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Note-Press Ctrl+F and type in the code next to the section to jump to it. On 
Mac browsers, use Command+F.
1. Table of Contents (you're reading it)
2. Introduction -Intrd-
3. FAQ -Frakq-
4. Walkthrough -Wkthr-
  I. Agon Temple
   a. Missile Launcher -Mslnr-
   b. Morph Ball Bomb -Mrbbo-
   c. Space Jump Boots -Spjub-
   d. Dark Beam -Drkbm-
   e. Light Beam -Litbm-
   f. Dark Suit -Drkst-
  II. Torvus Temple
   g. Super Missile -Sprms-
   h. Boost Ball -Bstbl-
   i. Seeker Missile Launcher -Skrml-
   j. Darkburst (Optional) -Dkbst-
   k. Gravity Boost -Grtyb-
   l. Grapple Beam -Grplb-
   m. Dark Visor -Drkvs-
  III. Sanctuary Temple
   n. Spider Ball -Spdrb-
   o. Power Bomb -Pwrbm-
   p. Sunburst (Optional) -Snbst-
   q. Echo Visor -Ecovs-
   r. Screw Attack -Scwat-
   s. Annihilator Beam -Anlrb-
   t. Sonic Boom (Optional) -Sncbm-
   u. Light Suit -Litst-
  IV. Sky Temple
   v. Sky Temple Grounds Keys -Stgks-
   w. Dark Agon Wastes Keys -Dkawk-
   x. Dark Torvus Bog Keys -Dktbk-
   y. Ing Hive Keys -Ihiks-
   z. To the Sky Temple -Skytm-
5. Enemies -Enmis-
6. Bosses -Bosss-
7. Items -Itms#-
8. The Logbook -Tlgbk-
   a. Creature Logs -Crtlg-
   b. Lore Logs -Lrlgs-
   c. Research Logs -Rslgs-
   d. Logbook Scan Locations and Missable Scans -Lgslc-
9. Expansions -Expns-
10. Legal Information -Legin-
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\\\\\\\\\\2. Introduction (Intrd) \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
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Welcome to my FAQ for one of the Nintendo Gamecube's greatest games, Metroid 
Prime 2: Echoes. This guide should cover absolutely everything in this game. It 
has a walkthrough guaranteed to get you 100% items and scans, and appendices 
for enemies, items, those pesky Expansions, and the Logbook entries. It also 
features my snappy new FAQ format! I hope you enjoy playing this great game as 
much as I enjoyed writing this guide for it!
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\\\\\\\\\\3. FAQ (Frakq) \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
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I'll post any questions I'm asked via E-mail more than a few times here for 
future reference! Make sure your question isn't already answered here before E-
mailing me.

Q: I'm out of Beam ammo and I can't get out of a room! Help me!
A: Check your inventory menu. You can fire a normal shot of a Beam by charging 
it if you're out of ammo.

Q: I have 250 Missiles, 14 Energy Tanks, 8 Power Bombs, and 4 Beam Ammo 
Expansions, but I don't have 100%!
A: You can get 255 Missiles and 10 Power Bombs in this game.

Q: My question isn't answered in here!
A: E-mail me at dpitch40@yahoo.com or post your question on the GameFAQs 
message boards. If you e-mail me, please put "Metroid Prime 2" somewhere in the 
e-mail title or it will likely be deleted.
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I. Agon Temple
a. Missile Launcher (Mslnr)

The first upgrade you collect is the Missile Launcher, an invaluable source of 
homing explosives. In one form or another, it's one of your most-used weapons. 
What? You say you start out with the Missile Launcher? Welcome to Metroid 
Prime.

In the game's opening scene, Samus receives her newest mission: to find some 
Galactic Federation Marines that mysteriously disappeared on the planet Aether. 
A strange energy storm leaves her ship crippled and forces a near-crash landing 
on the surface. After her usual entrance, it's time to get started.

+--------------+
|TEMPLE GROUNDS|
+--------------+

>Landing Site
After getting out of your ship, turn around and hit D-left to use the Scan 
Visor. Highlight your ship and hold L to scan it-your first scan one the game.
Scan anything else you want in the surrounding area, then look at the webs 
across from your ship. Lock onto the green thing in the middle with L and shoot 
it to clear out the web. Repeat a few more times and exit through the blue door 
by shooting it. 
>RESEARCH>MECHNANISMS>VEHICLES>SAMUS' GUNSHIP

>Hive Access Tunnel
This crazy room is filled with moving plants. The path forward is blocked by a 
strange door; to open it, you'll need to be able to translate its text. To keep 
going, take the side path (past the potted plant) and have Samus automatically 
jump down the hole.

>Hive Chamber A
This room is the beginning of the Galactic Federation Marines' makeshift base, 
and has quite a few of their storage creates. The crates can hold energy or 
ammunition, but you probably won't need anything, unless you've had some fun 
with the Missile Launcher and neglected to refill at your ship. To proceed, 
activate the Scan Visor and look at the gate on the far wall. Scan the gate to 
add it to your logbook, then the red panel next to it, to the left. Scanning 
the panel reveals two locks above the gate. Lock onto them with L and blast 
them as you did the webs to make the gate open. To open the next gate, look to 
the right of it, in a small alcove, for another panel to Scan. The gate opens 
into a command chamber of the base. Walk into the orange hologram; it's a Map 
Station. (Luckily, you don't need to Scan them like in Metroid Prime) When you 
walk into it, Samus downloads a map of part of the Temple Grounds, up to the 
location of your first upgrade. (Never mind that you already have it) Study it, 
then exit the map screen and keep going around the room the way you were, to 
the next room.
RESEARCH>MECHANISMS>GF SECURITY>GF GATE MK VI

>Hive Tunnel
The next room contains some rather gruesome hanging decorations: the dead 
bodies of some Galactic Marines. It must have been Splinters, like the ones you 
might have seen piled up earlier. Scan the weak, harmless Worker Splinters 
patrolling around them, then destroy them with the Power Beam. Once they're 
gone, look up and shoot the center of the web to access the door behind it.
CREATURES>AETHER>GROUND>TUNNEL PROWLERS>WORKER SPLINTER

>Command Chamber
This room has more dead Troopers. Scan the two red-highlighted ones to download 
their final logbook entries. The panel near the first Trooper is nonfunctional; 
you'll need to find a power source. Use the Morph Ball to roll under the large 
bars and into a small opening on the other side of the room. Follow this long 
tunnel until you reach some blockage; hit A to lay a Morph Ball bomb and clear 
it out. Continue rolling to a small room filled with Splinter carcasses, and 
return to normal mode. Scan the Bomb Slot on the far side of the central 
pillar, then use Morph Ball Bombs to get up to and activate it. This provides 
power to the panel near the beginning of the room. However, as you leave the 
Bomb Slot, a strange dark mass appears out of nowhere and enters some nearby 
Trooper bodies, bringing them back to life and making them attack you! Quickly 
scan one of the undead Dark Troopers, then start destroying them. Moving back 
and forth, charge the Power Beam and fire the charges at the Troopers; one 
charged shot will kill each. Luckily, the Dark Troopers' machine guns are weak 
and do very little damage. After you've dispatched of all 4 Troopers, roll back 
to the first part of the room. Roll back under the gate, defeating some more 
Dark Troopers, and scan the now-active panel. This opens the large gate-and 
reveals more Dark Troopers behind it. Use the Charge beam to take them out and 
enter the door behind them. 
CREATURES>DARK AETHER>DARKLINGS>DARKLING OFFWORLD>DARK TROOPER
LORE>TROOPER LOGS>FORCE TWO>GSGT C. BENET
LORE>TROOPER LOGS>FORCE TWO>SPC B. REEVS
RESEARCH>MECHANISMS>SYSTEMS>BOMB SLOT

>Hive Storage
This room is filled with boxes. Break open enough to replenish your health and 
continue through the door.

>Hive Chamber B
As you walk into the empty room, you see a strange, dark figure bearing a 
resemblance to Samus herself floating in front of you. The creature floats into 
a strange, purple ball of energy and disappears into it. Run into the ball, a 
portal, to follow it/her.

Samus appears in a strange darkened version of the Hive Chamber B. She notices 
the Dark version of her floating in front of some Phazon, seemingly absorbing 
it. If this has anything to do with Phazon, it has to be bad. As "Dark Samus" 
notices her, several dark, inhuman creatures appear from the ceiling. A shot 
from Dark Samus' cannon shatters the crystal Samus stands in front of, causing 
the circle of light around her to shrink as the monstrous creatures surround 
her. Just as the circle disappears and the creatures attack, Samus attempts to 
Grapple her way out, but is sucked into another portal back to the normal 
world.

Besides being weird, that little trip was costly; all of Samus' systems except 
the Power Beam, Varia Suit, Morph Ball, Scan Visor, and Charge Beam have been 
taken! After returning, continue forward past where the portal was. The end of 
the passage is blocked; shoot the green sacs of fluid to destroy them and 
reveal a hole on the right-hand wall. Use the Morph Ball to roll through the 
tunnel and into the next room.

>Hive Chamber C
This metallic room has 4 more Dark Troopers in it. Use the Charge beam to 
destroy them, then look behind some crates on the far side of the room for a 
hidden door. This door leads to a Save Station; be sure to use it to replenish 
your health and save your game. After that, leave and use the other door in 
this room.

>Hive Transport Area
Scan the panel near the metal platform to activate an elevator. Step into the 
hologram to activate it and travel up to the room right beyond the Hive Access 
room you couldn't get through. Now that you're past the translator doors, go 
through the door to continue forward.

>Industrial Site
Right off the bat, open the GF Door by scanning the panel and shooting the 
locks. As you step through the doorway, you enter a large outdoor area filled 
with creates and winches. There's a huge metal crate blocking your way; scan a 
panel to the left of it to lift it. As you go forward, look for some scannable 
objects. The insectoid is a Green Kralee, and the small spheres on the far wall 
are Splinter Cocoons. Scan a Cocoon, then shoot it repeatedly to destroy it and 
make the other ones burst open to reveal some Splinters. Scan one of these new 
enemies, then destroy them with a few Power Beam shots each. After the Green 
Kralee and Splinters are gone, take the ramp up to the left and through a short 
tunnel. Scan the bridge in front of you, then a panel in front of it. Aim up 
and shoot the two locks that appear as with the door to lower the bridge into 
position. Cross it and continue on to the door. 
CREATURES>AETHER>GROUND>PREDATORS>SPLINTER
CREATURES>AETHER>GROUND>SURFACE PROWLERS>GREEN KRALEE 
RESEARCH>BIOLOGY>COCOONS>SPLINTER COCOON
RESEARCH>MECHANISMS>GF SECURITY>GF BRIDGE

>Collapsed Tunnel
Scan the dead Trooper half-buried in the rubble, then get into a Morph Ball and 
enter the tunnel. Follow it to the next door.
LORE>TROOPER LOGS>FORCE TWO>PFC M. VERONI

>Temple Assembly Site
As you enter the huge next room, you get a sweeping view of the Great Temple, a 
huge suspended building far above the Temple Grounds. The Temple Assembly Site 
has more crates and winches. Walk forward across the lowered area, to near the 
translator door with the hologram on it. Defeat the Splinters that pop out and 
turn around to look for a scannable panel. When you scan it, another large 
crate is moved on a cable, and you notice a weak point on the cable it hangs 
from. Lock onto and shoot the sparking point a few times to make the cable snap 
and the create drop. You can now jump across it to reach the door.

>Dynamo Chamber
Keep going forward until you reach a gate. Scan the gate, then look to the left 
of it for a box. Scanning the box opens the gate in front of you but closes one 
behind you, forcing you to keep going forward.
RESEARCH>MECHANISMS>GF SECURITY>GF GATE MK VII

>Communication Area
This area is mostly just a path between several ledges too high to jump onto 
for now. Follow it until you reach another dead trooper and a panel. The panel 
will move the large communication dish in an attempt to transmit a distress 
signal, but the transmission fails. After scanning the Trooper, keep going 
forward. Charge your Power Beam up; you'll fight several more Dark Troopers in 
the clearing right before the next door.
LORE>TROOPER LOGS>FORCE TWO>PFC L. BROUDA

>Trooper Security Station
As you enter the small clearing in this tunnel, scan the Growler Class Turret 
that lowers to shoot you, then destroy it with a Charge Shot. After the Turret 
is gone, enter Morph Ball mode and enter the small hole to the left of the 
Turret to enter a small enclosure. Scan the Trooper, then the panel to make the 
gate periodically open a little ways. Roll back out the tunnel, then under the 
gate when it opens. After getting past the gate, go back to normal and through 
the door.
CREATURES>AETHER>MECHANOIDS>STATIONARY>GROWLER CLASS TURRET
LORE>TROOPER LOGS>FORCE TWO>SPC M. ANGSETH

>GFMC COMPOUND
This area is the landing site of the Troopers' ship and their center of 
operations. As you approach the huge ship, a cutscene starts. Samus walks up to 
a trooper lying next to a computer with a hole in his visor directly over his 
eye, then downloads the data from the computer to find out what happened to the 
Marines. They came to Aether in pursuit of a downed Space Pirate ship, but 
their ship was damaged by a storm during entry like yours, preventing them from 
leaving. They separated into two forces of 6 and set up a base on the new 
planet, but they were all wiped out by a swarms of insectoids resembling 
Splinters. After the cutscene ends, start exploring the area. All 6 members of 
Trooper Force One are lying around the compound; scan all of them as well as 
the ship to add to your logbook. Next, go into the ship and scan the door 
between the rows of seats. The map station behind the door will give you the 
map for the remaining half of the Temple Grounds. Next, go back outside and hit 
the large crate on the metal square with a charged Power Beam shot to break it 
open and reveal the Missile Launcher. (Strange how their version works on your 
Varia Suit)
LORE>TROOPER LOGS>FORCE ONE>CAPT A. EXETER
LORE>TROOPER LOGS>FORCE ONE>LCPL J. BRODE 
LORE>TROOPER LOGS>FORCE ONE>PFC G. HALEY 
LORE>TROOPER LOGS>FORCE ONE>PFC I. CRANY
LORE>TROOPER LOGS>FORCE ONE>PFC S. MILLIGAN
LORE>TROOPER LOGS>FORCE ONE>SPC F. TRIPLETTE
RESEARCH>MECHANISMS>VEHICLES>G.F.S. TYR

<MISSILE LAUNCHER ACQUIRED!>

>Expansions Available with the Missile Launcher<
Missile Expansion 1>Temple Grounds>Transport to Agon Wastes
Missile Expansion 2>Agon Wastes>Portal Access A
Energy Tank 1>Temple Grounds>Storage Cavern B (off Temple Assembly Site)

b. Morph Ball Bomb (Mrbbo)

I'm sure you've had enough of being a sitting (er, rolling) duck while in the 
Morph Ball, right? Right. It's time to get some bombs...again. The unlimited-
use energy explosives will serve you well over your adventure on Aether.

>GFMC Compound
After getting the upgrade, some more Splinters appear. Soon, the same dark 
force that possessed the Dark Troopers appears and enters the Splinters, 
turning them into the creatures that attacked the Troopers! Scan the new 
monsters, then use either charged Power Beam shots or some Missiles to destroy 
them. After destroying the Dark Splinters, it's time to leave the area. Enter 
the ship and turn left to find a flaming hole in its side. Jump to a ledge and 
follow it to a panel. The metal disc on the ground is a Kinetic Orb Cannon; be 
sure to scan it, then scan the panel next to it to activate it. Enter the 
hologram that appears in Morph Ball mode to get shot across the area to another 
ledge near the entrance. Jump across the ledge and go over to the door with the 
red blast shield. Blow the shield off with a Missile and enter the door.
CREATURES>DARK AETHER>DARKLINGS>DARKLING GROUND>DARK SPLINTER
RESEARCH>MECHANISMS>SYSTEMS>KINETIC ORB CANNON

>Sacred Bridge
Scan the final GF Trooper, then roll through the morph ball hole on the right 
to a pit. Scan the War Wasps that appear and defeat them with a few Power Beam 
Shots, then scan a panel high on the other (non-covered) side of the pit to 
activate a Kinetic Orb Cannon that will blast you to the other side, allowing 
you to reach the door.
CREATURES>AETHER>FLYING>SMALL FLYERS>WAR WASP
LORE>TROOPER LOGS>FORCE TWO>PFC E. DENYS

>Sacred Path
There are lots more War Wasps in here, along with some War Wasp Hives. After 
scanning them, blast all the hives you can find with Missiles to stop most of 
them from coming. After most of the War Wasps have been dealt with, look to a 
pillar to the left of where you entered. Blast the cracked part of it with a 
Missile, then go across the clearing and look for a panel near the base of a 
Kinetic Orb Cannon, in a small rocky alcove. Scan it to activate the cannon, 
then use it to blast into the weakened wall and break it. Enter the Morph Ball 
tunnel and roll across the rails to a high ledge on the other side. Enter the 
blue door up on this ledge and scan the panel to activate an elevator.
RESEARCH>BIOLOGY>COCOONS>WAR WASP HIVE

+------------+
|GREAT TEMPLE|
+------------+

>Transport A
The elevator took you far up into an alien temple held hundreds of feet in the 
air by 3 elevator shafts. There's nothing to do in the first room except 
continue on.

>Transport A Access
A huge swarm of Sandbats swoops overhead as you enter this room. You can try to 
scan them now, but they move too fast and you'll get more chances later. After 
the Sandbats all leave, be sure to look for a hole in the left wall. (Several 
cables are running into it) Enter the holes with the Morph Ball and use the 
Save Station-you have a big fight coming up. When you're ready, go through the 
next door.

>Temple Sanctuary
This high-tech room is the center of the Great Temple. There are 4 other doors 
in it, with many ornamental lights and statues. Hanging outside the room are 
some stasis pods of some kind. More importantly, a strange cocoon is hanging 
right above the center of the room, and can't be scanned due to interference. 
As you step near it, six Splinters drop from smaller cocoons and are possessed 
by the same dark energy as before. Time for your biggest battle yet!

/CREATURES>AETHER>GROUND>PREDATORS>ALPHA SPLINTER
|Location>Great Temple>Temple Sanctuary
|Difficulty>3/10
|Strategy>The first boss of the game is a moderately difficult one. Before the 
|main fight, you'll face several more Dark Splinters. Save your Missiles and 
|try to take the out with the Charge Beam. After they're defeated, the Alpha 
|Splinter appears. Make sure to scan it first, then get ready to fight. This 
|huge Splinter behaves much like a normal one, but its charge attack is much 
|tougher to avoid and does more damage, especially since you won't have an 
|Energy Tank yet. Continually dash around the Splinter to hopefully dodge its 
|charges, but expect to take some damage. When the boss isn't charging, use 
|Missiles and charged Power Beam shots to defeat it and move on to the 
|strangely weaker dark form.
|
|CREATURES>DARK AETHER>DARKLINGS>DARKLING GROUND>DARK ALPHA SPLINTER
|Location>Great Temple>Temple Sanctuary
|Difficulty>2/10
|Spoils>Unknown Technology
|Strategy>The Dark Alpha Splinter has become more powerful and cool (it seems 
|like you can make anything cooler by putting "Dark" before its name) thanks to 
|the Ing possessing it. However, it's also easier; it simply spits some acid at 
|you, then charges. Both attacks are easily dodged if you keep sidestepping. 
|Use any Missiles you may have left and the Charge Beam to take care of this 
\thing. (Remember to scan both forms of the Alpha Splinter)

After winning, the Dark Alpha Splinter dies and leaves a strange glowing ball 
behind. As Samus approaches, it floats around wildly and merges with her suit! 
Once the force field that confined you during the battle is down, go through 
the only door without a translator door in front of it.
CREATURES>AETHER>GROUND>PREDATORS>ALPHA SPLINTER
CREATURES>DARK AETHER>DARKLINGS>DARKLING GROUND>DARK ALPHA SPLINTER

>Controller Transport
Scan the panel and use the elevator to ascend to a room above the Sanctuary.

>Main Energy Controller
This room is dominated by a strange machine in the center. When you walk up to 
it, Samus meets her first NPC: a huge, bat-like creature called U-Mos. He tells 
you that he is the last sentinel of the Luminoth race, a peaceful species that 
once inhabited Aether. He tells you about the history of Aether: long ago, a 
meteor struck the planet's surface (not again) and not only damaged the planet, 
but also the space around it, creating a second, "dark" version of Aether. The 
inhabitants of Dark Aether are the Ing, a race aptly named for the Luminoth 
word "terror." A war soon begun between the two races for the four Energy 
Controllers, which harness planetary energy. If one side of Aether got control 
of all four Energy Controllers, the other would cease to exist. Luckily, you 
now possess a valuable weapon to prevent Aether from being destroyed: the 
Unknown Technology you just found is actually the Energy Transfer Module, which 
can transfer energy from one planet's energy controllers to the other. After 
finishing, U-Mos replenishes your energy and updates your transfer files to let 
you scan purple Luminoth holograms, like the one you saw in the Sanctuary 
below. Your first task is to go to Agon Wastes and recover the energy from 
there. Once the cutscene finishes, scan the Main Energy Controller, U-Mos, and 
your first Luminoth Lore near the exit door. You'll find hologram projectors 
containing Luminoth Lore all over Aether, and they tell the story of the 
Luminoth from the beginning to just before you arrived. After getting 
everything, go back the way you came and take the elevator to the Temple 
Sanctuary.
LORE>LUMINOTH LORE>HISTORY>GOLDEN AGE>ORIGINS
RESEARCH>AETHER STUDIES>AETHER>ENERGY CONTROLLER
RESEARCH>AETHER STUDIES>AETHER>U-MOS

>Temple Sanctuary
Now that your translator files have been updated, you can scan the door with 
the purple hologram to open it.

>Transport B Access
A new enemy, the Lightflyer, is found in this room. It's a glowing collection 
of light that can cause damage if you get too close. Scan it, then defeat it 
with a charged shot and continue down the path to an elevator back to the 
Temple Grounds.
CREATURES>AETHER>FLYING>SMALL FLYERS>LIGHTFLYER

+--------------+
|TEMPLE GROUNDS|
+--------------+

>Temple Assembly Site
This elevator leads to behind another translator door in the Temple Assembly 
Site. Open it, defeat the Dark Splinters, and look for a red door to your right 
as you continue to the tunnel you first used to access this area. Now that you 
have Missiles, you can access the Energy Tank behind the door. After getting 
it, take the tunnel back to the Industrial Site.

>Industrial Site
There's another translator door here. Scan it to open it, then scan the dead 
Luminoth behind it. This Luminoth is one of the Keybearers, and will be 
important later. Make sure to remember where you found it. After getting the 
scan, go through the door.
LORE>LUMINOTH LORE>KEYBEARER LORE>CADRE 2>J-FME'S TESTAMENT

>Transport to Agon Wastes
After going through a tunnel with another Green Kralee, you emerge in the 
elevator to Agon Wastes. Before using it, walk out to the cliff and look to the 
right for another Luminoth Lore scan. Next, blast away some webbing nearby to 
find your first Missile Expansion. After getting both of these goodies, use the 
elevator and enter a brand new area.
LORE>LUMINOTH LORE>HISTORY>GOLDEN>OUR HERITAGE

+-----------+
|AGON WASTES|
+-----------+

>Transport to Temple Grounds
Agon Wastes, as its name suggests, is a rocky desert with little life. Scan the 
strange, living items containers in the elevator room and continue on.
RESEARCH>BIOLOGY>PLANTFORMS>AGON BEARERPOD

>Plaza Access
This narrow pass contains Lumites, a hostile new species. Though your scan says 
they get stronger in the light, for some reason they remain weak here. Pick 
them off with a few Power Beam shots each. (Make sure to scan the Sandgrass as 
well)
CREATURES>AETHER>FLYING>SMALL FLYERS>LUMITE
RESEARCH>BIOLOGY>PLANTFORMS>SANDGRASS

>Mining Plaza
The Mining Plaza is a huge central area of Agon Wastes. As you enter, you're 
treated to a short cutscene of it. There are two patches of sand around the 
huge central pillar where you'll fight Sandiggers. These worms tunnel out of 
the sand and spit projectiles at you. Charge the Power Beam, lock onto one of 
the creature's two heads, and fire to destroy it. Repeat with the other head to 
kill the Sandigger, and stand well clear; they explode. Look for a Save Station 
behind a red door. (You can keep going in the room it's in, but save that for 
later)

Next, look for a series of ledges around the edge of the area that you should 
climb. By doing this, you'll make your way up and onto the central pillar. 
You'll encounter several pillars with Brinstone bases on the way up; hit the 
bases with Missiles to turn them into bridges. Also, you'll find several 
circling swarms of Sandbats; now is the time to scan one and add it to your 
logbook. Keep on going until you reach the central pillar. There's some 
Luminoth Lore on a wall, but you can't translate it for now. The strange 
structure on top is a special sonic lock, which also can't be used now. 
Continue to the door directly across from where you first entered and proceed 
on.
CREATURES>AETHER>FLYING>SMALL FLYERS>SANDBAT
CREATURES>AETHER>GROUND>PREDATORS>SANDIGGER

>Mining Station Access
There's obviously more to this area than you first see while rolling through 
the tunnel, but you can't do anything for now. Just continue through to the 
Mining Station.

>Mining Station A
You couldn't avoid them forever; the Space Pirates have arrived. 3 Pirate 
Troopers are waiting in the Mining Station and attack you on sight. Luckily, 
they're much weaker than in Metroid Prime. Lock onto them and take them out 
with the Charge Beam and Missiles; make sure to sidestep plenty to avoid their 
laser blasts. Scan one during the fight; there are a limited number of Troopers 
to fight.

After all 3 go down, destroy the crates in the middle of the sand for some 
refills and begin climbing up the ledges. Enter the blue door you come to after 
a few ledges to reach Portal Access A.
CREATURES>OFFWORLD>PIRATES>PIRATE TROOPER

>Portal Access A
Enter Morph Ball mode and use the Kinetic Orb Cannons to reach the other side 
of the room. You don't want to continue yet; just get the Missile Expansion 
behind the dead Luminoth and return to Mining Station A.

>Mining Station A 
Continue up the ledges here and across some platforms on pillars. The next 
ledge you reach has a translator door with an amber hologram, which can't be 
opened yet. You'll also encounter a new enemy, the Brigzee. After scanning one, 
blast its outer shell with a Missile, then finish it with the Power Beam. 
Continue across the room, crossing some sand waterfalls, until you reach a red 
door.
CREATURES>AETHER>GROUND>SURFACE PROWLERS>BRIGZEE

>Temple Access
You're almost there. This hallway contains Shriekbats, small flyers that hang 
from the ceiling and detach to fly at you when you approach. Though you can't 
see them with the Thermal Visor anymore, the Scan Visor still works; it also 
lets you scan one before picking them off with the Power Beam.
CREATURES>AETHER>FLYING>LARGE FLYERS>SHRIEKBAT

>Agon Temple
This huge circular room is the most important in Agon Wastes and your 
destination. You can't do anything in either of the side paths yet, so just 
down and enter the sandy middle area of the Temple. Get ready for an easy boss 
fight!

/CREATURES>AETHER>GROUND>PREDATORS>ALPHA SANDIGGER
|Location>Agon Wastes>Agon Temple
|Difficulty>1/10
|Strategy>The only hard thing about the Alpha Sandigger is scanning it before 
|it's possessed and turns into the Bomb Guardian. After that, fight it like any 
|other Sandigger. Make sure to scan both the sand worm's forms.
|
|CREATURES>DARK AETHER>GUARDIANS>SUB GUARDIANS>BOMB GUARDIAN 
|Location>Agon Wastes>Agon Temple
|Difficulty>3/10
|Spoils>Morph Ball Bombs
|Strategy>The Bomb Guardian is the first of many powerful Darklings that has 
|one of your stolen items. (In this case, the Morph Ball Bombs) It will run 
|(Crawl? Wiggle? Slither?) around the arena and drop Bombs behind it. Use the 
|delay before their explosion to avoid the Bombs. Anyway, at first the only 
|vulnerable part of the Guardian is its glowing tail. (Don't bother when it 
|isn't glowing) Hit the tail with Missiles or a charged Power Beam to damage 
|it. (Be sure to stay close behind it if you're using the Power Beam to make 
|sure you hit the fast-moving creature) After a few hits to its tail, the 
|Guardian's mouth glows and it rears up. Hit the mouth with a charged Beam or a 
|Missile to inflict damage. The only thing you need to worry about is an attack 
|in which the Guardian rears up and fires HUNDREDS of Bombs everywhere-this 
|move is practically impossible to dodge and you WILL take damage. It only uses 
|this move if you wait too long to blast its mouth, however. It should only 
|take about 4 hits to the mouth with a Charge Beam or Missiles to kill the 
\Guardian.

Once the Bomb Guardian is dead, take the item it left behind; it's your Morph 
Ball Bombs!
CREATURES>AETHER>GROUND>PREDATORS>ALPHA SANDIGGER
CREATURES>DARK AETHER>GUARDIANS>SUB GUARDIANS>BOMB GUARDIAN

<MORPH BALL BOMBS ACQUIRED!>

>Expansions Available with the Morph Ball Bombs<
Missile Expansion 3>Temple Grounds>Hive Chamber A
Missile Expansion 4>Agon Wastes>Sand Cache (Must visit Agon Energy Controller)
Missile Expansion 5>Agon Wastes>Transport Center
Missile Expansion 6>Temple Grounds>Hive Chamber B
Missile Expansion 7>Great Temple>Transport B Access
Energy Tank 2>Agon Wastes>Mining Station Access

c. Space Jump Boots (Spjub)

Allowing you to jump on nothing but air, the Space Jump Boots are any 
adventurer's best friend. You'll wonder how you ever got along without them.

>Agon Temple
Use your new Bombs to escape the arena you fought the Bomb Guardian in and use 
the door across from where you first entered the temple. (The two side doors 
are inaccessible for now)

>Controller Access
It's time to use your new ability again. Do a Bomb Jump to reach the Bomb Slot, 
then use it to rotate the room and reveal another doorway.

>Agon Energy Controller
This room, obviously, contains the energy controller of Agon Wastes. Look for a 
small post and scan it to activate an amber hologram of a Luminoth. This 
Luminoth is (or was) the sentinel of the Agon Energy Controller, until the Ing 
invaded and stole the energy. It asks you to recover the energy and updates 
your translator files to let you scan amber holograms. Look for one in a small 
tunnel in this room, then leave and backtrack all the way to Mining Plaza A.
LORE>LUMINOTH LORE>HISTORY>GOLDEN AGE>SAVING AETHER

>Mining Station A
Now that you can scan amber holograms, scan the translator door in Mining 
Station A and get the Missile Expansion. After that, head back to the Mining 
Plaza.

>Mining Station Access
Take a quick detour here to get an Energy Tank. Use a Morph Ball Bomb on the 
stone block in the middle of the tunnel to break it and fall onto a Kinetic Orb 
Cannon below, which blasts you up to the tank. After this, continue back to the 
Mining Plaza.

>Mining Plaza
Remember the amber hologram on top of the central stone pillar? Scan it to add 
more Luminoth Lore to your collection. Also, scan the translator door across 
from the Save Station and enter the Morph Ball tunnel to reach the Map Station. 
Unlike previous ones, it gives you the map for all of Agon Wastes at once. 
Also, scan one of the strange blue trees you find in it. After getting 
everything, go back to Mining Station A and enter the door to Portal Access A, 
where you found the Missile Expansion behind the dead Luminoth.
LORE>LUMINOTH LORE>HISTORY>GOLDEN AGE>PARADISE
RESEARCH>BIOLOGY>PLANTFORMS>BLUEROOT TREE

>Portal Access A
Use the Kinetic Orb Cannons to get over to the other side of this room and use 
the far door.

>Portal Site
This large room contains a mysterious portal...as well as more Pirate Troopers. 
After taking them out, several more appear, and are possessed by dark energy. 
Scan the new monsters, then attack them with Missiles and the Charge Beam. 
Beware; they're much tougher than normal Pirate Troopers. Be sure to scan one 
during the fight. After defeating all the Dark Troopers, go up to the far end 
of the room. Some Luminoth Lore can be found to the left of the ramp, and the 
room's namesake, an unpowered portal, is at the top of it. Look for some Morph 
Ball-sized tracks in the wall, and make sure to scan the Pillbugs inside them. 
(You may need to move around to get one within your line of sight)

Use the now-active Bomb Switch nearby to activate a Morph Ball elevator you can 
use to reach the tracks in the wall. Go through them until you reach an 
obstruction at the end. Bomb it to remove it and cause a large circular lens 
device to rotate into position. Jump to the platform that is now horizontal on 
it and to some more tracks, repeating the process. If you encounter any 
Pillbugs in the Morph Ball indentations, Bomb them once to dislodge and stun 
them, then again to kill them. Keep going along the wall and rotating the lens 
structures until you focus a beam of light that powers the portal. Drop out of 
the tracks and scan the circle with the small hologram in it to activate the 
portal. It charges and creatures a sphere of pulsing dark energy. Samus 
automatically enters it to be transported to Aether's dark side.
CREATURES>AETHER>GROUND>TUNNEL PROWLERS>PILLBUG
CREATURES>DARK AETHER>DARKLINGS>DARKLING OFFWORLD>DARK PIRATE TROOPER
LORE>LUMINOTH LORE>HISTORY>GOLDEN AGE>LIGHT OF AETHER

+----------------+
|DARK AGON WASTES| 
+----------------+

>Portal Site
Just like with your first encounter with Dark Samus, you're now in the twisted 
dark version of Aether. A cutscene plays where Samus notices the strange sphere 
of light around the portal and sticks her hand out of it. Dark globules appear 
on it from the planet's atmosphere. It looks like you'll have to stay within 
the light (or "safe zones") to avoid heavy damage from the air. Besides 
protecting you from Dark Aether's atmosphere, safe zones also slowly heal you 
as you stay within them, reversing the air's effects. Two types of Luminoth 
technology create safe zones: Crystals, which are permanent, and Beacons, 
shining balls of light that must be shot in order to be activated for a short 
time.

Anyway, start by scanning one of the pods around the portal. (You can then 
destroy them to get items) Activate the light portal as you did that dark one 
and scan it for another entry, and as anticlimactic as it is, go into it. In 
the light world, activate and scan the Dark Portal, then go back into it to 
return to where you need to be. Now, it's time to head across the Portal Site. 
(Dark Aether levels have virtually the same layout as Aether ones) Needless to 
say, you should spend as little time outside the safe zones as possible, and 
let them heal you in between. Scan both a Light Crystal and Light Beacon as you 
go, and look for a Bomb Slot at the far left corner. Activating it opens doors 
in both the dark and light worlds, but don't go back just yet. Continue through 
the new path to another room. 
RESEARCH>AETHER STUDIES>AETHER>DARK PORTAL
RESEARCH>AETHER STUDIES>DARK AETHER>LIGHT PORTAL
RESEARCG>BIOLOGY>ING STORAGE>BLADEPOD
RESEARCH>LUMINOTH TECHNOLOGY>LIGHT BEACONS>LIGHT BEACON
RESEARCH>LUMINOTH TECHNOLOGY>LIGHT CRYSTALS>LIGHT CRYSTAL

>Crossroads
This room contains your first dark enemies: Inglets. They are the weakest of 
the Ing race and move around in puddles of darkness, forming to fire goo at 
you. It's easiest to take them out with the charged Power Beam when they form, 
but they can also be targeted manually while in their viscous state. Be sure to 
scan one, and stay in the safe zone as you fight them.
CREATURES>DARK AETHER>ING>INGLET

>Save Station 2
Just like in the light world, this room is a Save Station. Enter the Morph Ball 
and roll through the tunnel to reach it. Be sure to scan one of the bladelike 
Nightbarbs flying overhead.
CREATURES>DARK AETHER>DARKLINGS>DARKLING FLYERS>NIGHTBARB

>Dueling Range
This large area is the parallel of the Mining Plaza, and contains the mainstay 
of the Ing forces-a Warrior Ing. This massive Ing is the one U-Mos showed you 
and is much deadlier than the Inglets. The beast can turn liquid and 
untargetable just like its smaller cousins, but also has powerful melee attacks 
and can fire energy beams at you. You only have to worry about the latter if 
you stay within the safe zone, which you should already have learned to do by 
now. Scan the Ing, then dodge the beams and hit it with charged shots and 
Missiles until it dies. Next, it's time to head up to the higher part of the 
room. To avoid incurring massive damage from the air, wait for a Lightbringer 
to come to you. These light world creatures create a permanent safe zone around 
themselves, allowing you to travel in safety if you stay close to them. While 
following one of the Lightbringers, be sure to scan it-this is your only 
chance. Once you've followed two Lightbringers up the side of the room, you'll 
be close enough to the door.
CREATURES>AETHER>GROUND>SURFACE PROWLERS>LIGHTBRINGER
CREATURES>DARK AETHER>ING>WARRIOR ING

>Junction Site
Ignore the tracks as you roll through the Morph Ball tunnel in this room; you 
won't be able to use them for a long time.

>Judgment Pit
Jump down to the safe zone in this room to engage the next of the Guardians.

CREATURES>DARK AETHER>GUARDIANS>SUB GUARDIANS>JUMP GUARDIAN
Location>Dark Agon Wastes>Judgment Pit
Difficulty>2/10
Spoils>Space Jump Boots
Strategy>The next Guardian is an Ing that has stolen your Space Jump Boots. As 
expected, he's considerably more mobile than a Warrior Ing, but the strategy 
for beating him is much the same. The battle is made considerably easier by the 
fact that you can simply stay in the fairly large safe zone in the center and 
regenerate HP. Anyway, as the fight begins, scan him, then blast the Guardian 
with the Charge Beam or a Missile when he's solid. (You may want to save your 
more accurate Missiles for when his HP is low and he speeds up) Things get 
slightly more complicated when he jumps. He's invincible when he's about to 
jump, in the air, or landing. Don't attack him when he's surrounded by a blue 
field. Besides the traditional lasers (try to keep the Luminoth Crystal between 
you and him), the Jump Guardian's other main attack is a ground quake generated 
when he lands. Keep your distance so you can see the move coming and jump over 
it. You'll have to track him manually when he jumps; lock onto him again ASAP 
when he lands.

After winning, you receive your most useful items ever-the Space Jump Boots! 
Since you already had them in the beginning and the game tells you how to use 
them, I shouldn't have to go into a tutorial.
CREATURES>DARK AETHER>GUARDIANS>SUB GUARDIANS>JUMP GUARDIAN

<SPACE JUMP BOOTS ACQUIRED!>

>Expansions Available with the Space Jump Boots<
Missile Expansion 8>Agon Wastes>Command Center
Missile Expansion 9>Temple Grounds>Temple Assembly Site
Missile Expansion 10>Temple Grounds>Communication Area
Missile Expansion 11>Temple Grounds>GFMC Compound 
Energy Tank 3>Agon Wastes>Bioenergy Production

d. Dark Beam (Drkbm)

It's time to even the odds against the Space Pirates with some of their own 
technology. The denizens of Aether won't stand a chance against you upcoming 
weaponry. To claim it, though, you'll need to face the darkness within (or 
outside?) you.

>Judgment Pit
As usual, it's time to use your new/old item. You're headed to the Dark Agon 
Temple, which is in the same place as on the light world. The layout of the 
room is similar to Mining Station A; use the Space Jump Boots to reach the red 
door and blast it open with a missile.

>Dark Agon Temple Access
Just continue through this room quickly to the Temple itself.

>Dark Agon Temple
The center of the Dark Temple is sealed off by a forcefield, preventing you 
from reaching the Energy Controller yet. Scan the center of the field to learn 
that you need the three Dark Temple Keys to gain entry. The first key is easy 
to get. Turn left and head around the edge of the temple to a door 90 degrees 
around the side.

>Trial Tunnel
This tiny alcove's name is misleading, but who cares-the first Dark Temple Key 
is right in front of you! Don't expect the other two to be as easy. Next, 
return to the Judgment Pit.

>Judgment Pit
Jump down to the safe zone and across to the lower blue door on the opposite 
side. When you shoot the door open, begin charging the Power Beam.

>Portal Access
As you enter this room, blast the Lightflyer with the Charge Beam to create a 
temporary safe zone under it. Space Jump up to it, then continue across to 
return to the Portal Site.

>Portal Site
Space Jump up to the portal and scan the red spot with the small animated image 
in it to activate it. Enter the portal and return to the light world.

+-----------+
|AGON WASTES|
+-----------+

>Portal Site
It's finally time to use the path you opened in the Dark World. Head back to 
the far end of the room and enter the left door.

>Transport Center
Activate another Bomb Slot on the far end of this tall room to open a gate. 
Grab the Missile Expansion that was inside it and continue to Save Station A.

>Save Station A
Roll down the tunnel as you did in the dark world and save, then reenter the 
Mining Plaza and go back to Mining Station A. (The Space Jump Boots make 
navigating the Plaza much easier)

>Mining Station A
Head back up to the sand waterfall on the higher level of ledges in this room 
(the Space Jump makes it easy to get around here) and jump onto the stone 
statue in it. Jump to a tunnel in the wall and follow it to a metal catwalk 
above the waterfall. Scan the Luminoth Lore and the control panel to open a 
gate in front of a door.
LORE>LUMINOTH LORE>HISTORY>DARK AGE>CATACLYSM

>Central Station Access
There are some more Pirate Troopers hanging out in this tunnel. Take them out 
normally, or just shoot the Phazon container they're standing next to.

>Central Mining Station
Players of the MP2 demo should recognize this room. The entrance to the 
Pirates' desert base is here, and as expected it's heavily guarded. You don't 
even have your precious Dark Beam like in the demo to take them out in style. 
(Not yet) The Space Pirates descend on transport skiffs (scan one if you can, 
but don't worry if you miss the chance; there will be more later) and attack in 
three waves. The first two are just normal Troopers; take them out with 
Missiles or charged shot. The Space Jump Boots make dodging even easier. The 
last wave gets into the two Vigilance Turrets on a ledge. Before battling the 
turrets, SCAN ONE!! This is your only chance to do so! After scanning a turret, 
dodge around to avoid the turrets' powerful shots and hit each one with 
Missiles or charge shots until they break down. After winning, break open the 
crates scattered around the room to refill. Once you're ready, press onward 
into the base.
CREATURES>AETHER>MECHANOIDS>STATIONARY>VIGILANCE CLASS TURRET
RESEARCH>MECHANISMS>VEHICLES>PIRATE SKIFF

>Command Center Access
The next door in this room is a new kind that you can't open yet (you expected 
the Pirates to let you in?). To gain access to the Control Center, look around 
for some cracked flooring (it's highlighted by the Scan Visor) and lay a Morph 
Ball Bomb on it. This breaks the panel and lets you drop down below the floor. 
Bomb some crates underneath the locked door to reveal a tunnel that you can 
roll down.

