY before it transforms)
    	  REGIONS:      Agon Wastes
          	  LOCATIONS:    Agon Temple
              DATABASE:     This appears to be a Sandigger pack leader, larger and
    			stronger than the normal members of its kind. Target 
    			both of its heads to damage it.
    
          11. MORPHOLOGY:   *Alpha Splinter* (scan before it transforms)
    	  REGIONS:      Great Temple
          	  LOCATIONS:    Temple Sanctuary
              DATABASE:     Splinter war packs are dominated by the largest male. 
    			Alpha Splinters use their tremendous strength, size, 
    			and speed to subdue and kill prey, paving the way for 
    			their smaller broodlings. 
    
          12. MORPHOLOGY:   Grenchler
    	  REGIONS:      Torvus Bog
          	  LOCATIONS:    first seen in Forgotten Bridge
              DATABASE:     The amiphibious Grenchler lurks in marsh areas in 
    			search of prey. Fearless, it will spring from hiding 
    			and attack anything that moves. If it is unable to fell
    			its prey with its powerful jaws, it will fire a potent
    			burst of energy at them. Grenchlers have one weak spot 
    			- a genetic defect makes the shell on their back sus-
    			ceptable to explosive blasts. Remove the shell to ex-
    			pose a vulnerable nerve center, then target it to 
    			eliminate the creature. 
    
          13. MORPHOLOGY:   Sandigger
    	  REGIONS:      Agon Wastes
          	  LOCATIONS:    first seen in Mining Plaza
              DATABASE:     Scans indicate that the Sandigger has a dual-brain ner-
    			vous system. Both of its heads are capable of attack-
    			ing, disabling, and digesting prey. It fires globs of 
    			acidic digestive fluid at prey to cripple them and 
    			begin the digestive process. Its hide is very durable 
    			and resistant to weapon fire: only its exposed eyes can
    			be damaged.
    
          14. MORPHOLOGY:   Splinter
    	  REGIONS:      Temple Grounds
          	  LOCATIONS:    first seen in Temple Assembly Site
              DATABASE:     When it isn't hunting, a Splinter will secrete a pro-
    			tective cocoon around itself and enter a state of hib-
    			ernation. Localized seismc disturbances will awaken the
    			Splinter, triggering a state of blood frenzy in the 
    			process. While in this state, a Splinter emits phere-
    			mones that triggers a frenzy in all nearby Splinters. 
    			Disturbing a pack of sleeping Splinters is not advis-
    			able.
    
          15. MORPHOLOGY:   Sporb
    	  REGIONS:      Torvus Bog
          	  LOCATIONS:    first seen in Torvus Plaza, also in Underground Tunnel
              DATABASE:     The hanging Sporb sits patiently until a potential meal
    			is detected. A burst of poisoned needles is the Sporb's
    			primary means of attack. It can also extend its body 
    			over short distances, gripping small targets with its 
    			powerful jaws. Sporbs wither when exposed to dark en-
    			ergy, making them vulnerable to other weapon systems.
    
          -> SURFACE PROWLERS (6 entries)
          -------------------------------
          These are the smaller scavengers that live on the surface.
    
          16. MORPHOLOGY:   Brizgee
    	  REGIONS:      Agon Wastes
          	  LOCATIONS:    only found in Mining Station A
              DATABASE:     The Brizgee's tail ends in a venomous barb, which it 
    			conceals underneath a hard-packed layer of fused sand. 
    			A series of sharpened ridges along its body discourages
    			most predators:those foolish enough to harass the 
    			Brizgee are quickly introduced to its deadly stinger.
    
          17. MORPHOLOGY:   Green Kralee
    	  REGIONS:      Temple Grounds
          	  LOCATIONS:    first seen in Transport to Agon Wastes Access
              DATABASE:     A cousin to the dimensional shifting Kralee, the Green 
    			Kralee spends most of its days roaming in search of 
    			food. A generic defect prevents its back crystal from 
    			harnessing energy and opening warp portals. It is 
    			doubtful the Green Kralee misses this ability.
    
          18. MORPHOLOGY:   Kralee
    	  REGIONS:      Agon Wastes
          	  LOCATIONS:    only found in Mining Station B
              DATABASE:     The Kralee phases between dimensions as a defense mech-
    			anism. A crystal in its carapace gathers energy to fuel
    			the creation of a warp portal. The process is uncont-
    			rollable, keeping the Kralee in constant dimensional  
    			flux.   
    
          19. MORPHOLOGY:   Krocuss
    	  REGIONS:      Torvus Bog
          	  LOCATIONS:    first seen in Grove Access
              DATABASE:     The Krocuss thrives on toxins it extracts from its sur-
    			roundings. It secretes an acidic trail in its wake as 
    			it roams in search of nourishment. The durable mollusk 
    			can be damaged when it exposes its toxic-absorbing 
    			gills: few weapons can penetrate the creature's shell.
    
          20. MORPHOLOGY:   Lightbringer
    	  REGIONS:      Dark Agon Wastes
          	  LOCATIONS:    only found in Duelling Range
              DATABASE:     Lightbringers were created by the Luminoth for use in
    			their war with the Ing. The crystalline creature gener-
    			ates a field of life-giving energy at all times, and 
    			they can be energized like a Safe Zone Crystal. They
    			are immune to most weapon fire: only a burst of matter-
    			antimatter can destroy them. 
    
          21. MORPHOLOGY:   Seedburster
    	  REGIONS:      Torvus Bog
          	  LOCATIONS:    first seen in Training Chamber Access
              DATABASE:     Seedbursters are moving plants, capable of traveling 
    			great distances in search of fertile soil to deposit 
    			their seeds in. When provoked by predators, the Seed-
    			burster will explode, turning the precious seed inside
    			into a dangerous projectile. These seeds do not live to
    			fruition, but help protect the Seedburster pack from 
    			attacks.
    
          -> TUNNEL PROWLERS (2 entries)
          ------------------------------
          These are the smaller scavengers that live below the surface or in small
          tunnels.
    
          22. MORPHOLOGY:   Pillbug** (vanishes after you have the Light Suit)
    	  REGIONS:      Agon Wastes, Sanctuary Fortress
          	  LOCATIONS:    only found in Portal Terminal or Dynamo Access
              DATABASE:     Pillbugs prefer to dwell in dark caverns, though they 
    			can exist in lit areas. Navigating with a series of 
    			sensitive antennae, they roam through caves in search 
    			of moss and fungus. Pillbugs can move rapidly, and will
    			ram unwary targets to clear their paths as they search 
    			for food. A Pillbug can be jarred loose from a surface 
    			with a concussive blast: doing so reveals its vulner-
    			able belly.
    
          23. MORPHOLOGY:   Worker Splinter
    	  REGIONS:      Temple Grounds
          	  LOCATIONS:    Hive Tunnel, Command Chamber, Hive Chamber C
              DATABASE:     The Worker Splinter is bred for service, not for com-
    			bat. It spends its time collecting foodstuffs and raw 
    			material for the Hive. A layer of mucus helps to pro-
    			tect the creature from the toxins and chemicals it 
    			works with. They can generate a sturdy pliable webbing
    			useful in travel throughout the Hive. 
    
        -> MECHANOIDS (16 entries)
        --------------------------
        The Mechanoids subcategory contains the mechanical entities, either of Fed-
        eration design or Luminoth design, to be found on Aether.
    
          -> LARGE MECHANOIDS (5 entries)
          -------------------------------
          These are the larger, more mobile mechanical entities.
    
          24. MORPHOLOGY:   Ingsmasher** (vanishes forever once destroyed)
    	  REGIONS:      Sanctuary Fortress
          	  LOCATIONS:    first seen in Hall of Combat Mastery
              DATABASE:     Designed to fight alongside the Luminoth, the Ingsmash-
    			er seeks to destroy them. In close combat, it smashes 
    			its energized fists into the earth to send out powerful
    			shockwaves, then pulverizes immobile prey. It will fire
    			salves of missiles at long-distance quarry. It uses an
    			energy shield in battle that can be adjusted to pro-
    			tect against a variety of beam weapons. The shield can 
    			be overloaded by opposite-polarity beams, however, dam-
    			aging the Ingsmasher in the process.
    
          25. MORPHOLOGY:   Mekenobite
    	  REGIONS:      Sanctuary Fortress
          	  LOCATIONS:    first seen in Sanctuary Temple
              DATABASE:     The Luminoth created the Mekenobites to help patrol the
    			corridors and shafts of the Sanctuary Fortress. It uses
    			magnetism to keep itself attached to the walls and 
    			ceilings. In combat, it will fire projectiles towards 
    			its target with a magnetism accelerator. It can only be
    			dislodged by simultaneous explosive blasts. Mekenobites
    			self-destruct once they are heavily damaged.
    
          26. MORPHOLOGY:   Quad CM** (vanishes after you get the Annihilator Beam)
    	  REGIONS:      Sanctuary Fortress
          	  LOCATIONS:    first seen in Main Research
              DATABASE:     A Quad is formed of two components:the quadruped Main 
    			Body and the flying Command Module. The units can func-
    			ction independently or linked together, as the need 
    			arises. The Command Module relies on ranged beams weap-
    			on attacks. It can generate a powerful beam shield to 
    			protect itself. Opposite-polarity beams can pentrate 
    			this field, however.
    
          27. MORPHOLOGY:   Quad MB** (vanishes after you get the Annihilator Beam)
    	  REGIONS:      Sanctuary Fortress
          	  LOCATIONS:    first seen in Main Research
              DATABASE:     A Quad is formed of two components:the quadruped Main 
    			Body and the flying Command Module. The units can func-
    			tion independently or linked together, as the need 
    			arises. The Main Body uses melee attacks in battle.  
    			Though durable, it needs to vent excess heat from its 
    			body. When this happens, it exposes a venting system 
    			vulnerable to concussive blasts.
    
          28. MORPHOLOGY:   Watchdrone
    	  REGIONS:      Dark Torvus Bog
          	  LOCATIONS:    Dungeon (in the Dark Water)
              DATABASE:     Watchdrones were built by the Luminoth to guard key 
    			areas and hinder Ing armies. Most of these units have 
    			betrayed their masters, and now serve the Ing. Watch-
    			drones are indestructible, and reluctant to move, but
    			can be forced into quitting their posts by exposing 
    			them to bright, pure light. Once the light fades, the 
    			mechanoid will return to its orginal resting site.
    
          -> SMALL MECHANOIDS (6 entries)
          -------------------------------
          These are the smaller mobile mechanical entities.
    
          29. MORPHOLOGY:   Diligence Class Drone
    	  REGIONS:      Sanctuary Fortress
          	  LOCATIONS:    first seen in Dynamo Access
              DATABASE:     The Diligence drones were the first cleaning units de-
    			signed by the Luminoth. They were modified for combat 
    			duty once the war began, but were outshined by the 
    			newer Harmony class units. A Diligence drone uses fo-
    			cused energy beams to perform its duty. Their energy 
    			construct nature makes them invulnerable to most att-
    			acks, but dark energy can disrupt them.
    
          30. MORPHOLOGY:   Harmony Class Drone
    	  REGIONS:      Great Temple
          	  LOCATIONS:    Transport Access C (only appears in this room)
              DATABASE:     The Luminoth designed the Harmony units to be free-
    			roaming, independent cleaning units. They use focused 
    			energy beams and kinetic pulses to perform their dut-
    			ies. Unfortunately, they now consider all living things
    			filth that must be cleansed from the world.
    
          31. MORPHOLOGY:   Mechlops
    	  REGIONS:      Sanctuary Fortress
          	  LOCATIONS:    Dynamo Access (under the floor)
              DATABASE:     The Luminoth tried to domesticate and train a number of
    			Triclops for use in the war, but failed. Undaunted, 
    			they created mechanical versions of the hardy creatures
    			to use in battle. The few Mechlops that remain now   
    			serve the mechanoids, turning their potent jaws and 
    			earthmoving power against their former masters.
    
          32. MORPHOLOGY:   Octopede
    	  REGIONS:      Sanctuary Fortress
          	  LOCATIONS:    first seen in Transport to Torvus Bog Access
              DATABASE:     The Octopede was created to deliver messages to Lumin-
    			oth citizens. They now follow their routes in the ser-
    			vice of other rogue mechanoids. The units were designed
    			to self-destruct if attacked, and will explode with 
    			enough force to cause damage. 
    
          33. MORPHOLOGY:   Rezbit
    	  REGIONS:      Sanctuary Fortress
          	  LOCATIONS:    first seen in Reactor Core, also in Watch Station
              DATABASE:     The Rezbit, through small, is a tough opponent. Its 
    			weapon system is potent, capable of firing bursts or 
    			beams at targets. A barrier shield blocks oncoming att-
    			acks. It can even shift into an energy state to evade    
    			enemies: while in this state it can transmit a powerful
    			virus into mechanoids and armor systems. The virus can 
    			cripple your systems for a time, leaving you vulnerable.
    
          34. MORPHOLOGY:   Serenity Class Drone
    	  REGIONS:      Sanctuary Fortress
          	  LOCATIONS:    first seen in Fortress Entrance Hall
              DATABASE:     The Serenity drones have not gone rogue. The units are
    			defenseless, have no weapons, and cannot be eaten. 
    			These qualities make them useless to the Ing. The small
    			drones are assigned simple maintenance tasks upon cre-
    			ation and perform them without hesitation until reass-
    			igned or destroyed.
    
          -> STATIONARY MECHANOIDS (5 entries)
          ------------------------------------
          These are the mechanical entities which are fixed in place.
    
          35. MORPHOLOGY:   *Caretaker Class Drone* (scan before the battle)
    	  REGIONS:      Sanctuary Fortress
          	  LOCATIONS:    Main Research
              DATABASE:     The Caretaker drone was designed to protect and main-
    			tain an experimental energy chamber. It uses electric-
    			ally charged limbs to perform its duties. The drone 
    			requires sensor updates to fight:a vulnerable detection
     			unit will extend periodically to search for targets. 
    			Destroying this unit would weaken its combat ability.
    
