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    FAQ/Walkthrough by 3791

    Version: 1.01 | Updated: 03/17/07 | Printable Version | Search Guide | Bookmark Guide

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           AUTHOR: 3791
            EMAIL: sr3791@yahoo.com
          VERSION: 1.01
    LATEST UPDATE: 03/17/2007
                   Corrected errors pointed out by Preston and Noah, and changed
                   the copyright info: the guide is now released under a Creative
                   Commons license.
    
    
    ===============================================================================
    Mini Creative Commons Notice
    ===============================================================================
    This guide is released under a Creative Commons license. The Creative Commons
    deed can be viewed here: http://creativecommons.org/licenses/by-nc-nd/3.0/us/
    
    In a nutshell,
    
    YOU CAN: copy, distribute, print, upload to your website, or do whatever else
    you want with this guide
    
    SO LONG AS: you credit me as the author, you don't sell the guide or use it to
    make money, and you don't change anything in the guide.
    
    You can find a few more details in the Creative Commons Info section at the
    end of the guide.
    
    
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    
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                C O N T E N T S
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    ____/      \_______________________________________________________/      \____
    
    To quickly jump to a specific section and not have to scroll through the entire
    file, copy the tag in brackets that appears to the right of the section you
    want to go to (including the brackets) and use the Find feature of your browser
    to jump directly to the section you're interested in.
    
       I. INTRODUCTION                       [I]
      II. GAME BASICS                        [II]
          A. Controls                        [II.A]
          B. Main Menu                       [II.B]
          C. Pickups                         [II.C]
          D. Stations                        [II.D]
          E. Doors                           [II.E]
          F. Map                             [II.F]
     III. WALKTHROUGH                        [III]
          A. Temple Grounds                  [III.A]
             1. Story                        [III.A.1]
             2. Splinter Hive                [III.A.2]
             3. Missile Launcher             [III.A.3]
             4. Great Temple                 [III.A.4]
          B. Agon Wastes                     [III.B]
             1. Morph Ball Bombs             [III.B.1]
             2. Space Jump Boots             [III.B.2]
             3. Dark Beam                    [III.B.3]
             4. Light Beam                   [III.B.4]
             5. Expansions                   [III.B.5]
             6. Amorbis                      [III.B.6]
          C. Torvus Bog                      [III.C]
             1. Temple Grounds               [III.C.1]
             2. Super Missile                [III.C.2]
             3. Boost Ball                   [III.C.3]
             4. Seeker Missile Launcher      [III.C.4]
             5. Gravity Boost                [III.C.5]
             6. Grapple Beam                 [III.C.6]
             7. Chykka                       [III.C.7]
          D. Sanctuary Fortress              [III.D]
             1. Temple Grounds               [III.D.1]
             2. Spider Ball                  [III.D.2]
             3. Power Bomb                   [III.D.3]
             4. Echo Visor                   [III.D.4]
             5. Screw Attack                 [III.D.5]
             6. Quadraxis                    [III.D.6]
          E. The Keybearers                  [III.E]
             1. Light Suit                   [III.E.1]
             2. Agon Keys                    [III.E.2]
             3. Torvus Keys                  [III.E.3]
             4. Sanctuary Keys               [III.E.4]
             5. Temple Grounds Keys          [III.E.5]
          F. Sky Temple                      [III.F]
             1. Emperor Ing                  [III.F.1]
             2. Dark Samus                   [III.F.2]
      IV. EXPANSIONS                         [IV]
          A. Energy Tanks                    [IV.A]
          B. Beam Ammo Expansions            [IV.B]
          C. Missile Expansions              [IV.C]
          D. Power Bomb Expansions           [IV.D]
       V. DATA NETWORK                       [V]
          A. Inventory                       [V.A]
             1. Armor                        [V.A.1]
             2. Visors                       [V.A.2]
             3. Weapon Systems               [V.A.3]
             4. Movement Systems             [V.A.4]
             5. Morph Ball Systems           [V.A.5]
             6. Miscellaneous                [V.A.6]
                a. Suit Expansions           [V.A.6.a]
                b. Dark Temple Keys          [V.A.6.b]
                     i. Dark Agon Keys       [V.A.6.b.i]
                    ii. Dark Torvus Keys     [V.A.6.b.ii]
                   iii. Ing Hive Keys        [V.A.6.b.iii]
                    iv. Sky Temple Keys      [V.A.6.b.iv]
          B. Logbook                         [V.B]
             1. Lore                         [V.B.1]
                a. Trooper Logs              [V.B.1.a]
                b. Space Pirate Logs         [V.B.1.b]
                c. Luminoth Lore             [V.B.1.c]
                     i. History              [V.B.1.c.i]
                    ii. Conflict             [V.B.1.c.ii]
                   iii. A-Kul's Clues        [V.B.1.c.iii]
                    iv. Keybearer Lore       [V.B.1.c.iv]
             2. Creatures                    [V.B.2]
                a. Aether                    [V.B.2.a]
                     i. Ground               [V.B.2.a.i]
                    ii. Flying               [V.B.2.a.ii]
                   iii. Aquatic              [V.B.2.a.iii]
                    iv. Mechanoids           [V.B.2.a.iv]
                b. Dark Aether               [V.B.2.b]
                     i. Darklings            [V.B.2.b.i]
                    ii. Ing                  [V.B.2.b.ii]
                   iii. Guardians            [V.B.2.b.iii]
                    iv. Emperor Ing          [V.B.2.b.iv]
                c. Offworld                  [V.B.2.c]
                     i. Pirates              [V.B.2.c.i]
                    ii. Metroids             [V.B.2.c.ii]
                   iii. Dark Samus           [V.B.2.c.iii]
             3. Research                     [V.B.3]
          C. Options                         [V.C]
      VI. NECESSARY ODDS AND ENDS            [VI]
    