>Command Center
This is it-the center of the Space Pirates' operations. As you roll under the 
floor, watch as some Space Pirates disappear into a Dark Portal-they seem to be 
studying them. Be careful as you roll; in several places, lightning shoots 
between power conduits, and rolling through it hurts. When you reach a fork in 
the path, take the right-hand tunnel to reach a Missiles Expansion, then go 
back and use the left to get to an open pit where you can un-Morph.

Unfortunately, several Pirates stayed behind; take them out first thing. Next, 
start scanning. The Pirate Base is filled with their logs that tell how they 
came to Aether and what they've been doing there. After getting all 5 Pirate 
Logs (and the data on Aether and Dark Aether), scan a panel in the corner near 
the portal alcove to activate an elevator to the second floor. Continue on the 
walkway to a blue door. (Ignore the white one for now, and watch out for the 
Space Pirate in the blue enclosure as you leave)
LORE>SPACE PIRATE LOGS>CYCLE 4>LOG 44681 PHAZON OPERATIONS 
LORE>SPACE PIRATE LOGS>CYCLE 4>LOG 48853 LOCAL CONFLICT
LORE>SPACE PIRATE LOGS>CYCLE 5>LOG 50086 GREAT DISCOVERIES 
LORE>SPACE PIRATE LOGS>CYCLE 5>LOG 54421 RIFT PORTAL 
LORE>SPACE PIRATE LOGS>CYCLE 6>LOG 62217 PHAZON RAIDS
RESEARCH>AETHER STUDIES>AETHER>AETHER
RESEARCH>AETHER STUDIES>DARK AETHER>DARK AETHER

>Security Station B
Your dark Phazon form appears again in this room-on the other side of a door, 
luckily. After she disappears, scan the Pirate Data on the left behind the gate 
and continue down the only other open path.
LORE>SPACE PIRATE LOGS>CYCLE 7>LOG 70136 FEDERATION ATTACK

>Command Center
Take out the other Pirate and scan the computers until you find one that opens 
some blast doors in the main part of the Command Center. Go back through 
Security Station B and through the normal door behind the blast doors.

>Biostorage Access
There are two Space Pirate turrets in here. They're identical to the GF Marine 
turrets except in name; scan on, then take them out with a charged shot or 
Missile each and continue on. Be sure to avoid the laser traps.
CREATURES>AETHER>MECHANOIDS>STATIONARY>HUMILITY CLASS TURRET

>Biostorage Station
Defeat some more Pirate Troopers here before continuing up to the second floor 
of the room. Some old friends are waiting for you-Metroids. Luckily, they're 
kept in tanks so you don't need to fight them, but scan one anyway. Also, look 
around for more Pirate Data before going through the door behind the main 
storage tank.
CREATURES>OFFWORLD>METROIDS>TALLON METROID
LORE>SPACE PIRATE LOGS>CYCLE 6>LOG 63622 THE HUNTER

>Security Station A
Defeat the turret, then trigger the Bomb Slot in this room to rotate a complex 
security lock and expose the next door.

>Bioenergy Production
You'll face more familiar enemies in this massive room-two Flying Pirates. 
(Though they're now Pirate Aerotroopers) They are extremely mobile and will 
strafe around you on their jetpacks while firing barrages of laser bolts and 
missiles. It's best to follow suit; Missiles are the easiest way to hit the 
fast-moving Pirates, though if you time your shot for when they pause the 
Charge Beam also works. Be careful about killing them; they will perform a 
suicide dive at you as they go down. After taking out (and hopefully scanning) 
both Aerotroopers, begin exploring the room.

First, go to the control panel on the narrower end and scan the red part to 
activate some huge storage racks. Cross over to the other side and examine 
these controls. There are three control panels, each with two things to scan. 
Each of the two things either raises or lowers a platform on the corresponding 
storage rack. After getting the hang of the controls, lower one platform on 
your left, two in the middle, and all three on the right. This produces a 
stairway of sorts that you can Space Jump up to reach an Energy Tank. Next, 
reverse the order of the platforms to reach the door.
CREATURES>OFFWORLD>PIRATES>PIRATE AEROTROOPER

>Ventilation Area B
This is a Morph Ball area, with a usual complication: a series of lasers blocks 
your path. The longer path through the room has lasers that only activate 
intermittently; use the Bomb Jump to navigate it and time yourself to avoid 
getting hit by the lasers. Luckily, as you go through this way, you deactivate 
the lower lasers, allowing you to roll through easily on subsequent visits.

>Save Station C
Save your game and scan the Pirate Data here.
LORE>SPACE PIRATE LOGS>CYCLE 6>LOG 67135 SECURITY BREACH

>Sand Processing
Destroy the two Humility Turrets in here first, then look around with the Scan 
Visor to find a weakened wall under one of the destroyed Turrets. Blast through 
with a Missile (make sure you have plenty) and go through the door behind it.

>Main Reactor
There's not much to do here but jump down to the reactor. When you do, your 
darker side appears. It's finally time to battle!

CREATURES>OFFWORLD>DARK SAMUS>DARK SAMUS 1
Location>Agon Wastes>Main Reactor
Difficulty>4/10
Spoils>Dark Beam
Strategy>Dark Samus is a mysterious figure. She's a Phazon-powered doppelganger 
with some powerful attacks and the ability to float in the air. She also seems 
to like the color blue. Although you need only scan her once, the battle has 
two phases. In the first stage, Dark Samus fires Phazon projectiles and a 
shrapnel beam; both are fairly easily dodged, especially with the Space Jump 
Boots. You can also hide behind the pillars in the room to avoid damage. Simply 
blast DS with charged shots and Missiles whenever her blue shield isn't up and 
she isn't glowing (never a good sign). When her HP is lower, she charges with 
Phazon and you enter the second phase. Dark Samus' attacks are stronger now, 
and they can destroy the 4 outer pillars if you attempt to use them for cover. 
She also has a new attack where she enshrouds herself with Phazon and rams you 
hard. (Take cover behind the center pillar) Continue hitting DS with the Charge 
Beam when she's not shielding herself to win. (Missiles no longer work)

After defeating DS (if you didn't scan her, restart from your last save and try 
again), scan some of the Phazon, then take an elevator in the corner up to the 
second floor. Go through the blue door to claim the spoils of your victory.
CREATURES>OFFWORLD>DARK SAMUS>DARK SAMUS 1
RESEARCH>AETHER STUDIES>DARK AETHER>PHAZON

>Storage D
Scan the Pirate Data in here, then get your new item: the Dark Beam! This new 
weapon can rapidly fire bursts of Dark energy that are death to any light world 
enemy. It also has several other uses. Unfortunately, this new Beam has limited 
ammo (only 50 shots), and at the moment you have no way of getting more except 
backtracking all the way to your ship. Conserve your shots well to avoid 
running out. Once you can get more ammo, you can use the charged shot, which 
fires dark goo that entangles anything it hits and does heavy damage.
LORE>SPACE PIRATE LOGS>CYCLE 6>LOG 69898 SHADOW WAR

<DARK BEAM ACQUIRED!>

>Expansions Available with the Dark Beam<
Missile Expansion 12>Agon Wastes>Storage B (off Biostorage Station)
Missile Expansion 13>Dark Agon Wastes>Warrior's Walk (having more Energy Tanks 
and Dark Suit recommended)
Missile Expansion 14>Dark Agon Wastes>Ing Cache 4 (off Dueling Range)
Energy Tank 4>Agon Wastes>Mine Shaft

e. Light Beam (Litbm)

Where there is dark, there is always light. (Well, maybe not) Your days of 
struggling against the Ing and their Darkling hosts will soon be over.

>Storage D
Test out your new weapon by opening the now-Dark Door with it.

>Main Reactor
Open the gate blocking you off from the rest of the second floor by hitting the 
white crystal with a Dark Beam shot. Use the door up here you haven't before to 
reach the other side of Security Station B. Open these gates in the same way 
and return to the Command Center.

>Command Center
Some new Pirates await you here-Grenadiers. They can fire explosive grenades at 
you, so stay at a distance. Your new Dark Beam can quickly defeat them. After 
they go down, it's time to return to the Dark World. If you've been reading the 
Pirate Logs (recommended), you'll probably know that they use the Dark Beam to 
power the Dark Portals. To do so, simply fire it at the portal in the alcove to 
activate it and step through to return to Dark Aether.
CREATURES>OFFWORLD>PIRATES>PIRATE GRENADIER

+----------------+
|DARK AGON WASTES|
+----------------+

>Doomed Entry
You're now in an entirely different part of Dark Agon Wastes. This room barely 
resembles its light world counterpart, but evidence of the Space Pirates is 
still here. Floating above you are Dark Preeds, tougher versions of poison-
filled robots used by the Space Pirates. Make sure not to step into the cloud 
they leave behind upon dying, or you'll lose HP even faster. Next, look around 
for some more scans. You'll come across Crystals that have been covered in dark 
ooze, nullifying their effects. They count as new log entries, so scan them. 
There are also Nullified Beacons, but you won't find any; create one by 
shooting a Beacon with the Dark Beam. Next, look for a carving highlighted red 
by the Scan Visor. (It's visible from the other side of the room where you 
start out) Blast it open with a Missile and scan the crystal underneath, then 
shoot it with the Dark Beam to lower the platform it's embedded in. Shooting 
the crystal also activates a Light Crystal on top of the platform, letting you 
freely stand on it. First, jump over to get your second Temple Key in plain 
sight, then to the Dark Door across from the platform.
CREATURES>DARK AETHER>DARKLINGS>DARKLING OFFWORLD>DARK PREED
RESEARCH>LUMINOTH TECHNOLOGY>LIFT CRYSTALS>LIGHT LIGHT CRYSTAL
RESEARCH>LUMINOTH TECHNOLOGY>LIGHT BEACONS>NULLIFIED BEACON
RESEARCH>LUMINOTH TECHNOLOGY>LIGHT CRYSTALS>NULLIFIED CRYSTAL

>Oasis Access
You'll fight another Warrior Ing in this hallway. Don't even think of using 
your Dark Beam on it; it does so little damage, you'll just be wasting ammo. 
Take it out the same way as the last time and continue on.

>Dark Oasis
There isn't really much to do here except fight off a few Inglets. Go to the 
right as you progress through the room to a door.

>Hall of Stairs
This room is misnamed; there are no stairs in sight. Instead, there is a pillar 
with another crystal on it. Hit the crystal with the Dark Beam to lower the 
platform (scan it afterward) and use it to reach the door on the high end of 
the room.

>Bitter Well
It's Morph Ball time again. Quickly get into the light bubble and Bomb Jump to 
the upper ledge. To cross the Phazon pit in the middle, lay a Bomb while 
sitting on the ledge, then push the control stick to the right as it explodes. 
If you mess up, get out of the Phazon FAST and try again. (Let the Light 
Crystal heal you if necessary)

>Phazon Site
This is the dark version of the Bioenergy Production room, and is just as big. 
Descend to the ground level on the Light Crystal-equipped elevator for 
starters. The room is filled with Phazon, and you must scan three panels to 
open the far door. The panels are more easily found (and used) with the Scan 
Visor; one is on a low ridge you can jump to, another is hidden behind some 
crates, and the last is on a ledge. (Use some floating platforms to get to it) 
As usual, stay out of the atmosphere as much as possible, and avoid the Phazon 
at all costs. Once you've scanned all 3 panels, the door across from where you 
entered opens.

>Watering Hole
Get to the Nullified Crystal and shoot it to purify it first thing. This room 
contains more Lumites, but they seem to be able to feed off the protective 
bubble and become invisible, making them extremely tough to kill. Look for the 
circles that they create from feeding off the bubble and use your radar to find 
them when they move. Once the Lumites are gone (or you've gotten sick of 
getting hit from nowhere), jump across some more platforms to the exit. (Scan 
one of the large toxin-spewing things here)
RESEARCH>BIOLOGY>DARKLINGS>INGCLAW

>Feeding Pit
As usual, get to a safe zone and take out the Nightbarbs. (Or at least, a good 
deal of them) To reach the door leading to your next weapon, you need to shoot 
two Light Lift Crystals with the Dark Beam. Try to stay within the safe zones 
as you do so. Once they're both down, you can Space Jump to the door. (It's the 
other one not leading to the Doomed Entry)

>Ing Cache 1
Luckily for your, the Ing aren't as good at guarding their valuables as the 
Space Pirates. The Light Beam, your next beam weapon, is lying in easy reach 
here. This new beam is a lethal weapon against the Ing and their Darkling 
hosts, dealing massive damage and setting them on fire. The Beam's charged shot 
uses 5 ammo units to fire at least as many light shots in a spread. Even 
better, enemies and storage units destroyed by the Light Beam drop Dark Beam 
ammo and vice versa, allowing you to get all the ammo for both Beams you need. 
With these two new weapons in tow, it's time to finish off Agon Wastes.

<LIGHT BEAM ACQUIRED!

>Expansions Available with the Light Beam<
Missile Expansion 15>Sky Temple Grounds>Plain of Dark Worship (dark version of 
Temple Assembly Site)
Beam Ammo Expansion 1>Agon Wastes>Central Mining Station

f. Dark Suit (Drkst)

It's finally time to do something about the atmosphere of Dark Aether. Once you 
conquer the Dark Agon Temple, you'll be able to brave its poison 
fearlessly...almost.

>Ing Cache 1
Now, leave the room and go to the Feeding Pit.

>Feeding Pit
With your awesome new, Plasma Beam-like weapon, you can open the white door in 
this room.

>Feeding Pit Access
Before blasting the Weblings away in this hall with the Light Beam, make sure 
to scan one-they are missable.

>Doomed Entry
You're right back where you started, but it isn't time to head back to the 
light world yet. (In fact, you can't) It's time to see what your new Beam does 
to Crystals and Beacons. Try it out by shooting both; it energizes the 
protective field, instantly killing any Ing that touch it. (This is an 
excellent trick later on with Beacons; this also makes them stay active for 
longer) Scan both of the Energized objects, and stock up on Light Beam ammo by 
shooting the Bladepods with the Dark Beam. When you're ready, jump to the ledge 
with the dark door (where you found the Dark Temple Key) and go through it.
RESEARCH>LUMINOTH TECHNOLOGY>LIGHT BEACONS>ENERGIZED BEACON
RESEARCH>LUMINOTH TECHNOLOGY>LIGHT CRYSTALS>ENERGIZED CRYSTAL

>Double Path
You're on the upper level of this aptly named hallway. Rush through to the next 
big room, making sure you're at full health or so.

>Battleground
Can you guess what you'll be doing here? As you approach the final Dark Temple 
Key lying in the middle of the area, some Ing take it! Looks like it's time 
to...well, you know. Before going any further, be SURE you don't miss one of 
the most diabolical scans alive: the Ing Webtrap covering the dark door below 
the one you entered in. It's extremely unobvious that you need to scan it, and 
it disappears after the fight! Dash out and try not to get hurt too much as you 
get the scan, then return to the safe zone and get fighting. This time, you 
must fight several Ing Warriors. Luckily, you have the Light Beam to even the 
odds. Test out your powerful new weapon on them to win in no time. After 
winning, the final Dark Temple Key is yours! Go back through the dark door that 
was covered by the Ing Webtrap.
RESEARCH>BIOLOGY>DARKLINGS>ING WEBTRAP

>Double Path
The power part has some new enemies, Darkling Tentacles. Lock onto each one and 
hit it with a Power Beam shot to make it retract, then jump past it over the 
acid.
CREATURES>DARK AETHER>ING>DARKLING TENTACLE

>Doomed Entry
Head back to the Dark Oasis from here.

>Dark Oasis
Look for a light door in here and open it. (It's to the left as you enter)

>Ing Cache 3
This room contains an Ammo Station, which refills your Beam Ammo and Missiles. 
How handy. Next go back to Dark Oasis.

>Dark Oasis
Go around to the other side of the room and use the Light Beam to activate the 
portal here. As usual, use it to return to Aether.

+-----------+
|AGON WASTES|
+-----------+

>Main Reactor
Consider going to the nearest Save Station after all your progress, then go 
back through the Command Center to Biostorage Station. (If you didn't already 
get the Expansion near there)

>Biostorage Station
Metroids on the loose! All the subjects in Biostorage have escaped! It's time 
for some good old fashioned Metroiding. Since you don't have the Ice Beam, use 
the charged Dark Beam; it works just as well. After freezing each Metroid, 
blast it with a Missile as usual. After winning, use the dark door to reach 
Storage B, which contains a Missile Expansion. Next, return to the Command 
Center.

>Command Center
It's time for one more expansion, which will be vital for fighting the Dark 
Temple Guardian. Use the elevator to reach the upper walkway and go through the 
light door above the dark one. (There's a double path here too) This leads out 
to...

>Central Mining Station
You're now on the ledge with the two Vigilance Turrets! Get into the left one 
and start blasting. Shoot the large, vertical, spinning wind turbines, three 
generators on ledges and under the Skiffs, and two Pirates that appear. After 
blasting everything, jump across the inactive Pirate Skiff to the left (scan it 
if you didn't before) and then across two platforms on pillars to the other 
side of the area. Continue through a small cave (scan the Pirate Data in the 
computer) to a forcefield. The Beam Ammo Expansion is behind it, but you can 
roll through the small tunnel to reach it. Scan the Keybearer once you're in as 
well. Anyway, this expansion gives you 50 more Light and Dark Beam ammo! You'll 
need it for the upcoming Guardian. Now, return to the Portal Site. (You'll 
fight some Pirate Aerotroopers in Mining Station A on the way)
LORE>LUMINOTH LORE>KEYBEARER LORE>CADRE 1>J-STL'S TESTAMENT
LORE>SPACE PIRATE LOGS>CYCLE 7>LOG 71599 TWO HUNTERS

>Portal Site
As usual, scan the icon on the portal to activate it and go to the dark world.

+----------------+
|DARK AGON WASTES|
+----------------+

>Portal Site
Now, go back to the Judgment Pit. (Where you fought the Jump Guardian)

>Judgment Pit
Stock up on Light Beam ammo, making sure that you have all 100 shots. Use the 
Save Station behind the dark door above the one you likely entered through, 
then make your way to the door to the Dark Agon Temple.

>Dark Agon Temple Access
Stop here for another Energy Tank...just kidding, there's never anything to do 
here. Just keep going to the Temple.

>Dark Agon Temple
Step into the light ahead of you to place the three Keys and open the door to 
the Temple itself. As you jump down to the huge sandy pit, get ready for your 
biggest fight yet... 

/CREATURES>DARK AETHER>GUARDIANS>AMORBIS>AMORBIS 1
|Location>Dark Agon Wastes>Dark Agon Temple
|Difficulty>3/10
|Strategy>Amorbis is the first true boss of the game, a giant sandworm that 
|dives in and out of the arena. Make sure you have a full complement of 
|Missiles and Light Beam ammo going into this fight; that will make it much 
|easier. Anyway, stay within a safe zone as much as possible, except when 
|Amorbis forces you to flee. As Amorbis dives in and out of the sand, track him 
|with your radar. (Make sure to flee if he's right under you) Once he emerges 
|from the sand, lock on and hit him with 1 or 2 missiles. With almost every 
|hit, the monster drops refills; be sure to grab them to keep supplied. Repeat 
|this until he turns blue and attaches himself to the sphere in the middle of 
|the arena. Scan this new form of Amorbis (as well as the old form later, if 
|you didn't already) and move onto phase 2. Also, note that after you finish 
|phase 2 with one Amorbis, another will appear and you'll repeat both phases. 
|After this, you must defeat 3 sandworms in both phases to secure victory.
|
|CREATURES>DARK AETHER>GUARDIANS>AMORBIS>AMORBIS 2
|Location>Dark Agon Wastes>Dark Agon Temple
|Difficulty>2/10
|Spoils>Dark Suit, access to Dark Agon Energy Controller
|Strategy>The second form of Amorbis is the easier, no matter how many of him 
|there are. Staying in a safe zone, lock onto the head of Amorbis as he latches 
|onto the center sphere (that thing must be packed with caffeine or something). 
|Whip out the light beam and fire a charged shot when you're sure it will hit. 
|If all the beams hit his head, its armor breaks off. If not, fire a few single 
|shots. (Save your missiles for phase one) Once a head's armor is removed, it 
|activates some blue suction. (And drops more refills) Enter Morph Ball mode 
|and let it suck you in, then detonate a Bomb in the creature's mouth to 
|eliminate it. If you're fighting 2 or more worms, repeat this easy process 
\for all of them.

After winning the arduous battle, you get a much-needed costume change: the 
Dark Suit! Besides looking disputably awesome, the suit also reduces the damage 
you take from Dark Aether's atmosphere to about 1/5 the original rate so that 
you lose energy as fast as you gain it in safe zones, letting you stay outside 
them for longer. Next, go to the door across from where you entered to claim 
your real prize.
CREATURES>DARK AETHER>GUARDIANS>AMORBIS>AMORBIS 1 
CREATURES>DARK AETHER>GUARDIANS>AMORBIS>AMORBIS 2

<DARK SUIT ACQUIRED!>

>Expansions Available with the Dark Suit<
Missile Expansion 16>Torvus Bog>Forgotten Bridge
Missile Expansion 17>Torvus Bog>Portal Chamber (must reach through dark world)
Energy Tank 5>Torvus Bog>Temple Access

>Dark Controller Access
This room uses a huge lock to restrict access to the Ing's precious Energy 
Controller. To get past, get into the Morph Ball and Bomb Jump to the bomb 
slot. Lay a Bomb in it to rotate the outer wall of the room so that the opening 
is over the door to the Energy Controller.

>Dark Agon Energy Controller
Approach the dark Energy Controller to trigger a cutscene and steal the 
region's energy. (And change the atmosphere from purple to red) Now, it's time 
to get out of here! Leave and head for the Portal Site. (Perhaps in response to 
your energy theft, Warrior Ing are out in force in Dark Agon Temple and 
Judgment Pit)

>Portal Site
There are more Dark Pirate Troopers in this room guarding the home stretch 
before you escape to Aether with the energy. Take them out with the Light Beam, 
but make sure to get the scan if you didn't already. Once they Troopers are 
defeated, return to the light world. 

+-----------+
|AGON WASTES|
+-----------+

Now, it's time to...uh...what was it? OH, right, return the energy and save 1/3 
of the world! Go to the Agon Energy Controller (in the same place as the dark 
one, and accessed in the same way) and return the lost energy. It surges up in 
a huge energy ball above the Controller and shoots a beam of light to the Main 
Energy Controller as U-Mos watches in excitement. Now that the Agon Temple has 
been restored, head back to the Main Energy Controller for your next 
assignment. (Now is also a great time to get any Expansions you've skipped)

II. Torvus Temple
g. Super Missile (Sprms)

Ah, the Super Missile? Where would Samus be without your ridiculous firepower? 
Merging the Power Beam and Missile Launcher creates an explosive to be reckoned 
with, and a powerful weapon against the creatures of Torvus Bog.

+------------+
|GREAT TEMPLE|
+------------+

>Main Energy Controller
When you speak to him, U-Mos thanks you and tells you of your next mission: to 
restore energy to Torvus Temple, which lies in the middle of Torvus Bog. After 
speaking with him, return to the Temple Sanctuary and go through the amber 
translator door.

>Transport C Access
The only thing of note in this hallway is a new enemy, the 
*coughpulsebombucough* Harmony Class Drone. Scan on, then take them out with 
any *coughwavebeamcough* weapon. Beware; they get pulled toward you when you 
charge a Beam near them. Take both Drones out and use the transport beyond 
them.
CREATURES>AETHER>MECHANOIDS>SMALL>HARMONY CLASS DRONE

+--------------+
|TEMPLE GROUNDS|
+--------------+

>Meeting Grounds
After a whole level of freedom from the annoyance, War Wasps are back with a 
vengeance. If you can, don't even waste Missiles on the hives; just get the 
Luminoth Lore to the left and then go across the smooth section of ground and 
down a winding tunnel to the next area.
LORE>LUMINOTH LORE>HISTORY>DARK AGE>AGE OF ANXIETY

>Hall of Eyes
This mid-sized, aptly named room is filled with red Luminoth "eyes" on the 
walls...as well as more stupid War Wasps. The next door is sealed with a green 
blast shield, so you'll have to find another way around. Switch to the Dark 
Beam and blast some of the pots for Light Beam ammo, then use it to activate a 
portal on the upper part of the room and enter the dark world.

+------------------+
|SKY TEMPLE GROUNDS|
+------------------+

>Base Access
The dark version of the Hall of Eyes also has blue and green doors, but they 
have switched places. Head through the now-blue door to the dark version of the 
next room.

>Abandoned Base
You'll face some new enemies here: Corrupted Sentreyes. They should be familiar 
to MP1 players; they shoot laser beams in a pattern out and damage you if you 
run into the beams. They can be stunned by a direct Power Beam hit, but not 
destroyed. Hurry along this long hallway to an alcove on the other end. Get 
into the Morph Ball and ride the right-hand piston up to a Bomb Slot. Bomb it 
to release a trigger that blocks your path. Go back down and ride the other 
piston up, rolling as far around as you can to the third Bomb Slot from the 
right. Roll back and Bomb the slots from left to right. Once all 4 have been 
triggered, the gondola in the middle of the room is activated.

When you jump onto it (luckily, it has a safe zone on it), you enter a minigame 
of sorts. Your movement is disabled, so you must use the control stick to aim 
as you ride the gondola. Swarms of Nightbarbs will attack you several times 
during the ride. Rapid-fire the Power Beam to take out as many as possible. One 
you reach the end of the line, jump to the portal in plain sight and return to 
the light world.
CREATURES>DARK AETHER>DARKLINGS>DARKLING MECHANOIDS>CORRUPTED SENTREYE

+--------------+
|TEMPLE GROUNDS|
+--------------+

>Path of Eyes
You're back in the light world, on the other side of the green door. Neat, huh? 
Didn't think so. Anyway, make your way through the Path, defeating some Dark 
Pirate Troopers and shooting the crystals with the Dark Beam to move blocks 
along your way. (One reveals another green door, but don't count on using it 
anytime soon) Once you reach the end, don't leave just yet. Look for a small 
hole to the left and roll through it. In the alcove you emerge in, scan the 
Luminoth Lore and shoot the crystal with the Light Beam to create a nifty 
shortcut through the room. Then roll back through and leave.
LORE>LUMINOTH LORE>HISTORY>DARK AGE>THE WORLD WARPED

>Torvus Transport Access
You're almost there. Don't bother fighting the War Wasps-just run along the 
ledge to the door.

>Transport to Torvus Bog
Like before, scan the panel next to the elevator to activate it and step into 
the hologram to enter a new world...or at least, a new area.

+----------+
|TORVUS BOG|
+----------+

>Transport to Temple Grounds
As you'll soon enough see, Torvus Bog is a waterlogged swamp filled with rusty 
technology and dangerous creatures. For now, scan the native storage plantforms 
and continue through the door to experience more of the swamp. (Stand back when 
shooting them; they are filled with poison gas as well as refills)
RESEARCH>BIOLOGY>PLANTFORMS>TORVUS BEARERPOD

>Temple Transport Access
For now, just scan the hanging native storage plantforms and keep going through 
the soggy hallway.
RESEARCH>BIOLOGY>PLANTFORMS>TORVUS HANGING POD

>Torvus Lagoon
This larger room is your first taste of Torvus Bog. It's a mix of overgrown 
plant life and a pool of murky water added to by pouring rain. Look around for 
another Keybearer to scan as you enter. As you approach the lagoon, you'll 
likely confront some helicopter-like enemies called Shredders. They will chase 
you down and attempt to use a kamikaze attack. Make sure to scan one (they are 
missable scans), then destroy them by setting off an explosive chain reaction 
with a Missile. Next, save in the Station behind the red door if you wish and 
test the water. Samus' movement and vision are severely restricted in water; 
luckily, her beams still work perfectly. Scan some of the fish as you make your 
way around the roots to a dark door.
CREATURES>AETHER>AQUATIC>SMALL AQUATIC>HYDLINGS
CREATURES>AETHER>FLYING>LARGE FLYERS>SHREDDER
LORE>LUMINOTH LORE>KEYBEARER LORE>CADRE 1>S-DLY'S TESTAMENT

>Path of Roots
Just use the Morph Ball to roll under the metal structure and resurface. Turn 
around to scan some Luminoth Lore before going through the door.
LORE>LUMINOTH LORE>HISTORY>DARK AGE>THE ING ATTACK

>Great Bridge
It's easy to see how this area got its name; a large bridge spans the entire 
room. Soon after entering the room, annoying, cloaking creatures (Shriekers) 
that briefly appear in the air to fire projectiles at you. After managing to 
scan one, you can either try to hit them with the Dark Beam as they appear or 
just ignore them and make for the red door in the corner. Make sure to get 
around to scanning one of the red, eye-like things on the wall.
CREATURES>AETHER>FLYING>LARGE FLYERS>SHRIEKER
RESEARCH>LUMINOTH TECHNOLOGY>UTILITY CRYSTALS>SENTINEL CRYSTAL

>Portal Chamber
Use the Morph Ball to pass through this room without trouble. (You can later 
come to the dark version of this room to get a Missile Expansion, but that's 
another story)

>Torvus Lagoon
You're now on a metal walkway above the lagoon. Or at least, you will be when 
you scan a panel to set things up. You can now jump to the walkway from the 
shore. Continue along it to a light door on the other side.

>Forgotten Bridge
You'll face some of your toughest enemies yet in this large, misty area: 
Grenchlers. These two-legged predators are armed with sharp teeth and claws, 
lightning breath, and terrible hit detection allowing them to damage you by 
attacking within about 3 feet of you. Their attacks are both very damaging and 
hard to dodge, and Grenchlers are hard to take down. They're defeated similarly 
to Baby Sheegoths in Metroid Prime; only their backs are vulnerable to attack. 
Keep dashing around one while trying to avoid the other (expect to take lots of 
damage) until you can get around to its back. (It stops turning while 
attacking) Charge the Dark Beam during this and unload an Entangler on its 
back. This not only freezes it, but also destroys the shell protecting its 
back. Shoot 2 or 3 more shots at the creature's back to kill it, then repeat 
for the other one.

Once you defeat both Grenchlers, scan one of the gas-filled plant things around 
the central pillar, then climb up the circular platforms on the pond across 
from where you entered. On a metal ledge, you'll see a Bomb Slot in flux; like 
in the Portal Site, most of its molecules are in the dark world. Cross the 
Forgotten Bridge to a dark portal and use it.
CREATURES>AETHER>GROUND>PREDATORS>GRENCHLER
RESEARCH>BIOLOGY>PLANTFORMS>BLOATSAC

+---------------+
|DARK TORVUS BOG|
+---------------+

>Dark Forgotten Bridge
As if regular Torvus Bog wasn't disgusting enough. Anyway, cross the bridge and 
use the fully functional bomb slot to rotate the bridge in both worlds. 
Unfortunately, this also prevents you from using it to reach the portal again. 
Jump down to the ground floor (stay out of the purple water!) and make your way 
to some mushroom platforms under the portal letting you jump up to it. On your 
way, get a few more scans.
CREATURES>DARK AETHER>DARKLINGS>DARKLING AQUATIC>DARK PHLOGUS
RESEARCH>BIOLOGY>ING STORAGE>INSPHERE CACHE
RESEARCH>LUMINOTH TECHNOLOGY>UTILITY CRYSTALS>DARK SENTINEL CRYSTAL

+----------+
|TORVUS BOG|
+----------+

>Forgotten Bridge
Upon returning, you're confronted with another deadly duo of enemies: Dark 
Pirate Commandos. These are Ing-possessed versions of the most elite Pirates; 
they can fire EMP grenades and globs of poison, as well as vanish from 
timespace and reappear elsewhere. Luckily for you, they don't seem to notice 
you until they jump down to confront you. Stand up by the portal and scan one, 
then wait for them to leave. (Don't worry, you'll get plenty of chances to 
fight them later...*shudder*) Once the Commandos leave, you can reach the 
bridge again by jumping to another ledge on the wall first. Once you're back on 
the bridge, go for the newly accessible door. (The one with the easy Missile 
Expansion in front of it)
CREATURES>DARK AETHER>DARKLINGS>DARKLING OFFWORLD>DARK PIRATE COMMANDO

>Abandoned Worksite
Before using the old Morph Ball tracks in the walls, jump down to the water. A 
new enemy lies dormant on the walls. The Sporb will attack you as you traverse 
the wall in Morph Ball form, but is invincible until then. Scan it, then jump 
back to the ledge you entered on and get into the Morph Ball track. Once the 
Sporb wakes up and begins attacking you, quickly drop off the wall, unmorph, 
and destroy it with the Dark Beam. After the Sporb is eliminated, resume your 
Morph Ball journey to the far ledge in the room and through a tunnel to the 
near-symmetrical other side of the room. From here, go to the next door and 
leave the Worksite.
CREATURES>AETHER>GROUNDS>PREDATORS>SPORB

>Great Bridge
Scan the panel you enter next to in order to activate a Kinetic Orb Cannon 
across the room. Jump over to the cannon (avoid the Shriekers) and use it to 
reach the Great Bridge. While crossing it, watch for Shriekbats and enter the 
dark door.

>Temple Access
You'll probably want another Energy Tank before entering the Temple, won't you? 
Right. Bomb the round circle on the ground here to fill through to a lower 
passage containing the Tank. If you get it, you'll have to return to the Great 
Bridge and get onto the bridge again to be back on the top of the Temple 
Access. Anyway, continue along the narrow hallway to the next dark door.

>Torvus Temple
This huge, spherical room is the center  of the fading Luminoth civilization 
here, and the location of the powerful Super Missiles. To get your next weapon, 
though, you'll first need to take out a full Pirate attack force. The first 
wave consists of a skiff carrying a Pirate Trooper, as well as two 
Aerotroopers. Use the Dark Beam liberally to take them out. (Missiles may be 
better on the agile Aerotroopers) Next, several more Pirate Troopers show up. 
Use the Dark Beam some more to eliminate them. (if you need some ammo, shoot 
the crates strewn about the huge room with the Light Beam) Once all the Pirates 
are dead, the Super Missile appears in the middle. In case you didn't play 
Metroid Prime, the Super Missile fires a massively powerful projectile that 
packs the power (and ammo usage) of 5 Missiles into one shot. Though it don't 
home in like a regular Missile, it is incredibly powerful when used well. 
besides being awesomely powerful, the Super Missile is also used to destroy 
green blast shields.

<SUPER MISSILE ACQUIRED!>

>Expansions Available with the Super Missile<
Missile Expansion 18>Torvus Bog>Underground Tunnel

h. Boost Ball (Bstbl)

Once you have the Boost Ball, you can traverse Aether in speed and 
style...provided you encounter no bumps, hills, sudden turns, or doors.

>Agon Temple
Now, use the elevator across from the entrance to climb to a door high on the 
temple's wall. Try out your new explosives by blasting open the green door at 
the top and go through.

>Controller Access
Unlock the way to the Energy Controller exactly as before.

>Torvus Energy Controller
Scan the hologram in front of the energy controller to meet the last guardian 
of Torvus Bog...or at least a recording of him. After telling you about his 
last moments during the Ing invasion, the sentinel upgrades your translator 
module to let you open emerald translator doors. Scan the nearby emerald 
hologram to download some Luminoth Lore, then leave and return to the Great 
Bridge.
LORE>LUMINOTH LORE>CONFLICT>FIRST PHASE>DARK AETHER

>Great Bridge
Open the emerald translator door behind the Kinetic Orb Cannon in here.

>Torvus Map Station
Finally, a map station! As usual, step into the hologram to download the map of 
Torvus Bog. Note that there seems to be a huge, ringlike structure of rooms 
linked by Morph Ball tunnels below the main part of Torvus Bog...what could it 
be? Also, there are a few rooms below Torvus Temple. In case you haven't 
already explored them, go back to the Temple.

>Torvus Temple
Scan the hologram in the middle of the Temple to activate an elevator leading 
to the room below and use it. Note the green door behind you; it leads to the 
lower part of the Temple Access. The Morph Ball tube across from it leads to a 
green door to an elevator that can take you to the huge ring structure below 
the bog, but don't use it yet. Instead, go through the tunnel to the right of 
that one.

>Underground Tunnel
Right off the bat, get the Missile Expansion under the grate you enter standing 
on with the Morph Ball. Now, proceed down the tunnel, entering the small 
waterway with the Morph Ball. watch for two Sporbs that will attack as you 
exit; defeat them with the Dark Beam as usual. Look for some Luminoth Lore as 
you come to the light door exit.
LORE>LUMINOTH LORE>CONFLICT>FIRST PHASE>OUR WAR BEGINS

>Torvus Grove
As you enter this room, you'll face some powerful new enemies: Pirate 
Commandos. (Maybe not so new; they're the normal versions of the Dark Commandos 
you mat earlier) This elite Pirates have been trained specifically to fight 
you, and they boast some powerful weaponry to do so. They can fire a powerful 
laser cannon at you, or an EMP grenade that creates static in your visor. They 
also carry energy scythes and a limited-use shield to block your attacks. Make 
sure not to attack them while their shield is up. The Super Missile can do 
massive damage to a Commando, but the Entangler works even better. Never stop 
moving to dodge most of their attacks, especially the EMP grenade. You can also 
lure them close to the Phazon in the center and shoot it to inflict lots of 
damage on them. After the Commandos are gone, the shields on the doors go down, 
letting you pass through the one across from the first.
CREATURES>OFFWORLD>PIRATES>PIRATE COMMANDO

>Meditation Vista
Use the portal on this not-so-scenic ledge to enter the dark world.

+---------------+
|DARK TORVUS BOG|
+---------------+

>Gloom Vista
Reenter the dark version of Torvus Grove from here.

>Polluted Mire
You'll face an annoying new enemy in the Polluted Mire: Metroid Prime! Oh, 
wait, I mean Hunter Ing. I hope I didn't cause any nervous breakdowns. Anyway, 
Hunter Ing are unlike any you've faced before. They're ethereal floating Ing 
with 4 long tentacles they use to whip you. Even worse, they can phase in and 
out of timespace to become impossible to hit and target. The Lightburst works 
well against them, but you need to be up close and fire as soon as they phase 
in to avoid hitting them. A better plan is to lure them near the Beacon in the 
middle and shoot it with the Light Beam to instantly destroy any Ing near it.

After the Hunter Ing are defeated, begin scaling the platforms around the room 
and central tree. Keep climbing to a dark door.
CREATURES>DARK AETHER>ING>HUNTER ING

>Dark Falls
Make sure to use the Save Station in this room. You'll probably be returning to 
it a few times.

>Dark Forgotten Bridge
Go along the path here (note the half-phased mechanism on the way) above the 
swamp.

>Dark Arena Tunnel
As you roll along the blocks in this tunnel, they disappear under you. Bomb 
Jump the rest of the way up.

>Dark Torvus Arena
As you jump down to the safe zone in the middle of this tall room, you see what 
looks like a dark version of your Morph Ball zoom through a hole in the wall. 
Use the safe zone to get up to full health and roll through to begin the 
toughest battle in the game. 

CREATURES>DARK AETHER>GUARDIANS>SUB GUARDIANS>BOOST GUARDIAN
Location>Dark Torvus Bog>Dark Agon Temple
Difficulty>10/10
Spoils>Boost Ball
Strategy>Most people, including me, will agree that the Boost Guardian is the 
hardest boss in the game. This Warrior Ing uses the Boost Ball ability to 
pummel you with powerful attacks at rapid speed, and even worse, there is no 
safe zone in the room to take shelter in. Contrary to what I often say, don't 
scan the creature as the fight begins and make sure to come in with a full 
complement of 5 Energy Tanks and 100 Light Beam ammo units. Every second counts 
here; as soon as the fight begins; charge up a Light Beam shot and quickly hit 
him with it at close range to inflict decent damage. As soon as you fire one 
shot, charge another. If the Guardian is in puddle form when you finish 
charging, don't wait; manually aim at the puddle and hit it. If you're good, 
you should be able to hit him with 3 Lightbursts before he goes into Boost mode 
and the real chaos begins. Other guides may tell you to enter Morph Ball mode 
as well at this point, but I think it's best to stay in first-person mode. He 
will begin boosting and rocketing around the circular arena, bouncing off 
walls. (Maybe he stole some of Amorbis' caffeine) Try to keep track of the 
Boost Guardian as he rockets around and Space Jump over his attacks, but expect 
to be hit. Also, try and scan him while he's in this form. After a few boosts, 
he goes into an unusual grey-red puddle form. Go into Morph Ball mode and drop 
some Bombs on the puddle (it always follows you) to make him get back to 
boosting. It's best to jump over the puddle and enter the Morph Ball as you 
land; if you simply enter it while standing, you'll get pummeled by the puddle 
before you can escape. After this, avoid some more boosting and repeat. You 
have to Bomb the new puddle form 3 times to make the Guardian return to his 
normal form. As soon as he does, IMMEDIATELY charge the Light Beam some more 
and hit him as rapidly as you can; you can't afford to get hit by too many 
Boosts. It should take about 5-9 Lightbursts to take the Boost Guardian out, 
depending on how many of the shots hit him. (Blast him from as close as 
possible) The only other complications are the Inglets that appear periodically 
around the arena. They are blessing in disguise; a single Light Beam shot fells 
them and they will almost always drop precious energy. Also, if the Boost 
Guardian rams into one of the 4 pillars in the room, an Ultra Energy will 
appear; grab it quickly to help stay alive.

After finally defeating the Boost Guardian (you'll probably die several times 
on him), you get the hard-earned Boost Ball! This upgrade lets you use a burst 
of speed while in Morph Ball mode, which will come in handy soon.
CREATURES>DARK AETHER>GUARDIANS>SUB GUARDIANS>BOOST GUARDIAN

<BOOST BALL ACQUIRED!>

>Expansions Available with the Boost Ball<
Missile Expansion 19>Dark Agon Wastes>Crossroads
Missile Expansion 20>Torvus Bog>Plaza Access
Missile Expansion 21>Torvus Bog>Hydrodynamo Station

i. Seeker Missile Launcher (Skrml)

Firing one Missile at a time is so out of date these days. Blasting five 
targets at once is truly the way to go.