          36. MORPHOLOGY:   *Growler Class Turret* (never reappears once destroyed)
    	  REGIONS:      Temple Grounds
          	  LOCATIONS:    Trooper Security Station
              DATABASE:     The GM-42 "Growler" Class Turret is a dated design, 
    			though still quite effective as a point-defense system.
    			It is lightly armored. Several copies of the system 
    			exist, including the Space Pirate "Humility" Class    
    			automated turret. 
    
          37. MORPHOLOGY:   Humility Class Turret
    	  REGIONS:      Agon Wastes
          	  LOCATIONS:    first seen in NEED ROOM NAME LOLABOL
              DATABASE:     The Space Pirates captured Federation "Growler" turr-
    			ets, but found the cannon unit inadequate. They re-
    			placed the Growler's weapon with a powerful galvanic 
    			accelerator cannon. The "Humility" turret packs a 
    			strong punch, but retains the Growler system's weak-
    			nesses. Fast targets can evade the crude targeting 
    			system, and the armor can't take much punishment. 
    
          38. MORPHOLOGY:   Luminoth Turret
    	  REGIONS:      Agon Wastes
          	  LOCATIONS:    first seen in Sand Processing
              DATABASE:     As the number of Luminoth dwindled, they turned to 
    			machines to protect key areas. Automated gun turrets 
    			were often the first line of defense against Ing att-
    			acks. Though powerful, they weren't nimble enough to
    			deal with agile enemy targets.
    
          39. MORPHOLOGY:   *Vigilance Class Turret* (never reappears if destroyed)
    	  REGIONS:      Agon Wastes
          	  LOCATIONS:    Central Mining Station
              DATABASE:     The "Vigilance" Class Turret is found in many Space 
    			Pirate bases. Built to support the "Humility" Class 
    			Turret, it is as accurate as the gunner operating it. 
    			Many young Space Pirates begin their careers as sent-
    			ries: a tour as a Vigilance gunner is considered a mark
    			of distinction.
    
        ---------------------------------
        DARK AETHER CATEGORY (47 entries)
        ---------------------------------
        The Dark Aether category contains the creatures found indigenous to Dark
        Aether, including the Ing, Guardians, and other dark creatures.
    
         -> DARKLING AQUATIC (2 entries)
         -------------------------------
         The Darkling Aquatic subcategory contains the watery creatures that the
         Ing have possessed on Dark Aether.
    
          01. MORPHOLOGY:   Dark Blogg** (vanish after you have Cobalt Translator)
              REGIONS:      Torvus Bog
              LOCATIONS:    first seen in Training Chamber
              DATABASE:     Dark Bloggs somehow lose their sonic blast ability: 
    			something about their minds make them difficult dark-
    			lings to fully control. They rely solely on their dead-
    			ly maws for attack: in most cases they are more than 
    			adequate. Target the weak spot inside its mouth to 
    			defeat the Dark Blogg with ease. 
    
          02. MORPHOLOGY:   Dark Phlogus
    	  REGIONS:      Dark Torvus Bog, Sky Temple Grounds
          	  LOCATIONS:    only found in Putrid Alcove or Abandoned Base
              DATABASE:     The Phlogus waits patiently as it floats in murky wat-
    			ers, searching for a meal. When its seismic sensors in 
    			its epidermis are triggered, it springs open rapidly to
    			attack. Phlogus's can fire a spray of venom to immob-
    			ilize their prey. A central nervous system is exposed 
    			when it opens its mouth to attack: damage this to stun 
    			the Phlogus for a time. 
    
         -> DARKLING FLYERS (3 entries)
         ------------------------------
         The Darkling Flyers subcategory contains the airborne creatures that are
         found on Dark Aether.
    
          03. MORPHOLOGY:   *Dark Shredder* (only appears during the Chykka battle)
    	  REGIONS:      Dark Torvus Bog
          	  LOCATIONS:    Dark Torvus Temple
              DATABASE:     The hardy Shredder is a favorite possession target for 
    			Ing that dwell near Dark Waters. Dark Shredders can 
    			lurk in the venomous waters indefinitely, patitently 
    			waiting for prey. They are very resilient, but can be 
    			eliminated by concentrated weapon fire.
    
          04. MORPHOLOGY:   Dark War Wasp
    	  REGIONS:      Ing Hive
          	  LOCATIONS:    first seen in Vault Attack Portal
              DATABASE:     Vicious and swift, the War Wasp is a prime target for 
    			young Ing eager to join the war effort. They appreciate
    			the flying speed and numerous attacks the insect poss-
    			esses. If they prove their mettle in the War Wasp,
    			these Ing often graduate to the control of larger, 
    			deadlier creatures. 
    
          05. MORPHOLOGY:   Nightbarb
    	  REGIONS:      Dark Agon Wastes
          	  LOCATIONS:    first seen in Abandoned Base
              DATABASE:     Nightbarbs are small airborne darklings. Smaller and 
    			weaker than a Hunter Ing, a Nightbarb will travel with 
    			a large pack to increase its odds of survival. This is 
    			wise, since their primary predators are Hunter Ing.
    
    
         -> DARKLING GROUND (3 entries)
         ------------------------------
         The Darkling Ground subcategory contains the ground-based creatures that
         the Ing have possessed on Dark Aether.
    
          06. MORPHOLOGY:   *Dark Alpha Splinter*
    	  REGIONS:      Great Temple
          	  LOCATIONS:    Temple Sanctuary
              DATABASE:     Splinter alpha males are the first to be targeted for 
    			darkling possession. Dark Alpha Splinters grow in 
    			strength and durability, making them an even greater 
    			threat than normal.
    
          07. MORPHOLOGY:   Dark Grenchler
    	  REGIONS:      Dark Torvus Bog
          	  LOCATIONS:    first seen in Dungeon
              DATABASE:     Darklings are drawn to possess vicious predators, mak-
    			ing the Grenchler a prime candidate. Despite the added 
    			toughness gained from possession, the Dark Grenchler 
    			retains its one weakness. remove its back shell with 
    			explosive blasts to expose its pain center, then attack
    			the pain center to quickly dispatch the creature.
    
          08. MORPHOLOGY:   Dark Splinter
    	  REGIONS:      Temple Grounds, Great Temple
          	  LOCATIONS:    first seen in GFMC Compound
              DATABASE:     Target is host to a parasitic bioform. The presence of 
    			the parasite increases the target's overall threat 
    			combat level. Concentrated weapons fire will damage 
    			the creature.
    
         -> DARKLING MECHANOIDS (5 entries)
         ----------------------------------
         The Darkling Mechanoids subcategory contains the mechanical entities that
         the Ing have possessed and taken to Dark Aether.
    
          09. MORPHOLOGY:   Corrupted Sentreye
    	  REGIONS:      Sky Temple Grounds
          	  LOCATIONS:    
              DATABASE:     The Sentreyes were designed by the Luminoth to protect 
    			their camps on Dark Aether. The Ing learned how to 
    			possess them and turned them against their former mas-
    			ters. Many still remain throughout Dark Aether, now 
    			serving the Ing as they served the Luminoth before 
    			them. Most weapon types will stun the Sentreyes, char-
    			ged light energy will destroy them.
    
          10. MORPHOLOGY:   Dark Diligence Drone
    	  REGIONS:      Ing Hive
          	  LOCATIONS:    Hazing Cliff
              DATABASE:     Some Diligence drones have been taken over by the Ing 
    			for possessive duties. Their small size and durability 
    			makes them excellent scouts, able to go where most 
    			other cannot. A Dark Diligence still relies on focused 
    			energy beams for defense. Their energy construct nature
    			makes them invulnerable to most attacks. A high-powered
    			burst of light energy can disrupt a Dark Diligence unit.
    
          11. MORPHOLOGY:   Dark Ingsmasher
    	  REGIONS:      Ing Hive
          	  LOCATIONS:    Main Reactor
              DATABASE:     Once the Ing discovered they could possess intelligent 
    			machines, the mighty Ingsmashers were top priority tar-
    			gets for the Horde. The drones retain all of their 
    			attacks - shock waves, fists, and missile launchers. It
    			uses an energy shield in battle that can be adjusted to
    			protect against a variety of beam weapons. The shield 
    			can be overloaded by opposite-polarity beams. 
    
          12. MORPHOLOGY:   Dark Quad CM** (vanishes if you have Cobalt Translator)
    	  REGIONS:      Sanctuary Fortress, Ing Hive
          	  LOCATIONS:    Sanctuary Temple, Hive Temple
              DATABASE:     The Ing discovered they could possess and control art-
    			ificially intelligent machines as well as normal beings.
    			They soon turned the loyal Quad against the Luminoth, 
    			finding the machines to be quite useful additions to 
    			the Horde. A dominant darkling assumes control of the 
    			Command Module, forcing the lesser Ing into its body 
    			to do its bidding.
    
          13. MORPHOLOGY:   Dark Quad MB** (vanishes if you have Cobalt Translator)
    	  REGIONS:      Sanctuary Fortress, Ing Hive
          	  LOCATIONS:    Sanctuary Temple, Hive Temple
              DATABASE:     The Ing discovered they could possess and control art-
    			ificially intelligent machines as well as normal beings.
    			They soon turned the loyal Quad against the Luminoth, 
    			finding the machines to be quite useful additions to 
    			the Horde.
    
         -> DARKLING OFFWORLD (6 entries)
         --------------------------------
         The Darkling Offworld subcategory contains the creatures that are not in-
         digenous to Aether that the Ing have possessed.
    
          14. MORPHOLOGY:   *Dark Missile Trooper*
    	  REGIONS:      Temple Grounds
          	  LOCATIONS:    Hive Chamber C
              DATABASE:     Bioscans indicate terminated lifesings in this missile 
    			trooper, and the presence of an unknown biomass with 
    			parasitic tendencies. Though the missile trooper's ar-
    			mor has been compromised, the bulk of it remains in-
    			tact. Missile weapon systems remain online as well. 
    			Full parasitic fusion has yet to be obtained, resulting
    			in low agility and response time.
    
          15. MORPHOLOGY:   Dark Pirate Commando
    	  REGIONS:      Torvus Bog
          	  LOCATIONS:    first seen in Great Bridge, also in Forgotten Bridge
              DATABASE:     The Ing prize the few Pirate Commandos they manage to 
    			take alive. Only Hunter Ing are allowed to possess the 
    			Commandos, and the competition for that right is fierce
    			among them. The Hunter Ing ability to phase out of loc-
    			al timespace carries over to the Dark Pirate Commando. 
    			They will fire bursts of dark matter at enemies, along 
    			with experimental EMP grenades stolen from the Space 
    			Pirates.
    
          16. MORPHOLOGY:   Dark Pirate Trooper
    	  REGIONS:      Dark Agon Wastes, Dark Torvus Bog, Ing Hive
          	  LOCATIONS:    first seen in Portal Terminal
              DATABASE:     Pirate Troopers, already trained to follow orders with-
    			out question, were perfect candidates for Ing possess-
    			ion. Darklings moved to take every trooper they could, 
    			expanding the army of the Horde considerably. Space    
    			Pirate technology struck a chord with the Ing, who now 
    			hunt actively for gadgets of any kind - especially 
    			weapon systems.
    
          17. MORPHOLOGY:   Dark Preed
    	  REGIONS:      Dark Agon Wastes, Dark Torvus Bog, Ing Hive
          	  LOCATIONS:    first seen in Doomed Entry
              DATABASE:     Pirate Troopers, already trained to follow orders with-
    			out question, were perfect candidates for Ing possess-
    			ion. Darklings moved to take every trooper they could, 
    			expanding the army of the Horde considerably. Space    
    			Pirate technology struck a chord with the Ing, who now 
    			hunt actively for gadgets of any kind - especially 
    			weapon systems.
    
          18. MORPHOLOGY:   Dark Tallon Metroid
    	  REGIONS:      Ing Hive, Dark Torvus Bog
          	  LOCATIONS:    first seen in Hive Entrance
              DATABASE:     The aggressive Preeds are often possessed by darklings 
    			for aerial hunting missions. The presence of the dark 
    			creature makes the small cyborg more durable. The toxic
    			gas carried by a Preed is enhanced by exposure to dark 
    			energy, making it considerably more dangerous. 
    
          19. MORPHOLOGY:   Dark Trooper
    	  REGIONS:      Temple Grounds
          	  LOCATIONS:    first seen in Hive Tunnel, also in Hive Chamber B
              DATABASE:     Bioscans indicate terminated lifesings in this attack 
    			trooper, and the presence of an unknown biomass with 
    			parasitic tendencies. Though the missile trooper's ar-
    			mor has been compromised, the bulk of it remains in-
    			tact. Missile weapon systems remain online as well. 
    			Full parasitic fusion has yet to be obtained, resulting
    			in low agility and response time.
    
         -> EMPEROR ING (5 entries)
         --------------------------
         The Emperor Ing subcategory contains the scans of the various forms of
         the eldest and most powerful of the Ing Horde.
    
          20. MORPHOLOGY:   *Emperor Ing Body* (scan the trunk)
    	  REGIONS:      Sky Temple
          	  LOCATIONS:    Sanctum
              DATABASE:     Bioscans indicate that this is the strongest, eldest 
    			Ing in the Horde: the Alpha, and the Omega. It has ab-
    			sorbed enormous amounts of Phazon energy into its body,
    			mutating itself in the process. Apparently, this power
    			is not enough for the creature, as it is now siphoning
    			energy from the final Energy Controller. 
    
          21. MORPHOLOGY:   *Emperor Ing Head* (scan the ball atop the trunk)
    	  REGIONS:      Sky Temple
          	  LOCATIONS:    Sanctum
              DATABASE:     Like its brethron, the Emperor Ing is a metamorph. It 
    			has molded itself around the precious Energy Controll-
    			er, and will defend it to the death, using its own body
    			as a shield and weapon. Destroy the tentacles it gener-
    			ates to weaken the creature and its defenses. 
    
          22. MORPHOLOGY:   *Emperor Ing Eye* (scan when the head transforms)
    	  REGIONS:      Sky Temple
          	  LOCATIONS:    Sanctum
              DATABASE:     The Emperor Ing has exposed its main eye, from which it
    			can fire powerful energy beams. It is protected by an 
    			energy shield, although not completely. The eye can be 
    			locked onto, but only direct shots will get past the 
    			shield.
    