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             I. I N T R O D U C T I O N                                 [I]
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    Thank you for reaching 3791's Metroid Prime 2: Echoes strategy guide! Your call
    is important to us; an operator will be with you shortly. (play oldies music)
    
    10 minutes later...
    
    Thanks for holding, my name is 3791. How may I help you? So, I wrote a strategy
    guide for Metroid Prime last spring and have finally gotten around to starting
    on a guide for the sequel. Actually, as I'm writing this introduction a lot of
    the basic information has already been written (or copied and pasted from my
    Metroid Prime 1 guide). I'm really, really slow with my FAQs, so who knows how
    long it will be before I actually finish this thing? Answer: a really long
    time. But anyway, here I am, so I'll go ahead and give you a little information
    about the game, along with my mini-review.
    
    Metroid Prime 2: Echoes, released in the US in November of 2004, is the sequel
    to the outstanding and popular game Metroid Prime. (Actually, if you couldn't
    figure that out on your own, just stop reading now.) Both games were developed
    by Retro Studios and released on the Nintendo Gamecube. This game is a true
    sequel: there are no major changes in the controls, gameplay, or interface from
    MP1 to MP2. I think that's a good thing; as the old saying goes, "If it ain't
    broke, don't fix it." Like MP1, the game is played in first-person, although in
    my opinion it is not a first-person shooter, as it does not really fit the mold
    of most traditional FPSs. I like to think of the Metroid Prime games as
    adventure games that just happens to be played in first-person.
    
    In terms of gameplay, MP2 follows closely the pattern of MP1, which itself is
    similar to the structure of the 2D Metroid games: exploring a vast world,
    defeating enemies, recovering items, then using those items to explore new
    areas. As always, you control bounty hunter Samus Aran inside her Power Suit as
    she explores a large world containing a variety of environments; in this case,
    the planet Aether. Samus has only one life; if her energy meter reaches zero,
    you will continue from the last save. Saves can only be made at Save Stations
    that are scattered across Aether, usually in strategic locations. MP2 continues
    the practice of MP1 of telling the story through recorded messages and log
    entries that can be scanned and read during gameplay. This makes learning the
    story mostly optional, but I really enjoy it and I think it adds a great
    dimension to the gameplay.
    
    While MP2 is in most respects very similar to the original Metroid Prime, there
    are a few changes. One of the most controversial is the change to an ammo-based
    system: almost all the beams in Metroid Prime 2 require ammo, whereas beams
    have had unlimited ammo in every other Metroid game. Another new element of MP2
    is the existence of a light world and a dark world, very similar to The Legend
    of Zelda: A Link to the Past. Aether has been split into light and dark worlds,
    with portals used to travel between them.
    
    I wouldn't be writing a guide for this game if I didn't really like it. My
    opinion is that Metroid Prime 2 is almost, but not quite, as good as the
    original Metroid Prime. I am glad that they did not attempt to change many of
    the things that worked so well for the original: the level of depth in the
    story, the simple control scheme, and the feel of exploration and discovery.
    MP2 also improves on some areas, especially by making some creative and fun
    uses of the Morph Ball. However, a few areas were not done as well as they were
    in MP1. For example, the music was extremely well done in MP1 and really helped
    to set the mood for the various areas of the game. In MP2, some of the music,
    especially the boss music, is up to that standard, but the rest is not. Also, I
    felt that some aspects of the story were not developed or explained as well as
    in MP1. Regarding the additions of the beam ammo and the light/dark worlds, I
    thought at first that I wouldn't like them, but in the end I didn't really have
    a problem with them.
    
    Having said all that, keep in mind that any game that is almost as good as
    Metroid Prime is still a very good game. If you liked Metroid Prime, you should
    definitely get Metroid Prime 2. It is not necessary to have played MP1 in order
    to understand MP2, but it will help to soften the learning curve and also make
    some elements of the story clearer. Even if you don't play MP1 before playing
    MP2, you should definitely do so afterwards, since Metroid Prime is one of the
    best games ever in my opinion.
    
    Metroid Prime 2: Echoes also includes a multiplayer mode, which is decent. As
    of now, this guide does not contain information or strategies for the
    multiplayer mode, although that may change in the future.
    