>Dark Torvus Arena
Now, leave the circular arena where you fought the Guardian and go to the main 
part of the arena. You appear to be trapped here; it's time to use your new 
upgrade to escape. Get into the Morph Ball and use the rounded floor and walls 
like a half-pipe, using a Boost whenever you roll across the middle to boost up 
the wall. Try to stay within the safe zone as much as possible while doing 
this. Using this method, get the first Dark Temple Key in an alcove high on the 
wall. Next, use the technique to get enough height to reach the ledge you 
started on and leave. In the Dark Arena Tunnel, use the Boost Ball to get over 
the blocks before they can disappear. Return to the Meditation Vista to reenter 
the light world.

+----------+
|TORVUS BOG|
+----------+

>Torvus Grove
Use the half-pipe in front of the light door you first entered the room with to 
reach a high ledge. This lets you reach a dark door along the ledge.

>Grove Access
This room is simply a winding path. Scan one of the slightly cute, hopping 
things in the waterfall pool as you go.
CREATURES>AETHER>GROUND>SURFACE PROWLERS>KROCUSS

>Forgotten Bridge
Now that you're in the light version of this enclosed path, use the Spinner by 
entering it in Morph Ball mode and repeatedly Boosting in place. This opens a 
gate connecting the path to the rest of the Forgotten Bridge. Consider getting 
the Missile expansion in Plaza Access just ahead, then return to and use the 
Transport to Temple Grounds.

+--------------+
|TEMPLE GROUNDS|
+--------------+

>Transport to Torvus Bog
Go back to the Path of Eyes and use the shortcut, then blast open the green 
door with a Super Missile and go through the Hall of Eyes to the Meeting 
Grounds.

>Meeting Grounds
Take care of or try to ignore the War Wasps and use the half pipe in the middle 
of this room. Boost up to reach the ledge that's on your right as you came in 
and enter a small tunnel on top of it.

>Service Access
Roll along this long Morph Ball tunnel until you reach a larger area with a 
side view. Quickly stop and use the Boost Ball to get over the disappearing 
blocks as you did in Dark Arena Tunnel. Once across, continue along even more 
tunnels until you drop into...

>Hall of Honored Dead
This sacred room is directly below the Great Temple; it's obviously important, 
besides the fact that your next upgrade sits inside a force field in the middle 
of it. (Note the portal; you won't be using it for a long, long time) To get 
it, you'll need to use the Spinners along the edge of the huge room. Test them 
out to find which ones control which ring around the force field. Use the 
spinners to rotate the rings so that they align and glow, from the inside out 
or outside in. Once all the rings have been aligned, the force field 
disappears. Get the upgrade, the Seeker Missile Launcher! It lets you fire up 
to 5 Missiles at once by holding Y and moving the targeting cursor over 
multiple objects. You can also fire more than 1 missile at the same object for 
increased firepower. To avoid wasting a Missile when you start charging, hold Y 
as you switch beams or as you fire a charged shot.

<SEEKER MISSILE LAUNCHER ACQUIRED!>

>Expansions Available with the Seeker Missile Launcher<
Missile Expansion 22>Agon Wastes>Sand Processing
Beam Ammo Expansion 2>Dark Torvus Bog>Cache A (off Poisoned Bog)

j. Darkburst (Optional) (Dkbst)

All your other weapons will start to seem useless once you start combining the 
Dark Beam and Missiles to create your own black holes with the awesome 
Darkburst. However, this charge combo is optional, so if you don't feel like 
getting it, skip ahead to the marked point in the next chapter.

>Hall of Honored Dead
Time to Seek your way out of the Hall of Honored Dead. To open the purple door 
and escape, use the Seeker Missile to shoot all five of the purple circles 
around the door at once. When you hit them all, the door opens. If you somehow 
miss, wait for the circles to reappear and try again. Once you're free, you'll 
probably want to rest and refuel at your ship.

>Landing Site
Scan the Keybearer Luminoth here and jump down to your ship. To create a 
shortcut to the ledge you came from, shoot the block in it with the Light Beam. 
After refilling your energy and ammo, it's time to return to Agon Wastes. You 
know the path; head to the transport and enter the desert.
LORE>LUMINOTH LORE>KEYBEARER LORE>CADRE 2>M-DHE'S TESTAMENT

+-----------+
|AGON WASTES|
+-----------+

>Transport to Temple Grounds
Head back to Agon Temple from here.

>Agon Temple
Use the dark door here corresponding to where you got the first Dark Temple 
Key.

>Mine Shaft
Use the Morph Ball to enter the tunnel. If you didn't already, get the Energy 
Tank in here with some Bomb Jumps. (See the Expansions section if you can't 
figure it out) Once you have it, descend along the Mine Shaft (you can get past 
the Pillbugs easily by Boosting through them) to a purple door. Open it as you 
did the one in the Hall of Honored Dead.

>Mining Station B
Jump down from the ledge you start on and scan the panel to activate a Kinetic 
Orb Cannon. It's used to exit the room; you obviously don't need it yet. From 
there, leave the cave to enter the main part of the Mining Station, which has 
been carved out by a huge drill. Look out for a new enemy on the rock walls: 
the Kralee. It's stronger than its green counterpart, able to phase in and out 
like a Hunter Ing. Luckily, it's mostly harmless and easy to destroy. After 
scanning and destroying the Kralee, go through another tunnel to a room with a 
half pipe. Scan the panel behind it to activate another cannon and return to 
the main chamber. Use the Bomb Slot next to the dead Luminoth to make the huge 
drill start spinning. While it's still spinning, quickly return to and use the 
Kinetic Orb Cannon you just activated (not the one near the exit) and use it to 
reach another Bomb Slot in a control room of sorts. Triggering this one raises 
the drill, causing it to remove a wall covering a portal.

Next, leave the control room (scan the Luminoth Lore on your way out) and jump 
to the half-pipe. Use it to reach a high ledge on the left, which eventually 
leads to the top of the drill! (You may need to Boost to get up the incline of 
the tunnel) Walk along the drill to the portal.
CREATURES>AETHER>GROUND<SURFACE PROWLERS>KRALEE
LORE>LUMINOTH LORE>HISTORY>GOLDEN AGE>THE STELLAR OBJECT

+----------------+
|DARK AGON WASTES|
+----------------+

>Trial Grounds
Stand in the safe zone in the middle of the area and wait for all the 
Nightbarbs to stop flying out of the crack in the wall. (It takes quite a 
while) After they stop, go into the crack and jump up some ledges. Follow them 
along the cliff to the door.

>Dark Transit Station
The Morph Ball track has some flying creatures constantly going through it. Use 
the Boost Ball to get past unharmed.

>Dueling Range
You arrive in a part of the Dueling Range sealed off from the rest by some 
indestructible bars. Use the portal to return to the light world.

+-----------+
|AGON WASTES|
+-----------+

>Mining Plaza
The area you emerge in is also sealed off. Go back the way you came from.

>Transit Station
This area is just like the dark version, only with Sandbats instead. Once 
again, Boost your way through.

>Mining Station B
As you reenter this room, your prize is sitting in front of you. The Darkburst 
is the charge combo for the Dark Beam, using 5 Missiles and 30 Dark Beam ammo 
to fire a shot that creates a miniature black hole, doing even more massive 
damage than the Super Missile. Unfortunately, it doesn't open up any new paths. 
(It is optional, after all)

<DARKBURST ACQUIRED!>

To get back on track to the next upgrade, it's time to use a handy shortcut. 
Jump down to the ground and use the first Kinetic Orb Cannon you activated to 
leave the room. Go back up through the Mine Shaft and Agon Temple, Mining 
Plaza, and Portal Site to the Transport Center.

>Transport Center
In case you didn't already know, there's a huge half pipe in this room. First, 
Boost your way up to the higher of the two ledges. (It's fairly difficult and 
may take a while) When you get up, you'll find a one-way portal. Use it to get 
to the dark version of the ledge, which has a Missile Expansion waiting for 
you. If you get the Expansion, you'll have to jump down and return to the light 
world from the Portal Site. Anyway, after that, Boost up to the lower ledge and 
open the purple door here. Behind it is a transport from Agon Wastes to Torvus 
Bog; how convenient!

+----------+
|TORVUS BOG|
+----------+

>Transport to Agon Wastes
You emerge in a transport room right off the lower part of Torvus Temple, 
exactly where you need to get to. Now, skip ahead to the marked part of the 
next chapter to continue.

k. Gravity Boost (Grtyb)

A bounty hunter like Samus should never be stopped by a little water. It's time 
to conquer the wetness and travel the Hydrodynamo like never before.

I'm starting this chapter assuming you didn't detour to get the Darkburst, if 
you did, quit reading this and skip ahead!

>Hall of Honored Dead
If you didn't read it in the Darkburst chapter, it's time to use the Seeker 
Missile to escape this room. Hold Y (preferably just after switching Beams) to 
charge the Launcher, then move the cursor over all five purple circles to 
target them. Release Y to simultaneously fire a Missile at each one, blowing 
off the purple blast shield and letting you continue. Go back through the next 
few rooms to the Landing Site.

>Landing Site
Scan the Keybearer Luminoth and jump down to your ship. After refueling, shoot 
the crystal on the block in the ledge you jumped from to create a stepping 
stone back up. 
LORE>LUMINOTH LORE>KEYBEARER LORE>CADRE 2>M-DHE'S TESTAMENT

>Service Access
take care of or ignore the War Wasps and Bomb Jump into the Morph Ball tunnel 
entrance on the left side of the room. Use Bomb Jumps to get past the side view 
section and continue to the Meeting Grounds.

>Meeting Grounds
You should know the way from here; continue along through the rooms leading to 
the Transport to Torvus Bog

+----------+ 
|TORVUS BOG|
+----------+

>Transport to Temple Grounds
From here, head back to Torvus Temple through the lower route from Great 
Bridge.

!!!PEOPLE WITH THE DARKBURST SKIP TO HERE!!!

>Torvus Temple
Go through the center Morph Ball tunnel and blast open the green door.

>Underground Transport
It's finally time to visit the ring structure under Torvus Bog. Just like with 
Transports between areas, scan the panel and step into the hologram to descend.

>Hydrodynamo Station
This is the central room of the underground series of rooms, which seem to be 
much wetter than the surface bog. Before jumping into the deep pool, pay 
attention to what's above you. Several vents pump Preeds, floating Pirate 
explosives. (the normal versions of the Dark Preeds you met in Doomed Entry) 
Shoot the circles with Missiles to stop the Preeds from coming. (Scan one 
before shooting them all) Next, consider climbing the rotating platforms on the 
central turbine shaft to a door across from the entrance leading to a Save 
Station.

After that, jump right in...at least to the shallow parts around the edges for 
now. Before going too deep, it's time to get another scan. Switch to the Scan 
Visor and look around in the water for some large, swimming shapes: Bloggs. 
These powerful aquatic predators are nothing like the blogs you probably know. 
Surprisingly, they're fairly peaceful and rarely attack you unless you provoke 
them with the Power Beam, but when they do, be ready. Bloggs are completely 
invulnerable to attack until when they charge at you. Right before they hit 
you, they open their mouths, their only weak point. When fighting a Blogg, keep 
locked on and charge the Dark Beam. When the Blogg opens its mouth, fire a 
Darkburst into it to destroy the creature just before it hits you. There are 
two of them in the water here, so try and keep track of both.

Anyway, back to the walkthrough. Jump down to the lowest part of the door pool 
and look for an indentation in the wall with rising bubbles. (Luckily, Samus' 
Dark Suit lets her breathe underwater, though she's much less agile) In the 
Morph Ball, roll into the bubbles to be pushed up higher, from which you can 
jump to a large central platform. From there, look for an indentation in the 
stone wall with a scannable panel. Doing so extends a bridge from a ledge above 
you and removes one of three locks from the central platform, which you should 
now return to. Get into the Morph Ball and enter the tube in the middle, which 
shoots you up to the top of the room. Next, jump part of the way back down to a 
metal platform above the lower one. Jump to the bridge that was extended and 
get the Missile Expansion, then open the purple door to proceed.
CREATURES>AETHER>AQUATIC>LARGE AQUATIC>BLOGG
CREATURES>OFFWORLD>PIRATES>PREED

>Training Chamber
As you enter this waterlogged room, you meet an old nemesis...Dark Samus! She's 
back from the dead, and ready to...disappear. After laughing evilly (I thought 
she was mute 0_o), she vanishes and leaves behind a cloud of Phazon particles. 
Next, jump into the water and take out the two Bloggs. After the Bloggs are 
defeated, go to the Spinner and use it to align the red sections of track with 
the one in the huge circular piece of floor in the middle. Once the path is 
complete, use it to reach the area behind one of the two underwater fences. Get 
the Luminoth Lore and go through the dark door.
LORE>LUMINOTH LORE>CONFLICT>FIRST PHASE>RECOVERING ENERGY

>Transit Tunnel East
The rooms of the Hydrodynamo are connected by long, curving Morph Ball tunnels 
that give it its ringlike shape. Bomb Jump into the Kinetic Orb Cannon to be 
shot into the main part of the tunnel. For now, just navigate through this 
tunnel using the bubbles to lift you.

>Catacombs
Jump into the water here and run across the bottom of the pool to some 
platforms you can jump up to reach lands. (Or metal) Scan some more Luminoth 
Lore (above the ledge with the forcefield and the Keybearer. Go through the 
dark door on the side of the room, just beyond the Keybearer. (You won't be 
using the grey door for a long time) 
LORE>LUMINOTH LORE>CONFLICT>FIRST PHASE>THE NEW TERROR
LORE>LUMINOTH LORE>KEYBEARER LORE>CADRE 1>G-SCH'S TESTAMENT

>Hydrodynamo Station
When you arrive in the central room again, scan the panel in front of you to 
extend another bridge and disengage another lock. The Bloggs in here have been 
replaced by new enemies: Blogglings. These baby Bloggs are considerably less 
fearsome than the adults. Just shoot them in the side or back a few times with 
the Power Beam to dispatch them. Make sure to Save your game now; it's your 
last chance before the next boss. Next, jump back to the center platform and go 
through the first door you used to the Training Chamber.

>Training Access
There are some new enemies in this tunnel. Seedbursters swarm along the walls 
and fire seed things at you; stay back and shoot them with the Power Beam.
CREATURES>AETHER>GROUND>SURFACE PROWLERS>SEEDBURSTER

>Training Chamber
Repeat the process you used last time, but use the blue path this time.

>Transit Tunnel West
A fan in this Morph Ball tunnel prevents you from getting through. Bomb a blue 
panel on the floor just before the fan, then use the Bomb Slot underneath to 
reverse it. Bomb Jump through the fan and continue on.

>Gathering Hall
Jump into the water here, avoiding the spiky floating things, and shoot the 
light crystals on their underside with the Dark Beam to flip them over, 
creating platforms to jump over. Scan some Luminoth Lore while you're 
underwater, then jump up to the ledge you entered on. Use the things you 
flipped to reach the other ledge and trigger the Bomb Slot to open a gate to an 
underwater portal. Needless to say, jump in to use it.
LORE>LUMINOTH LORE>CONFLICT>FIRST PHASE>NEW WEAPONS

+---------------+
|DARK TORVUS BOG|
+---------------+

>Crypt
Unlike in the light world, the ring structure in Dark Torvus Bog is dry as a 
bone. This particular room also contains two Dark Pirate Commandos. Unlike last 
time, you have to fight them. Try to stay in the alcove with the portal and try 
to dodge their laser shots and glop and EMP grenades, and hit the Commandos 
with Super Missiles or Lightbursts whenever they appear. Once they finally both 
go down, leave the safe zone and jump to the ledge above where you appeared. 
Get into the Spinner below the laser and use it to turn the beam to the far 
wall. After accomplishing this, return to the light world.

+----------+
|TORVUS BOG|
+----------+

>Gathering Hall
The laser beam was turned in both worlds; it activates a Kinetic Orb Cannon 
here. Jump across more ledges to the Cannon and use it to reach a light door 
high on the wall leading back to the Hydrodynamo Station.

>Hydrodynamo Station
Once again, scan the panel you end up behind to extend a bridge from your ledge 
and undo the final lock, causing the whole central platform to lift up. Jump 
down and use the door under it.

>Hydrodynamo Shaft
As you descend the underwater stairs, note the massive swimming thing in the 
middle of the shaft. Make sure to scan it now instead of while you're fighting 
it. Near the bottom, shoot the swarm of Hydlings to get refills for your 
Missiles and energy. (And ammo, if you use the Light and Dark Beams)
CREATURES>AETHER>AQUATIC>LARGE AQUATIC>ALPHA BLOGG

>Main Hydrochamber
This is it, the lowest room in the Hydrodynamo. Jump down to the huge chamber 
and go through a door to a small room on the other side. This room contains a 
new upgrade: the Gravity Boost! This gadget somehow lets you move around in 
water as though it were air, and gives you a third jump when underwater by 
holding B. It also enhances your underwater vision. After trying it out, go 
back to the main chamber.

You didn't think you'd get the Gravity Boost without a fight, did you? As you 
reenter the Main Hydrochamber, a door on the top opens and the Alpha Blogg 
appears! 

CREATURES>AETHER>AQUATIC>LARGE AQUATIC>ALPHA BLOGG
Location>Torvus Bog>Main Hydrochamber
Difficulty>4/10
Spoils>Escape with Gravity Boost
Strategy>I hope you're practiced with Blogging by now, because you're about to 
fight the strongest one. The Alpha Blogg fight, like any Blogg fight, relies on 
your timing; if you have it down, the fight is easy. As the battle begins, the 
Alpha Blogg will fire 3 bubble bursts at you. They will fog up your visor and 
keep you from firing, but should be easy to dodge with the mobility of the 
Gravity Boost. After firing them, the Alpha Blogg charges. As usual, you must 
hit him as he charges and opens his mouth. However, the timing for hitting him 
is strangely different than with a regular Blogg and could throw you off guard 
at first. Instead of hitting him a fraction of a second before he rams you, 
fire a Super Missile just after he begins charging so it hits him while he's 
still about 15-20 feet from you. As you fire the Missile, do a Space Dash to 
dodge the charge. It shouldn't take too many Super Missiles to defeat the Alpha 
Blogg and escape with the Gravity Boost. If you already have the Darkburst, 
consider using it-it only takes 2 of the powerful blasts to destroy the Alpha 
Blogg.

After winning, you get...to keep the Gravity Boost.

<GRAVITY BOOST ACQUIRED!>

>Expansions Available with the Gravity Boost<
Missile Expansion 23>Dark Torvus Bog>Undertransit One
Missile Expansion 24>Torvus Bog>Torvus Lagoon
Energy Tank 6>Torvus Bog>Transit Tunnel East

l. Grapple Beam (Grplb)

The Grapple Beam lets you swing around like Tarzan through the air. To get it,  
though, you'll have to fight the incarnation of boredom itself.

>Main Hydrochamber
Now, time to get a Boost on your way out...a Gravity Boost. Okay, that was 
terrible. First, jump to an alcove with a fan on the wall. Continue to climb 
and float your way up more platforms to the door.

>Hydrochamber Shaft
Before going back up, use the Gravity Boost to reach a portal right above the 
door you just used. 

+---------------+
|DARK TORVUS BOG|
+---------------+

>Undertemple Access
Grab the Dark Temple Key in front of you, then turn around and go back through 
the portal. Tricky, huh? 

+----------+
|TORVUS BOG|
+----------+

>Hydrodynamo Shaft
Next, go back to the Catacombs.

>Catacombs
Jump into the water and use the underwater Bomb Slot to lower a force field 
around a portal above. Jump to the ledge it's on and return to... 

+---------------+
|DARK TORVUS BOG|
+---------------+

>Dungeon
As if regular Grenchlers weren't bad enough, you're pitted against Dark 
Grenchlers in the Dungeon. Luckily for your, their darkling possession actually 
makes them easier-the Lightburst and the same tactics as before can make short 
work of the fiends, though you'll likely take lots of damage in the fight. 
(Especially if you happen to fall into the poison water below the portal) After 
the Dark Grenchlers are defeated, use the only door in the room to continue.
CREATURES>DARK AETHER>DARKLINGS>DARKLING GROUND>DARK GRENCHLER

>Undertransit Two
This Morph Ball tunnel is like the light world ones, but far deadlier. Use 
timing to avoid getting smashed by the pistons.

>Sacrificial Chamber
There's nothing to do here...yet. Continue across to another door.

>Undertransit One
You'll need to navigate between several levels of pipes to get through here, 
without being able to see much of what you're doing. Roll forward slowly to 
find any hidden gaps in the pipe to drop down to the lowest one. Roll as far 
left as possible and Bomb Jump up and left until you go through the stopped 
fan. Repeat this on the other side, unless you want a Missile Expansion. (And 
you probably have enough of those anyway) On the far right side of the lowest 
level on the other side of the fan, Bomb Jump up and left, then up and right to 
reach the Expansion. After that, leave the pipes and continue on to the next 
big room.

>Crypt
Get rid of the force field you start behind with the Dark Beam and start using 
the ledges on the walls to jump up around the room, starting to your right. 
(Time your jumps; the platforms retract) Continue going around to reach a ledge 
above the laser with a light door. Go through it and enter the Undertemple 
Shaft.

>Undertemple Shaft
Look down and carefully jump to the round metal platform suspended above the 
floor in the middle of the shaft. (If you fall all the way down, you'll have 
two Hunter Ing to fight) Get into the Morph Ball and lunch to the top of the 
room in the Kinetic Orb Cannon, just like in the light world. Make sure to jump 
over to the Save Station up here, then leave again and drop down to the main 
floor. Drop down again through the hole in the floor to a ledge below and enter 
a cagelike structure in the middle. Trigger the Bomb Slot to rotate the cage 
and enter the newly accessible door. Shoot the Ingsphere Caches along the way 
to get some refills in preparation for your next boss battle.

>Sacrificial Chamber
As you jump to the floor again, you're confronted with your next Guardian: a 
giant Grenchler that's stolen your Grappling Beam! 

CREATURES>DARK AETHER>GUARDIANS>SUB GUARDIANS>GRAPPLE GUARDIAN
Location>Dark Torvus Bog>Sacrificial Chamber
Difficulty>2/10
Spoils>Grapple Beam
Strategy>The Grapple Guardian is a mutant Grenchler that has stolen your 
Grapple Beam. The fight with him isn't hard at all, but it's extremely long and 
tedious. As soon as the fight begins, scan him, then lock onto the Guardian and 
get an energy pillar between you and him. He'll continuously circle around the 
pillar and periodically fire a Grapple Beam at you, but with the pillar in 
front he can't hurt you. You should always be charging the Power Beam for this 
battle; if he Grapples you, unleash a charged shot in his face to make him let 
go. Otherwise, use your charge to blast him in the mouth when the purple energy 
ball is there to make him flash yellow. With 3 charges to the mouth, he'll be 
VERY briefly stunned. Dash around behind him as you fire the third charged shot 
and immediately charge another one so you can hit his back while he's stunned. 
He may also randomly get his Grapple Beam stuck to the pillar.  If he does, 
he'll be stunned for much longer; hit his back with a Super Missile. This is 
pretty much the pattern of the battle, except that he eventually loses his tail 
and sparks with Grapple energy when his health gets low. The energy pillars 
also go out, so he can't get stuck to them anymore. Just keep stunning him and 
hitting his back to eventually kill this tedious boss.

After winning, you get the Grappling Beam! (Whoah, I wasn't expecting THAT) By 
facing special Grappling points and holding L, you can swing from them, Tarzan-
style.
CREATURES>DARK AETHER>GUARDIANS>SUB GUARDIANS>GRAPPLE GUARDIAN

<GRAPPLING BEAM ACQUIRED!>

>Expansions Available with the Grappling Beam<
Missile Expansion 25>Torvus Bog>Abandoned Worksite
Missile Expansion 26>Torvus Bog>Path of Roots
Energy Tank 7>Temple Grounds>Windchamber Gateway
Energy Tank 8>Dark Torvus Bog>Cache B (off Dark Torvus Temple)

m. Dark Visor (Drkvs)

I'm sure you've developed a good-sized ball of rage for those stupid Hunter Ing 
and Pirate Commandos. Once you take out the boss of Torvus Bog, you'll be ready 
for payback.

>Sacrificial Chamber
As usual, you'll be using your new upgrade immediately. Metal cages have 
covered both of the side doors, and you can't destroy them with any of your 
current weaponry. Jump up the pile of rubble across from where you entered and 
face the Grappling Beam icon until it turns white and grows. (make sure to scan 
it) You can how hold L to fire the Grappling Beam and use it to swing back to 
where you entered.
RESEARCH>MECHANISMS>SYSTEMS>GRAPPLE POINT

>Undertemple Shaft
Upon entering, turn to the right and swing to another ledge using the Grappling 
Beam. Enter the door on it to return to the Crypt.

>Crypt
Kill the dark Pirates if you want and enter the portal here.

+----------+
|TORVUS BOG|
+----------+

>Gathering Hall
Now, return to the Hydrodynamo Chamber, save in the Save Station, and take the 
elevator back to the surface. (Well, almost)

>Torvus Temple
Next, return to the Forgotten Bridge, either through Torvus Grove or the Great 
Bridge.

>Forgotten Bridge
Get up onto the bridge and jump to the ledge below the gate you opened earlier. 
Jump over to the portal ledge from there and, what else, use it.

+---------------+
|DARK TORVUS BOG|
+---------------+

>Dark Forgotten Bridge
Jump back to the Bridge and go through the green door at the end.

>Brooding Ground
Dispatch of the Dark Preeds before going anywhere and scan the crystal on the 
ground below you. (Make sure not to jump down) After he poison clouds from the 
Preeds clear, shoot the crystal with the Light Beam to make it and the platform 
it's on raise up, allowing you to jump across. Go through the Morph Ball tunnel 
at the end to repeat the process and reach the next room.
RESEARCH>LUMINOTH TECHNOLOGY>LIFT CRYSTALS>LIFTVINE CRYSTAL

>Venomous Pond
Roll into the tunnel to your left as you enter to reach a ledge from which you 
can Grapple over to the final Dark Temple Key. Don't bother fighting the Hunter 
Ing in here; instead quickly go through the dark door in a corner.

>Portal Chamber
Roll through the Morph Ball tunnel in here to reach the other side. When you 
do, you can jump up to a high ledge and roll into another hole leading to an 
elevator and a portal. If you use the portal, you can end up in a seemingly 
inaccessible chamber in the light world with a Missile Expansion. After getting 
it, return to Dark Aether and go through the next door you skipped.

>Poisoned Bog
Jump over to and enter a door on the right. In a room corresponding to a Save 
Station is a Beam Ammo expansion, which will come in handy for the upcoming 
boss battle. Now, return to the Venomous Pond.

>Venomous Pond
Continuing to ignore the Hunter Ing, use the Save Station behind the red door, 
then use the light door to go to the Temple.

>Dark Torvus Temple
The room you end up in is like the lower side of Torvus Temple, but with one 
less path. Don't approach the light in the middle of the room yet; first, visit 
both of the two other side rooms. They contain an Ammo Station and Energy Tank, 
which will get you fully refilled for the boss. Next, it's time to step into 
the light. Samus uses the three Dark Temple Keys to open the way and turns the 
floor into an elevator that lifts you to the main part of the Temple, which is 
a platform surrounded by poisonous water. In a cutscene, Samus notices a whale-
like creature swimming in the water. Time for your next Guardian fight. 

/CREATURES>DARK AETHER>GUARDIANS>CHYKKA>CHYKKA LARVA
|CREATURES>DARK AETHER>DARKLINGS>DARKLING FLYERS>DARK SHREDDER
|Location>Dark Torvus Bog>Dark Torvus Temple
|Difficulty>3/10
|Strategy>Your fight with the boss of Torvus Bog is a long and arduous, but 
|multistaged and interesting one. You start out on a circular platform on 
|poison water with a safe zone, facing a large cocoon on the far wall. When 
|you're ready, hit each of the 4 supporting tentacles with a Charge Beam to 
|dislodge the cocoon and make it fall in the poison water. After that, the real 
|fight begins. The Chykka Larva is a huge, whale-like creature that swims 
|around the platform you're on. Track it manually with the Light Beam and try 
|to hit its head whenever it pokes it out of the water. The Larva may also roar 
|and dive underwater. When it does, charge the Light Beam and find out where it 
|is with your radar. When it breaches, quickly lock onto it and fire the 
|charged shot as you jump over the wave of poison water that appears when it 
|hits the water again. Finally, the Larva sometimes gets onto your platform and 
|tries to hit you with its tongue. Dash back and forth to dodge and stay locked 
|on, firing as many charged Light Beam shots as you can. If its tongue gets 
|you, hit it some more to hopefully make it let go. Just follow this simple 
|pattern for a while (The Larva has a lot of HP) to eventually advance to the 
|next phase. Also, the Larva sometimes summons Dark Shredders to attack you. 
|(Remember to scan them as well) They're easily dispatched with a Missile, but 
|you can also use the Dark Beam to get your Light Beam ammo back.
|
|CREATURES>DARK AETHER>GUARDIANS>CHYKKA>CHYKKA
|CREATURES>DARK AETHER>GUARDIANS>CHYKKA>DARK CHYKKA
|CREATURES>DARK AETHER>GUARDIANS>CHYKKA>CHYKLINGS
|Location>Dark Torvus Bog>Dark Torvus Temple
|Difficulty>5/10
|Spoils>Dark Visor, access to Dark Torvus Energy Controller
|Strategy>After you defeat the Chykka Larva, it instantly matures into a huge 
|4-winged insect. The center platform also splits into 3 sections connected by 
|Grapple points. This new form of Chykka has 2 main attacks. It can spit 
|multiple globs of poison water at you, but this attack is easily jumped over. 
|Later, it may charge and then fly around the arena, though this is rare. 
|Anyway, you must first hurt Chykka for a while to stun it. You can simply 
|rapid-fire the Power Beam to hit the fast-moving insect some of the time, but 
|the charged Light beam also works well. However, I'd recommend the Power Beam; 
|you'll need your Light Beam ammo for later. Anyway, once the beast is stunned, 
|you'll see 4 red spots glow on its back; quickly Grapple over to whichever 
|platform is closest to being behind it, charging the Seeker Missile Launcher 
|as you do. Once you get behind it, lock onto all 4 glowing spots and fire 
|Seeker Missiles at them. Repeat this process once more to make Chykka fall 
|into the poison water, stunned. (And remember to jump over the resulting 
|shockwave) When it emerges, it's in a new form: Dark Chykka, which you should 
|also scan. The strategy for this form is simple: target the boss' bloated egg 
|sac to hurt it. Unfortunately, it can deflect Missiles, so you'll have to 
|stick with beams. You can still rapid-fire the Power Beam, but the Light Beam 
|works better; fire a charged shot to do good damage. Dark Chykka occasionally 
|summons a swarm of Chyklings. Take them out for refills galore, and use the 
|Darkburst if you can to get an incredible amount of Light Beam ammo. After a 
|while, Dark Chykka returns to being normal Chykka and you must clip its wings 
|again. Continue to attack Dark Chykka's egg sac to eventually kill it and 
\restore energy to the Torvus region.

After finally killing Chykka, it crashes to the ground lifeless and all the 
poison water drains. Oh, and your latest upgrade appears in the middle: the 
Dark Visor! This item lets you see objects that were previously invisible, as 
well as keep locks on Hunter Ing and Dark Pirate Commandos when they phase out. 
It also has an awesome black, white, and red color scheme and highlights 
enemies in the center in red. Use it to find some invisible platforms hovering 
around you. Use them as stepping stones to reach the door high on the Temple 
wall leading to the Energy Controller. (Get through the Access room as before) 
CREATURES>DARK AETHER>DARKLINGS>DARKLING FLYERS>DARK SHREDDER 
CREATURES>DARK AETHER>GUARDIANS>CHYKKA>CHYKKA
CREATURES>DARK AETHER>GUARDIANS>CHYKKA>CHYKKA LARVA 
CREATURES>DARK AETHER>GUARDIANS>CHYKKA>CHYKLINGS
CREATURES>DARK AETHER>GUARDIANS>CHYKKA>DARK CHYKKA

<DARK VISOR ACQUIRED!>

>Expansions Available with the Dark Visor<
Missile Expansion 27>Great Temple>Transport A Access
Missile Expansion 28>Sky Temple Grounds>War Ritual Grounds (dark version of 
Meeting Grounds)
Missile Expansion 29>Sky Temple Grounds>Phazon Grounds
Missile Expansion 30>Ing Hive>Hazing Cliff

>Dark Torvus Energy Controller
You know the drill: when you approach it, Samus drains the Energy Controller. 
After getting the Torvus area's energy, leave and return to the Dark Forgotten 
bridge to use the portal. (If you encounter any Hunter Ing or Dark Commandos on 
the way, give them some payback using your new eyewear)

+----------+
|TORVUS BOG|
+----------+

>Forgotten Bridge
You know what to do: go back to the Torvus Energy Controller from here. (Watch 
out for the Shriekers in Torvus Temple)

>Torvus Energy Controller
Approach the Controller to return the energy and send a second beam of light to 
the Main Energy Controller. Torvus Bog is restored! Now, head back to U-Mos for 
your third and final assignment. There are a few things to note along the way. 
(Make sure to pass through the Path of Roots)

III. Sanctuary Temple
n. Spider Ball (Spdrb)

The handy Spider Ball lets you defy gravity and climb walls to new heights. To 
get it, you'll journey through a world unlike anything you've seen before.

+----------+
|TORVUS BOG|
+----------+

>Path of Roots
Now that you have the Grapple beam, you can access a Missile Expansion on the 
metal structure you had to roll under before.

>Torvus Lagoon
Before going up on shore, use the Gravity Boost to get another Missile 
Expansion above some Venom Weed to the right. Beware of the Grenchlers that 
have moved into this area; they're amphibious. Anyway, continue on to the 
Transport to Temple Grounds from here.

+--------------+
|TEMPLE GROUNDS|
+--------------+

>Transport to Torvus Bog
Return to the Path of Eyes.

>Path of Eyes
Don't take the shortcut; instead, go to the green door you passed by before and 
blast it open with a Super Missile.

>Windchamber Gateway
Use the Kinetic Orb Cannon to cross the big gap here, then from the other side 
Grapple out to another Energy Tank. Now, return through the Path of Eyes to the 
Meeting Grounds and up to the Great Temple.

+------------+
|GREAT TEMPLE|
+------------+

>Main Energy Controller
U-Mos tells you of the third temple in a huge Luminoth stronghold: the 
Sanctuary Fortress. After speaking with him, go back down to the Temple 
Sanctuary and use the Emerald translator door to return to the path you first 
took to reach the Great Temple.

>Transport A Access
Roll through the small hole in the wall to reach the Save Station. Now that you 
have the Morph Ball Bombs, you can blow up some Talloric Alloy next to it to 
get a Missile Expansion underneath. After getting it and saving, continue to 
the transport and descend to the Temple Grounds. 

+--------------+
|TEMPLE GROUNDS|
+--------------+

>Sacred Path
There isn't much to do here except evade the War Wasps and head for the Sacred 
Bridge.

>Sacred Bridge
You bypassed the bridge last time by rolling through a Morph Ball tunnel, but 
that's not an option now. Use the Dark Visor to find some targets around the 
circular bridge and shoot them all with Seeker Missiles. If you hit all 5 at 
once, the bridge lowers and you can cross.

>GMFC Compound
Take out the Pirates inhabiting this area first. If you didn't already, Space 
Jump to the top of the Federation ship from the ledges you enter on to get a 
Missile Expansion. Open the Emerald door to the left of the ship (looking at it 
head-on) to continue.

>Fortress Transport Access
You'll face some Luminoth Turrets in here. They're identical to Federation and 
Pirate turrets except they take two charged Power Beam shots to destroy. As 
usual, scan one as well as the Lore near the end of the room. Go through the 
door and take the transport to the Sanctuary Fortress.
CREATURES>AETHER>MECHANOIDS>STATIONARY>LUMINOTH TURRET
LORE>LUMINOTH LORE>CONFLICT>SECOND PHASE>THE SKY TEMPLE

+------------------+
|SANCTUARY FORTRESS|
+------------------+

>Transport to Temple Grounds
As you can immediately see, being a Luminoth city, the Sanctuary Fortress is 
much more technological than the other two levels; the entire thing is made of 
metal and filled with robots. Leave the transport room to get your first taste 
of the coolest level in the game.

>Temple Transport Access
In the first part of this long hall, blast two more Luminoth Turrets and scan a 
panel to rotate a huge wheel that serves as a security barrier. In the hallway 
ahead, scan (and shoot, if you like) the tiny drones crawling on the right 
wall. Use the Spinner to rotate another barrier into place and go through.

>Sanctuary Entrance
As you enter this huge cliff face, a cutscene plays showing you the level's 
mind-blowingly cool futuristic architecture. Unfortunately, you don't have much 
time to enjoy the view of the Fortress or city far below; as you cross the 
bridge leading to the main structure, 4 or so Pirate Commandos attack you. 
Engage them as usual, using the crates on the bridge for cover. The Entangler, 
Darkburst, and Super Missile are your best friends in this battle, but make 
sure to wait until they lower their shields. if one passes near some containers 
of Phazon, shoot them for a nasty surprise. After all the Commandos go down, 
finish crossing the bridge and continue on.

>Power Junction
You'll find more mostly harmless robots in the Power Junction: Octopedes. They 
don't attack you, but when killed their pieces split up and bounce around until 
they self destruct; stand well back. To destroy them without fear of this 
feature, use the Dark Beam. (For some reason, you often seem to miss when using 
it, though)
CREATURES>AETHER>MECHANOIDS>SMALL>OCTOPEDE

>Reactor Access
Repeat the technique you used in the Sacred Bridge in the large room here. Find 
5 targets for your Seeker Missiles with the Dark Visor and shoot them to open a 
new path. As soon as you do, a Rezbit appears. These bizarre robots are best 
described as floating computer programs and have powerful offensive abilities. 
They can fire powerful laser shots at you, or give you a virus. (Yes, a glitch 
in your suit's programming; hit L, R, and Start to reboot your system and clear 
out the virus) They can also project a blue energy shield that immune to most 
attacks and become untargetable. Wait for the Rezbit to drop the shield while 
dodging its powerful attacks and hit it with an Entangler. Once frozen, it's 
just as vulnerable to Missiles as anything else. When the Rezbit is deleted, 
jump up to the ledge you created and to the Reactor Core.
CREATURES>AETHER>MECHANOIDS>SMALL>REZBIT

>Reactor Core
You encounter yet another new mechanoids in here-a Quad. Quad are 4-legged 
mechanoids walkers that can shoot laser blasts from their top section of use a 
vortex attack to spin at you. The best way to defeat a Quad is to first lock 
onto its head and blast it with a Super Missile, then get into Morph Ball mode 
and boost at the Quad's body when it starts spinning. This makes it break down 
and a red dot appears under it; boost through the dot to kill the body. You 
should do these steps in reverse this time, however, to get scans of both the 
head and body. If you do take the body out first, the head flies around and 
shoots lasers at you. It also uses an opposite-polarity shield at times. It's 
vulnerable to the Dark Beam when the shield is white, and the Light Beam when 
the shield is dark. The Super Missile still works, assuming it's not shielding. 
Before entering the Reactor Core area, go along the path to the right to reach 
a Save Station. Next get to the Reactor Core column and start climbing the 
platforms around the walls to reach the top. (Beware of the Rezbits floating 
around) Once you reach the top, go through the blue door.
CREATURES>AETHER>MECHANOIDS>LARGE>QUAD CM 
CREATURES>AETHER>MECHANOIDS>LARGE>QUAD MB

>Minigyro Chamber
As you enter, scan the console in front of you to learn an override code for 
the minigyro. Now, get into Morph Ball mode and roll over to the gyro reactor. 
As the scan said, roll around the gyro and Bomb the slot in the order amber, 
cobalt, ruby, emerald. This stops the gyro and lets you roll through.

>Hall of Combat Mastery
This long hall lives up to its name, containing many inactive Quads and two 
functioning ones. When fighting them, make sure to take out the heads first. If 
you don't they can simply flying to another body and activate it. Once the 
Quads are destroyed, use the portal at the end of the hall to enter the Ing's 
central base.

+--------+
|ING HIVE|
+--------+

>Culling Chamber
Exit the enclosure with the portal and turn to your right. You should see 
another door behind and to the left of the portal; go through it.

>Hazing Cliff
This room's name...is wierd. Anyway, go along the creepy cliff and use 
Lightbursts to take out the Dark Diligence Drones and Dark Tallon Metroid. 
(just when you thought they couldn't get uglier...) In a dead end behind the 
last Drone is a Missile Expansion; take it and go back.
CREATURES>DARK AETHER>DARKLINGS>DARKLING MECHANOID>DARK DILIGENCE DRONE
CREATURES>DARK AETHER>DARKLINGS>DARKLING OFFWORLD>DARK TALLON METROID

>Culling Chamber
Go back through the hall (there are some Warrior Ing on the way) and look for a 
dark door on your right in a corner, as well as some new Ing storage 
containers.
RESEARCH>BIOLOGY>ING STORAGE>INGWORM CACHE

>Central Hive East Transport
Use the elevator here to ascend to the upper level of the Hive.

>Hive Dynamo Works
You need to Grapple across this sheer drop, but make sure to eliminate the 
swarm of Nightbarbs first. The Power Beam works well, but if you're feeling 
particularly wasteful you can give the Seeker Missiles a try. Once across the 
gap, turn around and look for a portal behind a barrier. Once again, find the 
targets around it with the Dark Visor and hit them all with Seeker Missiles to 
open the portal for use.

+------------------+
|SANCTUARY FORTRESS|
+------------------+

>Dynamo Works
There isn't much to do here now but go through the dark door ahead of you.