          23. MORPHOLOGY:   *Emperor Ing Chrysalis* (scan its regenerative ball)
    	  REGIONS:      Sky Temple
          	  LOCATIONS:    Sanctum
              DATABASE:     The heavily damaged Emperor Ing has entered a regener-
    			ative state inside a durable healing shell. Tactical 
    			scans have detected eleven weak spots on the magnetic-
    			ally charged shell:Spider Ball travel is possible on   
    			the shell's surface. Damage the weak spots with explos-
    			ives to crack the shell and expose the enemy within.
    
          24. MORPHOLOGY:   *Mutated Emperor Ing* (scan the six-legged form)
    	  REGIONS:      Sky Temple
          	  LOCATIONS:    Sanctum
              DATABASE:     Further exposure to Phazon has mutated the Emperor Ing.
    			It is now capable of shielding its vulnerable areas 
    			with energy barriers. Beams of opposite polarity can 
    			damage these barriers, however. Heavy damage to these
    			barriers will cause them to drop, exposing the creat-
    			ure's weak spots. Target the weak spots to immobilize 
    			and damage the enemy.
    
        -> GUARDIANS (11 entries)
        -------------------------
        The Guardians subcategory contains the scans of the various forms of the
        Dark Temple Guardians.
    
          -> AMORBIS (2 entries)
          ----------------------
          These scans are of the Guardian of the Dark Agon Temple, Amorbis.
    
          25. MORPHOLOGY:   *Amorbis 1* (scan the leaping worms)
    	  REGIONS:      Dark Agon Wastes
          	  LOCATIONS:    Dark Agon Temple
              DATABASE:     The enormous Amorbis can move through solid rock and 
    			earth with ease, and can sense the location of surface 
    			level prey deep within the ground. They will attempt to
    			ram any target the can find in their domain. They are 
    			vulnerable to all forms of weapon firem but are incred-
    			ibly strong and resistant to pain.                                   
    
          26. MORPHOLOGY:   *Amorbis 2* (scan when its attached to its ball)
    	  REGIONS:      Dark Agon Wastes
          	  LOCATIONS:    Dark Agon Temple
              DATABASE:     The Amorbis can attach themselves to the Dark Sphere, 
    			drawing potent energy from within. They can fire dark 
    			energy at light crystals, nullifying Safe Zones for a 
    			short time. They can also channel the energy into a 
    			powerful beam attacks. Bioscans indicate a weak spot 
    			inside the creature's mouth. Concentrate your fire at 
    			this area to damage the Amorbis.
    
          -> CHYKKA (4 entries)
          ---------------------
          These scans are of the Guardian of the Dark Torvus Temple, Chykka.
    
          27. MORPHOLOGY:   *Chykka Larva* (scan the swimming creature)
    	  REGIONS:      Dark Torvus Bog
          	  LOCATIONS:    Dark Torvus Temple
              DATABASE:     Scans indicate this bioform is an infant, but aging 
    			rapidly. The creature can ensnare targets with its 
    			tongue, drawing them into its mouth. It then covers its
    			prey with acidic globs of biomatter to break it down 
    			for digestion. This is an exceptional bioform with both
    			dark and light natures.
    
          28. MORPHOLOGY:   *Chykka Adult* (scan the white flying version)
    	  REGIONS:      Dark Torvus Bog
          	  LOCATIONS:    Dark Torvus Temple
              DATABASE:     The Chykka has rapidly aged to its adult form. It will
    			attack by firing high-powered bursts of Dark Water at 
    			rapid speed. If frustrated, it will try to attempt to 
    			dive and ram you. Most of the Chykka's body is vulner-
    			able to weapon fire, but scans indicate that such fire 
    			will only stun it. When stunned, however, four weak 
    			spots will appear. These spots are vulnerable to att-
    			ack: target them to damage the enemy.
    
          29. MORPHOLOGY:   *Chyklings* (scan the flyers that it generates)
    	  REGIONS:      Dark Torvus Bog
          	  LOCATIONS:    Dark Torvus Temple
              DATABASE:     Interaction with dark energy has mutated the Chykka. 
    			Its offspring are now born as flyers, skipping the lar-
    			val stage completly. These infants are highly protect-
    			ive of their parent, and will streak to attack on
    			sight. They lack their parent's durability, however, 
    			making them easy targets.
    
          30. MORPHOLOGY:   *Dark Chykka* (scan the black flying version)
    	  REGIONS:      Dark Torvus Bog
          	  LOCATIONS:    Dark Torvus Temple
              DATABASE:     The Chykka has recovered, and energized its body in 
    			dark energy. This energy has rendered most of the 
    			creature invulnerable to attack, including its wings. 
    			Tactical scans indicate that its eggsac is vulnerable,
    			however. Target it to damage to creature.
    
          -> QUADRAXIS (5 entries)
          ------------------------
          These scans are of the Guardian of the Ing Hive Temple, Quadraxis.
    
          31. MORPHOLOGY:   *Quadraxis* (scan its first mobile form)
    	  REGIONS:      Ing Hive
          	  LOCATIONS:    Hive Temple
              DATABASE:     The Quadraxis unit went rogue and entered the service 
    			of the Ing. Its primary weapon system fires destructive
    			matter-antimatter blasts. It uses a powerful missile 
    			system battery for long distance attacks. The Quadraxis
    			is incredibly durable and well armed, but its leg and 
    			foot joints are vulnerable. Damaging these joints will 
    			eventually render it immobile.
    
          32. MORPHOLOGY:   *Damaged Quadraxis* (scan the disabled main body)
    	  REGIONS:      Ing Hive
          	  LOCATIONS:    Hive Temple
              DATABASE:     Though the main body is disabled, the tactical control 
    			unit within it is still active. It will guide the Head 
    			Module in battle via high-sonic transmissions. Disab-
    			ling this module will impair the Head Module's ability  
    			to fight.
    
          33. MORPHOLOGY:   *Shielded Head Module* (scan the floating head)
    	  REGIONS:      Ing Hive
          	  LOCATIONS:    Hive Temple
              DATABASE:     The Head Module of the Quadraxis is highly mobile and 
    			well armed. It is shielded by an impervious force 
    			field. Tactical commands are sent to this module from 
    			the crippled main body:server the link to impair the 
    			Head Module's combat ability.
     
          34. MORPHOLOGY:   *Stunned Head Module* (scan after antennae are gone)
    	  REGIONS:      Ing Hive
          	  LOCATIONS:    Hive Temple
              DATABASE:     Head Module is unable to receive tactical data. Force 
    			field offline. Unit is generating drones to defend it-
    			self while it attempts to restore tactical link to 
    			main body. Destroy sonic receptors on unit to prevent 
    			this.
    
          35. MORPHOLOGY:   *Final Head Module* (scan head after disabling uplink)
    	  REGIONS:      Ing Hive
          	  LOCATIONS:    Hive Temple
              DATABASE:     Module has lost its tactical link to the main body. Two
    			points of structural weakness have been detected on its
    			hull: Morph Ball Bombs can cause damage to these areas.
    			Scans indicate that the Spider Ball can attach to the 
    			Module's outer hull.
    
         -> SUB-GUARDIANS (6 entries)
         ----------------------------
         The Sub-Guardians subcategory contains the scans of the various Ing that
         stole your Power Suit upgrades at the start of the game.
    
          36. MORPHOLOGY:   *Bomb Guardian*
    	  REGIONS:      Agon Wastes
          	  LOCATIONS:    Agon Temple
              DATABASE:     This darkling Sandigger has absorbed the ability to 
    			generate Morph Ball Bombs. It can throw Bombs with con-
    			siderable accuracy, and frequently lays a spread of 
    			Bombs in its wake. Its head and tail are the only vul-
    			nerable spots on its body. Target them when they are
    			vulnerable to neutralize and terminate this target.  
    
          37. MORPHOLOGY:   *Jump Guardian* (scan when its in Warrior Ing form)
    	  REGIONS:      Dark Agon Wastes
          	  LOCATIONS:    Judgment Pit
              DATABASE:     This Warrior Ing has absorbed the power of the Space 
    			Jump Boots. It can leap incredible distances and 
    			heights, and uses this ability to great effect in batt-
    			le. Target can generate powerful shockwaves of dark 
    			energy and will sheath itself in a potent force field 
    			to protect itself. It cannot maintain this shield in-
    			definitely: concentrate weapon fire when shield is    
    			down. 
    
          38. MORPHOLOGY:   *Boost Guardian* (scan when its in Warrior Ing form)
    	  REGIONS:      Dark Torvus Bog
          	  LOCATIONS:    Dark Torvus Arena
              DATABASE:     This Warrior Ing has absorbed the power of the Boost 
    			Ball. It can boost-blast towards its enemies, using its
    			body as a potent weapon. When its not in solid form, 
    			engaging it in Morph Ball Mode may provide better att-
    			ack opportunities.
    
          39. MORPHOLOGY:   *Grapple Guardian*
    	  REGIONS:      Dark Torvus Bog
          	  LOCATIONS:    Sacrificial Chamber
              DATABASE:     This darkling Grenchler has absorbed the power of the 
    			Grapple Beam. It will fire the beam to snare potential 
    			meals and pull them into its waiting jaws. The beam is
    			powerful, and can attach to most surfaces, including 
    			your armor. Its eye region is sensitive: damage in the 
    			area can induce a state of anger in the target. A weak 
    			spot under the back shell is a prime target as well. 
    			When angered, it will use a special attack.
    
          40. MORPHOLOGY:   *Spider Guardian* (can only be scanned BEFORE battle!)
    	  REGIONS:      Sanctuary Fortress
          	  LOCATIONS:    Dynamo Works
              DATABASE:     This darkling Pillbug has absorbed the power of the 
    			Spider Ball. It can travel across magnetically charged
    			surfaces at will. The creature seems to have a connec-
    			tion to the local energy systems. Aggravating it may
    			cause disruption to the system.
    
          41. MORPHOLOGY:   *Power Bomb Guardian*
    	  REGIONS:      Dark Torvus Bog
          	  LOCATIONS:    Undertemple
              DATABASE:     This darkling Sporb has absorbed the ability to gener-
    			ate Power Bombs. It can fire these dangerous weapons 
    			instead of the venomous needles it usually shoots. The 
    			energies of the Power Bomb weapon have made it all but
    			invulnerable. Tremendous kinetic energy damage will 
    			override its protective field, however. 
    
         -> ING (6 entries)
         ------------------
         The Ing subcategory contains the various members of the Ing Horde that in-
         habit Dark Aether.
    
          42. MORPHOLOGY:   Darkling Tentacle
    	  REGIONS:      Dark Agon Wastes, Dark Torvus Bog, Sky Temple Grounds
          	  LOCATIONS:    Multiple locations (first seen in Battleground)
              DATABASE:     Some darklings can open dimensional portals at will. 
    			They will use this ability to hunt for unwary prey, 
    			reaching out to snatch them with  their tentacles. Once
    			ensnared, the prey is dragged to its doom. The tentac-
    			les are resilient:pure light energy can disrupt them.
    			Nothing can destroy them. 
    
          43. MORPHOLOGY:   Hunter Ing
    	  REGIONS:      Dark Torvus Bog, Ing Hive, Sky Temple Grounds
          	  LOCATIONS:    first seen in Polluted Mire
              DATABASE:     The Hunter Ing patrol the lands of Dark Aether in 
    			search of the Horde's enemies. They can render their 
    			bodies intangible, allowing them to ambush targets with
    			ease. Hunter Ing can generate long, deadly tentacles,   
    			which they use with great effect in battle. Cunning and
    			unrelenting, the Hunter Ing will seize their prey or 
    			die.
    
          44. MORPHOLOGY:   Ing Larva Swarm** (only appears in one place)
    	  REGIONS:      Ing Hive
          	  LOCATIONS:    Entrance Defense Hall
              DATABASE:     Ing larvae travel in swarms for protection. They are 
    			weak with no real defenses or attacks. The few that 
    			make it to adulthood are quite cunning and vicious. 
    
          45. MORPHOLOGY:   Inglet
    	  REGIONS:      Dark Agon Wastes, Dark Torvus Bog, Sky Temple Grounds
          	  LOCATIONS:    First seen near Portal Site
              DATABASE:     Inglets perform the menial labor of the Horde, but can 
    			be pressed into a combat role if there is need. They 
    			are amorphous blobs, capable of clinging to nearly any 
    			surface. Inglets can fire bursts of dark matter in 
    			self-defense, though they prefer to avoid battle. They 
    			seldom travel alone, and can be dangerous in large num-
    			bers. As with all Ing, they dislike bright light, and 
    			will avoid it if possible.
    
          46. MORPHOLOGY:   Ingstorm
    	  REGIONS:      Ing Hive, Sky Temple Grounds
          	  LOCATIONS:    first seen in Aerial Training Access
              DATABASE:     The Ingstorm is a collective swarm of tiny Ing. When 
    			banded together, they can emit destructive energy that,
    			over time, can break down even the most durable of 
    			alloys.  
    
          47. MORPHOLOGY:   Warrior Ing
    	  REGIONS:      Dark Agon Wastes, Ing Hive, Sky Temple Grounds
          	  LOCATIONS:    first seen in Duelling Range
              DATABASE:     Warrior Ing are challenging foes. They can render them-
    			selves into amorphous puddles and move over most terr-
    			ain, including walls. Warrior Ing can turn their bodies
     			into dangerous projectiles sheathed in dark energy. The
     			tips of their legs are razor sharp, making them formid-
    			able in melee. Finally, Warrior Ing are capable of 
    			channeling transdimensional energy and firing it at 
    			their enemies. Their only real weakness is bright, pure
       			light, which they hate and fear.
    
        ------------------------------
        OFFWORLD CATEGORY (11 entries)
        ------------------------------
        The Offworld category contains the creatures that are not indigenous to
        Aether or Dark Aether.
    
         -> DARK SAMUS (4 entries)
         -------------------------
         The Dark Samus subcategory contains the scans of the various forms of your
         twin, the revived Metroid Prime, who now goes by the moniker, Dark Samus.
    