>Dynamo Access
There are some regular Diligence Drones in the tunnels. A single Dark Beam, 
shot quickly destroys them. In the main part of the room, scan one of the 
Mechlops *coughtriclopscough* and then use the Morph Ball to get into the 
region under the floor where they are. These horned robots will suck you into 
their jaws, then carry you to the nearest exit and spit you out. To destroy 
them, lay a Bomb just as they notice you and roll away; they suck in the Bomb 
instead and blow themselves up. Repeat this with two Mechlops to get across the 
barrier in the middle of the room and "surface" on the other side. Take out 
another Diligence Drone and go through the dark door.
CREATURES>AETHER>MECHANOIDS>SMALL>DILIGENCE CLASS DRONE
CREATURES>AETHER>MECHANOIDS>SMALL>MECHLOPS

>Main Gyro Chamber
This room is the source of the Sanctuary Fortress' power. Or rather, the 
enormous gyro pulsing with energy in the middle is. First, activate and use the 
elevator to your left to descend to the lowest part of the chamber. Ignore the 
door and posts for now, and get the Luminoth Lore. Now, go back up, get into a 
Morph Ball track in the wall, and roll to another section of the chamber. 
Repeat the process in another track to reach a puzzle of sorts. You're faced 
with a 3 by 3 grid of colored dots which you must align with the laser beams on 
the left-red on top, then green, then blue. To do this, rotate clusters of 4 
dots by shooting the spots in between them. Focus on doing the red row first, 
then the green and blue ones. When all the rows are aligned, the puzzle is 
replaced by a Bomb Slot; activate it to stop the outer gyro ring spinning. Be 
sure to save your game while you're in this section. Roll back to the previous 
section of the room and get onto the ring, then walk across to the opposite 
side and use the Morph Ball track to reach the other side of the section you 
started in. Open the door separating the two areas with the Spinner and take 
the elevator up and to the next room.
LUMINOTH LORE>CONFLICT>SECOND PHASE>SHATTERED HOPE

>Temple Access
When fighting the Quad in here, take the legs out first-another head is always 
ready to take the current one's place if it dies first.

>Sanctuary Temple
The temple of the Sanctuary Fortress is the biggest yet, a massive, roughly 
ovoid room with some long metal platforms resembling scaffolding scattered 
around it. For now, jump down to the huge floor of the temple. Apparently, Quad 
can become even cooler, because you face dark versions of them here. Strangely, 
they are virtually identical to their regular versions and are destroying in 
exactly the same way. Be sure to scan both parts; they are missable. After 
getting the scans, climb the scaffolding to the main platform and Grapple over 
to the door across from the one you entered in.
CREATURES>DARK AETHER>DARKLINGS>DARKLING MECHNOID>DARK QUAD CM
CREATURES>DARK AETHER>DARKLINGS>DARKLING MECHNOID>DARK QUAD MB

>Sanctuary Energy Controller
Enter the energy controller the same way as the other two. As usual, scan the 
hologram to meet a recording of the last sentinel of this energy controller, 
who tells you of his last moments. After this, he gives you the translator data 
to scan cobalt holograms. Use this new ability to get some Luminoth Lore on 
your way out.
LORE>LUMINOTH LORE>CONFLICT>SECOND PHASE>AGON FALLS

>Sanctuary Temple
What did I tell you about the Dark Quads? They've already been replaced by even 
more robots, magnetic things called Mekenobites. They're fairly tough, so don't 
jump down to the main floor and try to scan them from the platforms. if you 
don't, you'll get plenty of chances later. Anyway, from the door to the Energy 
Controller, jump to the central platform and right to the cobalt translator 
door.

>Worker's Path
Jump to the father floating platform and scan a red thing on the higher one to 
activate a Kinetic Orb Cannon that shoots you across the nearly bottomless gap. 
You may as well activate the other cannon in the same way just in case before 
going through a door near the platforms you land on.

>Dynamo Works

CREATURES>DARK AETHER>GUARDIANS>SUB GUARDIANS>SPIDER GUARDIAN
Location>Sanctuary Fortress>Dynamo Works
Difficulty>5/10
Spoils>Spider Ball
Strategy>As you first enter the Dynamo Works from the Worker's Path, you see 
the Spider Guardian, a massively strengthened Pillbug, circling a Morph Ball 
hole. Make sure to scan it now; you won't have another chance! After this, 
enter the hole and get ready for one of the most interesting battles in the 
game. The entire affair takes place in Morph Ball mode, and the Guardian is 
restrained to moving on Spider Ball tracks. Its only weapon is an electrical 
field that surrounds it and can hit you even through thin walls; always keep a 
good distance away to avoid being shocked for a constant 30 damage. The only 
way to damage the Spider Guardian is by redirecting its path into a sparking 
blue energy conduit; this removes 1/6 of its health. To do this, you must first 
use Morph Ball Bombs on the Guardian to stun it. The creature's electrical 
field may then turn red or green. (It starts out blue) If it turns red, the 
Guardian moves faster; adjust the timing of your Bombs accordingly when you try 
again. If it turns green, the Bomb Slot in the area activates and some 
platforms may extend from the wall. (You'll also hear an audio cue) Quickly go 
to the slot and trigger it to move part of the course and redirect the Guardian 
into the power conduit. To help you plan on defeating the Spider Guardian, I've 
made text maps of all 4 areas in which you must fight it.

C=Energy Conduit
B=Bomb Slot
S=Spider Ball Track
D=Moving Door
E=Extending Platform
X=Lay Bombs here

STAGE 1
 __________    ___________
|          |  |           |
|  ______  |__|  _______  |   ___
|     | SSSSSSSSSSSSS |   |  | B |
|__   | S _________ S | __|__|   |
 __|  | S|         |S X       ___|
|     | S|         |S  ______/___
|  ___| S|         |SSSDSSSSC
|       S|         |S  __________
|___    S|_________|S |
    |   SSSSSSSSSSSSS |
    |________   ______|
  __________|   |
  START      ___|
  __________/

The first stage is easy. Wait for the SG to roll past above you, then quickly 
Bomb Jump up to the left. Roll as far left as possible and Bomb Jump again to 
get to the left side of the area. Staying as far away from the Spider Ball 
track as possible to avoid the electrical field, wait for the Guardian to pass 
before Bomb Jumping your way up to the top of the steps. Wait for him to pass 
by again and drop onto the top of the center square, then BJ onto the other 
part of the highest level. Drop down a few levels to reach the part of the area 
with the Bomb Slot. Make sure not to get hit as you lay some Bombs on the 
leftmost part of the ledge you're on, right next to the track, to hit the SG.  
Roll away from the track as soon as you lay the Bombs to avoid the electricity. 
If he turns green, you can easily roll up the short hill and Bomb the slot to 
trap the Guardian. After he gets shocked, follow him to the next stage.

STAGE 2
     ____
    /    \____
   /          |   ___
  |   _____   |  | B |            _______
  |  |     |  |__|   |____       /       \
__|  |_____|              |     |         |
START     SSSSSSSSSSSSSSSS|     |   ____  |___
__    ___ SEEEEEEEEEEEEEES|     |SSSDSSSSSCSSS
  |S |   |S              S|     |SX __________
  |S |   |S              S|     |SX|
  |S |___|S              S|_____|SX|
  |SSSSSSSS              SSSSSSSSSX|
  |                                |
  |                                |
  \                                /
   \                              /
    \                            /
     \                          /
      \_                      _/
        \_                  _/
          \_              _/
            \____________/ 

The next stage is harder. There's a half-pipe under the main part of the level; 
Boost to the ledge on the right near the conduit when the Guardian isn't around 
there. Sit on the edge of the ledge (you'll have to switch the camera wit X 
every time you do, which is annoying). As the Guardian is about to climb up the 
track to your ledge, fall down and drop 3 Bombs over the track as you fall, 
charging a Boost right afterward. If you had good enough timing, he'll get hit. 
If he turns green, boost up to the high ledge of the left, then fall down onto 
the ledge and Bomb the slot. It can be tough to boost fast enough, though, and 
you'll probably take damage.

STAGE 3
    ______
   /      \__________________   |
  |                          |S |
  |   __________      _______|S |
  |  |__________| XX |_______|S |
  |  |SSSSSSSSSSSSSSSSSSSSSSDCS |
  |  |S EEEEEEEEEEEEEEEE     ___|
  |  |SSSSSSSSSS        |   |
__|  |EEEEEEEEES        |   |
START        B S        |   |
__ SSSSSSSS    S        |   |
  |  |SSSSSSSSSS      __|   |
  |  |    EEEEEEEEEEE|  |   |
  |                  |__|   |
  \                         /
   \_                     _/
     \_                 _/
       \_             _/
         \___________/

The third stage also has a half-pipe. You want to get up onto the ledges on the 
top of the room, preferably on the left side of the gap. As the Guardian 
approaches, drop across the track and quickly lay 3 Bombs, then charge a Boost 
as you hit the bottom of the half-pipe. Regardless of whether he turns green or 
not, quickly Boost back up to the top ledges. If he turned green, fall onto the 
ledge that extends when you return to the top and fall along the ledges down to 
below the slot. Bomb Jump up to it and activate it, then follow the Spider 
Guardian to the final stage.

STAGE 4

C=Crate

         |S |
_________|S |__________________________________
          SSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS |
______________                               S |
          | B |    C          C          C   S |
       ___|   |____________________________  S |
 _____/SSSSSSSS\_______________     | B |  | S |________
|  SSS _______SSSSSSSSSSSSSSSSC|    |   |  | SSSSSSSSSS |
|  ___/_______\_____DS     ____|___/SSSSS\_|_________   |
|  CSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS ____SSS|SSSSSSSSSSS |
|  _______________________   SD ___/____\  |     _______|
|   BSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSC  |SSSSSSSSSSS |
|  _________________DS    X______________  |_________   |
|SSSSSS\_____/SSSSSSSSSSSSSSSSSS\__A__/SSSSSSSSSSSSSSSS |
|_____ SSSSSSS ________________ SSSSSSSS _______________|
      \_______/                \________/

The last stage is extremely tricky. There are 3 conduits and 3 Bombs slots; you 
must trigger 1, 2, or all 3 of them in order to get him to run into a conduit. 
First, roll along the top and Bomb the crates to get 3 Super Energy units. Fall 
down the ledges on the right side and drop onto the lowest level where the 
Spider Guardian is. Roll just behind him and Bomb Jump onto the right-hand 
ledge, rolling onto the thicker section marked with the A. On this or the other 
thicker section, the Spider Guardian can't shock you. This time, lay the Bombs 
on the leftmost part of your ledge to hit the Guardian as he comes from the 
left. Right after laying them, roll back to the thick section of ledge. If you 
hear the audio cue meaning the Bomb Slots have activated, quickly boost across 
the gap to the other ledge and first Bomb Slot. Activate it to move the lowest 
moving door. After doing that, drop down to the left to avoid getting shocked 
as the Guardian comes past. He'll roll to the Bomb Slot, then right into the 
first energy conduit. For the next conduit, repeat the above process, then roll 
back to the right after activating the first Bomb Slot. He should have started 
to continue rolling to the right by now; Bomb Jump from where he was to the 
ledge you laid your Bombs on, then up and right again. Roll up the tiny hill 
and Bomb Jump to the second slot. Once he gets off the lowest level of track, 
roll right and drop to it to avoid him as he continues on his roll of 
electrocution.  The third conduit, obviously, is the hardest; you must activate 
all 3 slots while he's green. After reactivating the second slot, drop off the 
ledge where the second moving door was, then Bomb Jump up and left twice to the 
level with the third Bomb Slot. Roll up the small hill and activate it within 
the time limit, then drop off the ledge to the left and watch your victory. 
(Note that the opening under the third Slot is tiny, so you need to be aligned 
very precisely, just to the left of the top of the hill, to Bomb Jump to the 
slot) If you're having trouble making it to all 3 slots, you can Bomb him while 
he's green to reset the timer, but this shouldn't be necessary.

After being defeated, the Spider Guardian leaves behind the Spider Ball 
upgrade! Get it to gain the same wall-climbing power he had, which will be 
useful for getting out. To move along the distinctive Spider Ball tracks 
regardless of position, hold down R.
CREATURES>DARK AETHER>GUARDIANS>SUB GUARDIANS>SPIDER GUARDIAN

<SPIDER BALL ACQUIRED!>

>Expansions Available with the Spider Ball<
Missile Expansions 31>Sanctuary Fortress>Dynamo Works
Missile Expansions 32>Sanctuary Fortress>Hall of Combat Mastery
Missile Expansions 33>Agon Wastes>Reactor Core
Missile Expansions 34>Agon Wastes>Storage C (off Bioenergy Production)
Missile Expansions 35>Dark Agon Wastes>Junction Site
Missile Expansions 36>Torvus Bog>Training Chamber
Energy Tank 9>Sanctuary Fortress>Reactor Core
Energy Tank 10>Torvus Bog>Torvus Plaza

o. Power Bomb (Pwrbm)

The Morph Ball Bombs are useful explosives, but they're almost boringly weak. 
If you really want to cause some damage, you can't go wrong with Power Bombs.

+------------------+
|SANCTUARY FORTRESS|
+------------------+

>Dynamo Works
Use your new upgrade to escape the Dynamo Works. It's recommended that you use 
a shortcut to escape; it saves time and gets you a Missile Expansion. To do so, 
use the Spider Ball tracks to leave the fourth area and jump up to a ledge on 
top, between the third and fourth areas. Roll along this new ledge to get a 
Missile Expansion and to come out in the main part of the Dynamo Works.  Go up 
the Spider Ball tracks on the wall (scan them and the Keybearer) and take the 
elevator down to the Hall of Combat Mastery.
LORE>LUMINOTH LORE>KEYBEARER LORE>CADRE 2>C-RCH'S TESTAMENT
RESEARCH>MECHANISMS>SYSTEMS>SPIDER BALL TRACK

>Hall of Combat Mastery
Scan the Luminoth Lore and use the Spider Ball to escape the enclosure you 
start in. Consider navigating the Morph Ball maze found all over the room to 
get a Missile Expansion if you have the time, but in any case head back to the 
Minigyro Chamber.
LORE>LUMINOTH LORE>CONFLICT>SECOND PHASE>THE FINAL CRUSADE

>Minigyro Chamber
Instead of having to solve a puzzle in here, you now need to get past two 
Harmony Class Drones. Time your runs so they don't hit you with bombs.

>Reactor Core
Go back down to the ground floor of the Reactor Core (you can also get an 
Energy Tank in here by boosting up the reactor orbs-see the Expansions section) 
and turn right as you exit the reactor column. Behind the cobalt translator 
door is the Sanctuary Map Station; a map of the Fortress will be quite useful. 
After getting it, it's time for a quick return to Torvus Bog. Leave the Reactor 
and go back to the Sanctuary Entrance.

>Sanctuary Entrance
As you approach the bridge, Dark Samus reappears. She doesn't fight you, but 
destroy the bridge! Luckily, you can still make it across on the intact support 
cables. Look for a Spider Ball track behind you on the wall and roll up it and 
out over the cliff. When you reach the end of this track, roll out to the 
curved section facing the other cable and hold B to charge a boost, as the help 
caption says. When you release it, you fly off the track and (hopefully) land 
on the other one, allowing you to reach the other side. From here, you can 
easily return to Torvus Bog for your next upgrade. (Take a shortcut through the 
Great Temple to reach the transport faster) Once in Torvus Bog, keep 
backtracking all the way down to the Main Hydrochamber, where you fought the 
Alpha Blogg.

+----------+
|TORVUS BOG|
+----------+

>Main Hydrochamber
Look for some Spider Ball tracks across from the door to the chamber with the 
Gravity Boost. Use them to reach an underwater portal.

+---------------+
|DARK TORVUS BOG|
+---------------+

>Undertemple
As you enter the main part of the Undertemple, you meet the final Sub Guardian, 
a mutated Sporb that has your Power Bombs!

CREATURES>DARK AETHER>GUARDIANS>SUB GUARDIANS>POWER BOMB GUARDIAN
Location>Dark Torvus Bog>Undertemple
Difficulty>2/10
Spoils>Power Bomb
Strategy>The final Sub Guardian is pathetically easy, as long as you have 
enough energy. (You should have 9 Energy Tanks now, which is way more than 
enough) He's a mutated Sporb that sits on a pillar in the middle of the room 
and spits Power Bombs at you. It sounds painful, but keep in mind that Samus is 
normally immune to Power Bomb explosions. (Except in multiplayer >=) Anyway, to 
beat the Power Bomb Guardian, you simply need to activate all 4 Bomb Slots 
around the walls of the room. Sound easy? It is. After scanning the one-time 
boss, enter Morph Ball mode and climb onto the walls with the Spider Ball 
track. You simply need to follow the tracks to 4 Bomb Slots now. I'd recommend 
Bombing the right and leftmost slots first, since the Guardian spits more Power 
Bombs as his health drops. You'll need to make use of most of your Spider Ball 
tricks; lay a Bomb to jump higher, and drop by briefly releasing R. The Spider 
Ball tracks aren't hard to navigate, and activating all the slots is incredibly 
easy. However, I wasn't kidding when I said you need lots of energy. You're 
unprotected from the atmosphere of Dark Aether while on the tracks, and while 
the Power Bombs aren't very damaging, they will knock you off the track. Keep 
moving to stay ahead of them, The Power Bomb Guardian will also summon Inglets; 
ignore them or try to take them out with Bombs if you want.
CREATURES>DARK AETHER>GUARDIANS>SUB GUARDIANS>POWER BOMB GUARDIAN

After winning, the PBG drops the Power Bombs on the pedestal on which it sat. 
On the opposite side of the Spider Ball track leading up from the floor is one 
going up to a walkway to this pedestal. Roll up to it and get the upgrade.

<POWER BOMB ACQUIRED!>

>Expansions Available with the Power Bomb<
Missile Expansion 37>Agon Wastes>Ventilation Area A
Missile Expansion 38>Torvus Bog>Gathering Hall
Missile Expansion 39>Sanctuary Fortress>Main Research
Missile Expansion 40>Agon Wastes>Mining Station A
Missile Expansion 41>Agon Wastes>Storage A (off Mining Station B)
Missile Expansion 42>Torvus Bog>Torvus Grove
Power Bomb Expansion 1>Temple Grounds>Dynamo Chamber
Power Bomb Expansion 2>Torvus Bog>Great Bridge
Power Bomb Expansion 3>Sanctuary Fortress>Sanctuary Entrance
Power Bomb Expansion 4>Sanctuary Fortress>Transit Station

p. Sunburst (Optional) (Snbst)

The Sunburst fires a huge, explosive ball of light that can lay waste to any 
dark enemy if it can just...get...there... It can also get you a 5/5 flyer for 
5...oops, wrong game. Like the Darkburst, it's optional, so it's fine if you 
don't want it.

+---------------+
|DARK TORVUS BOG|
+---------------+

>Undertemple
Now that you have the Power Bombs, you can break the yellow blast shield over 
the door out of the Undertemple. (Don't leave the dark world just yet; by 
waiting you can emerge near a Missile Expansion)

>Undertemple Access
Climb up the stairs here as in the light world; blast the Darkling Tentacles 
with the Power Beam.

>Undertemple Shaft
Fight off or ignore the Hunter Ing down here and get back up to the top of the 
room. From there, proceed to save your game and then head off for the Crypt. 
(The Grappling Beam makes it easier)

>Crypt
Use the portal in the alcove to reenter the light world.

+----------+
|TORVUS BOG|
+----------+

>Gathering Hall
Drop down into the water (oh, wait, you're already in it) and lay a Power Bomb 
on the over-shaped piece of glass on the bottom to expose a half-pipe of sorts. 
Next, Power Bomb the plug below it to drain the room of water. (And you liked 
the water...) Now, use the half-pipe you've exposed to Boost up to some Spider 
Ball tracks suspended near the ceiling. (Hold R as you boost to avoid missing 
them) Bomb Jump to a higher track from the one you're on, then roll around to 
the opposite side. From the end of this track, Boost off to a rotating section 
of track and then into a Bomb Slot. Activate it and repeat on the other side to 
reveal the Expansion. (Jump up the retracting ledges to get it using good 
timing) Now, head back to the surface and make your way up to the Temple 
Grounds.

+--------------+
|TEMPLE GROUNDS|
+--------------+

>Path of Eyes
Make your way to the Path of Eyes and go through the green door in the middle 
of the path. (Of course, since you should have the Energy Tank from Windchamber 
Access, it will be blue)

>Windchamber Access
Shoot yourself across with the Kinetic Orb Cannon and Grapple to the Energy 
Tank if you didn't already. Enter the room beyond with a Power Bomb.

>Grand Windchamber
This massive room is built into the Cliffside, and contains a puzzle you'll 
have to solve to get the Sunburst. To start off, you'll have to take a detour 
to the dark world. Look to the right for a portal and use it.

+------------------+
|SKY TEMPLE GROUNDS|
+------------------+

>Ing Windchamber
Like in the light world, there's a large lock mechanism in the middle of the 
Ing Windchamber. Travel around the room using the Kinetic Orb Cannons and use 
the Spinners to rotate the locks so they are all highlighted the same color. 
Get to the ledge in front of the gems on the locks and shoot them all with 
Seeker Missiles. repeat this process for the other color of locks to blast them 
off and unlock the mechanism. Now, return to the light world.

+--------------+
|TEMPLE GROUNDS|
+--------------+

>Grand Windchamber
Your puzzle solving in the dark world created four Grapple Points here. Use 
them to reach a far platform with a Kinetic Orb Cannon and shoot up to the 
central lock. The Sunburst is up there, waiting to be claimed, just as you'll 
be waiting for the immensely powerful but incredibly slow-moving move to hit. 
Like the Darkburst, it consumes 30 ammo units and 5 Missiles to fire. Make sure 
not to try to hit anything moving. Now, back to the Sanctuary Fortress. 
Luckily, there's a shortcut you can now use to reach the Fortress if you have 
enough Power Bombs. (It should be no problem if you've been getting Expansions) 
Grapple over to the ledge farthest from where you first entered and go through 
the yellow door. Go through the ensuing tunnel and one last yellow door to 
arrive in the GMFC Compound. From there, return to the Sanctuary Fortress. 

<SUNBURST ACQUIRED!>

+------------------+
|SANCTUARY FORTRESS|
+------------------+

>Transport to Temple Grounds
You know the way; return to the Sanctuary Entrance.

>Sanctuary Entrance
Cross the gap as usual, then go to the left on the other side to the high-tech 
elevator structure. Use a Power Bomb to destroy the Denzium panel in front of 
it (break some crates for Power Bombs if necessary) and go up. Scan the panel 
on the higher ledge to activate a Kinetic Orb Cannon on a walkway below. Use it 
while holding R to reach a Spider Ball track. Roll up this track to the top of 
the platform to find a Vigilance Turret. Cool! Using the turret, shoot the 
rocky upper part of the far side of the bridge and the upper section of the 
main Fortress. Also shoot a spiky part down and to the right of this, to the 
right of the light door. Now, end your rampage and take the track back down to 
another Cannon that returns you to the main part of the Fortress. Go over to 
the spiky part of blasted, scan the Luminoth Lore, and ascend the tracks using 
the Spider and Boost Ball. At the top, scan the Keybearer and use the Cannon to 
be shot all the way across the gap to a well-earned Power Bomb Expansion. Jump 
down and cross the gap one more time, then proceed to Reactor Access.
LORE>LUMINOTH LORE>CONFLICT>FINAL PHASE>TWILIGHT
LORE>LUMINOTH LORE>KEYBEARER LORE>CADRE 2>S-JRS' TESTAMENT

>Reactor Access
As you enter the main part of this area, one of the dormant robots on the walls 
comes to life and attacks! Scan the Ingsmasher, then get ready for a miniboss 
fight. Their main attack is a ground quake that repeatedly sends shockwaves at 
you; the waves are easy to jump over but it creates so many that you'll almost 
inevitably be hit. The Super Missile is your main weapon against the 
Ingsmasher; charge the Power Beam constantly and fire a Missile whenever the 
Ingsmasher isn't using its opposite-polarity shield. If you can, try a Power 
Bomb to make things quick. Try not to get close to the mechanoids, though; it 
is an IngSMASHER. Unlike with their Metroid Prime clones the Elite Pirates, you 
don't get anything for beating Ingsmashers, annoyingly enough. After 
dispatching it, continue on to the Reactor Core.
CREATURES>AETHER>MECHANOIDS>LARGE>INGSMASHER

>Reactor Core
Now that you're here, skip ahead to the marked part of the next section to 
continue. (Consider reading the parts before it for info on a few more 
Expansions)

q. Echo Visor (Ecovs)

The Echo Visor gives you the vision of a bat. And you thought the game's name 
was just there to sound cool.

+---------------+
|DARK TORVUS BOG|
+---------------+

>Undertemple
Use your new Power Bombs to destroy the yellow blast shield on the door ahead 
and leave. 

>Undertemple Access
Climb up the stairs here as in the light world; blast the Darkling Tentacles 
with the Power Beam.

>Undertemple Shaft
Fight off or ignore the Hunter Ing down here and get back up to the top of the 
room. From there, proceed to save your game and then head off for the Crypt. 
(The Grappling Beam makes it easier)

>Crypt
Use the portal in the alcove to reenter the light world.

+----------+
|TORVUS BOG|
+----------+

>Gathering Hall
Drop down into the water (oh, wait, you're already in it) and lay a Power Bomb 
on the over-shaped piece of glass on the bottom to expose a half-pipe of sorts. 
Next, Power Bomb the plug below it to drain the room of water. (And you liked 
the water...) Now, use the half-pipe you've exposed to Boost up to some Spider 
Ball tracks suspended near the ceiling. (Hold R as you boost to avoid missing 
them) Bomb Jump to a higher track from the one you're on, then roll around to 
the opposite side. From the end of this track, Boost off to a rotating section 
of track and then into a Bomb Slot. Activate it and repeat on the other side to 
reveal the Expansion. (Jump up the retracting ledges to get it using good 
timing) Now, go through the Hydrodynamo Station to the Training Chamber. (As 
rockin' as you Power Bombs are, they still can't open grey doors to access the 
short path)

>Training Chamber
As you enter, the Bloggs swimming in the water are transformed to Dark Bloggs! 
Not only do they look insanely awesome now; they're also much more resistant to 
your methods of killing them. Luckily, their Darkling possession gives them a 
weakness to light; a Lightburst to the face will take out a Dark Blogg. Now, 
it's time to uncover another shortcut. For starters, go up the Spider Ball 
track to the left of the Spinner and boost from the top to a track on the 
underside of a platform held by the large statue. Roll around the curved track 
and boost to more track on the other wall. From there, roll up to the huge 
Spider Ball oval on the ceiling and drop onto the platform held by the statue. 
(It may take a few tries) Once on it, activate the Bomb Slot to move the statue 
forward, revealing a Missile Expansion and tracks leading to a yellow door.
CREATURES>DARK AETHER>DARKLINGS>DARKLING AQUATIC>DARK BLOGG

>Sanctuary Transport Access
There's a regular Blogg swimming around in the pool in this room if you still 
need the scan. Otherwise, jump across the rotating platforms to the door, and 
take the Transport beyond to the Sanctuary Fortress.

+------------------+
|SANCTUARY FORTRESS|
+------------------+

>Transport to Torvus Bog
Leave this room (after enjoying the incredible view) and go through the tunnel 
with the Octopedes.

>Main Research
You can't do much in this room yet; you're just passing through. For now, deal 
with the Dark Quads and scan the Luminoth Lore in here and the large robot at 
the top of the middle column. You can also get a Missile Expansion by 
navigating the maze of Spider Ball tracks on a wall. Simply use timing to avoid 
the various robotic arms as you roll along the tracks to reach the Expansion. 
After getting it, drop off, roll up some tracks to a ledge, and leave.
CREATURES>AETHER>MECHANOIDS>STATIONARY>CARETAKER CLASS DRONE
LORE>LUMINOTH LORE>CONFLICT>SECOND PHASE>TORVUS FALLS

>Transit Station
It's time for...another Expansion! (I hope you have some Power Bombs) Power 
Bomb the glass in front of the portal and enter it.

+--------+
|ING HIVE|
+--------+

>Hive Portal Chamber
As you enter this room, a huge mechanical monstrosity smashes through a wall: a 
Dark Ingsmasher! It's defeated in much the same way as the light variety, 
though the Lightburst is preferable to the Super Missile for defeating them. Of 
course, since you probably haven't met regular Ingsmashers yet, just try jump 
over the ground quakes they produce in rapid succession and let them have it 
whenever they aren't projecting an opposite-polarity shield. Make sure to 
respect the "Smasher" part of their name and not get too close, and to scan it. 
After killing the Dark Ingsmasher (er, deactivating), go through the portal 
behind where it was.
CREATURES>DARK AETHER>DARKLINGS>DARKLING MECHANOID>DARK INGSMASHER

+------------------+
|SANCTUARY FORTRESS|
+------------------+

>Transit Station
Simply roll through the tunnel in this sealed-off alcove and enter another 
portal. 

+--------+
|ING HIVE|
+--------+

>Hive Portal Chamber
Climb the Spider Ball tracks in front of you and enter one last portal. 

+------------------+
|SANCTUARY FORTRESS|
+------------------+

>Transit Station
Use some more Spider Ball tracks to reach a Power Bomb Expansion. After getting 
it, roll back out and drop into the main part of the room, then go through the 
yellow door to the Reactor Core.

!!!PEOPLE WITH THE SUNBURST SKIP TO HERE!!!

>Reactor Core
Proceed up the central column (or across it, depending on where you entered 
from) to the Hall of Combat Mastery.

>Hall of Combat Mastery
Some of the Ingsmashers in this hall come to life and attack as you pass them. 
Scan one if you didn't already and fight them if you want. Use the Morph Ball 
to boost past them and get into the enclosure leading to the elevator. (If you 
want, you can take a shortcut across the room by going up the tracks ahead of 
you as you enter) Once you're up on the second level, go to the Main Gyro 
Chamber.

>Main Gyro Chamber
Take the elevator back up to the top floor of the room, but don't go to the 
Temple. Lay a Power Bomb next to some of the debris in the corner to reveal 
another Bomb Slot. Solve another colored dots puzzle and activate the second 
Bomb Slot that appears to stop the smaller, inner gyro ring at an angle. Now, 
walk out onto the outer ring and go to where the rings cross. (You also might 
want to save your game while you're here) At one of these intersections is an 
open Spider Ball track. Get onto it and go up as far as you can, then boost off 
to fly through a cracked pane of glass to another upper part of the room. Go 
though the yellow door.

>Checkpoint Station
As you enter this room, you see your old friend Dark Samus wipe out a squad of 
Pirates. Luckily, there's a wall between you so you can only watch as she 
floats off. Go around through the hallway (destroy the crates for supplies) and 
into the open room DS was in, then follow her through the next door.

>Aerie Transport Station
You're now at the bottom of the massive vertical shaft you undoubtedly saw 
after downloading the level map. As expected, Dark Samus is waiting for you in 
here. As the huge elevator you're standing begins to ascend, she finally gets 
around to fighting you a second time. 

CREATURES>OFFWORLD>DARK SAMUS>DARK SAMUS 2
Location>Sanctuary Fortress>Aerie Access/Aerie
Difficulty>5/10
Spoils>Echo Visor
Strategy>Dark Samus returns as you ascend to the Aerie. She's fought much like 
before, but hard some new attacks and abilities. As usual, DS is very fast; 
don't use slow-moving attacks and imitate her speed. (Remember to scan her 
first thing) For this battle, Super Missiles are the weapons of choice. She can 
turn into a Morph Ball and speed around the room; avoid her like you did the 
Boost Guardian. A charged Light Beam shot can force her out of Morph Ball mode 
instantly. She can also turn invisible; if she does, track her with the Dark 
Visor. Beyond that, just use Super Missiles and engage her as you did before. 
Try to hit her when she attacks to prevent her from dodging or blocking you.

By the time you defeat Dark Samus (again), the elevator you battled on will 
have reached the Aerie, the top of a huge tower on the Fortress. After winning, 
you get...nothing, yet. To claim your prize, go through the window Dark Samus 
smashed on her way out. (Make sure not to fall like she did) Walk along the 
edge until you reach a portal.
CREATURES>OFFWORLD>DARK SAMUS>DARK SAMUS 2

+--------+
|ING HIVE|
+--------+

>Hive Summit
Walk along the dark version of the ledge to a Spider Ball track and use it to 
enter the main room again. Use the Spinner to rotate a track so you can Spider 
Ball up it and boost off to another section. From there, roll up to the end and 
boost off to a ledge from which you can jump to another portal.

>Aerie
From the central platform you emerge on, jump back to the other high ledge and 
get your prize: the Echo Visor. This eyewear allows you to see sound like a 
bat, and will be useful in later parts of the game. As usual, you can't just 
leave; some transmitters are inhibiting the elevator. Use the Echo Visor to 
find small devices emitting sonic pulses and shoot them. Once all three are 
down, you can use the elevator to return.

<ECHO VISOR ACQUIRED!>

>Expansions Available with the Echo Visor<
Missile Expansion 43>Sanctuary Fortress>Central Area Transport West
Missile Expansion 44>Sanctuary Fortress>Temple Access
Energy Tank 11>Sanctuary Fortress>Watch Station Access
Beam Ammo Expansion 3>Sanctuary Fortress>Watch Station

r. Screw Attack (Scwat)

Samus has enjoyed screwing her enemies since the early days. Now you get to do 
it in 3-D. The move also gives you mobility like you've never dreamed of. 

+------------------+
|SANCTUARY FORTRESS|
+------------------+

>Aerie Transport Station
Once you reach the bottom again, leave the Aerie shaft.

>Checkpoint Station
Your progress is sealed in this room. Use the Echo Visor to find more sonic 
transmitters and eliminate them to proceed. Head back down to the Hall of 
Combat Mastery from here (save as you pass through the Main Gyro Chamber) and 
use the Portal in it.

+--------+
|ING HIVE|
+--------+

>Culling Chamber
Look for a vertical red Spider Ball track near the middle of the Culling 
Chamber and roll up it. Inside the glass chamber, roll around to the ledge 
holding your first Dark Temple Key. (Bomb the metal barrier in front of it) 
After getting the Key, return to the light world.

+------------------+
|SANCTUARY FORTRESS|
+------------------+

>Hall of Combat Mastery
Next, return to the Reactor Core. Take out the top Rezbit and Bomb the yellow 
door. (You'll definitely want to Save again)

>Transit Station
I'll do this next part assuming you got the Sunburst, meaning you haven't been 
through here before. (If you have, just skip ahead) To get the Expansion in 
this room, Power Bomb the glass in front of the portal and enter it.

+--------+
|ING HIVE|
+--------+

>Hive Portal Chamber
As you enter this room, a huge mechanical monstrosity smashes through a wall: a 
Dark Ingsmasher! It's defeated in much the same way as the light variety, 
though the Lightburst is preferable to the Super Missile for defeating them. Of 
course, since you probably haven't met regular Ingsmashers yet, just try jump 
over the ground quakes they produce in rapid succession and let them have it 
whenever they aren't projecting an opposite-polarity shield. Make sure to 
respect the "Smasher" part of their name and not get too close, and to scan it. 
After killing the Dark Ingsmasher (er, deactivating), go through the portal 
behind where it was.
CREATURES>DARK AETHER>DARKLINGS>DARKLING MECHANOID>DARK INGSMASHER

+------------------+
|SANCTUARY FORTRESS|
+------------------+

>Transit Station
Simply roll through the tunnel in this sealed-off alcove and enter another 
portal. 

+--------+
|ING HIVE|
+--------+

>Hive Portal Chamber
Climb the Spider Ball tracks in front of you and enter one last portal. 

+------------------+
|SANCTUARY FORTRESS|
+------------------+

>Transit Station
Use some more Spider Ball tracks to reach a Power Bomb Expansion. After getting 
it, roll back out and drop into the main part of the room, then continue on to 
Main Research.

>Main Research
Upon entering this room, don't jump down yet; try to blast at least one of the 
Dark Quads' heads before jumping down. Next, do so and finish them and get two 
scans: the large robot in the top of the huge central column, and the Luminoth 
Lore. Also, you'll probably want the Missile Expansion on the wall covered in 
Spider Ball tracks...and mechanical arms and claws. Use timing to get past the 
hazards without getting hurt and reach the expansion. Next, switch over to the 
Echo Visor and find some sonic transmitters. To avoid a game-ending glitch, 
MAKE ABSOLUTELY SURE you destroy all three emitters in one go, without leaving 
the room before they're all down. It seems unlikely that you would, but if you 
don't and save again, you'll have to restart your game. As long as you're 
making sure of things, double-check that you scanned the Caretaker Drone. 
Anyway, after destroying all the transmitters, a door opens to reveal a portal. 
Do I really need to tell you to take it?
CREATURES>AETHER>MECHANOIDS>STATIONARY>CARETAKER CLASS DRONE
LORE>LUMINOTH LORE>CONFLICT>SECOND PHASE>TORVUS FALLS

+--------+
|ING HIVE|
+--------+

>Staging Area
Try to stay in the safe zone around the portal as you take out the pair of 
Hunter Ing; as usual, wait for them to become solid again and give them a 
Lightburst to the face. (The Sunburst isn't very practical) After winning, use 
the Echo Visor to find more transmitters and shoot them to reveal a panel. Scan 
it and the central section of the room lifts, giving you access to the central 
cylinder. Fall down into it to find another portal. Before using it, it's 
highly recommended that you recharge all your health in the safe zone. It's 
boring, but worth it. 

+------------------+
|SANCTUARY FORTRESS|
+------------------+

>Main Research
You're now right below the Caretaker Drone you hopefully scanned. Roll up the 
Spider Ball Track to a metal floor in the cylinder, then QUICKLY Bomb Jump up 
to the circular Spider Ball Track to avoid massive damage from the electrified 
floor. Next, several various robotic arms lower. Roll away from them to avoid 
being damaged and dislodged, causing you to fall onto the floor which is 
quickly re-electrified. If necessary, cross to the opposite side of the track 
by using the Boost Ball to avoid the arms. Whenever a red light lowers, quickly 
position yourself across from it and boost into it. Repeat the process for two 
more red lights to cause a cylinder to lower. Boost through the bottom of this 
cylinder (it's in the middle, so you don't need to aim) to damage the Caretaker 
and create some Spider Ball Tracks leading up. Bomb Jump up to them and again 
to the next level of track. This one is identical to the one below, but with 
two small gaps in the track. Luckily, if you plan your Boosts well enough, this 
shouldn't hinder you. Repeat the process once more with three gaps to defeat 
the Drone. Go up more Spider Ball Track and through a tunnel to the main part 
of the room. Roll through some tube to drop out on a higher ledge, in front of 
a door you should use.

>Central Area Transport West
Use the Echo Visor again to destroy a sonic transmitter blocking access to a 
Kinetic Orb Cannon. Roll into it to start a chain reaction that shoots you up 
to the top. If you have a few more moments, drop into the central shaft to get 
a Missile Expansion. Once in, look for three Morph Ball holes and take the left 
one. Choose two right-hand forks in the ensuring Morph Ball maze to fall onto 
the Expansion. Continue all the way back down, then shoot yourself up again and 
continue on.

>Watch Station
This huge ledge is filled with Spider Ball Tracks and other various 
attractions; it's the Sanctuary Fortress' closest thing to a fun fair. For 
starters, jump out off the ledge you begin on to the rotating platforms in the 
middle and ride them to the main ledge. Go across this ledge (get the Luminoth 
Lore) and jump up to a light door and use it.
LORE>LUMINOTH LORE>CONFLICT>FINAL PHASE>SANCTUARY FALLS

>Watch Station Access
Get the easy Energy Tank here and scan the panel to lower some Grappling Points 
that create a useful shortcut from the Main Gyro Chamber to the Watch Station. 
Return and save your game if you want, then head back to the Watch Station.

>Watch Station
Next, get onto the Spider Ball Tracks next to you as you enter. Don't roll to 
the impassable grey door; instead, Bomb Jump up to some more tracks and drop 
down onto a central platform with a Kinetic Orb Cannon. Blast yourself out 
while holding R to some Spider Ball Tracks. Make your way across more tracks 
until you reach a series of tracks mounted on rotating disks. Get onto one and 
(without moving) carefully lay a Bomb so it explodes just before you get 
carried into the metal piece on the wall, which knocks you off. If you timed it 
right, you get shot up to the next disk. If you were off, quickly roll back to 
avoid getting dislodged. Get up one more disk and roll down to a huge rectangle 
of track. Roll down to the bottom-right corner of it and continue down until 
you're right above a Bomb Slot. Drop off the track while holding up to get into 
the slot; Bomb it to reveal a portal.

Before using it, you can also claim a Beam Ammo Expansion here. Get back over 
to the rectangle of track and briefly release R while sticking to the bottom 
left corner. You'll fall onto more track; from here you can go up two more 
disks and into a pipe. When presented with a fork, don't go right; it drops you 
down to ground level. Take the path away from your view to roll into a secret 
chamber with another Beam Ammo Expansion! Now, roll back and down the pipe to 
exit right in front of the portal, which you should use.

+--------+
|ING HIVE|
+--------+

>Aerial Training Site
Take out the Dark Pirate Commandos (try to stay inside the safe zone as usual) 
and go through the blue door to the right.

>Judgment Drop
Unlike in the light world, there are Grappling Points here that allow you to 
cross the huge gap. Make sure to blast all the Dark Preeds floating around 
first with the Power Beam or Seeker Missiles. Don't go through the next door 
upon crossing the gap; turn left and jump down to a small platform, then to a 
portal right under the platform you Grappled to.

+------------------+
|SANCTUARY FORTRESS|
+------------------+

>Grand Abyss
Jump back up from the portal and go through the blue door.

>Vault
Walk across the long bridge to the central platform in this area. Your next 
upgrade is sitting in the middle of it, but this room isn't called the Vault 
for nothing. You'll have to unlock it before getting the Screw Attack. Go 
around to the lower level of the central vault and scan a panel to lower the 
bridge you just took, letting you reach a portal. 

+--------+
|ING HIVE|
+--------+

>Vault Attack Portal
Grapple all the way across the considerably barer gap to another portal. Before 
using it, make sure to scan the rare Dark War Wasps.
CREATURES>DARK AETHER>DARKLINGS>DARKLING FLYERS>DARK WAR WASP

+------------------+
|SANCTUARY FORTRESS|
+------------------+

>Vault
From here, you can jump to a series of platforms guarded by Rezbits. Use the 
standard Entangler-Missile combo to take them out one by one before jumping to 
the platforms they're above. To unlock the Vault, you need to use 4 Spinners on 
platforms around the room. Jump to each one and do so. (The jumps are quite 
challenging, so be careful) After triggering all 4 Spinners, go back to the 
portal and cross the room via the dark world. Once you're back at the first 
portal, go across the bridge and activate the Bomb Slot to unlock the awesome 
Screw Attack! This old school move is finally in 3-D, and allows Samus to cross 
nearly unlimited distances by repeatedly pressing B while flying through the 
air. She can use the Screw Attack up to 5 times after Space Jumping, and 
destroys any enemy she runs into.

<SCREW ATTACK ACQUIRED!>

>Expansions Available with the Screw Attack<
Missile Expansion 45>Ing Hive>Aerial Training Site
Missile Expansion 46>Torvus Bog>Undertemple
Energy Tank 12>Agon Wastes>Mining Plaza
Energy Tank 13>Torvus Bog>Meditation Vista
Power Bomb Expansion 5>Agon Wastes>Sandcanyon

s. Annihilator Beam (Anlrb)

Ever wanted to annihilate stuff? Use sound as a weapon? Get your ultimate 
revenge against Hunter Ing? With your last Beam, you can do all that and more. 
There's just the tall order of getting it... 

+------------------+
|SANCTUARY FORTRESS|
+------------------+

>Vault
In case you didn't already notice, there's no way to get out of here now that 
the bridge has been lowered...or is there? Jump off the higher ledge above it 
and keep hitting B with rhythm to use the Screw Attack, which lets you easily 
cross the gap. (Note that it doesn't give you any vertical distance)

>Grand Abyss
Once again, cross this massive gap with the Screw Attack.

>Watch Station
Take out the Pirate Aerotroopers and use the portal again.

+--------+
|ING HIVE|
+--------+

>Aerial Training Site
Look for some strange pinkish walls above the portal. These are Wall Jump 
Surfaces; scan them, then Space Jump into one. Hit B as you touch the wall to 
start Screw Attacking between it and the opposite one. Keep hitting B as you 
touch each wall to Wall Jump up between them. (It takes quite a bit of 
practice) Once you perfect this technique, you can reach a Missile Expansion. 
After getting it, head back through the portal.
RESEARCH>MECHANISMS>SYSTEMS>WALL JUMP SURFACE

+------------------+
|SANCTUARY FORTRESS|
+------------------+

>Watch Station
Use the Screw Attack to reach the door you originally used to enter this room.

>Central Area Transport West
Drop down through the Morph Ball paths in this shaft to reach the bottom. (If 
you didn't already get the Missile Expansion, go left, right, right to drop 
into it)

>Main Research
Use the portal in this room again. 

+--------+
|ING HIVE|
+--------+

>Staging Area
Jump to the raised floor surrounded the central cylinder, then to a flat piece 
of machinery on the wall and to the dark version of the door you just entered 
through.

>Central Hive West Transport
You need to Screw Attack your way up this room. As before, jump at the wall and 
hit B right as you hit it. Keep hitting B with timing as you touch each wall to 
climb up to the top. Go through the door up here.

>Aerial Training Site
You can now get the Dark Temple Key behind the forcefield in here. Scan the 
panel to lower it, then Screw Attack back to the portal and use it again. 

+------------------+
|SANCTUARY FORTRESS|
+------------------+

>Watch Station
Go through the light door in here to Watch Station Access.

>Watch Station Access
Either Grapple or Screw Attack back across this gap.

>Main Gyro Chamber
You'll probably want to save your game first. Now, head back into Dynamo Works 
and enter the portal.

+--------+
|ING HIVE| 
+--------+

>Hive Dynamo Works
Go through the light door ahead of you to Hive Dynamo Access.

>Hive Dynamo Access
Defeat the Warrior Ing in here and use the Echo Visor to open the door ahead.

>Hive Gyro Chamber
Jump to one of the platforms around the Spider Ball orb in the center. Shoot 
some of the Darkling Tentacles so they don't knock you off, then get onto the 
orb. Avoid any remaining tentacles and roll as far up the track as possible. 
(If they knock you down, Spider Ball up from the floor, but be careful to avoid 
them next time) From the highest part, you can boost to a circle of track with 
the final Dark Temple Key in the middle. Boost through the key to get it, then 
drop off and roll back up to the platforms around the orb. From here, you'll 
want to visit a few more rooms. First, there's a Save Station in the same place 
as in the light world near here. Get rid of the blast shield around it with a 
Missile but don't go in yet. First, jump to the door above it and go through.

>Hive Ammo Station
In the room corresponding to the Aerie Transport Station is an ammo station; 
it's highly recommended that you use it. Next, go back and use the Save 
Station. Finally, use the room above the entrance from Hive Dynamo Access 
corresponding to Temple Access.

>Hive Temple Access
Use your three Dark Temple Keys to unlock the Hive Temple.

>Hive Temple
Note the massive Quad in the middle of the huge Hive Temple as you jump down. 
Yes, that's the final temple Guardian. Get ready for your biggest (and coolest) 
fight ever against...

/CREATURES>DARK AETHER>GUARDIANS>QUADRAXIS>QUADRAXIS
|Location>Ing Hive>Hive Temple
|Difficulty>5/10
|Strategy>The Guardian of the Ing Hive, Quadraxis is a 50-foot Quad with 
|virtually impervious armor, massive 50-foot size, high-tech weapon systems, 
|and is 50 feet tall. Oh, and did I mention that he's 50 feet tall? Don't let 
|his size or power scare you, however; he's really just a very, very, very big 
|Quad. Or maybe not. In his first and most imposing form, Quadraxis crawls 
|around the arena while firing missiles and lasers. Keep moving and dashing to 
|dodge them. (Make sure to scan him at some point) Being a huge Quad, Quadraxis 
|also has a vortex attack with the size and power of a real tornado. A real 
|tornado filled with metal. You should always be charging the Power Beam in 
|this fight; quickly lock onto his feet when he begins to spin and fire a 
|charged shot at the red thing where they meet to stop the spin. If you're too 
|slow, the vortex will suck you in and do damage. Quadraxis also has a ground 
|quake attack; as usual, jump over it. It comes from all 4 of his feet, so try 
|jumping towards it to hopefully go over all 4. He has an attack where he locks 
|onto you with 3 red lasers and makes a targeting reticule appear on your 
|visor. To dodge it, enter Morph Ball mode and use a Boost right when the 3 
|Beams merge over you. If they hit, you'll be unable to attack for a few 
|moments. He can also fire rapid laser blasts and sonic particles that home in 
|slightly; sidestep both of these. To beat the first form, you must take out 
|the robot's kneecaps. Charge the Power Beam and lock onto one, then quickly 
|blast it with a Super Missile when it turns blue. It takes 2 Super Missiles to 
|destroy each kneecap, and make sure not to miss. Paradoxically, Quadraxis 
|speeds up and tends to keeps its remaining knees away from you as you destroy 
|more and more; if you can, try to hit each knee with one Super Missile before 
|destroying any. Whenever you destroy a knee, Super and Ultra Energy modules 
|fly out everywhere; draw them in with the Charge Beam. It's important to pick 
|all of them up in order to keep healthy from Quadraxis' attacks and the lack 
|of safe zones in the battles. If you need even more energy, you got it; you 
|can boost through the red orbs under hits feet to damage them. Destroying one 
|gives you another Ultra Energy. After destroying all the knees with Super 
|Missiles and some luck, move onto the easier second stage.
|
|CREATURES>DARK AETHER>GUARDIANS>QUADRAXIS>DAMAGED QUADRAXIS
|CREATURES>DARK AETHER>GUARDIANS>QUADRAXIS>SHIELD HEAD MODULE
|CREATURES>DARK AETHER>GUARDIANS>QUADRAXIS>STUNNED HEAD MODULE
|Location>Ing Hive>Hive Temple
|Difficulty>4/10
|Strategy>In Quadraxis' second phase, the body slumps down lifeless, and the 
|separated head floats around, just like with a regular Quad. Make sure to scan 
|both of them, then get started. When you scan the head, you learn it's 
|receiving sonic transmissions. Switch to the Echo Visor to learn that the 
|transmissions are coming from the body. Lock onto the antenna and blast it 
|with 2 Super Missiles or to destroy it and stun the head. Scan the now-stunned 
|head again, then switch back to the Echo Visor and target one of the antennae 
|on the head. Blast with 2 Super Missiles to destroy it and repeat the process. 
|As usual, destroying an antenna gives you more Energy and Missiles. (The head 
|will also summon Dark Quads; consider destroying them) Once all 3 antennae on 
|the head are gone, you move onto the final phase.
|
|CREATURES>DARK AETHER>GUARDIANS>QUADRAXIS>FINAL HEAD MODULE
|Location>Ing Hive>Hive Temple
|Difficulty>5/10
|Spoils>Annihilator Beam, access to Ing Hive Energy Controller
|Strategy>As the fight begins, the head module goes crazy and crashes into the 
|body to reveal Spider Ball tracks on the legs. Scan the head one last time, 
|then lock onto it and use 2 Super Missiles to stun it. The head will slowly 
|drift around the body; boost ahead of it and quickly Spider Ball up a leg it's 
|going to pass by. Charge a boost and release it while still holding R as the 
|head floats by. (It will seem to pause for a moment when it's in the right 
|place) If you aim was good enough, you fly at the head and hit the Spider Ball 
|tracks on it. (It takes practice to hit the head) Once you're on, roll to one 
|of the bomb slots of the head and lay a bomb in it to damage the head and get 
|still more refills. Repeat this process with the other slot to destroy the 
\head and win.

After finally winning this awesome battle, you get an even more awesome weapon: 
the Annihilator Beam! The final Beam is almost as awesome as its name suggests, 
firing homing sonic pulses that uses both light and dark energy. (And ammo) The 
shots are fairly powerful against all types of enemies, and the Beam can fire 
nearly as fast as the Power Beam. It uses ammo quickly, but when you run low 
you tend to get lots of light and dark ammo from storage containers. The 
charged shot is the Disruptor, a powerful sonic blast that doesn't home in but 
does huge damage. Anyway, get to the top of the platform that raises using the 
Spider Ball. Screw Attack to the grey door across from the way you entered and 
use the Annihilator Beam to open it. Go through the Energy Controller Access as 
usual.

<ANNIHILATOR BEAM ACQUIRED!>

>Expansions Available with the Annihilator Beam<
Missile Expansion 47>Sanctuary Fortress>Sentinel's Path
Missile Expansion 48>Torvus Bog>Transit Tunnel South
Power Bomb Expansion 6>Sanctuary Fortress>Main Gyro Chamber
Beam Ammo Expansion 4>Sky Temple Grounds>Profane Path (dark Sacred Path)

>Hive Energy Controller
As usual, approach the Energy Controller to steal the energy from the Ing Hive. 
After getting it, leave and return to the Temple.

>Hive Temple
Go back to the main platform and Screw Attack over to the left grey door.

>Temple Security Access
The only object of interest in this curving hallway is an Ingstorm, a group of 
tiny flying Ing that can rapidly corrode any metal that passes through them. 
This means massive damage for your. Boost to get through the Ingstorm as 
quickly as possible (remember to scan it) and continue to the next door.
CREATURES>DARK AETHER>ING>INGSTORM

>Aerial Training Site
Before reentering the portal, take the opportunity to test out your new Beam on 
crystals and beacons. It supercharges them with both light and dark energy, 
luring Ing in and killing them instantly upon contact with the field. It's the 
perfect weapon against those annoying Hunter Ing. 
RESEARCH>LUMINOTH TECHNOLOGY>LIGHT BEACONS>SUPER BEACON
RESEARCH>LUMINOTH TECHNOLOGY>LIGHT CRYSTALS>SUPER CRYSTAL

+------------------+
|SANCTUARY FORTRESS|
+------------------+

>Watch Station
Test out the Annihilator against the flying Pirates of you want (the Disrupter 
kills one instantly) and head back through the grey door you just used in the 
dark world.

>Sentinel's Path
In this middle of this hall is another Echo Door. Unlike previous ones, it 
isn't sealed by sonic emitters, but is opened by them. While using the Echo 
Visor, shoot the orange sound icon in the middle of the door with the 
Annihilator Beam to hear the sonic pattern that will open it. Test out the 
three stands around the door to hear what sounds they make and imitate the one 
on the door to open it and reveal a Missile Expansion. You can also use this 
technique in the bottom of the Main Gyro Chamber to get a Power Bomb Expansion. 
Anyway, continue on to the Sanctuary Temple and head back to the Energy 
Controller.

>Sanctuary Energy Controller
As you approach the Controller, Samus returns the energy to Aether's third and 
final region. However, your work isn't done yet. It's time to visit U-Mos to 
get your last assignment.

IV. Sky Temple
t. Sonic Boom (Optional) (Sncbm)

Thought the Annihilator Beam couldn't get any more powerful? Wrong. With the 
final charge combo, you can destroy stuff at the speed of sound. As usual, the 
Sonic Boom is unnecessary (though highly recommended), so if you want to skip 
it, you can. 

+------------------+
|SANCTUARY FORTRESS|
+------------------+

>Sanctuary Energy Controller
Head back out and to Temple Access.

>Temple Access
Use the Dark Visor and Seeker Missile to find and shoot four circles on the 
wall ahead of you, which activates a Kinetic Orb Cannon. This Cannon can shoot 
you back to the higher part of the room. If you want an easy Missile Expansion, 
find and shoot a sonic emitter on the upper part of the room, then quickly jump 
down to the lower part and use the cannon again to get below the floor, where 
you'll find the Expansion. Use the Spinner to open a way out.

>Main Gyro Chamber
If you want, jump down to the bottom of the room and open the echo door as 
before to get a Power Bomb Expansion by shattering the gyro core. (That can't 
be good) Oh, and you might want to SAVE YOUR GAME! Now, return to the Hall of 
Combat Mastery.

>Hall of Combat Mastery
Stay in the Morph Ball and head for the hall leading to the portal. (Defeat or 
ignore any Ingsmashers in your way) Instead of using the portal, lay a Power 
Bomb in the hall to shatter it and let you access a nearby shortcut to Agon 
Wastes!

+-----------+
|AGON WASTES|
+-----------+

>Transport to Sanctuary Fortress
Exit this room with a Power Bomb.

>Ventilation Area A
Kill or get past the Pillbug in this tunnel and roll out to a perpendicular 
one. Go right and kill the Pillbug, then double Bomb Jump onto the block it was 
rolling around. Keep Bomb Jumping until you reach the top of a block, then drop 
onto a Missile Expansion. After getting, it, continue to a light door.

>Main Reactor
Scan the Keybearer and descend back to where you first fought Dark Samus using 
the Spider Ball. If you want, look for another track next to the one you came 
on and climb it up to a series of segments over Phazon. Use the Boost Ball to 
jump from each of the segments to the next, and be sure to align yourself with 
the gaps so you don't land in Phazon. (If you do, quickly roll out a gap in the 
bottom of each Phazon cage) After getting all the way across, Bomb the glass 
circle for a Missile Expansion. Now, return to the Command Center and use the 
portal there.
LORE>LUMINOTH LORE>KEYBEARER LORE>CADRE 1>B-STL'S TESTAMENT

+----------------+
|DARK AGON WASTES|
+----------------+

>Doomed Entry
Head back around the loop of rooms to the Phazon Site.

>Phazon Site
This place is crawling with Dark Tallon Metroids. A few Lightbursts can pretty 
easily kill one. If they latch onto you, you can use a Power Bomb to kill them 
instantly. After getting rid of them, jump up the floating platforms until you 
can Screw Attack to the grey door.

>Ing Cache 2
Your final Charge Combo is unprotected in this room. The Sonic Boom uses 30 
units or light and dark ammo, as well as 5 Missiles, but the attack is worth 
it; it creates a shockwave that does massive damage to anything it hits and 
travels at the speed of sound. Use it wisely.

<SONIC BOOM ACQUIRED!>

Now, head for the Great Temple.

u. Light Suit (Litst)

Your final suit protects against anything imaginable. (Except that stupid 
Phazon) Once you claim it from U-Mos, you'll be able to pass through the 
atmosphere of Dark Aether and even poison water unharmed, and warp between 
levels in an instant. Not to mention it looks freakin' awesome.

+------------------+
|SANCTUARY FORTRESS|
+------------------+

>Sanctuary Energy Controller
From here, leave the Fortress however you wish and make your way back to the 
Main Energy Controller.

+------------+
|GREAT TEMPLE|
+------------+

>Main Energy Controller
U-Mos is happy that you've restored energy to all three temples, but the Ing 
aren't defeated yet. They still have one last energy source, in the dark 
version of this very temple! In order to get to the Ing Sky Temple, you'll need 
to gather not 3, but 9 Sky Temple Keys from all over Dark Aether. To help you 
defeat the Ing once and for all, U-Mos gives you a powerful gift. By opening up 
the Main Energy Controller, U-Mos reveal a new suit composed of a mix of 
Luminoth and Chozo technology, and light itself: the Light Suit! This insanely 
awesome-looking new armor will make you wonder how you ever did without it. It 
makes you fully immune to Dark Aether's poisonous atmosphere, poisonous purple 
water, and Ingstorms. Even better, it allows you to warp between the 4 Energy 
Controllers!

<LIGHT SUIT ACQUIRED!>

>Expansions Available with the Light Suit<
Missile Expansion 49>Sanctuary Fortress>Sanctuary Map Station
Energy Tank 14>Temple Grounds>Fortress Transport Access
Power Bomb Expansion 7>Dark Agon Wastes>Feeding Pit
Power Bomb Expansion 8>Dark Torvus Bog>Putrid Alcove

v. Sky Temple Grounds Keys (Stgks)

+------------+
|GREAT TEMPLE|
+------------+

>Main Energy Controller
Now that you have your awesome new suit, you can freely explore Dark Aether to 
get Expansions and the Keys. But where to look? Remember all the dead Keybearer 
Luminoth you've found over the course of the game? They got their titles for a 
reason; they were carrying the Sky Temple Keys when they died. The Keys are 
found in the rooms you found the Keybearers in, or rather, the dark versions of 
those rooms. In case you've forgotten, a helpful Keybearer named A-Kul left 
clues as to the locations of the Keybearers at the entrance to the Sky Temple. 
The lore you gained by scanning the Keybearers themselves contains a testament 
of their last moments; the highlighted words are part of the name of the room 
where they're found. Anyway, to get started, head down through Temple Transport 
C to the Meeting Grounds (use the Lightburst to take out the Dark Pirate 
Commandos that appear) and use the Portal in the Hall of Eyes.

+------------------+
|SKY TEMPLE GROUNDS|
+------------------+

>Base Access
After trying out your awesome new suit in the now-harmless atmosphere, blast 
the green door to continue.

>War Ritual Grounds
Annihilate the Hunter Ing (hint hint) and use the Seeker Missile Launcher to 
open the door in the small room corresponding to the Transport to get a Missile 
Expansion. Now go through the only other door.

>Shrine Access
Roll through the Morph Ball tunnel, clearing away blockage with Bombs. In the 
main part of the room, blast the Corrupted Sentreyes to stun them and enter the 
purple door. Clear out the Darkling Tentacles in the ensuring hallway and 
continue on to the dark version of the Hall of Honored Dead.

>Sky Temple Gateway
This room is situated directly below the floating Sky Temple, and once all 9 
Keys are placed, you will be able to reach it. It also seems to be home to the 
biggest deposit of Phazon anywhere. Now, you have a lot of scanning to do. The 
Keys are placed in the pillars around the center of the room, and there are 
actually 10; A-Kul lies dead under an activated pillar with his Key. Scan him 
and all the other pillars to get some more clues as to the locations of the 
Keys, then head out through Shrine Access and a green door to the dark version 
of the Landing Site.
LUMINOTH LORE>KEYBEARER LORE>CADRE 1>A-KUL'S TESTAMENT
LUMINOTH LORE>A-KUL'S CLUES>CADRE 1 CLUES>J-STL'S KEY
LUMINOTH LORE>A-KUL'S CLUES>CADRE 1 CLUES>B-STL'S KEY
LUMINOTH LORE>A-KUL'S CLUES>CADRE 1 CLUES>S-DLY'S KEY
LUMINOTH LORE>A-KUL'S CLUES>CADRE 1 CLUES>G-SCH'S KEY
LUMINOTH LORE>A-KUL'S CLUES>CADRE 1 CLUES>S-JRS'S KEY
LUMINOTH LORE>A-KUL'S CLUES>CADRE 2 CLUES>C-RCH'S KEY
LUMINOTH LORE>A-KUL'S CLUES>CADRE 2 CLUES>D-ISL'S KEY
LUMINOTH LORE>A-KUL'S CLUES>CADRE 2 CLUES>M-DHE'S KEY
LUMINOTH LORE>A-KUL'S CLUES>CADRE 2 CLUES>J-FME'S KEY

>Defiled Shrine
In case you already forgot, you found a Keybearer as you entered the light 
version of this room, meaning there's a Key here. Besides being hidden in the 
dark world, the Keys are also hidden from sight. Use the Dark Visor to spot a 
storage unit floating around the room. Blast it once to make it overload the 
Dark Visor and become visible, then scan it and finish it off with a charged 
shot to reveal the Key inside. Next, go back through the Portal you used and go 
around through the Grand Windchamber to the Sacred Path. (You can use the Light 
Suit to get an Energy Tank in Fortress Transport Access)
RESEARCH>BIOLOGY>ING STORAGE>FLYING ING CACHE

+--------------+
|TEMPLE GROUNDS|
+--------------+

>Sacred Path
Get up onto the far ledge, then jump to the metal platform in the middle and to 
a portal.

+------------------+
|SKY TEMPLE GROUNDS|
+------------------+

>Profane Path
Use the Echo Visor and Annihilator Beam in here to get your final Beam Ammo 
Expansion(!) in the useless dark version of the transport and go to the dark 
version of the Sacred Bridge.

>Phazon Pit
A Dark Tallon Metroid confronts you in here. Take it out with two Lightbursts 
and jump across the Phazon to proceed.

>Phazon Grounds
There's a Missile Expansion in a tower far from the main ledge. To get it and 
simultaneously rid yourself of the swarms of Dark Tallon Metroids, use the 
Screw Attack. Go through the purple door after getting it.

>Reliquary Grounds
Take out the Warrior Ing in here if you want and head for the blue door at the 
high opposite end of the room.

>Ing Reliquary
Like before, use the Dark Visor to find the Flying Ing Cache and get the Key 
inside. Next, return to the Profane Path and light world and go through the 
Communication Area to the light version of the Ing Reliquary. 

+--------------+
|TEMPLE GROUNDS|
+--------------+

>Storage Cavern A
Scan the last Keybearer in here, then continue back to the Temple Assembly 
Site. (in Dynamo Chamber, make sure you've scanned the gates and Power Bomb 
them; also lay a Power Bomb next to the cracked wall in the middle for an 
Expansion)
LORE>LUMINOTH LORE>KEYBEARER LORE>CADRE 2>D-ISL'S TESTAMENT

>Temple Assembly Site
It's finally time to do something about that annoying crystal that keeps 
stealing your lock-on. Shoot it with the light beam to reveal another portal 
behind it.

+------------------+
|SKY TEMPLE GROUNDS|
+------------------+

>Plain of Dark Worship
If you didn't already, get the Missile Expansion sitting in the dark version of 
the transport and go through the only door. Continue through a quick hall to 
Accursed Lake.

>Accursed Lake
Supercharge one of the crystals with the Annihilator Beam to take out the 
Hunter Ing and jump into the poison water. Get onto some land and look around 
above the lake for a Flying Ing Cache and reveal it. Wait on killing it until 
you can jump to reach the key. Scan one of the Ingclaws in here and leave. 
Return to the portal and back to the Main Energy Controller; it's time to try 
out your new suit's last power.
RESEARCH>BIOLOGY>DARKLINGS>DORMANT INGCLAW

+------------+
|GREAT TEMPLE|
+------------+

>Main Energy Controller
Step into the icon below the Light of Aether to activate a strange new 
transport system. If you didn't already know, the Light Suit lets you ride 
beams to light to travel between Energy Controllers instantly. Use this new 
power to go to Agon Wastes.

w. Dark Agon Wastes Keys (Dkawk)

+-----------+
|AGON WASTES|
+-----------+

>Agon Energy Controller
Go out to Agon Temple and through the Mine Shaft to Mining Station B.

>Mining Station B
Take out the Sandigger in here and use a Power Bomb on the breakable wall (find 
it with the Scan Visor) to shatter it. Enter the light door behind it for a 
Missile Expansion, then head back across the Temple to the opposite door.

>Sandcanyon
This massive room consists of a few platforms over a huge ledge. You can cross 
it using the Kinetic Orb Cannons, or use the cool way and Screw Attack across. 
When you land on the platform in the middle of the canyon, Power Bomb the huge 
structure above it to break it off and get a Power Bomb Expansion. Continue 
across and head through Ventilation Area A, the Main Reactor, and the Command 
Center to Biostorage Station.

>Biostorage Station
The Metroids seem to have escaped in here and taken things over... and had 
kids! The cocoons all over the room spawn Infant Tallon Metroids. (They're so 
cute!) They can't drain your energy and attack by ramming you; a simple charged 
shot will take them out. Beware; if they absorb some Phazon, they grow up into 
regular Tallon Metroids! Scan them and the Cocoons (eliminate them with Super 
Missiles if you want), then return to the Command Center.
CREATURES>OFFWORLD>METROIDS>INFANT TALLON METROID
RESEARCH>BIOLOGY>COCOONS>METROID COCOON

>Command Center
As usual, defeat the Pirate Grenadiers and use the portal.

+----------------+
|DARK AGON WASTES|
+----------------+

>Doomed Entry
Head back through the dark door to Dark Oasis.

>Dark Oasis
Find a weakened wall in front of you with the Scan Visor and Power Bomb it to 
expose the actual oasis in the center, albeit a poison one. Jump into the 
poison water and find the next Flying Inc Cache under the surface with the Dark 
Visor. Kill it as usual and get the Key. Go back through Doomed Entry to 
Feeding Pit.

>Feeding Pit
Get the Power Bomb Expansion hidden in an alcove under the poison water. Go 
back through Doomed Entry, using the light door behind where the Dark Temple 
Key was to go through the upper part of the Double Path.

>Battleground
Take out the Warrior Ing without jumping from the ledge you're on. (Try to 
supercharge a Crystal) By using the Dark Visor, you can spot the Flying Ing 
Cache way on the other side of the room, as well as a series of moving 
platforms leading to it. Use them to reach the Cache (if you fall you need to 
start over from Doomed Entry) and get the Key. Next, jump down and go through 
Warrior's Walk.

>Warrior's Walk
This room has its name for a reason. To get the Missile Expansion under the 
floor, you'll need to Bomb a weakened section and roll through a Phazon 
deposit. Be quick to conserve energy and continue on through Judgment Pit.

>Junction Site
Bomb Jump up to the Spider Ball Tracks in the middle of the Morph Ball tunnel 
and activate the Bomb Slot at the top to rotate the track below you. This lets 
you drop down to another Missile Expansion. Get it, then go through Dueling 
Range to the door on the other side, corresponding to where you first entered 
the Mining Plaza.

>Ing Cache 4
Get one last Missile Expansion under the rock ledge you start on using the 
Morph Ball. After getting everything, go through the Save Station and reenter 
Agon Wastes in the Portal Site.

+-----------+
|AGON WASTES|
+-----------+

>Portal Site
I know you're eager to travel by light again, but you should use the easier 
shortcut to Torvus Bog. Go back to the Transport Center and get onto the lower 
half of the half-pipe to reach a Transport to Torvus Bog.

x. Dark Torvus Bog Keys (Dktbk)

+----------+
|TORVUS BOG|
+----------+

>Transport to Agon Wastes
Head through Underground Tunnel to Torvus Grove.

>Torvus Grove
Use the Scan Visor to find two roots of the massive tree in the center that 
have been weakened with Phazon and Bendezium exposure. Lay a Power Bomb right 
between them to make the tree collapse and smash open a wall to reveal a 
Missile Expansion. Get it and enter the Mediation Vista.

>Meditation Vista
 Look for a moving platform a bit of a way away from the cliff. Screw Attack to 
it (it will take good timing, and maybe a few tries) and ride it to a floating 
Energy Tank. Go back to Torvus Grove next.

>Torvus Grove
Use the half-pipe to reach the door to Grove Access and go through to Forgotten 
Bridge.

>Forgotten Bridge
Avoid the Grenchlers and jump out the doorway here to the portal.

+---------------+
|DARK TORVUS BOG|
+---------------+

>Dark Forgotten Bridge
Jump down and go through the door to Putrid Alcove.

>Putrid Alcove
Stun the Dark Phlogus and find the weakened wall in the water next to it. Power 
Bomb the wall to get a Power Bomb Expansion, then continue on to Poisoned Bog.

>Poisoned Bog
Jump into the poison water and find your first Flying Ing Cache there. Get the 
Key, then return to Dark Forgotten Bridge and the light world. 

+----------+
|TORVUS BOG|
+----------+

>Forgotten Bridge
Go back up to the metal walkway from the bridge and through the door to Plaza 
Access.

>Plaza Access
Make your way through this series of twisted wooden tunnels with the Bomb Jump 
to reach two Bomb Slots; each rotates one of the mechanisms blocking your path. 
You can also reach a tunnel after rotating the second one leading to another 2-
D area consisting of a half-pipe. Use it to get to a Missile Expansion on the 
right. Now go back and continue left to Torvus Plaza.

>Torvus Plaza
You can use the half-pipe here and some Spider Ball tracks high on the walls to 
get an exceedingly frustrating Energy Tank. Use the half pipe in the room to 
reach a Spider Ball track high on the walls. Follow it to a log you should roll 
across and use the Morph Ball Bomb to get onto another track. Follow it to 
another log and track (lure the Sporb out so you can drop down and kill it 
before proceeding) and then to a third log. After this, you'll reach another 
cylinder with moving Spider Ball tracks. This wouldn't be so hard, except for 
some stupid reason a glitch may give you the worst possible camera angle as you 
approach the cylinder, preventing you from seeing anything useful. Since you 
can't see what you're doing, follow me very closely. First, roll as far right 
(or left when the camera switches) as you can on your current track. When the 
rotating part with track on it moves as far clockwise as it goes, Bomb Jump 
while still holding R up to another section of track. Once it finishes moving 
in the other direction, briefly release R to drop back down to a stationary 
section. Now, experiment by Bomb Jumping to reach another section of moving 
track other that the first one. Once you manage to make it on, hold up to roll 
onto some stationary track just above the moving one. As the next section of 
track finishes moving, Bomb Jump up twice from there to get to the end of the 
nightmarish section. Keep following the track or a while to reach a Kinetic Orb 
Cannon that shoots you to the Energy Tank. After this extremely hard-earned 
Energy Tank, head back to the Great Bridge through the Abandoned Worksite.

>Great Bridge
Use a Power Bomb on the Bendezium blocking the Morph Ball tunnel on the ledge 
you'll emerge to expose it. Roll down to get a Power Bomb Expansion. (Use 
another to clear your path out) After getting it, go through the lower door to 
Torvus Temple and use the Underground Transport.

>Hydrodynamo Station
Go down through the lowest door and Hydrodynamo Shaft to the Main Hydrochamber.

>Main Hydrochamber
Like when you got the Power Bombs, roll up the Spider Ball tracks on the far 
wall and enter the portal.

+---------------+
|DARK TORVUS BOG|
+---------------+

>Undertemple
Use the Screw Attack to wall jump up right in front of the portal to a Missile 
Expansion, climb the Spider Ball tracks back to the top of the room and head up 
to the Undertemple Shaft.

>Undertemple Shaft
Defeat the Hunter Ing if you want and use the Cannon to get to the top of the 
room. Jump down and enter the Dungeon.

>Dungeon
Drop into the poison water under the floor here. Scan the invincible robots 
sitting on the floor, then shoot the Beacons over them to make them move out of 
the way. Roll through the holes they guard until you reach the final underwater 
room, which contains Torvus' second Flying Ing Cache. After getting it, surface 
and jump to the portal right above the entrance to the water.
CREATURES>AETHER>MECHANOIDS>LARGE>WATCHDRONE

+----------+
|TORVUS BOG|
+----------+

>Catacombs
Avoid the Grenchlers and finally open the grey door in here.

>Transit Tunnel South
Make your way through the rock tunnels in this room, triggering Bomb Slots to 
activate updrafts of bubbles. When in one, you can Bomb Jump much higher. By 
laying a Bomb just before the height of a jump, you can go as high as you want. 
Keep climbing and activating more updrafts to reach a Missile Expansion. 
Continue through the Tunnel and another one after the Gathering Hall to the 
Training Chamber.

>Training Chamber
First, you'll probably want to eliminate the pair of Dark Bloggs swimming 
around in the main part of the room. If you got the Sunburst, you may not have 
opened the shortcut here yet. (if so, use it and skip the next part) Get onto 
some Spider Ball tracks to the left of the statue at one end of the main pool 
of water and Boost off the top to a semicircle on track on the statue. Roll 
around it and Boost to more tracks on the other side, then roll up to the huge 
oval of track on the ceiling. Drop from it onto the flat front of the statue 
(it may take practice) and activate the Bomb Slot. This move the statue 
forward, exposing a Missile Expansion and yellow door.

>Sanctuary Transport Access
Jump across the rotating platforms in this hallway (note the regular Blogg in 
the pool) and enter the Transport to Sanctuary Fortress beyond. Use it to start 
your quest for the last two Sky Temple Keys.

y. Ing Hive Keys (Ihiks)

+------------------+
|SANCTUARY FORTRESS|
+------------------+

>Transport to Torvus Bog
Head back through the next few rooms from here to the Main Reactor; get past 
the Rezbits, Save your game, and enter the Map Station.

>Map Station
Step into the solid beam of light to be transported to a small secret room in 
the Station to get a Missile Expansion. Next, continue through the Minigyro 
Chamber to the Hall of Combat Mastery and use the portal.

+--------+
|ING HIVE|
+--------+

>Culling Chamber
Use the Spider Ball track shortcut in this room (it's the same as in the light 
world) to get past most of it and enter the dark version of the Minigyro 
Chamber.

>Unseen Way
This room's name is much less fitting if you spot some platforms to jump across 
using the Dark Visor. Of course, you could just Screw Attack your way across.

>Hive Reactor
Jump down to the bottom of the Reactor (defeat the Dark Ingsmasher with the 
Lightburst and scan it if you didn't already), then go back through the center 
door on the floor. (That was terrible) Note that there is a Save Station in the 
same place as in the light world, and the Map Station is now an Ammo Station.

>Hive Reactor Access
Clear out as many of the Nightbarbs as you can before trying to cross this 
infested room.
 
>Entrance Defense Hall
The Ing Larva Swarm found in this hall is like a cluster of Seedbursters, but 
deadlier. Scan them, then defeat them in the same way and continue on.
CREATURES>DARK AETHER>ING>ING LARVA SWARM

>Hive Entrance
Cross the massive gap and take out some Dark Preeds with the Screw Attack and 
ride the light beam up. Screw Attack back to above where you started to the 
Flying Ing Cache, get the Key, and jump back down to the door. Return to the 
Culling Chamber and use the portal there again.

+------------------+
|SANCTUARY FORTRESS|
+------------------+

>Hall of Combat Mastery
Go back into the Transport adjacent to this room to ascend to the upper floor. 
Head through Dynamo Works, Dynamo Access, the Main Gyro Chamber (Save here if 
you want), the Temple, and Worker's Path to the section of Dynamo Works where 
you fought the Spider Guardian.

>Dynamo Works
Go all the way back through where you finally defeated the Guardian, to the 
tunnel behind where it left the Spider Ball, and open the yellow door in the 
small chamber beyond. Use the portal in this tiny room to enter another 
isolated part of the Ing Hive. 

+--------+
|ING HIVE|
+--------+

>Hive Dynamo Works
From the entrance to this considerably barer area, use the Spider Ball track 
and Boost onto the orb when it lowers. Roll onto the conveniently placed red 
dot and Boost from it when your orb rises above the far one. Get onto the 
second dot and Boost onto more track when your orb is just above it. From 
there, roll to the far ledge and get the final Key as usual. Escape with the 
Screw Attack and return back through the Portal. 

+------------------+
|SANCTUARY FORTRESS|
+------------------+

>Dynamo Works
Leave the Dynamo Works the way you came in and go back through the Worker's 
Path to the Temple. Enter the Sanctuary Energy Controller and warp back to the 
Main one.

z. To the Sky Temple (Skytm)

+------------+
|GREAT TEMPLE|
+------------+

>Main Energy Controller
Go back down to the Temple Grounds through Transport C (consider saving in 
Transport A access) and use the portal in the Hall of Eyes. (If you don't have 
full ammo, return to your ship to get it first)

+------------------+
|SKY TEMPLE GROUNDS|
+------------------+

>Base Access
From here, take the path you used last time to the Sky Temple Gateway.

>Sky Temple Gateway
As Samus steps into the middle of the ring of pillars, one of the Keys flies 
into each one. This creates a beam of light in the middle; step into it to be 
transported to...

+----------+
|SKY TEMPLE|
+----------+

>Sky Temple Energy Controller
The Sky Temple is slightly different from the Great Temple, aside from its 
being far more evil. It's also upside down; you emerge in the Temple's Energy 
Controller. (or rather, right in the middle of it) Obviously, you aren't just 
going to take the energy; several tentacles reach around the energy and envelop 
it! Jump up to the ledge ringing the room and use the Save Station, then enter 
the door across from it to give chase.

>Sanctum Access
Use the Wall Jump to ascend the upside-down elevator shaft in the absence of 
one.

>Sanctum
As you enter the Phazon-filled room, a massive being of darkness grows around 
the red energy it's stolen. It's time to fight the leader of all the Ing!

/CREATURES>DARK AETHER>EMPEROR ING>EMPEROR ING HEAD
|CREATURES>DARK AETHER>EMPEROR ING>EMPEROR ING BODY
|CREATURES>DARK AETHER>EMPEROR ING>EMPEROR ING EYE
|Location>Sky Temple>Sanctum
|Difficulty>7/10
|Strategy>This is it: the final fight against the leader of the Ing. He starts 
|as a massive, many-tentacled monstrosity that sits in the middle of the arena. 
|The tentacles have a variety of painful attacks, such as swinging them around 
|the body (Space Jump over them) and warping them through portals to make them 
|appear behind you. (Run away from this attack, but expect to take damage) 
|First, scan both the thing's head and body for separate entries. Keeping away 
|from the tentacles and the Phazon lining the arena, lock onto each one and 
|blast them with Missiles. (Seeker Missiles may work; the Annihilator Beam is 
|best but it's recommended you save your ammo for later) It takes 2 Missiles to 
|kill each tentacle. After all the tentacles are gone, the head disappears and 
|a massive eye appears on top of the body. (Sound familiar, Sauron?) The eye 
|fires a laser beam at you that's easily jumped over or dashed away from. Lock 
|onto it and strafe around the eye to get in front of the gap between the two 
|energy shields surrounding the eye. When you have a clear shot, open fire. 
|Super Missiles do decent damage to the eye, but a Sonic Boom will remove about 
|1/3 of its HP is one go, so use a few if you want to speed things up. It's 
|very unlikely you'll destroy the first phase of the Ing Emperor before the 
|head reappears, often with more tentacles. Destroy them again to reveal the 
|eye and finish it off with Super Missiles or the Sonic Boom. Destroying the 
|tentacles can be tricky, making the first phase of this fight the hardest. 
|After you defeat this form, get ready for the easy part.
|
|CREATURES>DARK AETHER>EMPEROR ING>EMPEROR ING CHRYSALIS
|Location>Sky Temple>Sanctum
|Difficulty>3/10
|Strategy>In this form, the Emperor enters a huge cocoon and fills the floor 
|with poison gas. Quickly scan it, then enter Morph Ball mode and Spider Ball 
|onto the cocoon. To move onto the next phase, you must destroy all the 
|cocoon's tentacles. Each one resides in one of the glowing pits on the 
|cocoon's surface. To destroy one, wait right next to the pit. When dark smoke 
|starts coming out, the tentacle is about to emerge; quickly lay 3 bombs and 
|roll away to kill it. Try to get the lower tentacles first; the poison gas 
|periodically rises to cover them. The Inglets that continually appear to 
|attack you are blessings in disguise-while they can knock you off into the 
|poison gas, they can be killed with Bombs and often drop energy or beam ammo 
|refills. Be careful not to get knocked off, and leave your tentacle stakeout 
|to kill the Inglets if necessary. I'd recommend taking the opportunity to 
|refill your energy and beam ammo fully-you'll need them for the final phase.
|
|CREATURES>DARK AETHER>EMPEROR ING>MUTATED EMPEROR ING
|Location>Sky Temple>Sanctum
|Difficulty> 6/10
|Spoils>Imminent destruction of Dark Aether...with you still in it
|Strategy>In his final phase, the Emperor in attacks as a huge, mutated version 
|of a normal Ing. This monstrosity is only weak in its mouth, and only when 
|it's open and uncovered by its legs. Stay as close to the mouth as possible 
|when attacking and keep the mouth's color in mind-hit it with the Power Beam 
|or Super Missiles when it's orange, the Dark Beam when it's white, and the 
|Light Beam when it's purple. The Annihilator Beam works well on all 3 colors. 
|I hope you have plenty of Beam Ammo for this stage-you'll need it. The best 
|thing to do is to wait for the mouth to turn orange and hit it with a Super 
|Missile to stun the beast. Quickly switch to the Annihilator Beam and start 
|mashing A to pump fire into its mouth, making sure you have a clear shot. You 
|can also use the A-Beam to stun the Emperor, but it's best to save ammo. If 
|you run out, he'll summon swarms of Nightbarbs or white squiggly things which 
|you should take out with the Power Beam for more ammo. (Who would have thought 
|the leader of a pure evil race out to kill you would help you out?) As you're 
|being a serious pain in the mouth for him, he'll be retaliating with claw, 
|laser, ground quake, and charging attacks. If you manage to dodge the charge 
|attack, switch to the Annihilator Beam and lock onto the hole in his back. 
\Rapidly blast this hole to damage the Emperor further.

After finally killing the Emperor Ing, it leaves the energy behind and Samus 
quickly absorbs it. Unfortunately, this triggers a cataclysmic chain of events. 
Now that you've taken all of Dark Aether's energy, it will soon cease to exist-
in exactly 8 minutes, conveniently enough. You need to make sure to get out 
before it takes you with it. Quickly climb the platform that appears in the 
middle of the Sanctum and Screw Attack back to the door.
CREATURES>DARK AETHER>EMPEROR ING>EMPEROR ING BODY
CREATURES>DARK AETHER>EMPEROR ING>EMPEROR ING CHRYSALIS
CREATURES>DARK AETHER>EMPEROR ING>EMPEROR ING EYE
CREATURES>DARK AETHER>EMPEROR ING>EMPEROR ING HEAD
CREATURES>DARK AETHER>EMPEROR ING>MUTATED EMPEROR ING

>Sanctum Access
Jump back down the shaft here and leave.