          01. MORPHOLOGY:   *Dark Samus 1*
              REGIONS:      Agon Wastes
              LOCATIONS:    Main Reactor
              DATABASE:     Scans indicate the presence of Phazon and your genetic 
    			material within this entity. She wears a version of the
    			Varia Suit, altered and augmented by the Phazon within 
    			her. Primary weapons include the Missile Launcher and 
    			a scattershot variant of the Power Beam. Boost and Jump
    			abilities are superior to yours. The ability to gener-
    			ate Phazon energy shields is also present.   
    
          02. MORPHOLOGY:   *Dark Samus 2*
    	  REGIONS:      Sanctuary Fortress
          	  LOCATIONS:    Aerie
              DATABASE:     Tactical scans have identified several new battle sys-
    			tems in the armor of Dark Samus. She now wields a pot-
    			ent variant of your Charge Beam. Her Boost attack has 
    			been augmented, and the ability to render herself in-
    			visible is present as well. Bioscans suggest that Dark
    			Samus can reform her body short of atomic disruption. 
    			Extreme caution recommended.
    
          03. MORPHOLOGY:   *Dark Samus 3* (scan at the start of the battle)
    	  REGIONS:      Sky Temple
          	  LOCATIONS:    Sky Temple Gateway
              DATABASE:     Scans indicate Dark Samus has absorbed tremendous lev-
    			els of Phazon into her body: too much, perhaps. She can
    			vent Phazon energy in the form of destructive blasts 
    			and protective shields:doing so will help her maintain  
    			stability. Exposure to Phazon has rendered her invis-
    			ible to your Dark Visor. These new abilities, combined 
    			with her already formidable arsenal, place Dark Samus 
    			at the highest threat level.
    
          04. MORPHOLOGY:   *Dark Samus 4* (scan when she turns bright blue)
    	  REGIONS:      Sky Temple
          	  LOCATIONS:    Sky Temple Gateway
              DATABASE:     Dark Samus has temporarily become a being of pure yet 
    			unstable Phazon energy. She can generate a shield that
    			is invulnerable to all attacks save one - blasts of 
    			Phazon energy itself. Use your Charge Beam to collect 
    			Phazon energy that she expels, then fire it back at 
    			her. Direct hits will overload and disrupt her essence.
    
         -> METROIDS (2 entries)
         -----------------------
         The Metroids subcategory contains the information on the Metroids that the
         Space Pirates brought from Tallon IV.
    
          05. MORPHOLOGY:   Infant Tallon Metroid
    	  REGIONS:      Agon Wastes
          	  LOCATIONS:    only found in Biostorage Access
              DATABASE:     The Space Pirates use Infant Tallon Metroids as a por-
    			table energy source. Small in size, they are easy to 
    			transport in large quantities. They are docile, effic-
    			ient organic batteries...until they are exposed to 
    			Phazon. At that point, they grow rapidly and acquire 
    			their full array of powers. 
    
          06. MORPHOLOGY:   Tallon Metroid
    	  REGIONS:      Agon Wastes
          	  LOCATIONS:    first seen in Bioresearch Area
              DATABASE:     Space Pirates harvest and enslave Metroids for use in 
    			their operations. The Tallon Metroid will latch onto 
    			prey with powerful pincers, then proceed to drain its 
    			life energy. This causes the creature to grow in size 
    			and mass. The creatures are vulnerable to the chilling
    			effect of dark energy, and can be detached by entering 
    			Morph Ball mode and deploying a Bomb.
    
         -> PIRATES (5 entries)
         ----------------------
         The Pirates subcategory contains information on the new kinds of Space
         Pirates that have come to Aether.
    
          02. MORPHOLOGY:   Pirate Aerotrooper
    	  REGIONS:      Agon Wastes, Torvus Bog, Sanctuary Fortress
          	  LOCATIONS:    first seen in Bioenergy Production
              DATABASE:     Pirate Aerotroopers are known for their cold precision 
    			and utter cruelty. Armed with both beam and missile 
    			systems, the Aerotrooper can be a difficult for to en-
    			gage, especially at range. Their jet packs can be over-
    			loaded with heat-based attacks, however. These units 
    			prefer death before dishonor: an injured Aerotrooper 
    			will make a suicide attempt strike before allowing him-
    			self to be captured. 
    
          02. MORPHOLOGY:   Pirate Commando
    	  REGIONS:      Agon Wastes, Torvus Bog
          	  LOCATIONS:    first seen in Torvus Grove
              DATABASE:     Dedicated to "hunting the Hunter," Space Pirate Comm-
    			ando units have been equipped with the latest weapons, 
    			including a variable pulse cannon, e-grenade launcher, 
    			and energy scythe. Powerful thrusters carry them at    
    			high speeds over any terrain. A portable barrier shield
     			repels most attacks, but can only be deployed for lim-
    			ited periods.
    
          02. MORPHOLOGY:   Pirate Grenadier
    	  REGIONS:      Agon Wastes
          	  LOCATIONS:    first seen in Command Center
              DATABASE:     The Space Pirates have begun to use an experimental 
    			energy grenade launcher in the field. The weapon is 
    			viewed as a mixed blessing to the Grenadier units: 
    			while the grenade launchers are powerful weapons, Gren-
    			adiers must leave their rifles behind to carry them. 
    			Fast-moving targets can close range on Grenadiers, 
    			rendering their main weapon somewhat ineffective. 
    
          02. MORPHOLOGY:   Pirate Trooper
    	  REGIONS:      Agon Wastes
          	  LOCATIONS:    first seen in Mining Station A
              DATABASE:     The Space Pirates suffered a serious defeat at Tallon 
    			IV, yet they remain a powerful force for crime and dis-
    			order in the galaxy. Their technology continues to 
    			advance: even the lowly trooper has received numerous
    			upgrades to his arsenal. A photanic power scythe and 
    			quantum assault cannon are now standard-issue weapons 
    			for all troopers. 
    
          02. MORPHOLOGY:   Preed
    	  REGIONS:      Torvus Bog
          	  LOCATIONS:    Hydrodynamo Station
              DATABASE:     The cybernetic Preeds are aggressive hunters used as 
    			patrol animals by the Space Pirates. They carry lethal
    			Nohadin gas for use as a defense mechanism. If the 
    			Preed is ruptured, the gas within it is violently re-
    			leased. This toxic cloud is often proven fatal to the 
    			Preed's killer.
    
    
      LORE ENTRIES
      ============
      Lore is compiled into one large Databank in this game. The Luminoth Lore,
      the Trooper Logs, and the Pirate Data is all filed under this one section.
      Each Lore entry is separated by category, then subcategorized further into
      time periods. Each entry is listed with information on where to find it along
      with the transcription from the game database.
    
        ------------------------------
        SPACE PIRATE LOGS (10 entries)
        ------------------------------
        The Space Pirate Logs contain the personal recordings of the Space Pirates
        and detail their operations on the planet Aether.
    
         -> CYCLE 4 (2 entries)
         ----------------------
         Cycle 4's entries detail the immediate aftermath of the Pirates' defeat
         on Tallon IV and their discovery of Aether.
    
         01. PIRATE DATA:   "Phazon Operations"
             LOCATION:      Agon Wastes: Command Center
             ENTRY:         Log 4.468.1: Science Teams detected the presence of 
    			Phazon in the Dasha system four cycles ago. High Comm-
    			and authorized the deployment of our team shortly there
    			after. Our orders are to establish a base on planet 
    			Aether and evaluate local Phazon resources. Because 
    			this world lies on the periphery of Galactic Federation
    			territory, we are following stealth protocols at the 
    			highest levels. A cadre of elite Commandos has been       
    			dispatched to provide security for our force as well. 
    			This operation is now underway.
    
         02. PIRATE DATA:   "Local Conflict"
             LOCATION:      Agon Wastes: Command Center
             ENTRY:         Log 4.885.3: Intelligence reports on the indigenous 
    			population of Aether are in error. This planet is not 
    			at peace, nor are the inhabitants docile. Evidence of a
    			class four conflict is present here, though hostilities
    			are at a minimal level now. Our territory has suffered
    			several raids by a strange type of shadowy creature. 
    			These raids have caused considerable damage, and we 
    			have requested more combat troopers in response.
    
         -> CYCLE 5 (2 entries)
         ----------------------
         Cycle 5's entries detail the strange happenings on Aether and the Pirates'
         discovery of the "Dark Portals".
    
         03. PIRATE DATA:   "Great Discoveries"
             LOCATION:      Agon Wastes: Command Center
             ENTRY:         Log 5.008.6: A spatial anomaly has been found within 
    			our base. We believe this rift in the time-space leads
    			to a parallel dimension of some type, but have been 
    			unable to interact with it thus far. A strange artifact
     			was found near the anomaly as well. It may be a weapon 
    			or generator of some kind: perhaps it is the key to 
    			accessing the anomaly. High Command is eager for re-
    			ports on the relic. A new weapon for our arsenal is 
    			always welcome.
    
         04. PIRATE DATA:   "Rift Portal"
             LOCATION:      Agon Wastes: Command Center
             ENTRY:         Log 5.442.1: The Rift Portal has been opened. The art-
    			ifact weapon, dubbed the "Dark Beam" by Science Team, 
    			provides the energy needed to open the portal, although
    			for a limited time. We've sent expeditions thorough the
     			portal, and they have returned with incredible news. 
    			The portal leads to a parallel dimension of Aether. 
    			This "Dark Aether" has suffered global calamity, turn-
    			ing it into a toxic wasteland. It is the homeworld of 
    			the shadowy creatures who have been raiding our base 
    			for the last cycle. Most importantly, it is the prime 
    			location of Phazon in this sector. Extraction plans are
    			being prepared. We will not be denied!
    
         -> CYCLE 6 (4 entries)
         ----------------------
         Cycle 6's entries detail more of the Space Pirates' operations, the sudden
         arrival of the "Dark Hunter" and the escalation of the Ing and Luminoth
         war.
    
         05. PIRATE DATA:   "Phazon Raids"
             LOCATION:      Agon Wastes: Command Center
             ENTRY:         Log 6.221.7: Phazon extraction raids are underway on 
    			Dark Aether. The toxicity of the atmosphere has taken a
    			toll on our work force, as have the hostile natives of 
    			that world. Science Team is preparing survival gear to
    			protect our work teams, and we have increased security 
    			presence in extraction areas. Fortunately, High Command
    			is sending more troops and supplies. Our troops and 
    			resources are spread dangerously thin, and this mission
    			cannot fail.
    
         06. PIRATE DATA:   "The Hunter"
             LOCATION:      Agon Wastes: Biostorage Station
             ENTRY:         Log 6.362.2: Samus Aran, the accursed Hunter, has arr-
    			ived. The sudden arrival of the Hunter is strange 
    			enough, but her actions are stranger still. She does 
    			not seek our destruction, but our Phazon. With each 
    			raid, she steals Phazon ore, only killing those who 
    			attempt to deny her. What she needs it for we do not 
    			know - though Science Team sugests she requires it to 
    			power her new armorsuit. Dark in color, it is equipped 
    			with strange new weapons. The troops now call her the 
    			"Dark Hunter." It is a fitting title.
    
         07. PIRATE DATA:   "Security Breach"
             LOCATION:      Agon Wastes: Save Station C
             ENTRY:         Log 6.713.5: The Dark Hunter teleports into our base at
     			will. Our security has proven next to useless against 
    			her. Her latest raid was disastrous. Not only did we 
    			lose more Phazon to her, but she also crippled the 
    			stealth field generator with her strange new weapons. 
    			We are exposed. Until the replacement generator arrives,
    			we will be vulnerable to scans and detection. Our pres-
    			ence here is still minimal:should the Federation find 
    			us we will be unable to defend our position. Fortunate-
    			ly, Aether is on the edge of Federation space. With 
    			luck, we will have a stealth field back in effect be-
    			fore being detected. 
    
         08. PIRATE DATA:   "Shadow War"
             LOCATION:      Agon Wastes: Main Reactor
             ENTRY:         Log 6.989.8: The local war has escalated in intensity. 
    			The shadowlings from Dark Aether have launched an off-
    			ensive. The assault seems focused on a central network 
    			of buildings atop a mountain: a base, perhaps. Strange-
    			ly, this attack coincides with a rise in planetary 
    			instability. Perhaps these new shadowy creatures are 
    			using a new weapons system. The shadowlings must be-
    			lieve us to be foes for they have hit our base numerous
    			times as well. We are holding, but attrition is taking
    			its toll on our troops and resources. Reinforcements
    			are en route. We can only wait and defend what is ours.
    
         -> CYCLE 7 (2 entries)
         ----------------------
         Cycle 7's entries detail the arrival of the GFMC Marines and the Space
         Pirates' confusion when the real Samus Aran arrives.
    
         09. PIRATE DATA:   "Federation Attack"
             LOCATION:      Agon Wastes: Security Station B
             ENTRY:         Log 7.013.6: Another disaster. The transport bringing 
    			our reinforcements and supplies has been shot down. It 
    			was engaged in orbit by a Federation vessel, which has 
    			landed near the alien temple. It's only a matter of 
    			time before the Marines attack. Survivors from our ship
    			have made their way to our base. Here we shall make our
    			stand. Another enemy. First the shadowlings, then the 
    			Dark Hunter, then the Galactic Federation Marine Corps.
    			Perhaps fate will smile upon us, before the world it-
    			self opens its maw and swallows us. 
    
         10. PIRATE DATA:   "Two Hunters"
             LOCATION:      Agon Wastes: Central Mining Station
             ENTRY:         Log 7.159.9: Another Hunter, this wearing the tradit-
    			ional colors of Samus Aran, made planetfall today. 
    			Horrific as it may sound, there are two of them now. We
    			are bracing for a new assault. This dire turn of events
    			may have some good will. One of our scouts in Dark 
    			Aether saw a curious encounter. The Dark Hunter attack-
    			ed the one clad as Samus near a Phazon site. Perhaps 
    			they are not allies...but foes. Perhaps we can forge 
    			and alliance with the Dark Hunter - an exchange of Pha-
    			zon for the head of our common enemy.
    
    
        ------------------------------
        GFMC TROOPER LOGS (12 entries)
        ------------------------------
        The GFMC Trooper Logs contain the personal recordings of the Federation 
        Marines after they land on Aether and their experiences up until their
        deaths at the hands of the Ing Horde.
    