>Sky Temple Energy Controller
Don't bother taking time to Save again (the Station isn't even working, and 
it's been done for you); just get into the light as quickly as possible. You 
escape should have taken about 30 seconds so far, but it's about to meet some 
complications.

+------------------+
|SKY TEMPLE GROUNDS|
+------------------+

>Sky Temple Gateway
As Samus reappears on the ground, she can't help but notice the huge column of 
Phazon has spread all around the room, including over her only exit. If case 
you didn't already se it coming, Dark Samus is back for one last battle. She's 
assumed a transparent, skeletal form and looks more like Metroid Prime than 
ever. Even worse, the timer is still ticking as you fight her, so be fast.

/CREATURES>OFFWORLD>DARK SAMUS>DARK SAMUS 3
|Location>Sky Temple Grounds>Sky Temple Gateway
|Difficulty>4/10
|Strategy>You didn't seriously think you'd beat the game by defeating only one 
|boss, did you? Dark Samus is back, and crazier than ever. Besides having to 
|beat her, you also have to beat the clock; the 8-minute timer from after 
|defeating the Emperor Ing is still ticking, and you must defeat your alter ego 
|once and for all before it expires. (There should be about 7 and a half 
|minutes after escaping the Sky Temple) Don't worry-if you know what you're 
|doing, this time is plenty for beating her. Anyway, Dark Samus 3 shouldn't 
|last long-make sure to scan her. She starts by firing a huge beam of Phazon. 
|It shouldn't be too hard to sidestep, but you must keep dashing away from it 
|for a few moments. After she lands, she disappears; this time, track her with 
|the Echo Visor. As usual, Dark Samus is fast and can often break your 
|targeting lock. Super Missiles (or another Sonic Boom, if you have the ammo) 
|are the weapons of choice; after removing about 1/4 of her HP, you move onto 
|the second phase. (Make sure to scan both of DS' forms)
|
|CREATURES>OFFWORLD>DARK SAMUS>DARK SAMUS 4
|Location>Sky Temple Grounds>Sky Temple Gateway
|Difficulty>5/10
|Spoils>Victory!
|Strategy>You'll know the battle with Dark Samus is entering its final phase 
|when she floats up and surrounds herself in a Phazon bubble. As usual, you 
|should ALWAYS be charging your Power Beam in this phase. Anyway, DS has 2 
|attacks while in the bubble. She send an explosive Phazon ball right at you; 
|luckily, it isn't homing and is easily sidestepped. The second attack consists 
|of Phazon bullets that fly into the air and then towards you. It's also easily 
|avoided, but you want it to hit you; more on that later. Anyway, after a while 
|of being bubble girl, she floats back down and starts dashing around rapidly. 
|Her main attack here is an unavoidable Phazon shield. You don't want DS to 
|stay in this phase; since you should be charging your Power Beam all the time, 
|keep locked on and blast DS with a Super Missile as she floats toward you 
|after descending from the bubble. This does some damage and makes her return 
|to the Phazon bubble. Anyway, to damage her, you must use the Phazon Beam. 
|(She is the new form of Metroid Prime, after all) You may not have the Phazon 
|Suit or Beam officially anymore, but it's still possible to blast her with 
|Phazon. When DS fires the Phazon bullets while in the bubble, you'll 
|automatically lock onto them. Keeping a Charge Beam out, get right under the 
|bullets like a right outfielder. Your Charge beam will absorb the bullets if 
|you can "catch" them; after absorbing about 3 or 4, the charge turns blue. 
|You'll soon auto-lock back onto DS; quickly release this Phazon-charged beam 
|at her to inflict damage before she hits you and makes you lose it. This 
|method is the primary means of inflicting damage; repeat it until Dark Samus 
|goes down and you beat the game. Congratulations! (If you die or run out of 
|time on DS, choose to restart from your last save; you'll return to right 
\after you beat the Emperor Ing)

After beating DS, she slowly approaches Samus, possibly trying to absorb the 
Light Suit as she did the Phazon Suit, before dying. Even worse, a swarm of 
Warrior Ing bears down on her. Fortunately, Dark Samus removed the Phazon over 
the now-exposed portal in appearing, so she quickly jumps up and uses it.
CREATURES>OFFWORLD>DARK SAMUS>DARK SAMUS 3
CREATURES>OFFWORLD>DARK SAMUS>DARK SAMUS 4

+--------------+
|TEMPLE GROUNDS|
+--------------+

>Hall of Honored Dead
Samus emerges from the seemingly inaccessibly portal on the ledge here. (And 
you were wondering what it was for) Next, she...I can't remember. >_< I'll 
update with the ending after I beat the game again. Anyway, congrats on beating 
this awesome game! Now, for Hard Mode...
------------------------------------------------------------------------------
\\\\\\\\\\5. Enemies (Enmis) \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
 ------------------------------------------------------------------------------
CREATURES>AETHER
CREATURES>AETHER>AQUATIC
CREATURES>AETHER>AQUATIC>LARGE AQUATIC>BLOGG
Weapon of Choice>Dark beam
Strategy>These Bloggs aren't internet journals; they're deadly aquatic 
predators. Usually found in multiple numbers, Bloggs are tough to take down. 
They'll occasionally charge, especially if you provoke them with an attack. 
When they do, they make a distinctive sound to alert you. Bloggs are only 
vulnerable in their mouth, and than just before they're about to hit you. 
Always keep the Dark Beam charged when around them, and when a Blogg charges, 
quickly lock onto it and fire an Entangler into its mouth just before it hits 
you to kill it. (The timing takes practice to perfect, but in general hit them 
as late as possible) Super Missiles also work, but they're hard to hit with 
because of the delay.

CREATURES>AETHER>AQUATIC>SMALL AQUATIC>BLOGGLING
Weapon of Choice>Power Beam
Strategy>Blogglings are young Bloggs, and are much easier than their parents. 
Just fire a charged Power Beam shot into their unprotected mouths to take them 
out.

CREATURES>AETHER>AQUATIC>SMALL AQUATIC>HYDLING
Weapon of Choice>Power Beam
Strategy>These peaceful fish are the Sandbats of the sea. As long as you don't 
run into their schools, they're harmless. The ones in the Hydrodynamo Shaft 
will drop lots of refills for the upcoming Alpha Blogg fight.

CREATURES>AETHER>FLYING>LARGE FLYERS>SHREDDER
Weapon of Choice>Missile Launcher
Strategy>These helicopter-like enemies lift off the ground and float toward you 
with an explosive payload. If you blast one with a Missile, it often sets off a 
chain reaction that destroys all of them.

CREATURES>AETHER>FLYING>LARGE FLYERS>SHRIEKBAT
Weapon of Choice>Power Beam
Strategy>These flyers hang from the ceiling, then detach and fly at you when 
you draw close. Rapidly lock onto each one and kill them with single Power Beam 
shots before they ram you. They have large heat signatures and can easily be 
seen with Thermal imaging, but unfortunately Samus' Thermal Visor mysteriously 
disappears between games.

CREATURES>AETHER>FLYING>LARGE FLYERS>SHRIEKER
Weapon of Choice>Dark Beam
Strategy>These annoying flyers float around in front of you and fire sonic 
blasts. They will cloak themselves when they aren't attacking; the Echo Visor 
is the only thing that can reliably track them.

CREATURES>AETHER>FLYING>SMALL FLYERS>LIGHTFLYER
Weapon of Choice>Power Beam
Strategy>These peaceful enemies are simply floating clusters of light. One 
charged Power Beam shot will destroy them. In the dark world, destroying a 
Lightflyer creates a temporary safe zone.

CREATURES>AETHER>FLYING>SMALL FLYERS>LUMITE
Weapon of Choice>Power Beam
Strategy>These mothlike creatures normally simply zip around and fire acidic 
globs at you. However, they gain many new abilities in bright light. They can 
become invisible (track them with the Dark Visor), gain power, and create a 
shield of light. They can be killed with a charged Power Beam, but make sure 
not to fire when they have the yellow light around them. In the dark world, 
they can also feed off safe zones, becoming invincible while they're sitting on 
the bubbles. It's best to avoid them at this point.

CREATURES>AETHER>FLYING>SMALL FLYERS>SANDBATS
Weapon of Choice>Power Beam
Strategy>These blade-covered bats fly around in predictable patterns. If you 
have to go through them, clear them out with the Power Beam first.

CREATURES>AETHER>FLYING>SMALL FLYERS>WAR WASP
Weapon of Choice>Power Beam
Strategy>War Wasps are incredibly annoying enemies. It only takes a few Power 
Beam shots to kill one, but they will spawn infinitely from War Wasp Hives 
unless you waste Missiles to destroy all the Hives. Just try to save ammo and 
run past War Wasps when you can.

CREATURES>AETHER>GROUND>PREDATORS>GRENCHLER
Weapon of Choice>Dark Beam
Strategy>Grenchlers are incredibly tough predators that can cause massive 
damage. They will run at you, or use a lightning blast attack. Both moves have 
terrible hit detection; if you get anywhere near the Grenchler or its attack, 
you'll take heavy damage. To quickly defeat a Grenchler, dash around behind it, 
then hit its back with an Entangler. A few more Dark Beam shots after that will 
finish the Grenchler off. They're actually much like Baby Sheegoths from 
Metroid prime, but with much harder to dodge attacks due to the hit detection. 
Be aware that Grenchlers are amphibious; avoid fighting them underwater until 
you have the Gravity Boost.

CREATURES>AETHER>GROUND>PREDATORS>SANDIGGER
Weapon of Choice>Power Beam
Strategy>These sand worms are fairly easy. Lock onto one of their two heads, 
then destroy it with a charged Power Beam shot and repeat. Stay back when you 
destroy both heads; they will self-destruct.

CREATURES>AETHER>GROUND>PREDATORS>SPLINTER
Weapon of Choice>Power Beam
Strategy>Splinters are easy, insectoid predators. If only takes a few Power 
Beam shots to destroy them.

CREATURES>AETHER>GROUND>PREDATORS>SPORB
Weapon of Choice>Dark Beam
Strategy>Sporbs are actually plant enemies. They sit around on sheer cliffs and 
attack you while you navigate Morph Ball mazes. They can't be hurt until they 
open; the best way to destroy them is to drop off the maze as soon as they 
open, then hit them with a few Dark Beam shots.

CREATURES>AETHER>GROUND>SURFACE PROWLERS>BRIGZEE
Weapon of Choice>Missile>Power Beam
Strategy>Shatter the Brigzee's shell with a Missile, then hit it with a few 
Power Beam shots to destroy it.

CREATURES>AETHER>GROUND>SURFACE PROWLERS>GREEN KRALEE
Weapon of Choice>Power Beam
Strategy>The Kralee is one of the easiest enemies to destroy; just blast it 
with a few Power Beam shots.

CREATURES>AETHER>GROUND>SURFACE PROWLERS>KRALEE
Weapon of Choice>Power Beam
Strategy>Regular Kralees, unlike their green cousins, strangely have the 
ability to warp in and out of the dimension. You can reliably track them with 
the Dark Visor, but they're already harmless and easy enough to kill.

CREATURES>AETHER>GROUND>SURFACE PROWLERS>KROCUSS
Weapon of Choice>Power Beam
Strategy>The Krocuss is a slightly cute creature that hops around, oblivious to 
you. If you want, you can destroy them but shooting their back when their shell 
raises to expose it.

CREATURES>AETHER>GROUND>SURFACE PROWLERS>LIGHTBRINGER
Weapon of Choice>None
Strategy>The Lightbringer is completely harmless, and even beneficial. Found 
only once in the dark world (be sure to scan it), the Lightbringer creates a 
safe zone around it. If you follow it, you can get around Dark Aether in 
safety.

CREATURES>AETHER>GROUND>SURFACE PROWLERS>SEEDBURSTER
Weapon of Choice>Power Beam
Strategy>These tiny insects are found crawling around on walls and will shoot 
weak seeds as you as they get close. The Power Beam can easily clear them out.

CREATURES>AETHER>GROUND>TUNNEL PROWLERS>PILLBUG
Weapon of Choice>Morph Ball Bomb
Strategy>Pillbugs are found patrolling many Morph Ball tunnels. They will curl 
up and roll around for increased speed when you get close. Dislodge them with a 
few Bombs, then lay some more to kill it. The Boost Ball can also kill Pillbugs 
instantly.

CREATURES>AETHER>GROUND>TUNNEL PROWLERS>WORKER SPLINTER
Weapon of Choice>Power Beam
Strategy>These docile Splinters are some of the weakest enemies in the game. 
They don't attack Samus, and a single Power Beam hit destroys one.

CREATURES>AETHER>MECHANOIDS>LARGE>INGSMASHER
Weapon of Choice>Super Missile
Strategy>These massive robots, as their name implies, were originally developed 
to fight the Ing, but as usual, they have turned on you. They're very similar 
to Elite Pirates from Metroid Prime, but strangely count as normal enemies and 
yield no rewards for defeating them. Anyway, the Ingsmasher can fire Missiles 
at Samus, bash her with the orbs on its hands, or do a ground quake attack 
identical to the Elite Pirate's except that it often uses 4 or 5 quakes in 
quick succession. They can also project a shield of light or dark energy like a 
Quad CM. You can shoot the shield with the opposite beam weapon to destroy it, 
but it's not worth the effort. The best way to damage an Ingsmasher is to hit 
it with a Super Missile as it does its ground quake attack, or a charged Power 
Beam shot any other time it's vulnerable. Luckily, you only have to fight a 
limited number of these would-be bosses; this means you should make sure to 
scan one.

CREATURES>AETHER>MECHANOIDS>LARGE>MEKENOBITE
Weapon of Choice>Seeker Missiles
Strategy>These bizarre enemies can walk on walls or ceilings using magnetism. 
They attack with magnetically-guided projectiles that move slowly, but will 
home in on you. Destroy them with Power Beam shots. To destroy a Mekenobite, 
dislodge it from the ceiling by hitting both its legs with Seeker Missiles. 
(Try to be right at their front or back to ensure both Missiles hit) Stand back 
when you dislodge one; they will self destruct.

CREATURES>AETHER>MECHANOIDS>LARGE>QUAD CM
Weapon of Choice>Super Missile
Strategy>The command module, or "head" of a Quad normally starts on a Quad MB 
and attacks with some laser blasts. If it does, simply lock onto it and blast 
it with a Super Missile. Sometimes, Quad CMs are found floating around. (They 
also float if you destroy the MB first) While floating around, Quad CMs retain 
their laser attacks and can also project a light or dark-powered shield. Hit it 
with the opposite beam to destroy the shield. When it isn't shielding, use more 
Super Missiles. Beware; if a floating Quad CM encounters another Quad MB, they 
will join up and become a full Quad.

CREATURES>AETHER>MECHANOIDS>LARGE>QUAD MB
Weapon of Choice>Boost Ball
Strategy>The main body of a Quad, the Quad MB, is a large four-legged robot. 
They typically start partnered with a Quad CM, but will occasionally sit around 
deactivated, waiting for a CM to attach to it. The body's main attack is a 
vortex spin. When it uses the spin, enter Morph Ball mode and Boost into it. 
This stops the spin and causes the Quad to rest with a red orb under it. Boost 
through the orb to destroy the MB. They can also use a laser attack which 
exposes the red orb; dodge the laser and boost under the orb as usual.

CREATURES>AETHER>MECHANOIDS>LARGE>WATCHDRONE
Weapon of Choice>None
Strategy>These enemies are only found in the Dungeon in Dark Torvus Bog, under 
the poison water. Needless to say, the drones are indestructible, but also 
harmless. Shoot the Beacon above them to make them move out of the way and open 
up a hole you can roll through.

CREATURES>AETHER>MECHANOIDS>SMALL>DILIGENCE CLASS DRONE
Weapon of Choice>Dark Beam
Strategy>These drones are simply renamed versions of the Scatter Bombus from 
Metroid Prime. They're exactly the same, complete with the visor static. Simply 
shoot one with the Dark Beam to destroy it.

CREATURES>AETHER>MECHANOIDS>SMALL>HARMONY CLASS DRONE
Weapon of Choice>Power Beam
Strategy>I'm starting to worry about Retro's creativity. The Harmony Drones are 
renamed Pulse Bombus; they still float around dropping energy bombs below them. 
Use a charged Power Beam shot to destroy them; as usual, charging a beam near 
the Drones attracts it to you, so stay away.

CREATURES>AETHER>MECHANOIDS>SMALL>MECHLOPS
Weapon of Choice>Morph Ball Bomb
Strategy>The Mechlops is a blatant copy of the Triclops, but it at least looks 
different. Exactly as before, they are found patrolling areas in which you must 
use the Morph Ball. They'll suck you into their jaws, then spit you out at the 
entrance. As with before, lay a Bomb in front of them and roll away; they'll 
suck the Bomb in and be destroyed.

CREATURES>AETHER>MECHANOIDS>SMALL>OCTOPEDE
Weapon of Choice>Power Beam
Strategy>These 4-sectioned robots patrol around tunnels and are relatively 
harmless. Shoot one to make it fly apart and bounce around the tunnel, but back 
up; they will self-destruct. You can get lots of beam ammo by destroying them 
with the Annihilator Beam.

CREATURES>AETHER>MECHANOIDS>SMALL>REZBIT
Weapon of Choice>Dark Beam>Missiles
Strategy>Rezbits are some of the more bizarre mechanoids in the game. They're 
floating black spheres surrounded by orange light that are best described as 
floating computer programs. While small, these robots are extremely powerful. 
They can use a continuous laser beam or a pulse-firing one, both of which have 
good accuracy and do massive damage. They also have a deadly but funny virus 
attack that causes your visor to glitch up and lag and various error messages 
to appear on your screen showing what has been disabled by the virus. Hit L, R, 
and Start to reboot Samus' system (it must be her version of ctrl+alt+delete) 
and purge the virus. The Rezbits can also become impossible to lock onto and 
create an impenetrable blue shield in front of them. The best way to destroy a 
Rezbit is to hit it with an Entangler blast as soon as you meet it, then follow 
that up with a Missile. The Screw Attack works well on them once you have it.

CREATURES>AETHER>MECHANOIDS>SMALL>SERENITY CLASS DRONE
Weapon of Choice>Power Beam
Strategy>These drones are as harmless as their name implies. They simply crawl 
around on walls, oblivious to you. You can blast them for refills.

CREATURES>AETHER>MECHANOIDS>STATIONARY>CARETAKER CLASS DRONE
Weapon of Choice>Boost Ball
Strategy>As the battle with this huge defense drone begins, QUICKLY Bomb Jump 
off the floor, which has become electrified and causes massive, continuous 
damage to you. Next focus on the various parts of the drone. It lowers claws to 
try and knock you off so it can electrify the floor again; roll around to avoid 
them or use the Boost Ball to fly across the circular track. Whenever a red 
light lowers, quickly position yourself across from it and boost into it. 
Repeat this process twice more and a cylinder lowers in the middle. Boost into 
this to damage the Drone and cause another Spider Ball Track to appear. Ascend 
to the next level of the column and repeat the process, this time with two gaps 
in the track. After winning this time, climb again and repeat with three tracks 
to defeat this miniboss.

CREATURES>AETHER>MECHANOIDS>STATIONARY>GROWLER CLASS TURRET
Weapon of Choice>Power Beam
Strategy>These small turrets were placed by the GF marines to defend their 
makeshift base. They'll fire bullets at you rapidly when you enter their line 
of site. A single charged Power Beam shot destroys a Growler.

CREATURES>AETHER>MECHANOIDS>STATIONARY>HUMILITY CLASS TURRET
Weapon of Choice>Power Beam,
Strategy>This turret (strangely named for a Space Pirate creation) is simply a 
retooled version of the Growler that fires energy instead of bullets. Like the 
Growler, they can be destroyed with a charged Power Beam.

CREATURES>AETHER>MECHANOIDS>STATIONARY>LUMINOTH TURRET
Weapon of Choice>Power Beam
Strategy>The Luminoth Turrets are virtually the same as the other two, but they 
have twice as much health. Use two charged shots or a Super Missile to destroy 
one.

CREATURES>AETHER>MECHANOIDS>STATIONARY>VIGILANCE CLASS TURRET
Weapon of Choice>Missile Launcher
Strategy>These huge Space Pirate turrets are made to be manually operated and 
fire green blasts of energy. You only fight them at one point in the game, when 
some Space Pirates man them and try to blast you. (Be sure to scan one at this 
point) Strafe back and forth and forcefully deactivate the turrets with charged 
Power Beam shots or Missiles. Later, you'll be able to man Vigilance Turrets 
yourself, allowing you to blast obstacles out of the way and solve puzzles.

CREATURES>DARK AETHER>DARKLINGS>DARKLING AQUATIC>DARK BLOGG
Weapon of Choice>Light Beam
Strategy>Once possessed by the Ing, Bloggs become tougher and more powerful. 
(And they get awesome spines) They now take a whopping 3 Super Missiles to 
kill! However, like all Darklings, Dark Bloggs are weak to light. A charged 
Light Beam shot in the face will destroy it.

CREATURES>DARK AETHER>DARKLINGS>DARKLING AQUATIC>DARK PHLOGUS
Weapon of Choice>Power Beam
Strategy>The Dark Phlogi are like Puddle Spores from Metroid Prime. They can 
create a shockwave of acid that is easily jumped over. You can stun one by 
shooting it when it opens up. They also create platforms and safe zones while 
stunned. Now, I wonder what happened to regular Phlogi?

CREATURES>DARK AETHER>DARKLINGS>DARKLING FLYERS>DARK SHREDDER
Weapon of Choice>Missile Launcher
Strategy>Dark Shredders are created by the Chykka Larva during the boss fight 
with it; be sure to scan one. Like with normal Shredders, they are easily 
destroyed with a well-placed Missile. You may want to destroy them with the 
Dark Beam to get more Light Beam ammo.

CREATURES>DARK AETHER>DARKLINGS>DARKLING FLYERS>DARK WAR WASP
Weapon of Choice>Power Beam
Strategy>Dark War Wasps are just like regular ones, but with more HP. Luckily, 
they're also rarer.

CREATURES>DARK AETHER>DARKLINGS>DARKLING FLYERS>NIGHTBARB
Weapon of Choice>Power Beam
Strategy>Nightbarbs are flying blades, the dark equivalent of Sandbats. Clear 
them out in the same way.

CREATURES>DARK AETHER>DARKLINGS>DARKLING GROUND>DARK GRENCHLER
Weapon of Choice>Light Beam
Strategy>Strangely, Dark Grenchlers are almost easier then their light world 
versions. (Except for the still-buggy hit detection) Hit their backs with a 
charged Light Beam shot to remove their armor, then fire some Power Beam shots 
to finish them.

CREATURES>DARK AETHER>DARKLINGS>DARKLING GROUND>DARK SPLINTER
Weapon of Choice>Light Beam
Strategy>Dark Splinters are fiercer and have much more HP than regular ones. It 
takes a while to destroy one with the Power Beam, but a single Light Beam shot 
will do the trick later.

CREATURES>DARK AETHER>DARKLINGS>DARKLING MECHANOIDS>CORRUPTED SENTREYE
Weapon of Choice>Power Beam
Strategy>Like Dark Phlogi, there is no non-dark version of Corrupted Sentreyes. 
They are like Eyons from Metroid Prime; they emit lasers in a predictable 
pattern. Shoot their "eye" to stun them.

CREATURES>DARK AETHER>DARKLINGS>DARKLING MECHANOIDS>DARK DILIGENCE DRONE
Weapon of Choice>Light Beam
Strategy>These drones take a Lightburst to destroy. Other than that, they're 
the same as regular ones.

CREATURES>DARK AETHER>DARKLINGS>DARKLING MECHANOIDS>DARK INGSMASHER
Weapon of Choice>Light Beam
Strategy>Luckily, Dark Ingsmashers are much rarer and no more powerful than 
normal ones. The Lightburst is the best way to damage them; use the same 
strategy as with normal Ingsmashers.

CREATURES>DARK AETHER>DARKLINGS>DARKLING MECHANOIDS>DARK QUAD CM
Weapon of Choice>Super Missile
Strategy>Other than their appearance, Dark CMs are the same as normal ones.

CREATURES>DARK AETHER>DARKLINGS>DARKLING MECHANOIDS>DARK QUAD MB
Weapon of Choice>Boost Ball
Strategy>Dark MBs are also the same as their light versions; destroy them the 
same way.

CREATURES>DARK AETHER>DARKLINGS>DARKLING OFFWORLD>DARK PIRATE COMMANDO
Weapon of Choice>Dark Beam>Missile Launcher
Strategy>Dark Pirate Commandos are incredibly tough and annoying enemies. They 
can't use their shields or energy scythes, but are possessed by Hunter Ing, 
sharing the ability to phase out of timespace. They don't jump around, but 
instead disappear, then eventually reappear somewhere else. Like Hunter Ing, 
they often disappear right as an attack is about to hit them. The easiest way 
to destroy them is the standard Entangler-Missile combo. They can still move 
around while held by the darkness, however. Escaping a Dark Commando battle is 
impossible; they can lock the doors in their area and often appear right in 
front of you if you run away, forcing you to waste ammo fighting them. They 
become slightly easier with the Dark Visor; it lets you track them all the 
time.

CREATURES>DARK AETHER>DARKLINGS>DARKLING OFFWORLD>DARK PIRATE TROOPER
Weapon of Choice>Light Beam
Strategy>When possessed, Space Pirates become much stronger and gain cool 
spikes. The Light Beam can make short work of them, but before getting it, use 
Missiles or charged Power Beam shots.

CREATURES>DARK AETHER>DARKLINGS>DARKLING OFFWORLD>DARK PREED
Weapon of Choice>Power Beam
Strategy>They're just like normal Preeds except that the cloud of poison gas 
they emit upon death is much deadlier. Be sure to stay out of it.

CREATURES>DARK AETHER>DARKLINGS>DARKLING OFFWORLD>DARK TALLON METROID
Weapon of Choice>Light Beam
Strategy>Dark Tallon Metroids are slightly stronger, but much uglier than 
normal ones. It only takes 2 Lightbursts to destroy one.

CREATURES>DARK AETHER>DARKLINGS>DARKLING OFFWORLD>DARK TROOPER
Weapon of Choice>Power Beam
Strategy>These possessed GF troopers are very easy enemies. A charged Power 
Beam shot or Missile will destroy one, and their attacks are weak.

CREATURES>DARK AETHER>ING>DARKLING TENTACLE
Weapon of Choice>Power Beam
Strategy>These tentacles line the insides of narrow spaces and whip around 
unpredictably. The Power Beam can stun them, but nothing destroys them. Make 
sure you're locking onto the right one when you fire.

CREATURES>DARK AETHER>ING>HUNTER ING
Weapon of Choice>Light Beam
Strategy>Hunter Ing are extremely annoying enemies bearing a strange 
resemblance to Metroid Prime. Unlike other Ing, they float around in the air 
and whip you with their tentacles. Also unlike other Ing, they can phase out of 
timespace, making attacks pass through them. They do so unpredictably, and 
often seem to disappear right as you launch an attack. The charged Light Beam 
can destroy one, but make sure to fire it as soon as they appear. The Dark 
Visor doesn't let you hit Hunter Ing when they phase out, but it does let you 
keep locked onto them. If you can get them close to a beacon, the Light Beam 
can vaporize them; the Annihilator Beam is even better for this.

CREATURES>DARK AETHER>ING>ING LARVA SWARM
Weapon of Choice>Power Beam
Strategy>The Ing Larvae are much like Seedbursters; they charge at you and try 
to surround you. Take them out with the Power Beam.

CREATURES>DARK AETHER>ING>INGLET
Weapon of Choice>Power Beam
Strategy>Inglets are the smallest, weakest Ing. They usually travel around in 
small puddles of darkness, but turn solid to spit projectiles at you. A charged 
Power Beam shot can destroy one, but you can only lock on when they're solid. 
The Dark Visor lets you lock onto them when they're in puddle form.

CREATURES>DARK AETHER>ING>INGSTORM
Weapon of Choice>None
Strategy>The Ingstorm is an indestructible group of tiny Ing that flies around 
to block certain areas. Unless you have the Light Suit, passing through one 
makes you take massive damage, so go fast.

CREATURES>DARK AETHER>ING>WARRIOR ING
Weapon of Choice>Light Beam
Strategy>The Warrior Ing is a regular Ing with powerful combat abilities. It 
can run fast on its 5 legs and turn into a puddle like the Inglet. Warrior Ing 
attack with their claws or several strange laser beams. It can also spit some 
acid onto your visor that constantly does damage for a few seconds. They can be 
taken out with the Power Beam, but the Light Beam works much better. Like with 
all Ing, you can also charge or supercharge Beacons to kill them.

CREATURES>OFFWORLD>METROIDS>INFANT TALLON METROID
Weapon of Choice>Power Beam
Strategy>Infant Tallon Metroids are incredibly cute, fairly harmless baby 
Metroids. They live in cocoons, which spawn an infinite number of them. Use 
Super Missiles to take the cocoons out, then deal with the babies. Infant 
Metroids are incapable of sucking out energy, so they simply ram you for minor 
damage. A charged Power Beam shot will destroy one. Be careful; if an Infant 
Metroid touches Phazon, it grows up into a regular one!

CREATURES>OFFWORLD>METROIDS>TALLON METROID
Weapon of Choice>Dark Beam>Missiles
Strategy>The infamous Metroids are the series' trademark enemy. They're 
basically floating jellyfish that have the unique ability to suck people's 
energy out of them. They attack by giving a distinctive screech, then charging 
at you. If you sidestep, you can make the Metroids take damage by hitting a 
wall. Anyway, your weapon of choice against the Metroid is traditionally the 
Ice Beam, followed by Missiles. For MP2, simply substitute an Entangler for the 
Ice Beam. Try to hit them as they charge to ensure accuracy. Also, don't bother 
attacking them when they're sparking after being hit they're invulnerable at 
this point.

CREATURES>OFFWORLD>PIRATES>PIRATE AEROTROOPER
Weapon of Choice>Dark Beam
Strategy>Aerotroopers are renamed flying Pirates; they fly around on jet packs 
and fire lasers and missiles at you. Both attacks are fairly easily dodged, but 
they always come in pairs and can be hard to avoid together. The Dark Beam 
works very well on Aerotroopers, but it's hard to hit with it. You may want to 
use Missiles or Super Missiles to hit them more easily.

CREATURES>OFFWORLD>PIRATES>PIRATE COMMANDO
Weapon of Choice>Dark Beam
Strategy>Pirate Commandos are the most elite variety. They have tons of health 
and some deadly weaponry, including an energy sword, powerful laser, and EMP 
grenade that fogs your visor with static. The Dark Beam, especially an 
Entangler, works well on a Commando. Super Missiles also do lots of damage. 
They do have a limited-use shield to block attacks; wait for the shield to go 
down before attacking.

CREATURES>OFFWORLD>PIRATES>PIRATE GRENADIER
Weapon of Choice>Dark Beam
Strategy>Pirate Grenadiers are exactly like Pirate Troopers except that fire 
explosive shots at you. They are still easily killed by the Dark Beam.

CREATURES>OFFWORLD>PIRATES>PIRATE TROOPER
Weapon of Choice>Dark Beam
Strategy>The mainstay Pirate forces are much weaker than in Metroid Prime. It 
only takes two charged Power Beam shots, or two regular Dark Beam shots to kill 
one.

CREATURES>OFFWORLD>PIRATES>PREED
Weapon of Choice>Power Beam
Strategy>Preeds are renamed Puffers made by the Space Pirates. They will float 
around the room and damage you if you run into them. When you destroy one, it 
releases a cloud of poison gas. Wait for the gas to clear before going through 
it.
------------------------------------------------------------------------------
\\\\\\\\\\6. Bosses (Bosss) \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
 ------------------------------------------------------------------------------
Keep in mind that all the bosses are graded in difficulty in comparison to each 
other, with the Dark Missile Trooper being the easiest and the Boost Guardian 
being the hardest. Also, each categorized and capitalized name entry indicates 
something you should scan.

/CREATURES>AETHER>GROUND>PREDATORS>ALPHA SPLINTER
|Location>Great Temple>Temple Sanctuary
|Difficulty>3/10
|Strategy>The first boss of the game is a moderately difficult one. Before the 
|main fight, you'll face several more Dark Splinters. Save your Missiles and 
|try to take the out with the Charge Beam. After they're defeated, the Alpha 
|Splinter appears. Make sure to scan it first, then get ready to fight. This 
|huge Splinter behaves much like a normal one, but its charge attack is much 
|tougher to avoid and does more damage, especially since you won't have an 
|Energy Tank yet. Continually dash around the Splinter to hopefully dodge its 
|charges, but expect to take some damage. When the boss isn't charging, use 
|Missiles and charged Power Beam shots to defeat it and move on to the 
|strangely weaker dark form.
|
|CREATURES>DARK AETHER>DARKLINGS>DARKLING GROUND>DARK ALPHA SPLINTER
|Location>Great Temple>Temple Sanctuary
|Difficulty>2/10
|Spoils>Unknown Technology
|Strategy>The Dark Alpha Splinter has become more powerful and cool (it seems 
|like you can make anything cooler by putting "Dark" before its name) thanks to 
|the Ing possessing it. However, it's also easier; it simply spits some acid at 
|you, then charges. Both attacks are easily dodged if you keep sidestepping. 
|Use any Missiles you may have left and the Charge Beam to take care of this 
\thing. (Remember to scan both forms of the Alpha Splinter) 

CREATURES>DARK AETHER>DARKLINGS>DARKLING OFFWORLD>DARK MISSILE TROOPER
Location>Temple Grounds>Hive Chamber A
Difficulty>1/10
Spoils>Missile Expansion
Strategy>Though you probably won't fight this guy until a while later, it's 
possible to return to Hive Chamber A on your way to Agon Wastes and fight him 
first. Anyway, the Dark Missile Trooper is actually pathetic; enemies like 
Ingsmashers are much more worthy of being bosses than him. Just keep 
sidestepping his missiles and hitting him with anything; the Light Beam works 
especially well.

/CREATURES>AETHER>GROUND>PREDATORS>ALPHA SANDIGGER
|Location>Agon Wastes>Agon Temple
|Difficulty>1/10
|Strategy>The only hard thing about the Alpha Sandigger is scanning it before 
|it's possessed and turns into the Bomb Guardian. After that, fight it like any 
|other Sandigger. Make sure to scan both the sand worm's forms.
|
|CREATURES>DARK AETHER>GUARDIANS>SUB GUARDIANS>BOMB GUARDIAN 
|Location>Agon Wastes>Agon Temple
|Difficulty>3/10
|Spoils>Morph Ball Bombs
|Strategy>The Bomb Guardian is the first of many powerful Darklings that has 
|one of your stolen items. (In this case, the Morph Ball Bombs) It will run 
|(Crawl? Wiggle? Slither?) around the arena and drop Bombs behind it. Use the 
|delay before their explosion to avoid the Bombs. Anyway, at first the only 
|vulnerable part of the Guardian is its glowing tail. (Don't bother when it 
|isn't glowing) Hit the tail with Missiles or a charged Power Beam to damage 
|it. (Be sure to stay close behind it if you're using the Power Beam to make 
|sure you hit the fast-moving creature) After a few hits to its tail, the 
|Guardian's mouth glows and it rears up. Hit the mouth with a charged Beam or a 
|Missile to inflict damage. The only thing you need to worry about is an attack 
|in which the Guardian rears up and fires HUNDREDS of Bombs everywhere-this 
|move is practically impossible to dodge and you WILL take damage. It only uses 
|this move if you wait too long to blast its mouth, however. It should only 
|take about 4 hits to the mouth with a Charge Beam or Missiles to kill the 
\Guardian.

CREATURES>DARK AETHER>GUARDIANS>SUB GUARDIANS>JUMP GUARDIAN
Location>Dark Agon Wastes>Judgment Pit
Difficulty>2/10
Spoils>Space Jump Boots
Strategy>The next Guardian is an Ing that has stolen your Space Jump Boots. As 
expected, he's considerably more mobile than a Warrior Ing, but the strategy 
for beating him is much the same. The battle is made considerably easier by the 
fact that you can simply stay in the fairly large safe zone in the center and 
regenerate HP. Anyway, as the fight begins, scan him, blast the Guardian with 
the Charge Beam or a Missile when he's solid. (You may want to save your more 
accurate Missiles for when his HP is low and he speeds up) Things get slightly 
more complicated when he jumps. He's invincible when he's about to jump, in the 
air, or landing. Don't attack him when he's surrounded by a blue field. Besides 
the traditional lasers (try to keep the Luminoth Crystal between you and him), 
the Jump Guardian's other main attack is a ground quake generated when he 
lands. Keep your distance so you can see the move coming and jump over it. 
You'll have to track him manually when he jumps; lock onto him again ASAP when 
he lands.

CREATURES>OFFWORLD>DARK SAMUS>DARK SAMUS 1
Location>Agon Wastes>Main Reactor
Difficulty>4/10
Spoils>Dark Beam
Strategy>Dark Samus is a mysterious figure. She's a Phazon-powered doppelganger 
with some powerful attacks and the ability to float in the air. She also seems 
to like the color blue. Although you need only scan her once, the battle has 
two phases. In the first stage, Dark Samus fires Phazon projectiles and a 
shrapnel beam; both are fairly easily dodged, especially with the Space Jump 
Boots. You can also hide behind the pillars in the room to avoid damage. Simply 
blast DS with charged shots and Missiles whenever her blue shield isn't up and 
she isn't glowing (never a good sign). When her HP is lower, she charges with 
Phazon and you enter the second phase. Dark Samus' attacks are stronger now, 
and they can destroy the 4 outer pillars if you attempt to use them for cover. 
She also has a new attack where she enshrouds herself with Phazon and rams you 
hard. (Take cover behind the center pillar) Continue hitting DS with the Charge 
Beam when she's not shielding herself to win. (Missiles no longer work)

/CREATURES>DARK AETHER>GUARDIANS>AMORBIS>AMORBIS 1
|Location>Dark Agon Wastes>Dark Agon Temple
|Difficulty>3/10
|Strategy>Amorbis is the first true boss of the game, a giant sandworm that 
|dives in and out of the arena. Make sure you have a full complement of 
|Missiles and Light Beam ammo going into this fight; that will make it much 
|easier. Anyway, stay within a safe zone as much as possible, except when 
|Amorbis forces you to flee. As Amorbis dives in and out of the sand, track him 
|with your radar. (Make sure to flee if he's right under you) Once he emerges 
|from the sand, lock on and hit him with 1 or 2 missiles. With almost every 
|hit, the monster drops refills; be sure to grab them to keep supplied. Repeat 
|this until he turns blue and attaches himself to the sphere in the middle of 
|the arena. Scan this new form of Amorbis (as well as the old form later, if 
|you didn't already) and move onto phase 2. Also, note that after you finish 
|phase 2 with one Amorbis, another will appear and you'll repeat both phases. 
|After this, you must defeat 3 sandworms in both phases to secure victory.
|
|CREATURES>DARK AETHER>GUARDIANS>AMORBIS>AMORBIS 2
|Location>Dark Agon Wastes>Dark Agon Temple
|Difficulty>2/10
|Spoils>Dark Suit, access to Dark Agon Energy Controller
|Strategy>The second form of Amorbis is the easier, no matter how many of him 
|there are. Staying in a safe zone, lock onto the head of Amorbis as he latches 
|onto the center sphere (that thing must be packed with caffeine or something). 
|Whip out the light beam and fire a charged shot when you're sure it will hit. 
|If all the beams hit his head, its armor breaks off. If not, fire a few single 
|shots. (Save your missiles for phase one) Once a head's armor is removed, it 
|activates some blue suction. (And drops more refills) Enter Morph Ball mode 
|and let it suck you in, then detonate a Bomb in the creature's mouth to 
|eliminate it. If you're fighting 2 or more worms, repeat this easy process 
\for all of them.

CREATURES>DARK AETHER>GUARDIANS>SUB GUARDIANS>BOOST GUARDIAN
Location>Dark Torvus Bog>Dark Agon Temple
Difficulty>10/10
Spoils>Boost Ball
Strategy>Most people, including me, will agree that the Boost Guardian is the 
hardest boss in the game. This Warrior Ing uses the Boost Ball ability to 
pummel you with powerful attacks at rapid speed, and even worse, there is no 
safe zone in the room to take shelter in. Contrary to what I often say, don't 
scan the creature as the fight begins and make sure to come in with a full 
complement of 5 Energy Tanks and 100 Light Beam ammo units. Every second counts 
here; as soon as the fight begins; charge up a Light Beam shot and quickly hit 
him with it at close range to inflict decent damage. As soon as you fire one 
shot, charge another. If the Guardian is in puddle form when you finish 
charging, don't wait; manually aim at the puddle and hit it. If you're good, 
you should be able to hit him with 3 Lightbursts before he goes into Boost mode 
and the real chaos begins. Other guides may tell you to enter Morph Ball mode 
as well at this point, but I think it's best to stay in first-person mode. He 
will begin boosting and rocketing around the circular arena, bouncing off 
walls. (Maybe he stole some of Amorbis' caffeine) Try to keep track of the 
Boost Guardian as he rockets around and Space Jump over his attacks, but expect 
to be hit. Also, try and scan him while he's in this form. After a few boosts, 
he goes into an unusual grey-red puddle form. Go into Morph Ball mode and drop 
some Bombs on the puddle (it always follows you) to make him get back to 
boosting. It's best to jump over the puddle and enter the Morph Ball as you 
land; if you simply enter it while standing, you'll get pummeled by the puddle 
before you can escape. After this, avoid some more boosting and repeat. You 
have to Bomb the new puddle form 3 times to make the Guardian return to his 
normal form. As soon as he does, IMMEDIATELY charge the Light Beam some more 
and hit him as rapidly as you can; you can't afford to get hit by too many 
Boosts. It should take about 5-9 Lightbursts to take the Boost Guardian out, 
depending on how many of the shots hit him. (Blast him from as close as 
possible) The only other complications are the Inglets that appear periodically 
around the arena. They are blessing in disguise; a single Light Beam shot fells 
them and they will almost always drop precious energy. Also, if the Boost 
Guardian rams into one of the 4 pillars in the room, an Ultra Energy will 
appear; grab it quickly to help stay alive.

CREATURES>AETHER>AQUATIC>LARGE AQUATIC>ALPHA BLOGG
Location>Torvus Bog>Main Hydrochamber
Difficulty>4/10
Spoils>Escape with Gravity Boost
Strategy>I hope you're practiced with Blogging by now, because you're about to 
fight the strongest one. The Alpha Blogg fight, like any Blogg fight, relies on 
your timing; if you have it down, the fight is easy. As the battle begins, the 
Alpha Blogg will fire 3 bubble bursts at you. They will fog up your visor and 
keep you from firing, but should be easy to dodge with the mobility of the 
Gravity Boost. After firing them, the Alpha Blogg charges. As usual, you must 
hit him as he charges and opens his mouth. However, the timing for hitting him 
is strangely different than with a regular Blogg and could throw you off guard 
at first. Instead of hitting him a fraction of a second before he rams you, 
fire a Super Missile just after he begins charging so it hits him while he's 
still about 15-20 feet from you. As you fire the Missile, do a Space Dash to 
dodge the charge. It shouldn't take too many Super Missiles to defeat the Alpha 
Blogg and escape with the Gravity Boost. If you already have the Darkburst, 
consider using it-it only takes 2 of the powerful blasts to destroy the Alpha 
Blogg.

CREATURES>DARK AETHER>GUARDIANS>SUB GUARDIANS>GRAPPLE GUARDIAN
Location>Dark Torvus Bog>Sacrificial Chamber
Difficulty>2/10
Spoils>Grapple Beam
Strategy>The Grapple Guardian is a mutant Grenchler that has stolen your 
Grapple Beam. The fight with him isn't hard at all, but it's extremely long and 
tedious. As soon as the fight begins, scan him, then lock onto the Guardian and 
get an energy pillar between you and him. He'll continuously circle around the 
pillar and periodically fire a Grapple Beam at you, but with the pillar in 
front he can't hurt you. You should always be charging the Power Beam for this 
battle; if he Grapples you, unleash a charged shot in his face to make him let 
go. Otherwise, use your charge to blast him in the mouth when the purple energy 
ball is there to make him flash yellow. With 3 charges to the mouth, he'll be 
VERY briefly stunned. Dash around behind him as you fire the third charged shot 
and immediately charge another one so you can hit his back while he's stunned. 
He may also randomly get his Grapple Beam stuck to the pillar.  If he does, 
he'll be stunned for much longer; hit his back with a Super Missile. This is 
pretty much the pattern of the battle, except that he eventually loses his tail 
and sparks with Grapple energy when his health gets low. The energy pillars 
also go out, so he can't get stuck to them anymore. Just keep stunning him and 
hitting his back to eventually kill this tedious boss.

/CREATURES>DARK AETHER>GUARDIANS>CHYKKA>CHYKKA LARVA
|CREATURES>DARK AETHER>DARKLINGS>DARKLING FLYERS>DARK SHREDDER
|Location>Dark Torvus Bog>Dark Torvus Temple
|Difficulty>3/10
|Strategy>Your fight with the boss of Torvus Bog is a long and arduous, but 
|multistaged and interesting one. You start out on a circular platform on 
|poison water with a safe zone, facing a large cocoon on the far wall. When 
|you're ready, hit each of the 4 supporting tentacles with a Charge Beam to 
|dislodge the cocoon and make it fall in the poison water. After that, the real 
|fight begins. The Chykka Larva is a huge, whale-like creature that swims 
|around the platform you're on. Track it manually with the Light Beam and try 
|to hit its head whenever it pokes it out of the water. The Larva may also roar 
|and dive underwater. When it does, charge the Light Beam and find out where it 
|is with your radar. When it breaches, quickly lock onto it and fire the 
|charged shot as you jump over the wave of poison water that appears when it 
|hits the water again. Finally, the Larva sometimes gets onto your platform and 
|tries to hit you with its tongue. Dash back and forth to dodge and stay locked 
|on, firing as many charged Light Beam shots as you can. If its tongue gets 
|you, hit it some more to hopefully make it let go. Just follow this simple 
|pattern for a while (The Larva has a lot of HP) to eventually advance to the 
|next phase. Also, the Larva sometimes summons Dark Shredders to attack you. 
|(Remember to scan them as well) They're easily dispatched with a Missile, but 
|you can also use the Dark Beam to get your Light Beam ammo back.
|
|CREATURES>DARK AETHER>GUARDIANS>CHYKKA>CHYKKA
|CREATURES>DARK AETHER>GUARDIANS>CHYKKA>DARK CHYKKA
|CREATURES>DARK AETHER>GUARDIANS>CHYKKA>CHYKLINGS
|Location>Dark Torvus Bog>Dark Torvus Temple
|Difficulty>5/10
|Spoils>Dark Visor, access to Dark Torvus Energy Controller
|Strategy>After you defeat the Chykka Larva, it instantly matures into a huge 
|4-winged insect. The center platform also splits into 3 sections connected by 
|Grapple points. This new form of Chykka has 2 main attacks. It can spit 
|multiple globs of poison water at you, but this attack is easily jumped over. 
|Later, it may charge and then fly around the arena, though this is rare. 
|Anyway, you must first hurt Chykka for a while to stun it. You can simply 
|rapid-fire the Power Beam to hit the fast-moving insect some of the time, but 
|the charged Light beam also works well. However, I'd recommend the Power Beam; 
|you'll need your Light Beam ammo for later. Anyway, once the beast is stunned, 
|you'll see 4 red spots glow on its back; quickly Grapple over to whichever 
|platform is closest to being behind it, charging the Seeker Missile Launcher 
|as you do. Once you get behind it, lock onto all 4 glowing spots and fire 
|Seeker Missiles at them. Repeat this process once more to make Chykka fall 
|into the poison water, stunned. (And remember to jump over the resulting 
|shockwave) When it emerges, it's in a new form: Dark Chykka, which you should 
|also scan. The strategy for this form is simple: target the boss' bloated egg 
|sac to hurt it. Unfortunately, it can deflect Missiles, so you'll have to 
|stick with beams. You can still rapid-fire the Power Beam, but the Light Beam 
|works better; fire a charged shot to do good damage. Dark Chykka occasionally 
|summons a swarm of Chyklings. Take them out for refills galore, and use the 
|Darkburst if you can to get an incredible amount of Light Beam ammo. After a 
|while, Dark Chykka returns to being normal Chykka and you must clip its wings 
|again. Continue to attack Dark Chykka's egg sac to eventually kill it and 
\restore energy to the Torvus region.

CREATURES>DARK AETHER>GUARDIANS>SUB GUARDIANS>SPIDER GUARDIAN
Location>Sanctuary Fortress>Dynamo Works
Difficulty>5/10
Spoils>Spider Ball
Strategy>As you first enter the Dynamo Works from the Worker's Path, you see 
the Spider Guardian, a massively strengthened Pillbug, circling a Morph Ball 
hole. Make sure to scan it now; you won't have another chance! After this, 
enter the hole and get ready for one of the most interesting battles in the 
game. The entire affair takes place in Morph Ball mode, and the Guardian is 
restrained to moving on Spider Ball tracks. Its only weapon is an electrical 
field that surrounds it and can hit you even through thin walls; always keep a 
good distance away to avoid being shocked for a constant 30 damage. The only 
way to damage the Spider Guardian is by redirecting its path into a sparking 
blue energy conduit; this removes 1/6 of its health. To do this, you must first 
use Morph Ball Bombs on the Guardian to stun it. The creature's electrical 
field may then turn red or green. (It starts out blue) If it turns red, the 
Guardian moves faster; adjust the timing of your Bombs accordingly when you try 
again. If it turns green, the Bomb Slot in the area activates and some 
platforms may extend from the wall. (You'll also hear an audio cue) Quickly go 
to the slot and trigger it to move part of the course and redirect the Guardian 
into the power conduit. To help you plan on defeating the Spider Guardian, I've 
made text maps of all 4 areas in which you must fight it.

C=Energy Conduit
B=Bomb Slot
S=Spider Ball Track
D=Moving Door
E=Extending Platform
X=Lay Bombs here

STAGE 1
 __________    ___________
|          |  |           |
|  ______  |__|  _______  |   ___
|     | SSSSSSSSSSSSS |   |  | B |
|__   | S _________ S | __|__|   |
 __|  | S|         |S X       ___|
|     | S|         |S  ______/___
|  ___| S|         |SSSDSSSSC
|       S|         |S  __________
|___    S|_________|S |
    |   SSSSSSSSSSSSS |
    |________   ______|
  __________|   |
  START      ___|
  __________/

The first stage is easy. Wait for the SG to roll past above you, then quickly 
Bomb Jump up to the left. Roll as far left as possible and Bomb Jump again to 
get to the left side of the area. Staying as far away from the Spider Ball 
track as possible to avoid the electrical field, wait for the Guardian to pass 
before Bomb Jumping your way up to the top of the steps. Wait for him to pass 
by again and drop onto the top of the center square, then BJ onto the other 
part of the highest level. Drop down a few levels to reach the part of the area 
with the Bomb Slot. Make sure not to get hit as you lay some Bombs on the 
leftmost part of the ledge you're on, right next to the track, to hit the SG.  
Roll away from the track as soon as you lay the Bombs to avoid the electricity. 
If he turns green, you can easily roll up the short hill and Bomb the slot to 
trap the Guardian. After he gets shocked, follow him to the next stage.

STAGE 2
     ____
    /    \____
   /          |   ___
  |   _____   |  | B |            _______
  |  |     |  |__|   |____       /       \
__|  |_____|              |     |         |
START     SSSSSSSSSSSSSSSS|     |   ____  |___
__    ___ SEEEEEEEEEEEEEES|     |SSSDSSSSSCSSS
  |S |   |S              S|     |SX __________
  |S |   |S              S|     |SX|
  |S |___|S              S|_____|SX|
  |SSSSSSSS              SSSSSSSSSX|
  |                                |
  |                                |
  \                                /
   \                              /
    \                            /
     \                          /
      \_                      _/
        \_                  _/
          \_              _/
            \____________/ 

The next stage is harder. There's a half-pipe under the main part of the level; 
Boost to the ledge on the right near the conduit when the Guardian isn't around 
there. Sit on the edge of the ledge (you'll have to switch the camera wit X 
every time you do, which is annoying). As the Guardian is about to climb up the 
track to your ledge, fall down and drop 3 Bombs over the track as you fall, 
charging a Boost right afterward. If you had good enough timing, he'll get hit. 
If he turns green, boost up to the high ledge of the left, then fall down onto 
the ledge and Bomb the slot. It can be tough to boost fast enough, though, and 
you'll probably take damage.

STAGE 3
    ______
   /      \__________________   |
  |                          |S |
  |   __________      _______|S |
  |  |__________| XX |_______|S |
  |  |SSSSSSSSSSSSSSSSSSSSSSDCS |
  |  |S EEEEEEEEEEEEEEEE     ___|
  |  |SSSSSSSSSS        |   |
__|  |EEEEEEEEES        |   |
START        B S        |   |
__ SSSSSSSS    S        |   |
  |  |SSSSSSSSSS      __|   |
  |  |    EEEEEEEEEEE|  |   |
  |                  |__|   |
  \                         /
   \_                     _/
     \_                 _/
       \_             _/
         \___________/

The third stage also has a half-pipe. You want to get up onto the ledges on the 
top of the room, preferably on the left side of the gap. As the Guardian 
approaches, drop across the track and quickly lay 3 Bombs, then charge a Boost 
as you hit the bottom of the half-pipe. Regardless of whether he turns green or 
not, quickly Boost back up to the top ledges. If he turned green, fall onto the 
ledge that extends when you return to the top and fall along the ledges down to 
below the slot. Bomb Jump up to it and activate it, then follow the Spider 
Guardian to the final stage.

STAGE 4

C=Crate

         |S |
_________|S |__________________________________
          SSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS |
______________                               S |
          | B |    C          C          C   S |
       ___|   |____________________________  S |
 _____/SSSSSSSS\_______________     | B |  | S |________
|  SSS _______SSSSSSSSSSSSSSSSC|    |   |  | SSSSSSSSSS |
|  ___/_______\_____DS     ____|___/SSSSS\_|_________   |
|  CSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS ____SSS|SSSSSSSSSSS |
|  _______________________   SD ___/____\  |     _______|
|   BSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSC  |SSSSSSSSSSS |
|  _________________DS    X______________  |_________   |
|SSSSSS\_____/SSSSSSSSSSSSSSSSSS\__A__/SSSSSSSSSSSSSSSS |
|_____ SSSSSSS ________________ SSSSSSSS _______________|
      \_______/                \________/

The last stage is extremely tricky. There are 3 conduits and 3 Bombs slots; you 
must trigger 1, 2, or all 3 of them in order to get him to run into a conduit. 
First, roll along the top and Bomb the crates to get 3 Super Energy units. Fall 
down the ledges on the right side and drop onto the lowest level where the 
Spider Guardian is. Roll just behind him and Bomb Jump onto the right-hand 
ledge, rolling onto the thicker section marked with the A. On this or the other 
thicker section, the Spider Guardian can't shock you. This time, lay the Bombs 
on the leftmost part of your ledge to hit the Guardian as he comes from the 
left. Right after laying them, roll back to the thick section of ledge. If you 
hear the audio cue meaning the Bomb Slots have activated, quickly boost across 
the gap to the other ledge and first Bomb Slot. Activate it to move the lowest 
moving door. After doing that, drop down to the left to avoid getting shocked 
as the Guardian comes past. He'll roll to the Bomb Slot, then right into the 
first energy conduit. For the next conduit, repeat the above process, then roll 
back to the right after activating the first Bomb Slot. He should have started 
to continue rolling to the right by now; Bomb Jump from where he was to the 
ledge you laid your Bombs on, then up and right again. Roll up the tiny hill 
and Bomb Jump to the second slot. Once he gets off the lowest level of track, 
roll right and drop to it to avoid him as he continues on his roll of 
electrocution.  The third conduit, obviously, is the hardest; you must activate 
all 3 slots while he's green. After reactivating the second slot, drop off the 
ledge where the second moving door was, then Bomb Jump up and left twice to the 
level with the third Bomb Slot. Roll up the small hill and activate it within 
the time limit, then drop off the ledge to the left and watch your victory. 
(Note that the opening under the third Slot is tiny, so you need to be aligned 
very precisely, just to the left of the top of the hill, to Bomb Jump to the 
slot) If you're having trouble making it to all 3 slots, you can Bomb him while 
he's green to reset the timer, but this shouldn't be necessary.

CREATURES>DARK AETHER>GUARDIANS>SUB GUARDIANS>POWER BOMB GUARDIAN
Location>Dark Torvus Bog>Undertemple
Difficulty>2/10
Spoils>Power Bomb
Strategy>The final Sub Guardian is pathetically easy, as long as you have 
enough energy. (You should have 9 Energy Tanks now, which is way more than 
enough) He's a mutated Sporb that sits on a pillar in the middle of the room 
and spits Power Bombs at you. It sounds painful, but keep in mind that Samus is 
normally immune to Power Bomb explosions. (Except in multiplayer >=) Anyway, to 
beat the Power Bomb Guardian, you simply need to activate all 4 Bomb Slots 
around the walls of the room. Sound easy? It is. After scanning the one-time 
boss, enter Morph Ball mode and climb onto the walls with the Spider Ball 
track. You simply need to follow the tracks to 4 Bomb Slots now. I'd recommend 
Bombing the right and leftmost slots first, since the Guardian spits more Power 
Bombs as his health drops. You'll need to make use of most of your Spider Ball 
tricks; lay a Bomb to jump higher, and drop by briefly releasing R. The Spider 
Ball tracks aren't hard to navigate, and activating all the slots is incredibly 
easy. However, I wasn't kidding when I said you need lots of energy. You're 
unprotected from the atmosphere of Dark Aether while on the tracks, and while 
the Power Bombs aren't very damaging, they will knock you off the track. Keep 
moving to stay ahead of them, The Power Bomb Guardian will also summon Inglets; 
ignore them or try to take them out with Bombs if you want.

CREATURES>OFFWORLD>DARK SAMUS>DARK SAMUS 2
Location>Sanctuary Fortress>Aerie Access/Aerie
Difficulty>5/10
Spoils>Echo Visor
Strategy>Dark Samus returns as you ascend to the Aerie. She's fought much like 
before, but hard some new attacks and abilities. As usual, DS is very fast; 
don't use slow-moving attacks and imitate her speed. (Remember to scan her 
first thing) For this battle, Super Missiles are the weapons of choice. She can 
turn into a Morph Ball and speed around the room; avoid her like you did the 
Boost Guardian. A charged Light Beam shot can force her out of Morph Ball mode 
instantly. She can also turn invisible; if she does, track her with the Dark 
Visor. Beyond that, just use Super Missiles and engage her as you did before. 
Try to hit her when she attacks to prevent her from dodging or blocking you.

/CREATURES>DARK AETHER>GUARDIANS>QUADRAXIS>QUADRAXIS
|Location>Ing Hive>Hive Temple
|Difficulty>5/10
|Strategy>The Guardian of the Ing Hive, Quadraxis is a 50-foot Quad with 
|virtually impervious armor, massive 50-foot size, high-tech weapon systems, 
|and is 50 feet tall. Oh, and did I mention that he's 50 feet tall? Don't let 
|his size or power scare you, however; he's really just a very, very, very big 
|Quad. Or maybe not. In his first and most imposing form, Quadraxis crawls 
|around the arena while firing missiles and lasers. Keep moving and dashing to 
|dodge them. (Make sure to scan him at some point) Being a huge Quad, Quadraxis 
|also has a vortex attack with the size and power of a real tornado. A real 
|tornado filled with metal. You should always be charging the Power Beam in 
|this fight; quickly lock onto his feet when he begins to spin and fire a 
|charged shot at the red thing where they meet to stop the spin. If you're too 
|slow, the vortex will suck you in and do damage. Quadraxis also has a ground 
|quake attack; as usual, jump over it. It comes from all 4 of his feet, so try 
|jumping towards it to hopefully go over all 4. He has an attack where he locks 
|onto you with 3 red lasers and makes a targeting reticule appear on your 
|visor. To dodge it, enter Morph Ball mode and use a Boost right when the 3 
|Beams merge over you. If they hit, you'll be unable to attack for a few 
|moments. He can also fire rapid laser blasts and sonic particles that home in 
|slightly; sidestep both of these. To beat the first form, you must take out 
|the robot's kneecaps. Charge the Power Beam and lock onto one, then quickly 
|blast it with a Super Missile when it turns blue. It takes 2 Super Missiles to 
|destroy each kneecap, and make sure not to miss. Paradoxically, Quadraxis 
|speeds up and tends to keeps its remaining knees away from you as you destroy 
|more and more; if you can, try to hit each knee with one Super Missile before 
|destroying any. Whenever you destroy a knee, Super and Ultra Energy modules 
|fly out everywhere; draw them in with the Charge Beam. It's important to pick 
|all of them up in order to keep healthy from Quadraxis' attacks and the lack 
|of safe zones in the battles. If you need even more energy, you got it; you 
|can boost through the red orbs under hits feet to damage them. Destroying one 
|gives you another Ultra Energy. After destroying all the knees with Super 
|Missiles and some luck, move onto the easier second stage.
|
|CREATURES>DARK AETHER>GUARDIANS>QUADRAXIS>DAMAGED QUADRAXIS
|CREATURES>DARK AETHER>GUARDIANS>QUADRAXIS>SHIELD HEAD MODULE
|CREATURES>DARK AETHER>GUARDIANS>QUADRAXIS>STUNNED HEAD MODULE
|Location>Ing Hive>Hive Temple
|Difficulty>4/10
|Strategy>In Quadraxis' second phase, the body slumps down lifeless, and the 
|separated head floats around, just like with a regular Quad. Make sure to scan 
|both of them, then get started. When you scan the head, you learn it's 
|receiving sonic transmissions. Switch to the Echo Visor to learn that the 
|transmissions are coming from the body. Lock onto the antenna and blast it 
|with 2 Super Missiles or to destroy it and stun the head. Scan the now-stunned 
|head again, then switch back to the Echo Visor and target one of the antennae 
|on the head. Blast with 2 Super Missiles to destroy it and repeat the process. 
|As usual, destroying an antenna gives you more Energy and Missiles. (The head 
|will also summon Dark Quads; consider destroying them) Once all 3 antennae on 
|the head are gone, you move onto the final phase.
|
|CREATURES>DARK AETHER>GUARDIANS>QUADRAXIS>FINAL HEAD MODULE
|Location>Ing Hive>Hive Temple
|Difficulty>5/10
|Spoils>Annihilator Beam, access to Ing Hive Energy Controller
|Strategy>As the fight begins, the head module goes crazy and crashes into the 
|body to reveal Spider Ball tracks on the legs. Scan the head one last time, 
|then lock onto it and use 2 Super Missiles to stun it. The head will slowly 
|drift around the body; boost ahead of it and quickly Spider Ball up a leg it's 
|going to pass by. Charge a boost and release it while still holding R as the 
|head floats by. (It will seem to pause for a moment when it's in the right 
|place) If you aim was good enough, you fly at the head and hit the Spider Ball 
|tracks on it. (It takes practice to hit the head) Once you're on, roll to one 
|of the bomb slots of the head and lay a bomb in it to damage the head and get 
|still more refills. Repeat this process with the other slot to destroy the 
\head and win.

/CREATURES>DARK AETHER>EMPEROR ING>EMPEROR ING HEAD
|CREATURES>DARK AETHER>EMPEROR ING>EMPEROR ING BODY
|CREATURES>DARK AETHER>EMPEROR ING>EMPEROR ING EYE
|Location>Sky Temple>Sanctum
|Difficulty>7/10
|Strategy>This is it: the final fight against the leader of the Ing. He starts 
|as a massive, many-tentacled monstrosity that sits in the middle of the arena. 
|The tentacles have a variety of painful attacks, such as swinging them around 
|the body (Space Jump over them) and warping them through portals to make them 
|appear behind you. (Run away from this attack, but expect to take damage) 
|First, scan both the thing's head and body for separate entries. Keeping away 
|from the tentacles and the Phazon lining the arena, lock onto each one and 
|blast them with Missiles. (Seeker Missiles may work; the Annihilator Beam is 
|best but it's recommended you save your ammo for later) It takes 2 Missiles to 
|kill each tentacle. After all the tentacles are gone, the head disappears and 
|a massive eye appears on top of the body. (Sound familiar, Sauron?) The eye 
|fires a laser beam at you that's easily jumped over or dashed away from. Lock 
|onto it and strafe around the eye to get in front of the gap between the two 
|energy shields surrounding the eye. When you have a clear shot, open fire. 
|Super Missiles do decent damage to the eye, but a Sonic Boom will remove about 
|1/3 of its HP is one go, so use a few if you want to speed things up. It's 
|very unlikely you'll destroy the first phase of the Ing Emperor before the 
|head reappears, often with more tentacles. Destroy them again to reveal the 
|eye and finish it off with Super Missiles or the Sonic Boom. Destroying the 
|tentacles can be tricky, making the first phase of this fight the hardest. 
|After you defeat this form, get ready for the easy part.
|
|CREATURES>DARK AETHER>EMPEROR ING>EMPEROR ING CHRYSALIS
|Location>Sky Temple>Sanctum
|Difficulty>3/10
|Strategy>In this form, the Emperor enters a huge cocoon and fills the floor 
|with poison gas. Quickly scan it, then enter Morph Ball mode and Spider Ball 
|onto the cocoon. To move onto the next phase, you must destroy all the 
|cocoon's tentacles. Each one resides in one of the glowing pits on the 
|cocoon's surface. To destroy one, wait right next to the pit. When dark smoke 
|starts coming out, the tentacle is about to emerge; quickly lay 3 bombs and 
|roll away to kill it. Try to get the lower tentacles first; the poison gas 
|periodically rises to cover them. The Inglets that continually appear to 
|attack you are blessings in disguise-while they can knock you off into the 
|poison gas, they can be killed with Bombs and often drop energy or beam ammo 
|refills. Be careful not to get knocked off, and leave your tentacle stakeout 
|to kill the Inglets if necessary. I'd recommend taking the opportunity to 
|refill your energy and beam ammo fully-you'll need them for the final phase.
|
|CREATURES>DARK AETHER>EMPEROR ING>MUTATED EMPEROR ING
|Location>Sky Temple>Sanctum
|Difficulty> 6/10
|Spoils>Imminent destruction of Dark Aether...with you still in it
|Strategy>In his final phase, the Emperor in attacks as a huge, mutated version 
|of a normal Ing. This monstrosity is only weak in its mouth, and only when 
|it's open and uncovered by its legs. Stay as close to the mouth as possible 
|when attacking and keep the mouth's color in mind-hit it with the Power Beam 
|or Super Missiles when it's orange, the Dark Beam when it's white, and the 
|Light Beam when it's purple. The Annihilator Beam works well on all 3 colors. 
|I hope you have plenty of Beam Ammo for this stage-you'll need it. The best 
|thing to do is to wait for the mouth to turn orange and hit it with a Super 
|Missile to stun the beast. Quickly switch to the Annihilator Beam and start 
|mashing A to pump fire into its mouth, making sure you have a clear shot. You 
|can also use the A-Beam to stun the Emperor, but it's best to save ammo. If 
|you run out, he'll summon swarms of Nightbarbs or white squiggly things which 
|you should take out with the Power Beam for more ammo. (Who would have thought 
|the leader of a pure evil race out to kill you would help you out?) As you're 
|being a serious pain in the mouth for him, he'll be retaliating with claw, 
|laser, ground quake, and charging attacks. If you manage to dodge the charge 
|attack, switch to the Annihilator Beam and lock onto the hole in his back. 
\Rapidly blast this hole to damage the Emperor further.

/CREATURES>OFFWORLD>DARK SAMUS>DARK SAMUS 3
|Location>Sky Temple Grounds>Sky Temple Gateway
|Difficulty>4/10
|Strategy>You didn't seriously think you'd beat the game by defeating only one 
|boss, did you? Dark Samus is back, and crazier than ever. Besides having to 
|beat her, you also have to beat the clock; the 8-minute timer from after 
|defeating the Emperor Ing is still ticking, and you must defeat your alter ego 
|once and for all before it expires. (There should be about 7 and a half 
|minutes after escaping the Sky Temple) Don't worry-if you know what you're 
|doing, this time is plenty for beating her. Anyway, Dark Samus 3 shouldn't 
|last long-make sure to scan her. She starts by firing a huge beam of Phazon. 
|It shouldn't be too hard to sidestep, but you must keep dashing away from it 
|for a few moments. After she lands, she disappears; this time, track her with 
|the Echo Visor. As usual, Dark Samus is fast and can often break your 
|targeting lock. Super Missiles (or another Sonic Boom, if you have the ammo) 
|are the weapons of choice; after removing about 1/4 of her HP, you move onto 
|the second phase. (Make sure to scan both of DS' forms)
|
|CREATURES>OFFWORLD>DARK SAMUS>DARK SAMUS 4
|Location>Sky Temple Grounds>Sky Temple Gateway
|Difficulty>5/10
|Spoils>Victory!
|Strategy>You'll know the battle with Dark Samus is entering its final phase 
|when she floats up and surrounds herself in a Phazon bubble. As usual, you 
|should ALWAYS be charging your Power Beam in this phase. Anyway, DS has 2 
|attacks while in the bubble. She send an explosive Phazon ball right at you; 
|luckily, it isn't homing and is easily sidestepped. The second attack consists 
|of Phazon bullets that fly into the air and then towards you. It's also easily 
|avoided, but you want it to hit you; more on that later. Anyway, after a while 
|of being bubble girl, she floats back down and starts dashing around rapidly. 
|Her main attack here is an unavoidable Phazon shield. You don't want DS to 
|stay in this phase; since you should be charging your Power Beam all the time, 
|keep locked on and blast DS with a Super Missile as she floats toward you 
|after descending from the bubble. This does some damage and makes her return 
|to the Phazon bubble. Anyway, to damage her, you must use the Phazon Beam. 
|(She is the new form of Metroid Prime, after all) You may not have the Phazon 
|Suit or Beam officially anymore, but it's still possible to blast her with 
|Phazon. When DS fires the Phazon bullets while in the bubble, you'll 
|automatically lock onto them. Keeping a Charge Beam out, get right under the 
|bullets like a right outfielder. Your Charge beam will absorb the bullets if 
|you can "catch" them; after absorbing about 3 or 4, the charge turns blue. 
|You'll soon auto-lock back onto DS; quickly release this Phazon-charged beam 
|at her to inflict damage before she hits you and makes you lose it. This 
|method is the primary means of inflicting damage; repeat it until Dark Samus 
|goes down and you beat the game. Congratulations! (If you die or run out of 
|time on DS, choose to restart from your last save; you'll return to right 
\after you beat the Emperor Ing)
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INVENTORY>WEAPON SYSTEMS
INVENTORY>WEAPON SYSTEMS>BEAM WEAPONS
INVENTORY>WEAPON SYSTEMS>BEAM WEAPONS>POWER BEAM
Location>Obtain at start of game
To Use>C-Up
Description>The Power Beam is Samus' signature weapon. This Beam Weapon has 
unlimited ammo and the highest rate of fire-it shoots as fast as you can hit A. 
The individual shots are weak, making the Power Beam best for destroying large 
numbers of weak enemies. Its charge beam is simply a more powerful, fast-moving 
ball of energy that does decent damage and is great for mid-strength enemies. 
Besides blasting things, the Power Beam's uses include opening regular blue 
doors and energizing Light Beacons on Dark Aether.

INVENTORY>WEAPON SYSTEMS>BEAM WEAPONS>DARK BEAM
Location>Agon Wastes>Main Reactor>Defeat Dark Samus
To Use>C-Right
Description>The Dark Beam is the second Beam weapon Samus acquires, and the 
first to make use of the new ammo system. The Dark Beam fires bursts of dark 
energy with a decently fast rate of fire. These bursts are very effective 
against any enemies from Aether (except Darklings) and can often take them out 
in a few hits. The Dark Beam can also open dark doors, energize dark portals on 
Aether, and nullify crystals or beacons in Dark Aether. Since the Dark Beam's 
shots move fairly slowly, try to fire at close range to ensure that they hit. 
You can also simply rapidly fire shots to fill the air with them, though this 
wastes ammo. Destroying enemies or storage items with the Dark Beam typically 
yields ammo for the Light Beam. The Dark Beam's charged shot is the Entangler, 
a powerful shot that uses 5 units of dark ammo and not only damages enemies but 
also entangles them in puddles of dark energy, keeping them from moving. Much 
like with the Ice Beam in Metroid Prime, Entangled enemies are often very weak 
against Missiles. Keep in mind that if you run out of dark ammo, you can still 
solve puzzles or open doors by charging the beam to fire a normal shot.

INVENTORY>WEAPON SYSTEMS>BEAM WEAPONS>LIGHT BEAM
Location>Dark Agon Wastes>Ing Cache 1
To Use>C-Left
Description>The Light Beam is the polar opposite of the Dark Beam. Similar to 
the first game's Plasma Beam, the Light Beam fires lines of rainbow-colored 
light energy that have short range, but travel almost instantly and can go 
through multiple enemies. The Beam has a slow rate of fire, but its shots are 
very powerful against Darklings and anything from Dark Aether. They can even 
set some enemies on fire, doing further damage over time. Besides its combat 
uses, the Light Beam is also used to open light doors, energize light portals 
on Dark Aether, or energize crystals and beacons to make them deadly to dark 
creatures. The Light Beam's charged shot is the Lightburst, which fires a 
spread of several beams using 5 units of light ammo. It's deadly at close range 
if you can make all the beams hit and does massive damage to dark enemies. As 
with the Dark Beam, you can fire a normal shot with the Light Beam by charging 
it if you're out of ammo. Enemies or storage units destroyed with the Light 
Beam usually drop dark ammo.

INVENTORY>WEAPON SYSTEMS>BEAM WEAPONS>ANNIHILATOR BEAM
Location>Ing Hive>Dark Hive Temple>Defeat Quadraxis
To Use>C-Down
Description>The Annihilator Beam fires sonic pulses that are mixes of light and 
dark energy. As its name suggests, it's somewhat powerful against light and 
dark enemies and has a rate of fire nearly as fast as the Power Beam's. Even 
better, its single shots can home in on enemies, meaning that you simply need 
to aim in the general direction of what you're trying to hit. The Annihilator 
Beam uses both light and dark ammo to fire, but enemies or storage items killed 
with it can drop either kind of ammo. It can also supercharge crystals and 
beacons with both kinds of energy, luring the Ing towards them but killing them 
when they touch the sphere of light. Because the Annihilator Beam fires sonic 
energy, it's used in combination with the Echo Visor to open sonic locks. It 
also opens grey doors. The charged shot of the Annihilator Beam is the 
Disruptor, a blast that doesn't home in but does excellent damage. It takes 5 
units of both dark and light ammo to fire.

INVENTORY>WEAPON SYSTEMS>BEAM WEAPONS>CHARGE BEAM
Location>Obtain at start of game
To Use>Hold A
Description>The Charge Beam is an extremely useful items that allows you to 
charge the power of your current Beam weapon by holding the A button. When you 
charge a beam, a ball of the beam's energy appears at the front of Samus' 
cannon. Release A to fire powered-up attack. Charged beams, obviously, are 
stronger than regular shots and generally worth the time taken to charge them. 
(Except maybe the Annihilator Beam) In the cases of the Light and Dark Beam, 
charged shots also have special abilities. Charging the Light, Dark, or 
Annihilator Beam takes 5 of the corresponding ammo units. Finally, charged 
beams have another use. While charging all nearby refills will be drawn to you, 
allowing you to reach things you normally couldn't.  

INVENTORY>WEAPON SYSTEMS>MISSILE SYSTEMS
INVENTORY>WEAPON SYSTEMS>MISSILE SYSTEMS>MISSILE LAUNCHER
Location>Temple Grounds>GFMC Compound>Destroy large crate with Charge Beam
To Use>Press Y
Description>Missiles are very useful and powerful weapons. As she collects 
Missile Expansions, Samus can carry a ridiculously amount of the tiny 
explosives, so don't be afraid to use them. Each Missile does decent damage and 
homes in on the target, making it hard to miss. They're good for attacking 
strong enemies near the start of the game, especially ones that are prone to 
dodge, but you'll soon get stronger items. Missiles can also destroy red blast 
shields on doors and objects made of Brinstone.

INVENTORY>WEAPON SYSTEMS>MISSILE SYSTEMS>SEEKER MISSILE LAUNCHER
Location>Temple Grounds>Hall of Honored Dead>Solve spinner puzzle
To Use>Press and hold Y, then move reticule over targets
Description>The ultra-cool Seeker Missile Launcher upgrade allows Samus to fire 
up to 5 Missiles at once. Hold Y to create an orange targeting cursor, then 
move it over what you want to blast. Once your targets are selected, release Y 
to let the Missiles fly. You can also hold the cursor over 1 target to fire up 
to 5 missiles at once at it. You can use Seeker Missiles to get rid of purple 
blast shields.

INVENTORY>WEAPON SYSTEMS>CHARGE COMBOS
INVENTORY>WEAPON SYSTEMS>CHARGE COMBOS>SUPER MISSILE
Location>Torvus Bog>Torvus Temple>Defeat Space Pirates
To Use>Charge Power Beam, then press Y
Description>The Super Missile is the first of the Charge Combos, moves that 
allow Samus to combine the power of her beams and Missiles. To use one, fire a 
Missile while keeping a fully charged Power Beam ready. The Super Missile is 
one of the strongest attacks in the game, doing enough damage to often wipe out 
most enemies instantly. Except for its boosted power, a Super Missile behaves 
like a normal Missile. (Make sure not to miss!) This potent explosive is also 
capable of destroying green blast shields.

INVENTORY>WEAPON SYSTEMS>CHARGE COMBOS>DARKBURST
Location>Agon Wastes>Mining Station B>Use drill to enter portal, use portal in 
Mining Plaza and return
To Use>Charge Dark Beam, then press Y
Description>Undoubtedly the coolest Charge Combo, the Darkburst fires dark 
energy that creates a miniature black hole where it hit, destroying anything 
nearby. It is very costly, however; it takes 30 dark ammo units and 5 Missiles 
to fire, so use it wisely.

INVENTORY>WEAPON SYSTEMS>CHARGE COMBOS>SUNBURST
Location>Temple Grounds>Grand Windchamber>Line up and destroy locks on Dark 
Aether
To Use>Charge Light Beam, then press Y
Description>The Sunburst is much like the Darkburst; it fires a huge burst of 
light energy that explodes with devastating force. However, it's much worse 
than the Darkburst for one reason: the shot moves several times as slowly (you 
can run faster than it), preventing it from hitting anything moving unless 
you're standing right next to your target and likely making you waste 30 light 
beam ammo units and 5 Missiles. Stick with the Darkburst.

INVENTORY>WEAPON SYSTEMS>CHARGE COMBOS>SONIC BOOM
Location>Dark Agon Wastes>Ing Cache 2>Screw Attack to Annihilator Beam door in 
Phazon Site
To Use>Charge Annihilator Beam, then press Y
Description>The Sonic Boom is the strongest, most expensive Charge Combo. It 
uses 30 light and dark ammo and 5 Missiles to fire a powerful wave of sonic 
force. As expected, the wave moves at the speed of sound and can cross huge 
rooms instantly. It does enough damage to wipe most enemies out instantly. 
Cool, no?

INVENTORY>WEAPON SYSTEMS>CHARGE COMBOS>CHARGE COMBO
Location>Your imagination
To Use>Have a milkshake, on the house.
Description>The Charge Combo, supposedly, is the item that allows you to 
perform the other Charge Combos. However, you never pick it up; it mysteriously 
appears in your inventory with the Super Missile. It seems pretty useless, but 
don't be fooled: it's VERY useless.

INVENTORY>VISORS
INVENTORY>VISORS>COMBAT VISOR
Location>Obtain at start of game
To Use>D-Up
Description>The Combat Visor is Samus' default and most-used visor. It allows 
her to see the world normally, albeit surrounded by various HUD displays. Most 
things in the game can be seen through the Combat Visor.

INVENTORY>VISORS>SCAN VISOR
Location>Obtain at start of game
To Use>D-Left
Description>The scan visor slightly alters the color of Samus' view and 
highlights important objects. Make an object glow by centering it in the 
rectangular box, then hold L to scan it. By scanning an object, you can obtain 
a wealth of information about it and possibly trigger something. It's 
recommended that you switch to the Scan Visor very frequently to make sure you 
don't miss anything. Note that red objects are important, blue objects are just 
interesting, and green objects have already been scanned.

INVENTORY>VISORS>DARK VISOR
Location>Dark Torvus Bog>Dark Torvus Temple>Defeat Chykka
To Use>D-Right
Description>The Dark Visor uses a mysterious imaging system to render the world 
in fuzzy black and white. However, any enemies within the cool display in the 
center are highlighted a very noticeable red, making them much easier to see. 
The Dark Visor can also see and track many things the Combat Visor can't.

INVENTORY>VISORS>ECHO VISOR
Location>Sanctuary Fortress>Aerie>Defeat Dark Samus, go through Dark Aether
To Use>D-Down
Description>Despite that fact that it's named after the game, the Echo Visor 
doesn't play a very big part in it. It's still a very cool item; it allows 
Samus to see sound. Most areas will be invisible and silent with it, save for a 
sonic pulse the visor emits every few seconds. It allows you to see a few 
enemies that the Combat and Dark Visors can't, as well as sonic emitters that 
keep doors locked. It's used with the Annihilator Beam to open sonic doors.

INVENTORY>ARMOR
INVENTORY>ARMOR>VARIA SUIT
Location>Obtain at start of game
To Use>Always in effect
Description>The Varia Suit is Samus' starting suit in Echoes. It protects her 
from high temperatures, an ability that is unfortunately useless on Aether. 
Like all her suits, it also lets her breathe in a vacuum and underwater 
indefinitely and protects her from taking damage from falling. Unfortunately, 
it offers no protection from Dark Aether's poisonous atmosphere, making her 
lose HP rapidly while walking in it.

INVENTORY>ARMOR>DARK SUIT
Location>Dark Agon Temple>Defeat Amorbis
To Use>Always in effect
Description>The cool-looking, metallic Dark Suit significantly decreases the 
damage Samus takes from Dark Aether's atmosphere, reducing it to the same speed 
at which she gains energy from safe zones. It's an essential item, and she'll 
have it for most of the game.

INVENTORY>ARMOR>LIGHT SUIT
Location>Great Temple>Main Energy Controller>Restore power to all 3 Temples
To Use>Always in effect
Description>The sweet-looking Light Suit is a powerful blend of Chozo and 
Luminoth technology. It makes Samus immune to damage from Dark Aether's 
atmosphere, poisonous water, and Ingstorms. It also lets her teleport between 
energy controllers and access secret areas by riding on beams of light.

INVENTORY>MORPH BALL SYSTEMS
INVENTORY>MORPH BALL SYSTEMS>MORPH BALLS
INVENTORY>MORPH BALL SYSTEMS>MORPH BALLS>MORPH BALL
Location>Obtain at start of game
To Use>Press X
Description>Using completely unknown and painful-looking methods, Samus' famous 
Morph Ball lets her reduce in size to a small sphere, letting her roll around 
at increased speed and access areas too small to get to normally.

INVENTORY>MORPH BALL SYSTEMS>MORPH BALLS>BOOST BALL
Location>Dark Torvus Bog>Dark Torvus Arena>Defeat Boost Guardian
To Use>Hold and release B while in Morph Ball mode
Description>The Boost Ball upgrade lets the Morph Ball charge and release 
kinetic energy for a burst of speed. It lets her cross disappearing/crumbling 
blocks, use Spinners, and get phat air on half-pipe structures. To use a half-
pipe, start rolling back and forth across it and charge a boost. Release it to 
fly up one side of the pipe and immediately begin charging another boost. 
Release it as you go back towards the opposite side to go even higher.