         -> FORCE 1 (6 entries)
         ----------------------
         Force 1's logs contain the recordings from those that stayed with or near
         the GFS Tyr.
    
         01. TROOPER LOG:   "CAPT. A. Exeter"
             LOCATION:      Temple Grounds: GFMC Compound
             ENTRY:         I'm beginning to think it was a real bad idea going 
    			down there. Reevs is right, that hive is just one of 
    			many. Its stupid to stir a hornet's nest, especially if
     			you plan on sleeping on it.
    
         02. TROOPER LOG:   "PFC S. Milligan"
             LOCATION:      Temple Grounds: GFMC Compound
             ENTRY:         Brouda lost the bet, so he switched watch duty with me
    			tonight. I figure this section is nice and safe and 
    			boring, which suits me fine. Let those other pugs guard
    			that hot zone! I...hold on...hey! Halt...No! Hel--  
    			(Transmission Ends)
    
         03. TROOPER LOG:   "SPC F. Triplette"
             LOCATION:      Temple Grounds: GFMC Compound
             ENTRY:         The sarge says these "Splinters" remind him of some 
    			killer bug he saw on another planet once. All I know is
    			the things are fast and take a lot to drop. Pretty soon
    			we'll have to goto bayonets. Everyone's low on ammo...
    			even Brode, and he's the stingiest grunt I know.
    
         04. TROOPER LOG:   "LCPL J. Brode"
             LOCATION:      Temple Grounds: GFMC Compound
             ENTRY:         Man, I only hope this is the breeding grounds for these
    			things. If there's more, were in big trouble. We had a
    			hard enough time taking that one out of commission: I 
    			almost ran out of ammo. I never run out of ammo!
    
         05. TROOPER LOG:   "PFC G. Haley"
             LOCATION:      Temple Grounds: GFMC Compound
             ENTRY:         I hear. Them. Everywhere. They're coming. Can't sleep.
    			Ever. They'll eat me. Eat.
    
         06. TROOPER LOG:   "PFC I. Crany"
             LOCATION:      Temple Grounds: GFMC Compound
             ENTRY:         Last night at chow, Angseth starts talking about some 
    			bounty hunter and how she blew up a planet full of 
    			Space Pirates. I told her I don't believe in fairy 
    			tales like that, and she took it personal. I just find 
    			it hard to believe that one person took out an entire 
    			Space Pirate base, that's all. But if she wants to be-
    			lieve in this Samus, or Bigfoot, or Santa Claus she 
    			can.
    
         -> FORCE 2 (6 entries)
         ----------------------
         Force 2's logs contain the recordings from those that ventured away from
         the ship and went down into the Hive area.
    
         01. TROOPER LOG:   "PFC E. Denys"
             LOCATION:      Temple Grounds: Sacred Bridge
             ENTRY:         I'm the only one left. Managed to get out of the hive, 
    			but when I got to the ship everyone was gone...dead. 
    			I'm heading for the alien building we saw earlier. May-
    			be someone can help me there...Wait, something's moving
    			down there. Hello...?
    
         02. TROOPER LOG:   "PFC L. Brouda"
             LOCATION:      Temple Grounds: Communication Area
             ENTRY:         We'll be making our stand here. The engineer tells me 
    			there's no way we'll get the ship's engines online, and
    			atmospheric interference is scrambling our distress 
    			beacon. If anyone reads this, know that we did our duty
    			and fought well.
    
         03. TROOPER LOG:   "SPC B. Reevs"
             LOCATION:      Temple Grounds: Command Chamber
             ENTRY:         I don't like this plan. This hive is a small portion of
    			a large network. There may be dozens of hive systems 
    			like this across the planet, and they may all be link-
    			ed. Destroying this one may buy us time, but it may
    			also provoke the other hives into attacking.
    
         04. TROOPER LOG:   "GSGT C. Benet"
             LOCATION:      Temple Grounds: Command Chamber
             ENTRY:         There's something wrong with the lock systems in this 
    			section. They've failed us twice, locking us out until
    			someone came along to let us in. If it happens again 
    			while we're playing "bait" for those things... well, at
     			least we'll go out fighting, instead of hiding in the 
    			control area.
    
         05. TROOPER LOG:   "PFC M. Veroni"
             LOCATION:      Temple Grounds: Collapsed Tunnel
             ENTRY:         I think Haley's losing it. He talks to himself all the 
    			time, and he won't sleep. He almost shot me on watch 
    			the other night. I think he thought I was one of those 
    			things. I talked to the doc about him being off the 
    			line, and he told me we need all the help we can get. 
    			That's true, but if he goes beserk and kills a bunch of
    			us, that won't be very helpful.
    
         06. TROOPER LOG:   "SPC M. Angseth"
             LOCATION:      Temple Grounds: Trooper Security Station
             ENTRY:         This is ridiculous. I can outshoot half the men here, 
    			and I'm stuck on monitor duty. I didn't join up to 
    			stare at a holoscreen! This wouldn't happen to Samus 
    			Aran...She'd be out there taking care of business, not
    			pushing buttons and sending reports.
    
    
        --------------------------
        LUMINOTH LORE (41 entries)
        --------------------------
        The Luminoth Lore, like the Chozo Lore from the first game, details the
        experiences of the native Luminoth from the time they wandered the stars
        to the time they settled on Aether, and includes their records of the war
        with the Ing Horde.
    
         -> HISTORY (10 entries)
         -----------------------
         The History subcategory details the history of the Luminoth race - how
         they came to Aether and what they encountered after living there for some
         time.
    
          -> GOLDEN AGE (6 entries)
          -------------------------
          These entries detail the Luminoth's history prior to the meteor impact.
    
          01. LORE ENTRY:   "Origins"
              LOCATION:     Great Temple: Main Energy Controller
              DATABASE:     It is told that the Luminoth were not born of Aether 
    			but of the Stars. In the early days, we roamed the 
    			greatness of the void, bathing in the light of a thou-
    			sand stars. We met a vast number of enlightened minds...
    			the N' Kren, the Vlla, and the Chozo amoung them. Each 
    			of them we found had claimed a homeworld and formed a 
    			deep bond with it. In time, we decided to do the same.
    
          02. LORE ENTRY:   "Our Heritage"
              LOCATION:     Temple Grounds: Transport to Agon Wastes
              DATABASE:     Our search for a home took us through the cosmos. For 
    			many a great cycle we roamed yet a place to calll our 
    			own eluded us. In time, we began to despair, feeling 
    			the search was in vain. We considered remaining among
    			the stars until a scout returned with news of a world 
    			unlike any other. When we beheld Aether for the first 
    			time, so great was her beauty that we forsook the stars
    			forever to live upon her surface. From that day forth,
    			the Luminoth were of Aether, our blessed paradise.
    
          03. LORE ENTRY:   "Paradise"
              LOCATION:     Agon Wastes: Main Plaza
              DATABASE:     Aether was a fertile, aged world with bountiful fields 
    			and oceans. The natural creatures were gentle compared
    			to other worlds we had encountered. We settled in a 
    			mountain region at first, in cliffside dwellings. In 
    			time, we established settlements in the green forest of
    			Torvus and the fertile plains of Agon. A Great Temple 
    			was built between our three domains, a place of peace 
    			and a monument of our accomplishments. It was a time of
    			harmony for our people. 
    
          04. LORE ENTRY:   "Saving Aether"
              LOCATION:     Agon Wastes: Agon Energy Controller
              DATABASE:     Aether's planetary energy supply reached a critical 
    			stage. If left unchecked, the energy would expire, 
    			bringing an end to this world. Our greatest minds de-
    			vised a way to preserve and regulate the remaining 
    			planetary energy - the Energy Controllers. 
    
          05. LORE ENTRY:   "Light of Aether"
              LOCATION:     Agon Wastes: Portal Terminal
              DATABASE:     The Main Energy Controller was built in the Great Tem-
    			ple: three sub-controllers were built in the Temples of
    			Agon. Torvus, and Sanctuary. They collected the energy
    			of Aether, then radiated it over the world to those who
    			needed it. In time, we came to call this precious ener-
    			gy the "Light of Aether." It brought an age of peace 
    			and properity to the Luminoth. 
    
          06. LORE ENTRY:   "Stellar Object"
              LOCATION:     Agon Wastes: Mining Station B
              DATABASE:     By the time we detected the stellar object as it 
    			streaked toward our world, it was too late to stop it. 
    			We fired numerous weapons at it in a vain attempt to 
    			alter its trajectory. Nothing worked. Our efforts put a
    			great strain on the Energy Controllers, and weakened 
    			Aether. All we could do as the object grew closer was 
    			take shelter and wait. We gathered stores of food and
    			water, reinforced the shielding on our dwellings, and 
    			spent the last few hours in peace.  
    
          -> DARK AGE (4 entries)
          -----------------------
          These entries detail the Luminoth's history after the meteor impact and
          the rise of the Ing.
    
          07. LORE ENTRY:   "Cataclysm"
              LOCATION:     Agon Wastes: Mining Station A
              DATABASE:     The starborne terror burnt through the heavens and 
    			struck Aether with untold might. We all expected the 
    			world to shatter... but Aether held. There was great 
    			devastation, however. The green plains of Agon were       
    			scorched forever, and the forest of Torvus was engulfed
    			and wracked by the sea. The skies burned for days, 
    			casting darkness over the land.
    
          08. LORE ENTRY:   "Age of Anxiety"
              LOCATION:     Temple Grounds: Meeting Grounds
              DATABASE:     In time, the roar of a wounded planet subsided. The 
    			air, though fouled, was breathable. Light made its way
    			through the dark veil over our world. Slowly, we ven-
    			tured out from the shelters of our homes to see what   
    			remained of our paradise. What little comfort we gained
    			by surviving was soon shattered, for when we looked 
    			outward, all we saw was devastation. Half of the plan-
    			et's energy had vanished from the Energy Controllers. 
    			Aether became violently unstable as a result. Of the 
    			stellar object which struck our home, there was no 
    			sign. 
    
          09. LORE ENTRY:   "The World Warped"
              LOCATION:     Temple Grounds: Path of Eyes
              DATABASE:     Amidst the turmoil, we discovered many disturbing anom-
    			alies. Spatial disturbances appeared across the land. 
    			Objects went into a state of dimensional flux, their 
    			atoms divided between Aether and....somewhere else.
    			There was little time to ponder these strange happen-
    			ings, for we had to deal with the devastation of our 
    			lands.
    
          10. LORE ENTRY:   "The Ing Attack"
              LOCATION:     Torvus Bog: Path of Roots
              DATABASE:     The day came when space was torn asunder, revealing 
    			dimensional rifts to a dark place. Horrible dark swarms
    			stretched forth from these rifts, engulfing nearby 
    			creatures and transforming them into what we would call
    			darklings. The dark creatures became our enemies, and 
    			peace came to an end on Aether.
    
         -> CONFLICT (12 entries)
         -----------------------
         The Conflict subcategory details the Luminoth's war against the Ing.
    
          -> FIRST PHASE (5 entries)
          --------------------------
          These entries detail the first phase of the Ing War.
    
          11. LORE ENTRY:   "Dark Aether"
              LOCATION:     Torvus Bog: Torvus Energy Controller
              DATABASE:     In time, we created machines to open rifts to our enem-
    			ies world. Volunteer scouts went through the rifts and 
    			found a twisted world, harsh and poisonous....a Dark 
    			Aether. They discovered that this world held the miss-
    			ing half of our planet's energy. They also saw the true
    			face of the enemy, a race we came to call the "ing" 
    			meaning terror. Our scouts could not survive long 
    			enough on the surface of Dark Aether, so venomous was 
    			its air. Still, we vowed to return. We prepared for 
    			war.
    
          12. LORE ENTRY:   "Our War Begins"
              LOCATION:     Torvus Bog: Underground Tunnel
              DATABASE:     We developed Crystals that brought the Light of Aether 
    			to the dark world. Using the Crystals allowed our warr-
    			iors to explore the enemy lands to bring war to the 
    			Ing. Sadly, the Crystals weren't enough. We needed 
    			stronger weapons, better armor. We withdrew from Dark 
    			Aether while our greatest minds developed new engines 
    			of war.
    
          13. LORE ENTRY:   "New Weapons"
              LOCATION:     Torvus Bog: Gathering Hall
              DATABASE:     Our studies of the Ing revealed the source of their 
    			attacks as dark energy. We built weapons to use this 
    			energy, thinking it could overload the enemy targets 
    			and eliminate them. We soon learned our error, as the 
    			Dark Beam was not of great effect on the Ing. We then 
    			began to develop a weapon that used light energy. This 
    			weapon would dispatch the Ing with terrible efficiency.
    
          14. LORE ENTRY:   "Recovering Energy"
              LOCATION:     Torvus Bog: Training Chamber
              DATABASE:     We were not prepared to fight a long war. The forces of
    			our enemy outnumbered ours vastly. We sought a way to 
    			end the war quickly, without extended combat. We decid-
    			ed to build a device to recover our lost planetary
    			energy from Dark Aether. Without this energy, the dark 
    			world would cease to be, and our world would be restor-
    			ed to stability.
    
          15. LORE ENTRY:   "The New Terror"
              LOCATION:     Torvus Bog: Catacombs
              DATABASE:     In time, the Ing began to possess the Luminoth as well
    			as creatures. Friends and family members became the 
    			enemy, spilling Luminoth blood across the land. Des-
    			perate, we devised shielding to prevent Ing possession.
    			It was effective, but not perfect. Should the shielding
    			fall, all Luminoth were prepared to self-terminate 
    			rather than become a weapon for the Ing.  
    
          -> SECOND PHASE (5 entries)
          ---------------------------
          These entries detail the second phase of the Ing War.
    
          16. LORE ENTRY:   "The Sky Temple"
              LOCATION:     Sanctuary Fortress: Fortress Transport Access
              DATABASE:     We learned the ruler of the Ing dwelled in a place 
    			dubbed "The Sky Temple" by our forces. This place held 
    			the planetary energy of Dark Aether as well. It was 
    			heavily guarded, and entry was barred by a great gate
    			requiring ten keys to unlock. These keys were hidden 
    			throughout Dark Aether by the Ing. A mission was plan-
    			ned, one that would find the hidden keys and recover 
    			our missing energy from the Sky Temple. 
    