INVENTORY>MORPH BALL SYSTEMS>MORPH BALLS>SPIDER BALL
Location>Sanctuary Fortress>Dynamo Works>Defeat Spider Guardian
To Use>Hold R while in Morph Ball mode
Description>The Spider Ball is another useful movement upgrade for the Morph 
Ball. It allows you to climb distinctively marked Spider Ball tracks as long as 
you hold R and freely roll around on them, defying gravity. While on a Spider 
Ball track, you can propel yourself upward by laying a Bomb, downward by 
briefly releasing R, and straight away from the track by Boosting.

INVENTORY>MORPH BALL SYSTEMS>BOMB SYSTEMS
INVENTORY>MORPH BALL SYSTEMS>BOMB SYSTEMS>MORPH BALL BOMB
Location>Agon Wastes>Agon Temple>Defeat Bomb Guardian
To Use>Press A while in Morph Ball mode
Description>Once of the first upgrades you get, the Morph Ball Bombs give you 
an unlimited supply of energy bombs you can lay while in Morph Ball mode. The 
Bombs explode after a second or so and do decent damage; you need timing to hit 
with them. Bombs can also get rid of pesky Metroids that have latched onto you 
and destroy Talloric Alloy. The most frequent use of the Morph Ball Bombs is 
the Bomb Jump. By sitting on a Bomb when it explodes, Samus is propelled a 
short distance into the air, which is essential for just about every Morph Ball 
course in the game. When you need extra air, you can perform a double Bomb 
Jump. To do one, lay a Bomb, then another one just before the first one 
explodes. When the first Bomb sends you into the air, lay a third Bomb at the 
high of the jump. The second Bomb should explode as you land and propel you 
into the third one, which also explodes and lets Samus Bomb Jump twice as high. 
Note that Samus can only lay up to 3 Bombs at a time.

INVENTORY>MORPH BALL SYSTEMS>BOMB SYSTEMS>POWER BOMB
Location>Dark Torvus Bog>Undertemple>Defeat Power Bomb Guardian
To Use>Press Y while in Morph Ball mode
Description>Who said Samus' Bombs were wimpy? The Power Bombs are the strongest 
explosives in the game, capable of blowing just about anything (including 
Denzium) up and doing massive damage to enemies within their large explosion 
radius. However, Samus can only carry a small number of them and she must wait 
about 10 seconds before laying another one. They're capable of destroying 
yellow blast shields.

INVENTORY>MOVEMENT SYSTEMS
INVENTORY>MOVEMENT SYSTEMS>SPACE JUMP BOOTS
Location>Dark Agon Wastes>Judgment Pit>Defeat Jump Guardian
To Use>Press B in midair
Description>The invaluable Space Jump Boots give Samus a second jump usable in 
midair, letting her reach farther ledges than ever before. You can even steer 
yourself in midair.

INVENTORY>MOVEMENT SYSTEMS>GRAVITY BOOST
Location>Torvus Bog>Hydrochamber Storage>Get ready to fight Alpha Blogg
To Use>After a double jump, hold B while underwater
Description>The Gravity Boost takes the place of Samus' old Gravity Suit, 
letting her move freely underwater. Unlike the Gravity Suit, it also gives her 
a small jetpack to use underwater. After doing a double jump, hold B to float, 
slowly rising and rapidly moving forward. The item gives Samus great mobility 
underwater. It also makes her vision underwater clearer.

INVENTORY>MOVEMENT SYSTEMS>GRAPPLE BEAM
Location>Dark Torvus Bog>Sacrificial Chamber>Defeat Grapple Guardian
To Use>Hold L while highlighting a Grapple Point
Description>The Grapple Beam lets Samus latch onto Grapple Points (marked with 
distinctive icons that are highlighted when you're in range) and swing on them 
by pressing and holding L. She'll continue to swing until you release L; do so 
while she's moving forward to continue moving and cross large gaps. You can use 
the control stick to change the direction you swing in while Grappling.

INVENTORY>MOVEMENT SYSTEMS>SCREW ATTACK
Location>Sanctuary Fortress>Vault>Go through portals, use 4 Spinners, return to 
first portal
To Use>Press B repeatedly with rhythm after a double jump
Description>It's finally back! The awesome Screw Attack gives Samus incredible 
movement abilities and lets her cross insanely huge gaps. To execute a Screw 
Attack, hit B after doing a double jump, then press it up to 5 more times to 
fly through the air. Time your button presses to be as far apart as possible to 
cross a maximum distance. As expected, any enemies you run into are almost 
certain to be destroyed, making you almost invincible as you cross impossibly 
large gaps. You can also use the Screw Attack to perform Wall Jumps. To do one, 
Screw Attack towards a distinctive wall jump surface and press B right as you 
touch it. (It takes practice) you can now jump between walls, as long as you 
press B right as you hit one. This move lets Samus climb potentially unlimited 
distances, if your timing is good enough.

INVENTORY>MISCELLANEOUS
INVENTORY>MISCELLANEOUS>SUIT EXPANSIONS
INVENTORY>MISCELLANEOUS>SUIT EXPANSIONS>MISSILE EXPANSION
Location>Detailed in section 7
Description>Missile Expansions are the most common type of Suit Expansion; 
there are a total of 49 of them. Each one increases the number of Missiles 
Samus can carry by 5, making them highly desirable.

INVENTORY>MISCELLANEOUS>SUIT EXPANSIONS>ENERGY TANK
Location>Detailed in section 7
Description>The Energy Tank is probably the best type of expansion to get. Each 
one increases the power of Samus' personal shielding, allowing her to take 100 
more points of damage. Always collect as many of these as you can.

INVENTORY>MISCELLANEOUS>SUIT EXPANSIONS>POWER BOMB EXPANSION
Location>Detailed in section 7
Description>Each of these allows Samus to carry an extra Power Bomb. Though she 
starts with a total capacity of 2 less than in Metroid Prime, there are now 8 
Power Bomb expansions, letting her carry 10.

INVENTORY>MISCELLANEOUS>SUIT EXPANSIONS>BEAM AMMO EXPANSION
Location>Detailed in section 7
Descriptions>These expansions let Samus carry 50 more Light and Dark Beam ammo 
units. They're essential as the game progresses and you start using the Beams 
more.

INVENTORY>MISCELLANEOUS>SUIT EXPANSIONS>ENERGY TRANSFER MODULE
Location>Great Temple>Temple Sanctuary>Defeat Alpha Splinter
This mysterious glowing orb is only used to progress the storyline by 
transferring energy from the dark energy controllers to the light ones. Did you 
expect to be able to nuke stuff with it or something?

INVENTORY>MISCELLANEOUS>DARK AGON KEYS
Locations>Trial Tunnel>Enter door in Dark Agon Temple 
         >Doomed Entry>Jump across platforms
         >Battleground>Defeat Warrior Ing, scan Ing Webtrap during battle
Description>Though they look nothing like their name, the Dark Agon Keys are 
used to gain entry to the center of Dark Agon Temple and the fight with 
Amorbis. Each one is hidden in Dark Agon Wastes.

INVENTORY>MISCELLANEOUS>DARK TORVUS KEYS
Locations>Dark Torvus Arena>Use Boost Ball to reach Key
         >Undertemple Access>Gravity Boost to portal in Hydrodynamo Shaft
         >Venomous Pond>Use Grapple Beam to reach Key
Description>These keys are found in Dark Torvus Bog and used to gain entry to 
the main part of Dark Torvus Temple in order to battle Chykka.

INVENTORY>MISCELLANEOUS>ING HIVE KEYS
Locations>Culling Chamber>Use Spider Ball to reach Morph Ball maze and Key
         >Aerial Training Site>Wall Jump up Central Hive West Transport
         >Hive Gyro Chamber>Spider Ball up center post and Boost through Key
Description>Found in the Ing Hive, they are used to access the Hive Temple and 
fight Quadraxis.

INVENTORY>MISCELLANEOUS>SKY TEMPLE KEYS
Locations>Sky Temple Grounds>Defiled Shrine
         >Sky Temple Grounds>Accursed Lake>Reach with Screw Attack
         >Sky Temple Grounds>Ing Reliquary
         >Dark Agon Wastes>Dark Oasis>Destroy Denzium wall with Power Bomb
         >Dark Agon Wastes>Battleground>Use Dark Visor to find platforms
         >Dark Torvus Bog>Poisoned Bog>Underwater where Missile Expansion was
         >Dark Torvus Bog>Dungeon>Underwater, shoot beacons to move Watchdrones
         >Ing Hive>Hive Entrance>Screw Attack across gaps, ride light beam up
         >Ing Hive>Hive Dynamo Works>Cross spheres with Spider and Boost Ball
Description>These 9 Keys are found all over Dark Aether and are used in the Sky 
Temple Gateway to reach the final boss fights. Each one is hidden inside a 
Flying Ing Cache, which is normally invisible. Find the Cache with the Dark 
Visor in the described area, then shoot it once to overload the Dark Visor and 
make it visible with the Combat Visor. Make sure to scan at least one, then 
destroy it with a charged Power Beam to release the Sky Temple Key within.
------------------------------------------------------------------------------
\\\\\\\\\\8. The Logbook (Tlgbk) \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
 ------------------------------------------------------------------------------
This section contains transcripts of every logbook scan in the game. Missable 
scans are marked with exclamation points around their names.

a. Creature Logs (Crtlg)

CREATURES>DARK AETHER>EMPEROR ING>EMPEROR ING BODY
Scan Location>Sky Temple>Sanctum
Transcript>Bioscans indicate that this is the eldest, strongest Ing in the 
horde, the alpha and the omega. It has absorbed 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 siphoning energy from the final Energy 
Controller.

CREATURES>DARK AETHER>EMPEROR ING>EMPEROR ING HEAD
Scan Location>Sky Temple>Sanctum 
Transcript>Like its brethren, the Emperor Ing is a metamorph. It has molded 
itself around the precious Energy Controller, and will defend it to the death, 
using its own body as a shield and weapon. Destroy the tentacles it generates 
to weaken the creature and its defenses.

CREATURES>DARK AETHER>EMPEROR ING>EMPEROR ING EYE
Scan Location>Sky Temple>Sanctum 
Transcript>The Emperor Ing has exposed its main eye, from which it can fire 
powerful energy beams. It is protected by a barrier shield, although not 
completely. The eye can be locked onto, but only direct shots will get past the 
shield.

CREATURES>DARK AETHER>EMPEROR ING>EMPEROR ING CHRYSALIS
Scan Location>Sky Temple>Sanctum 
Transcript>The heavily damaged Emperor Ing has entered a regenerative state 
inside a durable healing shell. Tactical scans have detected eleven weak points 
on the magnetically charged shell; Spider Ball travel is possible on the shell 
surface. Damage the weak spots with explosives to crack the shell and expose 
the enemy within.

CREATURES>DARK AETHER>EMPEROR ING>MUTATED EMPEROR ING
Scan Location>Sky Temple>Sanctum 
Transcript>Further exposure to Phazon has mutated the Emperor Ing. It is now 
capable of shielding its vulnerable outer areas with energy barriers. Beams of 
opposite polarity can damage these barriers, however. Heavy damage to the 
barriers will cause them to drop, exposing the creature's weak spots. Target 
the weak spots to immobilize and damage the enemy.

CREATURES>OFFWORLD>DARK SAMUS>DARK SAMUS 3
Scan Location>Sky Temple Grounds>Sky Temple Gateway
Transcript>Scans indicate that Dark Samus has absorbed tremendous amounts 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 invisible to the Dark Visor. 
These new abilities, combined with her already formidable arsenal, place Dark 
Samus at the highest threat level.

CREATURES>OFFWORLD>DARK SAMUS>DARK SAMUS 4
Scan Location>Sky Temple Grounds>Sky Temple Gateway
Transcript>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.

b. Lore Logs (Lrlgs)



c. Research Logs (Rslgs)



d. Logbook Scan Locations and Missable Scans (Lgslc)


------------------------------------------------------------------------------
\\\\\\\\\\9. Expansions (Expns) \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
 ------------------------------------------------------------------------------
ITEMS>MISCELLANEOUS>SUIT EXPANSIONS>MISSILE EXPANSIONS

AFTER MISSILE LAUNCHER

< >Missile Expansion 1<
Location>Temple Grounds>Transport to Agon Wastes
Required>Power Beam
Strategy>To find what will probably be your first Missile Expansion, look to 
the left as you walk up to the elevator in this room. Blast the webbing you see 
in the green centers to find a Missile Expansions behind them. 

< >Missile Expansion 2<
Location>Agon Wastes>Portal Access A
Required>Morph Ball
Strategy>After entering Portal Access A from Mining Station A, enter Morph Ball 
mode and go through the 2 Kinetic Orb Cannons to the other side of the room. 
Roll past the other Cannon and get the Expansion behind the deceased Luminoth.

AFTER MORPH BALL BOMB

< >Missile Expansion 3<
Location>Temple Grounds>Hive Chamber A
Required>Beat the Bomb Guardian
Strategy>When you enter Hive Chamber A again after meeting U-Mos, one of the 
dead Troopers get possessed and turns into a Dark Missile Trooper, the weakest 
boss in the game. Make sure to scan him, just sidestep around him and hit him 
with whatever. This guy doesn't even deserve a health bar. Anyway, he drops a 
Missile Expansion when you defeat him.

< >Missile Expansion 4<
Location>Agon Wastes>Sand Cache
Required>Amber Luminoth Translator Data
Strategy>After visiting the Agon Energy Controller, return to Mining Station A. 
Jump up the platforms in the center to the second level of ledges and open the 
Amber Translator Door. The room behind it contains an easy Missile Expansion.

< >Missile Expansion 5<
Location>Agon Wastes>Transport Center
Required>Morph Ball Bombs>Activate Bomb Slot in Portal Site
Strategy>If you activated the Bomb Slot in the Portal Site after entering Dark 
Agon Wastes, you open doors in both worlds. Once you return to the light world, 
go through the new path to the Transport Center. Activate the Bomb Slot in this 
room to gain access to a new path and Missile Expansion. 

< >Missile Expansion 6<
Location>Temple Grounds>Hive Chamber B
Required>Morph Ball Bomb
Strategy>In the room you first met Dark Samus in, Bomb the cover of the tunnel 
next to the one you first used and follow it to the Expansion. 

< >Missile Expansion 7<
Location>Great Temple>Transport B Access
Required>Morph Ball Bombs
Strategy>Look for a Morph Ball path about halfway down the hallway. Use Bomb 
Jumps to climb up and follow the course to a Missile Expansion.

AFTER SPACE JUMP BOOTS

< >Missile Expansion 8<
Location>Agon Wastes>Command Center
Required>Morph Ball
Strategy>As you roll under the floor when first entering the Command Center, 
look for a smaller path branching off from the main one about halfway after the 
first few electrical barriers. Follow the path to a Missile Expansion. 

< >Missile Expansion 9>
Location>Temple Grounds>Temple Assembly Site
Required>Space Jump Boots>Morph Ball
Strategy>Look for a short pillar to the left of the translator door leading to 
the transport. Jump onto it, then onto the ledge above. Follow the ledge around 
the room to a Morph Ball tunnel, then roll through it to the Expansion. 

< >Missile Expansion 10<
Location>Temple Grounds>Communication Area
Required>Morph Ball Bombs>Space Jump Boots
Strategy>Space Jump up to a ledge near where you first entered the area and 
look for a round pane of glass. Use a Morph Ball Bomb to break it and get the 
Expansion that was under it.

< >Missile Expansion 11<
Location>Temple Grounds>GFMC Compound
Required>Space Jump Boots
Strategy>Jump up to near the right-hand side of the Morph Ball tunnel, then 
Space Jump to the front of the GFS Tyr. Walk along the roof to an Expansion 
near the back. If you can't make it, the Screw Attack makes it much easier.

AFTER DARK/LIGHT BEAMS

< >Missile Expansion 12<
Location>Agon Wastes>Storage B
Required>Dark Beam
Strategy>After you obtain the Dark Beam, go through the dark door on the top 
level of the Biostorage Station to find a Missile Expansion.

< >Missile Expansion 13<
Location>Dark Agon Wastes>Warrior's Walk
Required>Morph Ball Bomb
Strategy>Once you enter this room, use the Scan Visor to find some weakened 
section of floor and destroy it with a Bomb. The room isn't called Warrior's 
Walk for nothing; you must roll across some Phazon to reach the Expansion. 
You'll want a few Energy Tanks before you attempt to get it.

< >Missile Expansion 14<
Location>Dark Agon Wastes>Ing Cache 4
Required>Morph Ball
Strategy>Enter the dark door at the Dueling Range corresponding to the door you 
used to first enter the Mining Plaza. Once you're in Ing Cache 4, drop off the 
short ledge and turn around to find a Morph Ball hole with the Expansion. 

< >Missile Expansion 15<
Location>Sky Temple Grounds>Plain of Dark Worship
Required>Light Beam>Dark Beam
Strategy>Look for a dark crystal in the Temple Assembly Site (it's very easy to 
unintentionally lock onto, and is near the door from the Industrial Site) and 
shoot it with the Light Beam to reveal a portal. Use the Dark Beam to go 
through and enter the Plain of Dark Worship. The Expansion is sitting where the 
transport is in the light world; no tricks here.

AFTER DARK SUIT

< >Missile Expansion 16<
Location>Torvus Bog>Forgotten Bridge
Required>Morph Ball Bomb>Activate Bomb Slot in Dark Forgotten Bridge
Strategy>After activating the Bomb Slot in Dark Aether and moving the bridge, 
return to the light world and follow the new path to a Missile Expansion in 
plain sight. 

< >Missile Expansion 17<
Location>Torvus Bog>Portal Chamber
Required>Morph Ball>Space Jump Boots
Strategy>Use the portal at the Forgotten Bridge, then go to the Poisoned Bog 
and enter the Portal Chamber. Space Jump onto the ledge and roll into the hole 
with the Morph Ball. Ride the piston down and enter the portal to return to the 
light world. The Expansion is in plain sight now.

AFTER SUPER MISSILE

< >Missile Expansion 18<
Location>Torvus Bog>Underground Tunnel
Required>Morph Ball
Strategy>When you enter the room, roll under the grate you start on; a Missile 
Expansion is hidden right next to the wall under it.

AFTER BOOST BALL/SEEKER MISSILE LAUNCHER

< >Missile Expansion 19<
Location>Dark Agon Wastes>Crossroads
Required>Boost Ball
Strategy>In the Transport Center in the light world, use the Boost Ball to 
reach the portal high on the half-pipe. Use the portal and get the Missile 
Expansion in the dark world. 

< >Missile Expansion 20<
Location>Torvus Bog>Plaza Access
Required>Boost Ball
Strategy> In the main part of the Morph Ball tunnel, navigate the maze and hit 
2 Bomb Slots to move some metal spinners out of the way. After both spinners 
are moved, Bomb Jump to a tunnel on top of the second one and follow it to a 
half-pipe structure. Boost up to the right-hand side of it to find a Missile 
Expansion. 

< >Missile Expansion 21<
Location>Torvus Bog>Hydrodynamo Station
Required>Scan Visor>Space Jump Boots
Strategy>After dropping to the lower part of the station, scan the first panel 
nearby to extend a bridge above. (If you fall all the way down, enter Morph 
Ball mode and float up on the bubble stream) Return to the top of the room with 
the Kinetic Orb Cannon in the middle of the platform after scanning it, then 
drop off to the mid-level platform underwater, allowing you to jump onto the 
bridge that extended and reach the Missile Expansion in front of the purple 
door. (It's very tough to miss if you just go through the normal path of the 
game)

< >Missile Expansion 22<
Location>Agon Wastes>Sand Processing
Required>Boost Ball
Strategy>After clearing out the Turrets, Boost up to an opening near them. 
Follow the tunnel to a control room. Scan a panel to activate a Bomb Slot, then 
use it to drain the sand. Leave the room and take the Expansion.

AFTER GRAVITY BOOST

< >Missile Expansion 23<
Location>Dark Torvus Bog>Undertransit One
Required>Morph Ball Bombs
Strategy>In the left-hand set of pipes in the tunnel, drop to the lowest pipe 
and roll as far right as possible, then Bomb Jump up and left. Roll as far left 
as possible, then Bomb Jump up and right to get the Expansion.

< >Missile Expansion 24<
Location>Torvus Bog>Torvus Lagoon
Required>Gravity Boost
Strategy>Go into the water in front of you as you enter and turn around. Look 
for a Missile Expansion above some Venom Weed, to the right of the door to the 
transport and under the ground. Use the Gravity Boost to reach it.

AFTER GRAPPLE BEAM

< >Missile Expansion 25<
Location>Torvus Bog>Abandoned Worksite
Required>Grapple Beam
Strategy>Use the Grapple Beam to reach the Expansion on a ledge near the door 
to the Great Bridge.

< >Missile Expansion 26<
Location>Torvus Bog>Path of Roots
Required>Grapple Beam
Strategy>Entering the room from the Great Bridge, simply use the Grapple Beam 
to swing over to the Expansion.

AFTER DARK VISOR

< >Missile Expansion 27<
Location>Great Temple>Transport A Access
Required>Morph Ball Bomb
Strategy>Roll through the hole to the Save Station and Bomb the Talloric Alloy 
to destroy it. Go down the ramp and get the Missile Expansion under the 
Station.

< >Missile Expansion 28<
Location>Sky Temple Grounds>War Ritual Grounds
Required>Dark Visor>Seeker Missile Launcher
Strategy> Use the Dark Visor to find 5 targets around where the transport is in 
the light world. Hit them with Seeker Missiles to open the door to reach the 
Expansion.

< >Missile Expansion 29<
Location>Sky Temple Grounds>Phazon Grounds
Required>Dark Visor
Strategy>Use the portal at the Sacred Path, then go back through the Phazon 
Pit. (Use charged Light Beam shots or Super Missiles to kill the Dark Tallon 
Metroid) The Phazon Site is filled with more Dark Metroids. Destroy them and 
use the Dark Visor to find some platforms leading across the gap to a tall rock 
with the Expansion. If you have the Screw Attack, things become much easier; 
you can use it to cross the pit and take out any Dark Metroids in your way.

< >Missile Expansion 30<
Location>Ing Hive>Hazing Cliff
Required>None
Strategy>After using the portal in the Hall of Combat Mastery, go right from 
the portal and enter the Hazing Cliff. (Best name ever!) Use the charged Light 
beam to take out the Dark Tallon Metroid and Dark Diligence Drones and get the 
Expansion at the far side of the room.

AFTER SPIDER BALL

< >Missile Expansion 31<
Location>Sanctuary Fortress>Dynamo Works
Required>Spider Ball>Morph Ball Bomb
Strategy>After defeating the Spider Guardian and leaving the arena, look for a 
passage above the Spider Ball tracks at the beginning of the fourth area. 
Follow the ledge you can Bomb Jump onto to the Missile Expansion. You can 
continue to follow this shortcut to the main area of the Dynamo Works if you 
wish, but it's one-way.

< >Missile Expansion 32<
Location>Sanctuary Fortress>Hall of Combat Mastery
Required>Spider Ball>Morph Ball Bomb
Strategy>You have to navigate a long Morph Ball maze to reach this Expansion. 
First, climb up a Spider Ball track near the center of the room and head over 
to the Bomb Slot. Hitting it reverses the conveyor belt, letting you reach the 
next part. To get past the fire, either Boost through it or use timing to stay 
out of it. In the next stage, stay just behind the laser beams as they move and 
quickly Bomb Jump to the next levels once you reach the openings; try to wait 
for the laser beams on the next level to go off or you'll hit them. After 
getting past that, roll left to eventually reach a section with moving 
platforms. Bomb Jump up the platforms when there are no laser beams across 
them, then roll left from the topmost platform when it's at the left side of 
its movement. The last stage has Phazon in it. Bomb Jump onto the next moving 
platform when it reaches you, then hold R and jump up to a moving Spider Ball 
track. Continue this to cross the Phazon and roll back to the right. Now just 
roll across a Spider Ball track to cross the hallway and reach the Expansion.

< >Missile Expansion 33<
Location>Agon Wastes>Main Reactor
Required>Spider Ball>Boost Ball
Strategy>On the bottom floor, look for the right-hand Spider Ball track (not 
the one leading to the Keybearer) and climb up it. Use the Boost Ball to fly 
from track to track, timing your Boosts so you go through the small metal 
openings. If you mess up and fall onto the Phazon, roll out the hole in the 
bottom-left of any of the Phazon pits. After getting through 4 or 5 of these 
pits, you'll reach a larger area. Bomb the circular glass on the floor to reach 
the Expansion.

< >Missile Expansion 34<
Location>Agon Wastes>Storage C
Required>Spider Ball>Boost Ball
Strategy> After raising the platforms, look for a Spider Ball track behind the 
control panels. Follow it and Boost across some tracks to eventually get to a 
track on the middle storage rack. Roll to the opposite side of it and Boost to 
reach a ledge with a green door. Blast it open with a Super Missile and get the 
Expansion. If you have the Screw Attack, you can jump to a container rack in 
the highest position, then just Screw your way over to the ledge.

< >Missile Expansion 35<
Location>Dark Agon Wastes>Junction Site
Required>Spider Ball>Morph Ball Bomb
Strategy>Bomb Jump up to the Spider Ball track in the middle of the tunnel and 
roll up to a Bomb Slot. Activate it to rotate the tunnel, allowing you to drop 
down onto the Expansion. Roll back up and use the Slot again to return it to 
normal.

< >Missile Expansion 36<
Location>Torvus Bog>Training Chamber
Required>Spider Ball>Boost Ball
Strategy>Use charged Light Beam shots to take out the Dark Bloggs, then roll up 
the Spider Ball track to the left of the statue. Boost from the top of it, then 
roll across the next section and boost again. Roll up to a large oval of tracks 
on the ceiling and drop onto a ledge on the statue in front of a Bomb Slot. 
Activate it to move the statue forward, revealing a Missile Expansion.

AFTER POWER BOMB

< >Missile Expansion 37<
Location>Agon Wastes>Ventilation Area A
Required>Morph Ball Bomb>Power Bomb
Strategy>Gain entry to the area with a Power Bomb. After taking out the 
Pillbugs, double Bomb Jump onto the rock the right one was rolling around. Do 
another double Bomb Jump from there, then a single Bomb Jump. Roll left to get 
the Expansion.

< >Missile Expansion 38<
Location>Torvus Bog>Gathering Hall
Required>Power Bomb>Spider Ball>Boost Ball
Strategy>Drop underwater and use a Power Bomb on the long Denzium oval to 
shatter it. Then destroy the plug underneath with another Power Bomb to drain 
the pool and reveal a half-pipe. Use it to reach either of 2 Spider Ball 
tracks, then roll around it and Boost to a rotating Spider Ball track, then to 
a Bomb Slot. After activating it, repeat the process with the other one to 
expose the Expansion. Jump up the retracting ledges when they're extended to 
reach it.

< >Missile Expansion 39<
Location>Sanctuary Fortress>Main Research
Required>Spider Ball>Morph Ball Bomb
Strategy>Roll up the Spider Ball tracks on the forcefield. (They look like 
they're behind it, but they aren't) The Spider Ball maze is fairly 
straightforward, but be sure to avoid the various robotic arms that can knock 
you off the tracks. Follow the maze to reach the Expansion.

< >Missile Expansion 40<
Location>Agon Wastes>Mining Station A
Required>Power Bomb>Spider Ball
Strategy>Destroy the cracked Denzium wall, then use the Kinetic Orb Cannon to 
get to some Spider Ball track follow it a short distance to the left to get to 
the Expansion.

< >Missile Expansion 41<
Location>Agon Wastes>Storage A
Required>Power Bomb
Strategy>Use a Power Bomb on the Denzium wall in the central part of Mining 
Station B and enter the light door behind it to find the expansion.

< >Missile Expansion 42<
Location>Torvus Bog>Torvus Grove
Required>Power Bomb
Strategy>Two of the "legs" of the huge tree in this room have been weakened by 
Phazon and Denzium. Find them with the Scan Visor, then lay a Power Bomb 
between them to destroy both legs. The tree then falls over, revealing the 
Expansion.

AFTER ECHO VISOR

< >Missile Expansion 43<
Location>Sanctuary Fortress>Central Area Transport West
Required>Morph Ball
Strategy>After reaching the top of this room, drop down to a floor just below 
the top level. Enter Morph Ball mode and look for 3 holes; enter the left one. 
Take 2 right-hand paths as you drop down to fall right onto the Missile 
Expansion. If you miss, use the Kinetic Orb Cannons to return to the top.

< >Missile Expansion 44<
Location>Sanctuary Fortress>Temple Access
Required>Echo Visor>Dark Visor>Seeker Missile Launcher
Strategy>Use the Dark Visor and Seeker Missile Launcher to find and shoot 5 
targets above the door to the temple. This reveals a Kinetic Orb Cannon. Use 
the Echo Visor to find a sonic emitter and destroy it, then use the cannon to 
get under the floor. After getting the Missile Expansion, use the Spinner to 
escape.

AFTER SCREW ATTACK

< >Missile Expansion 45<
Location>Ing Hive>Aerial Training Site
Required>Screw Attack
Strategy>Use the Screw Attack to wall-jump to the Expansion near the light 
portal.

< >Missile Expansion 46<
Location>Dark Torvus Bog>Undertemple
Required>Spider Ball>Screw Attack
Strategy>Use the Spider Ball to reach a portal in the Main Hydrochamber and 
enter the dark world. Screw Attack up the Wall Jump surfaces to get to the 
Expansion.

AFTER ANNIHILATOR BEAM

< >Missile Expansion 47<
Location>Sanctuary Fortress>Sentinel's Path
Required>Echo Visor>Annihilator Bea,
Strategy>The Expansion is behind the Echo Door in here. Use the Echo Visor to 
see what you need to shoot, then hit the center of the door with the 
Annihilator Beam to hear the pattern. Shoot the locks around the door to 
imitate the pattern and open the door.

< >Missile Expansion 48<
Location>Torvus Bog>Transit Tunnel South
Required>Morph Ball Bomb
Strategy>Enter either of the grey doors in the ring structure to reach Transit 
Tunnel South. To reach the Expansion, you must navigate a simple maze. Hit each 
Bomb Slot to reverse the flow of water in part of the room, then Bomb Jump up 
where the bubbles are rising to reach the next part of the maze. (To get even 
higher, lay a Bomb just before the highest point of your jump. Keep doing this 
until you can reach the Expansion.

AFTER LIGHT SUIT

< >Missile Expansion 49<
Location>Sanctuary Fortress>Sanctuary Map Station
Required>Light Suit
Strategy>Just step into the beam of light to reach a secret room with the 
Expansion in it.

ITEMS>MISCELLANEOUS>SUIT EXPANSIONS>ENERGY TANKS

< >Energy Tank 1<
Location>Temple Grounds>Storage Cavern B
Required>Missile Launcher
Strategy>After visiting the Great Temple and heading to Agon Wastes, use the 
Missile Launcher to remove the red blast shield on the door in the Temple 
Assembly Site. The Energy Tank is in the room inside.

< >Energy Tank 2<
Location>Agon Wastes>Mining Station Access
Required>Morph Ball Bomb
Strategy>Use a Bomb on the block in the middle of the tunnel to fall onto a 
Kinetic Orb Cannon, which launches you up into a tunnel leading to the Energy 
Tank. 

< >Energy Tank 3<
Location>Agon Wastes>Bioenergy Production
Required>Scan Visor>Space Jump Boots
Strategy>After turning on the moving storage racks with the console on the 
smaller end of the room, go to the other side and move the racks to that they 
go up to the right. Space Jump up the racks to claim the Energy Tank.

< >Energy Tank 4<
Location>Agon Wastes>Mine Shaft
Required>Dark Beam>Morph Ball Bomb
Strategy>After clearing the shaft of Pillbugs, double Bomb Jump onto the 
rightmost rectangle of stone they were crawling on. From on top of it, Bomb 
Jump onto another ledge and roll left. Making sure to quickly bypass all the 
crumbling blocks, roll left until you reach a stack of 4 such blocks. Hold left 
as you fall onto each one so you roll into a hidden part of the wall. Don't 
roll onto the next block from here; Bomb Jump up and left from the middle of 
the ledge, then repeat and fall past one more block while holding left to reach 
the Energy Tank.

< >Energy Tank 5<
Location>Torvus Bog>Temple Access
Required>Morph Ball Bomb
Strategy>On the higher part of the room, use a Bomb on the first circle you 
reach to drop down onto the Tank.

< >Energy Tank 6<
Location>Torvus Bog>Transit Tunnel East
Required>Gravity Boost>Morph Ball Bomb
Strategy>First, do a double Bomb Jump up to the Bomb Slot in the leftmost 
vertical shaft in the tunnel. After activating it, a timer starts. Roll 3 tubes 
to the right and quickly go to the second slot. (To reach it, lay another Bomb 
just before reaching the high point of your first bubble-boosted Bomb Jump) 
Once you activate that slot, roll 2 tubes to the left and repeat the Bomb-
Jumping process to reach the energy tank. 

< >Energy Tank 7<
Location>Temple Grounds>Windchamber Gateway
Required>Morph Ball>Grapple Beam
Strategy>Entering Windchamber Gateway from the Path of Eyes, use the Kinetic 
Orb Cannon to cross the gap, then Grapple to a platform with an Energy Tank.

< >Energy Tank 8<
Location>Dark Torvus Bog>Cache B
Required>Morph Ball>Super Missile
Strategy>When you reach the lower part of Dark Torvus Temple, don't enter the 
light yet. Roll down the tunnel in the right-hand opening past the light and 
blow the door open with a Super Missile to find an Energy Tank inside. (The 
other tunnel has an Ammo Station) I'd recommend saving this Tank until right 
before fighting Chykka to refill your Energy.

< >Energy Tank 9<
Location>Sanctuary Fortress>Reactor Core
Required>Spider Ball>Boost Ball
Strategy>Use the Kinetic Orb Cannon on the ground floor of the room while 
holding R to stick onto a large Spider Ball ball. When electricity isn't 
surrounding the track, roll up to the second ball, then Boost while on the red 
dot to a third one. Before repeating the process for the fourth one, wait for 
the electricity to disappear to avoid being knocked off. Continue boosting to 
each ball while avoiding the electricity on them to claim the Energy Tank. 

< >Energy Tank 10<
Location>Torvus Bog>Torvus Plaza
Required>Spider Ball>Boost Ball>Morph Ball Bomb>Patience
Strategy>Use the half pipe in the room to reach a Spider Ball track high on the 
walls. Follow it to a log you should roll across and use the Morph Ball Bomb to 
get onto another track. Follow it to another log and track (lure the Sporb out 
so you can drop down and kill it before proceeding) and then to a third log. 
After this, you'll reach another cylinder with moving Spider Ball tracks. This 
wouldn't be so hard, except for some stupid reason a glitch may give you the 
worst possible camera angle as you approach the cylinder, preventing you from 
seeing anything useful. Since you can't see what you're doing, follow me very 
closely. First, roll as far right (or left when the camera switches) as you can 
on your current track. When the rotating part with track on it moves as far 
clockwise as it goes, Bomb Jump while still holding R up to another section of 
track. Once it finishes moving in the other direction, briefly release R to 
drop back down to a stationary section. Now, experiment by Bomb Jumping to 
reach another section of moving track other that the first one. Once you manage 
to make it on, hold up to roll onto some stationary track just above the moving 
one. As the next section of track finishes moving, Bomb Jump up twice from 
there to get to the end of the nightmarish section. Keep following the track or 
a while to reach a Kinetic Orb Cannon that shoots you to the Energy Tank.

< >Energy Tank 11<
Location>Sanctuary Fortress>Watch Station Access
Required>Nothing
Strategy>This Energy Tank is in plain sight on a ledge when you enter from the 
Watch Station.

< >Energy Tank 12<
Location>Agon Wastes>Mining Plaza
Required>Echo Visor>Screw Attack
Strategy>According to the Scan Visor, the 3 red circles on the top part of the 
Mining Plaza are a sonic lock. Use the Echo Visor to locate 3 sonic emitters 
and shoot them to line up the locks and focus a beam on some rock covering an 
Energy Tank. Use the Screw Attack to reach it.

< >Energy Tank 13<
Location>Torvus Bog>Meditation Vista
Required>Screw Attack
Strategy>Use timing and the Screw Attack to reach a moving platform in the 
distance from behind the portal. Once you're on, ride it to the Energy Tank.

< >Energy Tank 14<
Location>Temple Grounds>Fortress Transport Access
Required>Light Suit
Strategy>Stand in the bright beam of light in this room to be transported up to 
a secret room with the Energy Tank in it.

ITEMS>MISCELLANEOUS>SUIT EXPANSIONS>POWER BOMB EXPANSIONS

< >Power Bomb Expansion 1<
Location>Temple Grounds>Dynamo Chamber
Required>Power Bomb
Strategy> Blow up the security gates with Power Bombs, then use another one on 
the cracked wall in the middle of the tunnel to reveal the Expansion.

< >Power Bomb Expansion 2<
Location>Torvus Bog>Great Bridge
Required>Power Bomb
Strategy>When entering the room from the Abandoned Worksite or the upper part 
of Temple Access, use a Power Bomb to blow up one of the piles of Denzium 
rocks. Roll into the tunnel behind the rocks to run right into the Expansion.

< >Power Bomb Expansion 3<
Location>Sanctuary Fortress>Sanctuary Entrance
Required>Power Bomb>Spider Ball>Boost Ball
Strategy>On the side of the Entrance farthest from the transport to the Temple 
Grounds, go to the Denzium panel in front of the elevator to the left of the 
door and blow it up with a Power Bomb. Take the elevator up and scan the panel 
to activate a Kinetic Orb Cannon. Use the cannon to reach to a Spider Ball 
track and take it to...a Vigilance Turret! Time for some wanton destruction. 
Blast the top parts of both sides of the bridge and the right-hand lower wall 
of the Fortress-side wall. After that, get out of the turret and take the 
Spider Ball track to another cannon to return to the top of the elevator. Jump 
up the right-hand side of the fortress exterior to reach some Spider Ball 
track. Scan the Luminoth Lore, then use the Spider and Boost Balls to ascend 
the Spider Ball track to a ledge. Scan the Keybearer and use the Kinetic Orb 
Cannon to launch yourself to the Expansion.

< >Power Bomb Expansion 4<
Location>Sanctuary Fortress>Transit Station
Required>Power Bomb>Spider Ball
Strategy>Use a Power Bomb to shatter the Denzium panel in front of the portal 
and enter it. In the Dark World, defeat the Dark Ingsmasher with charged Light 
Beam shots (make sure to scan it) and enter the portal behind it. In the light 
world, roll through the tunnel in Morph Ball mode and go through yet another 
portal. Climb the Spider Ball tracks in the dark world and go through one last 
portal, then follow more tracks to the expansion. 

< >Power Bomb Expansion 5<
Location>Agon Wastes>Sandcanyon
Required>Power Bomb>Screw Attack
Strategy>Use the Screw Attack to reach the center platform, then blow up the 
sculpture with a Power Bomb to reveal an expansion at its base.

< >Power Bomb Expansion 6<
Location>Sanctuary Fortress>Main Gyro Chamber
Required>Echo Visor>Annihilator Beam
Strategy>Drop to the bottom part of the chamber and open the echo door by 
solving the sound puzzle. Enter the Kinetic Orb Cannon to get blasted into the 
power core, shattering it and revealing the Power Bomb Expansion.

< >Power Bomb Expansion 7<
Location>Dark Agon Wastes>Feeding Pit
Required>Light Suit
Strategy>Drop into the poison water in this room and look for the Expansion in 
an underwater nook.

< >Power Bomb Expansion 8<
Location>Dark Torvus Bog>Putrid Alcove
Required>Light Suit>Power Bomb
Strategy>Stun the Dark Phlogus, then shatter the cracked wall using a Power 
Bomb.

ITEMS>MISCELLANEOUS>SUIT EXPANSIONS>BEAM AMMO EXPANSIONS

< >Beam Ammo Expansion 1<
Location>Agon Wastes>Central Mining Station
Required>Space Jump Boots>Morph Ball
Strategy>Use the Light Doors on the second floor of the Command Center to reach 
the ledge with the Vigilance Turrets in the Central Mining Station. Get into a 
turret and blast the 3 generators around the area. Get out of the turret and 
jump onto a Pirate Skiff to the left and across some platforms to where a 
generator was on a ledge. Keep going to the back of the room, above the door 
you first used, and roll through a hole left of an orange force field to a cave 
with the Expansion and a Keybearer.

< >Beam Ammo Expansion 2<
Location>Dark Torvus Bog>Cache A
Required>Seeker Missile Launcher 
Strategy>Go to Poisoned Bog, the dark version of Torvus Lagoon. Blast open the 
purple door with Seeker Missiles and enter the room with the expansion. (The 
dark version of the Save Station)

< >Beam Ammo Expansion 3<
Location>Sanctuary Fortress>Watch Station
Required>Spider Ball>Morph Ball Bomb
Strategy>Use the Spider Ball track near the light door to Watch Station Access 
and Bomb Jump from it to another track. Roll over to the end and drop onto the 
Kinetic Orb Cannon, holding R. Once you drop onto another track, roll right and 
Bomb Jump onto the wheel. Sit still and lay a Bomb so it blows up right before 
you hit the panel at the end and propels you to the next one. (It will probably 
take a few tries) Repeat this process and drop from the end of the track, 
holding up as you fall to hit a large panel. Fall from the bottom-left corner 
and quickly hold R again to stick to another track. Repeat the wheel process 
twice more and roll up into a pipe. Take the path away from your viewpoint when 
you reach a fork and roll down the pipe to a Beam Ammo Expansion.

< >Beam Ammo Expansion 4<
Location>Sky Temple Grounds>Profane Path
Required> Echo Visor>Annihilator Beam
Strategy>Use the Echo Visor and Annihilator Beam to open the Echo Door and get 
the Expansion where the transport to the Great Temple is in the light world.
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Copyright 2005
This guide may be not be reproduced under any circumstances except for 
personal, private use. It may not be placed on any web site or otherwise 
distributed publicly without my permission. Use of this guide on any other web 
site or as a part of any public display is strictly prohibited, and a violation 
of copyright. 

All trademarks and copyrights contained in this document are owned by their 
respective trademark and copyright holders.

Although you may find this FAQ elsewhere, it was originally posted on 
www.gameFAQs.com, so check it out!

Credit for the information in this guide goes to my gaming experience with MP2 
and my excellent Nintendo Power guide, as well as:
the_rowen for when the Dark Missile Trooper appears.

If you helped with my guide but don't see your name here, let me know!