          17. LORE ENTRY:   "The Final Crusade"
              LOCATION:     Sanctuary Fortress: Hall of Combat Mastery
              DATABASE:     While our forces on Dark Aether fought desprate battles
    			against superior numbers, our best minds completed 
    			their work. The Energy Transfer Module, a device de-
    			signed to recover our planetary energy that was lost, 
    			was ready at last. A force of our greatest warriors was
    			assembled, each equipped with the best armor and weap-
    			onry available. We sent this brave cadre of fighters to
    			invade the Sky Temple and seize the missing energy 
    			within. 
    
          18. LORE ENTRY:   "Shattered Hope"
              LOCATION:     Sanctuary Fortress: Main Gyrochamber
              DATABASE:     None of our warriors sent to the Sky Temple ever came 
    			back alive. Our search teams searched all over Dark 
    			Aether for them in vain. Of the Energy Transfer Module,
    			there was no sign. Though saddened, we set out to pre-
    			pare another mission, to build another module to try 
    			once more to save our dying world.
    
          19. LORE ENTRY:   "Agon Falls"
              LOCATION:     Sanctuary Fortress: Sanctuary Energy Controller
              DATABASE:     A massive Ing attack came to the land of Agon. Soon, 
    			the Temple of Agon was surrounded by the Horde, with no
     			hope of salvation. Our gallant warrior there were 
    			slain, and Agon fell to the enemy. Our blood chilled 
    			when we learned that the energy within the Temple was 
    			drained. The Ing had found the Energy Transfer Module, 
    			and they were using our weapon against us.
    
          20. LORE ENTRY:   "Torvus Falls"
              LOCATION:     Sanctuary Fortress: Main Research
              DATABASE:     The Ing turned their focus on the Torvus Bog, sending 
    			a vast force to lay siege to the temple there. Thous-
    			ands upon thousands of Ing were destroyed by our warr-
    			iors, yet they kept coming until there were no Luminoth
    			alive to offer resistance in Torvus. On that day, the 
    			energy of Torvus was taken to Dark Aether, and our hopes
    			for survival grew dim.
    
          -> FINAL PHASE (2 entries)
          --------------------------
          These entries detail the final phase of the Ing War up until Samus Aran's
          arrival on Aether.
    
          21. LORE ENTRY:   "Sanctuary Falls"
              LOCATION:     Sanctuary Fortress: Watch Station
              DATABASE:     Our battered forces gathered in Sanctuary Fortress to 
    			prepare for the inevitable siege there. They didn't 
    			wait long. Wave after wave of Ing assaulted the great-
    			est of our fortresses, with a goal in mind:to siege the
    			enemy there. The Ing turned the machines of Sanctuary 
    			against our warriors, and soon all was lost. The energy
    			of Sanctuary was taken by the Ing. Only one Energy 
    			Controller remained on Aether.   
    
          22. LORE ENTRY:   "Twilight"
              LOCATION:     Sanctuary Fortress: Sanctuary Entrance
              DATABASE:     What few remained gathered in the Great Temple. There, 
    			all but U-Mos, the last Sentinal of Aether, entered 
    			into a state of life-preserving stasis. There they 
    			would remain, to be released once the Ing were defeat-
    			ed... or to sleep forever. His people safe, U-Mos pre-
    			pared for the last, terrible assault. In the silence of
    			the Great Temple, he prayed for salvation, for deliv-
    			erance from the terror of the Ing.   
    
    
         -> KEYBEARER LORE (10 entries)
         ------------------------------
         The Keybearer Lore subcategory contains the final recordings of the Lum-
         inoth Sentinels sent to find the keys to access the Sky Temple before they
         died at the hands of the Ing.
    
          -> CADRE 1 (5 entries)
          ----------------------
          These entries contain the recordings of the first cadre of Sentinels.
    
          23. LORE ENTRY:   "J-Stl's Testament"
              LOCATION:     Agon Wastes: Central Mining Station
              DATABASE:     My journey comes to an end. The thrice-cursed Ing 
    			prepared an ambush of singular cunning in the mining 
    			station. They cought me in it like a neophyte fresh 
    			from the training halls. I have sent five score of 
    			their numbers to whatever foul pit they call afterlife,
    			but in vain. My life is extinguished.
    
          24. LORE ENTRY:   "B-Stl's Testament"
              LOCATION:     Agon Wastes: Main Reactor
              DATABASE:     I can go no further. Here in this reactor, I go to join
    			my fallen mate, J-Stl, in final rest. Though I die with
    			honor, a shame falls on my house until the key I seek 
    			reaches its destination. May my brothers find my bur-
    			den, that the way to the Sky Temple will be opened at 
    			last.
    
          25. LORE ENTRY:   "A-Kul's Testament"
              LOCATION:     Sky Temple: Sky Temple Gateway
              DATABASE:     Soon I shall pass to final rest. My key is in place. 
    			Through my spiritual link to the others, I know where 
    			their bodies lie. I shall leave this knowledge, that 
    			their locations in the Dark World can be known. May 
    			this knowledge lead our warriors to the SKy Temple 
    			Keys. The time draws near. Hear the word of A-Kul, she 
    			they call Champion of Aether. Know that my warriors 
    			fought and died with uncommon valor. Do not look un-
    			kindly upon their failure, for they died to save us 
    			all. 
    
          26. LORE ENTRY:   "S-Dly's Testament"
              LOCATION:     Torvus Bog: Torvus Lagoon
              DATABASE:     They came to the lagoon in the night, delivering true 
    			deathblows before I could detect them. As my life fad-
    			ed, I sent a call to the cadre to warn of this surprise
    			attack. May they find my key, and dispatch the Ing who
    			killed me. Only then will my final rest be peaceful.
    
          27. LORE ENTRY:   "G-Sch's Testament"
              LOCATION:     Torvus Bog: Catacombs
              DATABASE:     What craven savages are the Ing! Trapped in the cata-
    			combs with no chance of rescue, I fought to the last. I
    			watched them feed upon their dead. I heard them press-
    			ing the lesser of their number into the front ranks 
    			that my blasts would take them. At least their leader 
    			stood against me in battle. He was a foe worthy of a 
    			Luminoth warrior.
    
          -> CADRE 2 (5 entries)
          ----------------------
          These entries contain the recordings of the second cadre of Sentinels.
    
          28. LORE ENTRY:   "M-Dhe's Testament"
              LOCATION:     Temple Grounds: Landing Site
              DATABASE:     That last hit breached my armor. The poison spreads.
    			Though I have found the key, it is too late for me. 
    			Soon my light will fail. They know I am here. They will
    			come to this site to plunder the key. My last stand 
    			shall be at the enge of the temple grounds. I only hope
    			I have the strength to fight when they arrive.
    
          29. LORE ENTRY:   "J-Fme's Testament"
              LOCATION:     Temple Grounds: Industrial Site
              DATABASE:     Final entry, Warrior J-Fme. Their army swells. Beasts 
    			and machines join the ranks of the horde, all eager to 
    			bring death to the Luminoth. The Ing sent their new 
    			additions to the industrial site to do battle with me,  
    			while they watched from safety. Cowardly mongrels! My 
    			only regret in death is that I did not live to see the 
    			day of their defeat. May it come soon! 
    
          30. LORE ENTRY:   "S-Jrs's Testament"
              LOCATION:     Sanctuary Fortress: Sanctuary Entrance
              DATABASE:     A-Kul tried to send me back to Aether, that I might get
              		reinforcements. Both cadre's have been attacked, devas-
    			tated. The Ing followed me. They came wearing the skin 
    			of beasts. I gave them a good fight, yet, I have fail-
    			ed. May I redeem my honor in the next life. Here, at 
    			the fortress entrance, I breathe my last.  
    
          31. LORE ENTRY:   "D-Isi's Testament"
              LOCATION:     Agon Wastes: Storage Cavern A
              DATABASE:     It is inside me. I feel it spreading. clawing at my 
    			will, tearing away at my thoughts. It moves me against 
    			my will, to this cavern. Here it will not end. I do not
    			wish this, do not want my body to become a weapon for
    			the Ing within me. It hates. It demands obidence. I 
    			will fight to the end. I shall self-terminate before I 
    			will be a filthy pawn of the Ing. 
    
          32. LORE ENTRY:   "C-Rch's Testament"
              LOCATION:     Sanctuary Fortress: Dynamo Access
              DATABASE:     Let this be the final testament of warrior C-Rch. I 
    			have no more shells for my weapons. For the enemy, I 
    			have naught but the blade and fist. Let them come. They
    			wait in the works, hissing and slithering like beasts. 
    			Let them. When my war cry comes, there will be a dread,
    			final reckoning. Come forth, hated enemy! Let there be 
    			an end!
    
    
         -> A-KUL'S CLUES (9 entries)
         ----------------------------
         The A-Kul's Clues subcategory contains clues left by the warrior A-Kul as
         to the locations of the Sky Temple Keys, so that whoever finds her can 
         search for them.
    
          -> CADRE 1 (4 entries)
          ----------------------
          These entries contain the recordings of the first cadre of Sentinels.
    
          33. LORE ENTRY:   "J-Stl's Key"
              LOCATION:     Sky Temple: Sky Temple Gateway
              DATABASE:     Noble J-Stl. Lost his soul before a fortress of dry
    			land.
    
          34. LORE ENTRY:   "B-Stl's Key"
              LOCATION:     Sky Temple: Sky Temple Gateway
              DATABASE:     Gallant B-Stl. She lies deep in the fortress of a
    			high land.
    
          35. LORE ENTRY:   "S-Dly's Key"
              LOCATION:     Sky Temple: Sky Temple Gateway
              DATABASE:     Brave S-Dly. Beside the marsh of a raining land she 
    			laid her body forever.
    
          36. LORE ENTRY:   "G-Sch's Key"
              LOCATION:     Sky Temple: Sky Temple Gateway
              DATABASE:     Gentle G-Sch. With a Bearerpod he sleeps in a flooded 
    			temple.
    
    
          -> CADRE 2 (5 entries)
          ----------------------
          These entries contain the recordings of the second cadre of Sentinels.
    
          37. LORE ENTRY:   "M-Dhe's Key"
              LOCATION:     Sky Temple: Sky Temple Gateway
              DATABASE:     Fearless M-Dhe. The one who shall move the pillar of 
    			holy ground will see your souless body.
    
          38. LORE ENTRY:   "J-Fme's Key"
              LOCATION:     Sky Temple: Sky Temple Gateway
              DATABASE:     Mighty J-Fme. In the last what did you see? Was it one 
    			of our gates closing, sealing the scorched land from 
    			our holy ground?
    
          39. LORE ENTRY:   "S-Jrs's Key"
              LOCATION:     Sky Temple: Sky Temple Gateway
              DATABASE:     Loyal S-Jrs. He no longer breathes, looking down at the
    			great bridge of a holy fortress.
    
          40. LORE ENTRY:   "D-Isi's Key"
              LOCATION:     Sky Temple: Sky Temple Gateway
              DATABASE:     Steadfast D-Isi. Who shall disturb you amoung the trees
    			of holy ground?
    
          41. LORE ENTRY:   "C-Rch's Key"
              LOCATION:     Sky Temple: Sky Temple Gateway
              DATABASE:     Judicious C-Rch. In a small corridor within the depths 
    			of a high fortress, he lies silently.
    
    
      RESEARCH ENTRIES
      ================
      The Research Data is much more expansive than it was in the first game where
      it essentially consisted of special terrain features and energy/ammo refills.
      This time, it is divided into smaller data networks based on biology, items
      native to Aether and Dark Aether, technology and mechanical objects. Every 
      research item is listed here along with locations if applicable. One-time or
      limited time scans are also marked with the appropriate asterisks, and the
      transcriptions from the game database are also given.
    
        -----------------------------------
        AETHER STUDIES CATEGORY (7 entries)
        -----------------------------------
        The Aether Studies category contains information on terrain features or
        dimensional anomalies found on the planet.
    
         -> AETHER (4 entries)
         -----------------------
         The Aether subcategory details those features on Light Aether.
    
         01. SCAN ITEM:     U-Mos
             LOCATION:      Great Temple: Main Energy Controller
             ENTRY:         Subject is U-Mos, a Sentinel of the Luminoth. Scans 
    			indicate numerous beneficial abilities, including 
    			heightened reflexes, durability, psionics, and flight. 
    			Ability to generate and manipulate energy on par with
    			that of the Chozo. Dating scans indicate an age of 2.15
    			centicycles. Only known active member of the species: 
    			remaining Luminoth locked in protective stasis until 
    			crisis is resolved.
    
         02. SCAN ITEM:     Aether
             LOCATION:      Agon Wastes: Command Center
             ENTRY:         Planet is unstable due to transdimensional flux. War-
    			fare has devastated a good portion of the world's pop-
    			ulation. Finally, extreme climate shifts have left most
    			of Aether unhospitable. 
    
         03. SCAN ITEM:     Dark Portal
             LOCATION:      Light Aether: first seen in Command Center
             ENTRY:         Dark Portals allow living beings to travel to Dark 
    			Aether without being disrupted and scattered throughout
    			the interdimensional void. They are unstable, however, 
    			and only remain viable for limited periods of time.  
    			Some can be reactivated, while others vanish forever 
    			once they are used. 
    
         04. SCAN ITEM:     Energy Controller
             LOCATION:      Great Temple: Main Energy Controller
             ENTRY:         Energy Controllers were built by the Luminoth to regul-
    			ate Aether's planetary energy. Several wonders are pow-
    			ered by the Energy Controllers, including a weather 
    			control grid and a teleportation system. When Dark 
    			Aether was born, it too had Energy Controllers, all 
    			linked to the world's planetary energy.
    
         -> DARK AETHER (3 entries)
         --------------------------
         The Aether subcategory details those features on Dark Aether.
    
         05. SCAN ITEM:     Phazon
             LOCATION:      Agon Wastes: Main Reactor
             ENTRY:         Origin point of Phazon unknown. First detection of ele-
    			ment on planet Tallon IV. Used by Space Pirates to pro-
    			duce vast levels of energy. Bioforms exposed to Phazon 
    			without proper shielding will eventually undergo radi-
    			cal mutation.
    
         06. SCAN ITEM:     Light Portal
             LOCATION:      Dark Aether: first seen in Portal Site
             ENTRY:         Light Portals allow living beings to travel to Light 
    			Aether without being disrupted and scattered throughout
    			the interdimensional void. They are unstable, however, 
    			and only remain viable for limited periods of time.  
    			Some can be reactivated, while others vanish forever 
    			once they are used. 
    
         07. SCAN ITEM:     Dark Aether
             LOCATION:      Agon Wastes: Command Center
             ENTRY:         Can't determine origin of Aether's "dark twin". Con-
    			tains high levels of Phazon ore. Native bioforms attack
    			on sight.
    
    
        -----------------------------
        BIOLOGY CATEGORY (17 entries)
        -----------------------------
        The Biology category contains scan information on various plant life or
        living items on Aether that don't fit into the Creatures Database.
    
         -> PLANTFORMS (6 entries)
         -------------------------
         The Plantforms subcategory details plantlife and fauna found on Aether.
    
         08. SCAN ITEM:     Sandgrass
             LOCATION:      Agon Wastes: first seen in Plaza Access
             ENTRY:         Sandgrass scans indicate that the plant requires no 
    			moisture to survive. It relies exclusively on solar en-
    			ergy for sustenance, making it well adapted for life in
    			the desert enviroment. Evidence of extensive mutation  
    			present, suggesting radical bio-adjustments within the 
    			last centicycle. Mutation source is not natural: plant 
    			strain was genetically engineered, possibly by the Lum-
    			inoth. 
    
         09. SCAN ITEM:     Bloatsac
             LOCATION:      Torvus Bog: first seen in Forgotten Bridge
             ENTRY:         The humble Bloatsac contributes to its ecology by pro-
    			ducing large amounts of benevolent gases. It thrives in
    			damp enviroments, though it can survive in most cli-
    			mates and terrains. The Bloatsac secretes a venomous 
    			sap over its body. Very few creatures can ingest the 
    			sap and survive, making it a useful defensive mechanism
    			for the plant. 
    
         10. SCAN ITEM:     Torvus Hanging Pod
             LOCATION:      Torvus Bog: first seen in Temple Transport Access
             ENTRY:         The Luminoth placed these pods throughout the bog for 
    			use by their soldiers during the war. Though many have 
    			been raided since then, some still contain useful items
    			left over from the war. 
    
         11. SCAN ITEM:     Agon Bearerpod
             LOCATION:      Agon Wastes: first seen in Plaza Access
             ENTRY:         The Agon Bearerpod is a hardy desert plantform used by 
    			the Luminoth to store useful items and supplies. Its 
    			tough epidermis can be destroyed by weapons. It gathers
    			trace amounts of moisture from the air and stores it in
    			a number of chambers throughout its body. It can hold 
    			and process this moisture for weeks if neccessary. 
    
         12. SCAN ITEM:     Torvus Bearerpod
             LOCATION:      Torvus Bog: first seen in Transport to Temple Grounds
             ENTRY:         The Torvus Bearerpod grows around useful items. The 
    			hard outer shell can be destroyed by weapon fire. The 
    			Luminoth use the hardy plants to store supplies for 
    			operations in the Torvus Bog. They are resistant to the
    			harsh chemicals and diseases that run rampant in the 
    			swamp, and emit a deadly cloud when destroyed. This has
    			discouraged their consumption by local animals.
    
         13. SCAN ITEM:     Blueroot Tree
             LOCATION:      only found in Agon Wastes: Save Station A (upper level)
             ENTRY:         The Blueroot tree is common on world's with desert reg-
    			ions. While an elegant, attractive plant, the tree's 
    			leaves are highly toxic. Few species can ingest the 
    			species and live: many of them (such as Space Pirates)
    			consider the deadly Blueroot leaf a delicacy.
    
         -> ING STORAGE (4 entries)
         --------------------------
         The Ing Storage subcategory details the items used by the Ing for storing
         valuable items.
    
         14. SCAN ITEM:     Ingsphere Cache
             LOCATION:      Dark Torvus Bog: first seen in Dark Forgotten Bridge
             ENTRY:         The Ingsphere keeps useful items in a dimensional pock-
    			et. Normally, the Ingsphere will only release the item 
    			to its Ing masters. The pocket can be breached by de-
    			stroying the Ingsphere, however. This sometimes dest-
    			roys the item, but it is worth the risk. 
    
         15. SCAN ITEM:     Flying Ing Cache** (scan before destroying one)
             LOCATION:      first seen in Sky Temple Grounds: Defiled Shrine
             ENTRY:         The Flying Cache was bred and trained to be a living 
    			storage unit. It employs a limited stealth field that 
    			renders it unseen to most enemies. The fact that the 
    			creature must be killed to obtain the object it stores
    			is of little consequence to the Ing.
    
         16. SCAN ITEM:     Ingworm Cache
             LOCATION:      Ing Hive: first seen in Culling Chamber
             ENTRY:         Ingworms wrap their bodies around useful items to pro-
    			tect them. They are defenseless. They are not terribly 
    			durable and have no form of attack, hence their assign-
    			ments as storage containment units to the Ing. 
    
         17. SCAN ITEM:     Bladepod
             LOCATION:      first seen in Dark Agon Wastes: Portal Site
             ENTRY:         These Ing morph their bodies around useful items to 
    			protect them. They rely on larger Ing for protection, 
    			as they have no way of fending off enemies. Damage from
    			all weapons will harm them, but light-based weapons are 
    			superior.
    
         -> DARKLINGS (4 entries)
         ------------------------
         The Darklings subcategory details the Dark Aether plantlife or organic
         barriers used by the Ing.
    
         18. SCAN ITEM:     Ingclaw
             LOCATION:      Dark Agon Wastes: Watering Hole
             ENTRY:         The Ingclaw secretes an incredibly durable shell over 
    			itself shortly after birth. From that moment on, it re-
    			mains rooted in place. The creature feeds on the flot-
    			sam floating in Dark Aether's atmosphere, and produces 
    			waste in the form of a toxic dark vapor.
    
         19. SCAN ITEM:     *Ing Webtrap* (only appears in battle with Warrior Ing)
             LOCATION:      Dark Agon Wastes: Battleground
             ENTRY:         These creatures respond from commands from the Ing, 
    			forming over areas as ordered. They are virtually inde-
    			structible, and can only be undone by killing the Ing 
    			that commands them.
    
         20. SCAN ITEM:     *Webling* (vanishes forever after being destroyed)
             LOCATION:      Dark Agon Wastes: Feeding Pit Access
             ENTRY:         Weblings spin a network of energized snare lines, then 
    			sit in the middle and wait for the prey to get caught 
    			in it, much like a a spider. A Webling is incredibly 
    			durable, though it has the darkling weakness to light.    
    
         21. SCAN ITEM:     Dormant Ingclaw
             LOCATION:      first seen in Dark Agon Wastes: Battleground
             ENTRY:         Ingclaws occasionally enter a strange torpor, brought 
    			on by constant exposure to the atmosphere of Dark Ae-
    			ther. While in this dream state, the creature does not 
    			feed or expel it deadly vapor. Fortunately, its indes-
    			tructible shell protects it from predators.
    
         -> COCOONS (3 entries)
         ----------------------
         The Cocoons subcategory details the organic structures used as cocoons by
         various creatures on Aether.
    
         22. SCAN ITEM:     Metroid Cocoon
             LOCATION:      only found in Agon Wastes: Biostorage Access
             ENTRY:         The Space Pirates transport young Tallon Metroids in an
    			organic "cocoon" designed to sustain the small creat-
    			ures. Each cocoon can support numerous infants for sev-
    			eral cycles. The creatures are normally content to re-
    			main in the cocoon, but will emerge when they detect 
    			the presence of Phazon.
    
         23. SCAN ITEM:     Splinter Cocoon
             LOCATION:      Temple Grounds: first seen in Industrial Site
             ENTRY:         Splinters will enter their protective cocoons when 
    			tired or sated. The cocoon is durable, but can be de-
    			stroyed by weapons fire. Destroying a cocoon will kill 
    			the Splinter inside: when this occurs, the dying Splin-
    			ter will let out a shriek that will alert all nearby 
    			Splinters in hibernation. This will drive them into a 
    			battle frenzy as a defense mechanism.   
    
         24. SCAN ITEM:     War Wasp Hive
             LOCATION:      Temple Grounds: first seen in Sacred Path
             ENTRY:         War Wasps require considerable amounts of sleep after a
    			long hunt. They weave a protective hive from organic 
    			fluids they secrete to themselves, then crawl inside to
    			rest. Though safe from most predators, the hive can be 
    			damaged by exposive weapons. 
    
    
        ----------------------------------------
        LUMINOTH TECHNOLOGY CATEGORY (9 entries)
        ----------------------------------------
        The Aether Studies category contains information on terrain features or
        dimensional anomalies found on the planet.
    
         -> LIGHT CRYSTALS (4 entries)
         -----------------------------
         The Light Crystals subcategory details the various crystals designed by
         the Luminoth that were placed on Dark Aether for safety purposes.
    
         25. SCAN ITEM:     Light Crystal
             LOCATION:      Dark Aether: first seen in Portal Site
             ENTRY:         Light Crystals provide protection from Dark Aether's 
    			atmosphere. They can be nullified by dark energy, or 
    			super charged by light energy. They were created by the
    			Luminoth during the war with the Ing, and many still   
    			remain in use. Dark creatures despise the Crystals: some
    			are injured or killed by the field they create.
    
         26. SCAN ITEM:     Energized Crystal
             LOCATION:      Dark Aether (shoot Light Crystal with Light Beam)
             ENTRY:         Energized Crystals provide better protection from Dark 
    			Aether's denizens. Dark creatures are damaged or killed
    			by the energized field. Some are killed on contact. The
    			extra protection is not unlimited, and must be recharg-
    			ed by the Light Beam to remain in effect.
    
         27. SCAN ITEM:     Nullified Crystal
             LOCATION:      Dark Aether (shoot Light Crystal with Dark Beam)
             ENTRY:         Light Crystals, when covered with dark energy, cease to
    			function for a short time. Light energy can clear the 
    			Crystal of the dark energy. Some dark creatures will
     			fire dark energy at Light Crystals to hinder or damage 
    			their opponents.
    
         28. SCAN ITEM:     Super Crystal
             LOCATION:      Dark Aether (shoot Light Crystal with Annihilator Beam)
             ENTRY:         When charged with light an dark energy at once, the 
    			Crystal becomes a beacon to the Ing. They are compelled
    			to approach it, despite the deadly field of energy it 
    			emits. 
    
         -> UTILITY CRYSTALS (2 entries)
         -------------------------------
         The Utility Crystals subcategory details the various crystals designed by
         the Luminoth that were placed on Dark Aether for monitoring purposes.
    
         29. SCAN ITEM:     Sentinel Crystal
             LOCATION:      first seen in Torvus Bog: Great Bridge
             ENTRY:         During the war, the Luminoth used Sentinel Crystals to 
    			monitor key areas and installations. They are incredib-
    			ly durable, resisting all but the most powerful of Ing 
    			attacks. U-Mos still uses the reamining Sentinel Crys-
    			tals to keep a watch for Ing activity.
    
         30. SCAN ITEM:     Dark Sentinel Crystal
             LOCATION:      first seen in Dark Torvus Bog: Dark Forgotten Bridge
             ENTRY:         The orginal Sentinel Crystals were durable, but they 
    			had their limits. The toxic nature of Dark Aether, com-
    			bined with constant attack from the Ing, destroyed many 
    			of them. The Luminoth responed with the Dark Sentinel
    			Crystal. Sheathed in dark energy, it is more resistant 
    			to the atmosphere of the Ing homeworld - and the att-
    			acks of its denizens. 
    
         -> LIFT CRYSTALS (3 entries)
         ----------------------------
         The Lift Crystals subcategory details the various crystals designed or 
         used by the Luminoth for movement purposes.
    
         31. SCAN ITEM:     Light Lift Crystal
             LOCATION:      first seen in Dark Agon Wastes: Doomed Entry
             ENTRY:         Luminoth lift platform will lower when Crystal is ener-
    			gized by dark weaponry. Used by the Luminoth forces 
    			during their war. Most still function, despite periodic
    			abuse by the Ing.
    
         32. SCAN ITEM:     Dark Lift Crystal
             LOCATION:      first seen in Dark Agon Wastes: Hall of Stairs
             ENTRY:         Luminoth lift platform will lower when Crystal is ener-
    			gized by light weaponry. Used by the Luminoth forces 
    			during their war. Most still function, despite periodic
    			abuse by the Ing.
    
         33. SCAN ITEM:     Liftvine Crystal
             LOCATION:      first seen in Dark Torvus Bog: Brooding Ground
             ENTRY:         Darkling plantform will grow in height when Crystal is 
    			energized by light-based weaponry. The Luminoth used 
    			these to navigate their campaigns on Dark Aether. The 
    			Ing ingnore the simple plant, as is is not a source of 
    			nourishment or a weapon.
    
         -> LIGHT BEACONS (3 entries)
         ----------------------------
         The Light Beacons subcategory details the various beacons designed by the
         Luminoth that were placed on Dark Aether for use as temporary safe areas.
    
         34. SCAN ITEM:     Light Beacon
             LOCATION:      first seen in Dark Agon Wastes: Portal Site
             ENTRY:         Light Beacons must be energized by Beam weapons fire to
    			function, and they remain charged for a limited time. 
    			The Beacons were created when the Luminoth ran short of
    			Light Crystals during the war. While simple to make, 
    			the Beacons were also unstable. They had to be energiz-
    			ed periodically, and could run out of energy at crit-
    			ical moments. Still, any protection was better than 
    			none for Luminoth warriors. 
    
         35. SCAN ITEM:     Energized Beacon
             LOCATION:      Dark Aether (shoot Light Beacon with Light Beam)
             ENTRY:         Energized Beacons provide better protection from Dark 
    			Aether's denizens. Dark creatures are damaged or killed
    			by the energized field. Some are killed on contact. The
    			extra protection is not unlimited, and must be recharg-
    			ed by the Light Beam to remain in effect.
    
         36. SCAN ITEM:     Nullified Beacon
             LOCATION:      Dark Aether (shoot Light Beacon with Dark Beam)
             ENTRY:         Light Beacons, when covered with dark energy, cease to 
    			function for a brief time. Light energy can clear the 
    			Beacon of the dark energy. Some dark creatures will 
    			fire dark energy at Light Beacons to hinder or damage 
    			their opponents.
    
         37. SCAN ITEM:     Super Beacon
             LOCATION:      Dark Aether (shoot Light Beacon with Annihilator Beam)
             ENTRY:         When charged with light an dark energy at once, the 
    			Beacon becomes a symbol to the Ing. They are compelled 
    			to approach it, despite the deadly field of energy it 
    			emits.
       
    
        -------------------------------
        MECHANISMS CATEGORY (9 entries)
        -------------------------------
        The Mechanisms category contains information on the various mechanical sys-
        tems and structures present on the planet Aether.
    
         -> VEHICLES (3 entries)
         -----------------------
         The Vehicles subcategory details the moving vehicles on Aether.
    
         38. SCAN ITEM:     G.F.S. Tyr
             LOCATION:      Temple Grounds: GFMC Compound
             ENTRY:         The Anhur class is a state-of-the-art warship, designed
    			to police and defend planetary systems. This ship, the 
    			G.F.S. Tyr, has been heavily damaged. It appears that 
    			the crew have dismantled parts of the Tyr as well, 
    			possibly for use as a makeshift defense systems.  
    
         39. SCAN ITEM:     Samus's Gunship** (scan is "invalid" after Dark Visor)
             LOCATION:      Temple Grounds: Landing Site
             ENTRY:         Your Hunter class gunship is one of a kind, its distin-
    			ct hull lines marking it to friend and foe alike. Cus-
    			tom built for you by the Federation Shipyards at Alieks
    			III, it contains a mobile energy recharge system, as 
    			well as microfactories designed to produce ammunition.
    			A sophisticated onboard computer stores mission data 
    			collected in the field for future refrence. 
    
         40. SCAN ITEM:     Pirate Skiff** (only two chances to scan this)
             LOCATION:      Agon Wastes: Central Mining Station
    			Torvus Bog: Torvus Temple
             ENTRY:         Plans for the Shrike were recently stolen from a GF lab
    			by the Space Pirates. Production began immediately, and
    			the fast-moving skiff is now part of Pirate operations.
    			It is used primarily as a troop transport, taking a 
    			fire team of troopers into action. The Shrike is un-
    			armed, relying on the troops it carries for protection 
    			against hostile forces.
    
         -> GF SECURITY (3 entries)
         --------------------------
         The GF Security subcategory details the various forms of fencing and pro-
         tection utilized by the Galactic Federation Marine Corps.
    
         41. SCAN ITEM:     GF Bridge
             LOCATION:      only found in Temple Grounds: Industrial Site
             ENTRY:         This bridge is durable, but often locks in place, lead-
    			ing the Marines to call for a new design. The MK III 
    			should enter service within the next eight cycles.
    
         42. SCAN ITEM:     GF Gate MK VI** (vanishes after second trip through)
             LOCATION:      only found in Temple Grounds: Hive Chamber A
             ENTRY:         This gate is used with armor secrity locks, which must 
    			be neutralized to operate the gate. Gate is resistant 
    			to all but the most potent of explosives.
    
         43. SCAN ITEM:     GF Gate MK VII** (never respawns after being destroyed)
             LOCATION:      only found in Temple Grounds: Dynamo Chamber
             ENTRY:         The MK VII Defense Gate is composed of Denzium. Invuln-
    			erable to most weapons, though high-yield explosives 
    			are effective. Often used in conjunction with a remote 
    			scan access panel.
    
         -> SYSTEMS (6 entries)
         ----------------------
         The Systems subcategory details the various forms of tunneling or railing
         systems that are present on Aether.
    
         44. SCAN ITEM:     Bomb Blot
             LOCATION:      first seen in Temple Grounds: Command Chamber
             ENTRY:         Insert the Morph Ball into slot, then detonate a Bomb. 
    			This will send energy from the slot to whatever device 
    			is connected to it.
    
         45. SCAN ITEM:     Grapple Point
             LOCATION:      first seen in Dark Torvus Bog: Sacrificial Chamber
             ENTRY:         To use the Grapple Beam, use "L" when the Grapple icon 
    			appears. You can fire your weapons while attached to a 
    			Grapple Point. 
    
         46. SCAN ITEM:     Kinetic Orb Cannon
             LOCATION:      first seen in Temple Grounds: GFMC Compound
             ENTRY:         The purpose of the Kinetic Orb Cannon is unclear. It 
    			may have originally been designed for industrial use, 
    			then converted to a combat system in later times.
    
         47. SCAN ITEM:     Spider Ball Track
             LOCATION:      first seen in Sanctuary Fortress: Hall of Combat Mastery
             ENTRY:         In Morph Ball mode, press and hold "R" when close to 
    			this type of surface. Use the Control Stick to move the
    			Ball along the track. Release "R" to disengage from the
    			surface. Using the Boost ability when on a Spider Ball 
    			Track will rapidly launch the Spider Ball from the 
    			track. Detonating a Morph Ball Bomb will briefly dis-
    			engage the Ball from the track. 
    
         48. SCAN ITEM:     Spinner
             LOCATION:      first seen in Torvus Bog: Forgotten Bridge
             ENTRY:         Use the Boost ability of the Morph Ball when inside a 
    			Spinner to activate the device it powers.  
    
         49. SCAN ITEM:     Wall Jump Surface
             LOCATION:      first seen in Ing Hive: Central Hive Transport West
             ENTRY:         This surface was designed to be used in conjunction 
    			with the Screw Attack System. Perform Screw Attacks 
    			while facing and touching wall to Wall Jump.
    
    
    And that completes the entire Log Book as far as scannable items go! Remember
    that you will also fill it with descriptions of Power Suit upgrades, but these
    are considered free entries and do not count towards the completion percentage.
    Just like in the first METROID PRIME, completing portions of the Log Book will
    unlock bonus art galleries which are then made available to you from the main 
    menu. Below is a list of the Log Book galleries you can obtain:
    
      1. PROMOTIONAL GALLERY:    Obtain 40% of Log Book Scans
      2. CHARACTER GALLERY:	     Obtain 60% of Log Book Scans
      3. CREATURES GALLERY:      Obtain 80% of Log Book Scans
      4. BOSS SKETCH GALLERY:    Obtain 100% of Log Book Scans
    
    The remaining two Image Galleries are rewarded to you for completion of the
    game itself. No gallery is awarded for 100% item collection, however. Below is
    a list of the remaining galleries.
    
      5. ROUGH SKETCH GALLERY:   Complete the game in Normal Mode
      6. STORYBOARD GALLERY:     Complete the game in Hard Mode
    
    
    ========================
    == 10. SECRETS AND TIPS:
    ========================
    METROID PRIME 2 has a few interesting things here and there besides what's been
    already covered in the walkthrough. Most of them are just tidbits that are only
    capable of breaking the game or giving you more to play with, but they are in-
    teresting nonetheless.
    
      1. SECRET WORLDS
         If you played the first game, you know that there were multiple areas of
         the game where you could exit the game's standardized boundaries via small
         holes in the room layouts. Some of these could be utilized to skip areas
         or items, or generally just play around. METROID PRIME 2 also suffers from
         having these - in fact, there are almost 80-something areas that have been
         discovered. For a comprehensive listing along with information or videos
         on how to access them or what to do as far as techniques while in one,
         refer to either Samus.co.uk (http://www.samus.co.uk) or Nate's Metroid2002
         (http://www.metroid2002.com).
    
      2. GLITCHES
         No doubt about it, this game is quite breakable, and not just in terms of
         getting items early or doing things out of sequence (though I tip my hat
         to RETRO STUDIOS, they did a marvelous job trying to eliminate sequence
         breaking from this game). But some things just plain "break" the game or 
         otherwise cause extremely odd things to occur. Below is a brief sampling
         of some of the more interesting ones.
         - FLOATY JUMP
           This "occurs" during at the start of the Chykka fight. When you first
           encounter the boss, it is suspended on the wall. Knock the first three
           parts holding it to the wall off, then jump in the Dark Water before
           destroying the fourth. For some reason, this triggers a moon jump-like
           effect where your jumps go incredibly high and incredibly far. Stepping
           into the water again makes you lose it, but you can defeat Chykka if 
           you're skilled enough and continue to use this jump through all of Tor-
           vus Bog and its Dark Aether equivalent (using a Transport takes it away
           from you, too, as does saving/reloading. Terminal Falls don't seem to
           take it away, however). This glitch is funny, but ultimately useless 
           since you can't leave Torvus Bog. You can, however, stand on the balcony
           leading to the Dark Torvus Energy Controller and take potshots at the
           Chykka Larva far below. Unfortunately, defeating the Larva resets you
           to the bottom of the area for the Adult fight. Try making it through the
           Chykka fight and you can get the Energy Tanks from Torvus Plaza and the
           Meditation Vista without having the required Spider Ball and Screw Att-
           ack upgrades.
         - VANISHING BOSSES
           If you trigger the Floaty Jump during the Chykka fight, you can actually
           leap all the way up to the Energy Controller and enter it. Take Dark 
           Torvus' energy and return to the Dark Torvus Temple, and Chykka will be
           gone. Then again, the Dark Visor won't be there either, so you'll get
           stuck in the room until you reset from a previous save.
           You can escape the Alpha Blogg fight with a Bomb Space Jump after you
           get the Gravity Boost. Go two rooms away to reset it, and the Alpha
           Blogg will be gone when you go back. This one's pretty spiffy since it
           has no adverse effect on the game itself.
           Also, I know many people wish the Boost Guardian would just go away, but
           there is actually a way to make this happen. If you keep it in its liq-
           uid form near the edges of the Arena, you can make it "leak" out of the
           room's boundary (it's off exploring a Secret World?). This isn't as cool
           as you might think, considering the mini-boss is gone, you don't get the 
           Boost Ball, and you're stuck in a room with absolutely no safe zones.
           Oh well, at least you'll die quickly.
         - REMNANTS OF SAMUS
           This graphical screw-up occurs only in a post-game save file. Go to any
           portal and enter it (dark or light). As soon as you enter, hit Start to
           skip the cutscene and when you emerge, turn around to see rather creepy
           looking remnants of... you... forming as you come out of the portal. 
           It's rather creepy, actually, seeing yourself disembodied.
         - SONIC SCREW-UPS
           Once you have the Echo Visor, don't leave any room that has Sonic or Key
           Emitters until you've destroyed all of them. Doing so triggers a con-
           dition where the Emitters vanish after leaving the room, so if you had
           to trigger the Emitters for an item, you permanently lose the chance to
           get it.
         - ROOM RESET TRIGGERS
           Sometimes defeating bosses or doing a certain sequence of steps is req-
           uired in order for other things to trigger. A prime example of this is
           the Key Emitters in Agon Wastes: Mining Plaza. These Emitters don't show
           up unless you (a) have the Dark Suit (not an easy item to skip) and (b)
           you have returned Dark Agon's energy to Light Agon. It is completely
           possible to save a ton of time by defeating Amorbis, grabbing the Dark
           Suit and then nullifying a crystal near the exit in order to get out
           (the nullified crystal gives you extra room to stand on it) since it is
           possible to get all the way to Torvus and Sanctuary without taking and
           returning energy... but then the Emitters don't show up later. Another
           fun one is breaking into Torvus Grove early - a Pirate Commando fight
           triggers, but then the rooms never unlock because you haven't acquired
           the Super Missile yet. Basically doing things out of sequence can really
           mess up the game if you don't know what you're doing - just know what 
           triggers will affect a 100% game and avoid them. The walkthrough itself 
           doesn't cover anything that will stop you from completing the game with 
           all items.
         - DEFORMED GFMC COMPOUND/SANCTUARY TRAP
           This is an interesting one. Remember what I just said about event trigg-
           ers? The biggest one of all is the cutscene in GFMC Compound that tells
           the story of the GFMC Marines. Skip this by using the 101% Glitch for 
           the extra set of Missiles, then wander around without triggering the 
           cutscene. For one thing, the Map Station doesn't exist, nor does the 
           Kinetic Orb Cannon. But the biggest change is that the hologram protect-
           ing the pathway to Sanctuary Fortress doesn't exist! Go through the door
           and you can explore Sanctuary Fortress for a bit... until you reach the
           Spinner, anyway. You'll get stuck here since you can't go back out due
           to the black and white doors, and entering the Spinner gets you even
           more stuck because you have no Boost Ball to use it, and certainly no
           Morph Ball Bombs with which to extract yourself.
         - COMEDIC SPACE PIRATES
           This one also occurs in GFMC Compound if you use the 101% Glitch, but
           never trigger the cutscene from CAPT Exeter's console. Come back anytime
           after you have the Dark Suit so that there are Space Pirates in the 
           room and trigger the cutscene. While Samus is listening and the cutscene
           plays, the Space Pirates will dance wildly in the background.  
    
      3. SCAN PORTALS AND FREE DISTANCE
         This is similar to entering Phendrana Drifts from the first game. There,
         if you didn't cancel the cutscene when entering Phendrana, you got a good 
         amount of "free distance" as the cutscene showed Samus walking almost 
         halfway into Phendrana Shorelines. You can do this in this game, too, us-
         ing Scan-To-Activate Portals. Scan them when you first have the chance 
         from as far away as possible, and the cutscene will place you directly in 
         front of the portal afterwards. Free distance with no time penalty for
         getting there! 
         
    
    =============
    == 11. LEGAL:
    =============
    This walkthrough must always be shown in full form, unaltered, and with credit 
    given to the author. You are free to use this for personal use, but if you wish
    to host it on another website, you must e-mail me first with a request for per-
    mission. Copyright (C) 2012 Timothy Jones (NeoChozo). Some rights reserved.
    All rights, including the copyrights of game, scenario, music and program are 
    Copyright (C) Nintendo.
    -------------------------------------------------------------------------------

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