    I'm almost done here, I just have a few details about this guide itself to make
    you aware of. First, this guide is written for Normal difficulty. If you're
    playing in Hard mode, you can still use this guide, just keep in mind that
    enemies will be about twice as difficult and deal about twice as much damage as
    indicated in the guide. Second, this is a 100% guide, meaning that if you
    follow this walkthrough, you will finish the game with a 100% complete file. I
    think that's it, so without any further ado, let's get on to the actual game
    information!
    
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            II. G A M E   B A S I C S                                   [II]
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    ____/      \_______________________________________________________/      \____
    
    This section will provide you with all the information you need regarding the
    mechanics and structure of the game. This section includes subsections for the
    controls, main menu, pickups, stations, doors, and the map.
    
    /==============================================================================
    A. Controls                                                              [II.A]
    \==============================================================================
    If you played Metroid Prime, then this will be nothing new. The controls are
    exactly the same as before. While somewhat unconventional, I find the controls
    convenient and easy to learn.
    
    o CONTROL STICK:
      Move. Tilt forward on the stick to walk or roll forward. Tilt left or right
      to turn, and tilt backwards to move backwards. The farther you tilt, the
      faster you will move.
    
    o CONTROL PAD:
      Select a visor. Each visor is assigned a different direction on the Control
      Pad, and you can press that direction to select that visor. These are the
      directions for each visor:
        up: Combat Visor        left: Scan Visor
      down: Echo Visor         right: Dark Visor
    
    o A BUTTON:
      - normal mode: Fire beam weapon. Hold down to use Charge Beam.
      - Morph Ball mode: Lay a Bomb.
    
    o B BUTTON:
      - normal mode: Jump. With the Space Jump Boots, you can perform a double jump
        by pressing B again while still in the air. Also, if you push B while
        holding L and tilting left or right on the Control Stick, you will perform
        a quick leap to the side, which you can use to dodge enemy attacks. With
        the Gravity Boost, perform a double jump, then hold down B while underwater
        to propel yourself up. Finally, after performing a double jump, continue
        pressing B to use the Screw Attack, once you find it.
      - Morph Ball mode: With the Boost Ball, hold to charge a boost, then release
        to boost.
    
    o C STICK:
      Select a beam weapon. Each beam weapon is assigned a different direction on
      the C Stick, and tilting the C Stick in that direction will set your Arm
      Cannon to that beam weapon. These are the directions for each beam:
        up: Power Beam         left: Light Beam
      down: Annihilator Beam  right: Dark Beam
    
    o X BUTTON:
      Enter or exit Morph Ball mode.
    
    o Y BUTTON:
      - normal mode: Fire a Missile. With the Seeker Launcher, hold down Y to
        charge the Seeker Launcher.
      - Morph Ball mode: Lay a Power Bomb.
    
    o Z BUTTON:
      Pauses the game and displays the map.
    
    o L BUTTON:
      - normal mode: Lock-on. If there is an enemy in Samus's field of view, press
        and hold L to lock-on to it. Any shots you fire will automatically be aimed
        at that enemy, and moving left or right will allow you to strafe, moving
        you in a circle around the enemy. If there are no enemies in sight, you can
        press L and left or right on the Control Stick to move side to side. Also,
        once you have the Grapple Beam, hold down the L Button to latch onto a
        Grapple Point.
      - Morph Ball mode: Fix the camera behind Samus.
    
    o R BUTTON:
      - normal mode: Aim and look around. Holding R allows you to manually aim and
        look around using the Control Stick. This is handy if you want to get a
        better view of your surroundings or you want to fire at something you can't
        lock-on to (such as a crate).
      - Morph Ball mode: Latch onto magnetic rail tracks (with the Spider Ball).
    
    o START/PAUSE BUTTON:
      Pauses the game and displays the Pause Menu.
    
    /==============================================================================
    B. Main Menu                                                             [II.B]
    \==============================================================================
    The Main Menu appears after the title screen, and from it you can open a game
    file, set options, and view unlocked image galleries. The interface for the
    Main Menu (and the Data Network) is rather unique, and takes a few seconds to
    get used to. Items in the menu appear as circles branching off from a point in
    the center of the screen, and the Control Stick rotates these circles in three
    dimensions. The item that is "closest" to you will be highlighted, and pressing
    A will select that item. You can go back one level by pressing B. This section
    describes all the actions you can take from the Main Menu.
    
    o SINGLE PLAYER:
      Selecting this option will display the three save files, labelled New for
      empty files, Samus for normal mode files, and Hard for hard mode files,
      followed by the number 1, 2, or 3. They will also display the region in which
      the last save was made, the completion percentage, and the elapsed time for
      the file. Select a file to open it and begin playing. (If you are starting a
      new game and hard mode has been unlocked, you will be promted to select
      normal or hard difficulty.) Also, to copy a file to an empty file, press X,
      select the file you want to copy, select the file you want to copy it to,
      then confirm. To erase a file, press Z, select the file you want to delete,
      and confirm. Make sure you really want to delete the file before you do so,
      because the data cannot be recovered afterwards.
    
    o MULTIPLAYER:
      This option will only appear if there are at least two controllers plugged
      into the GameCube. Select it to begin setting options for a multiplayer game.
      This guide does not currently cover the multiplayer mode. If you want help or
      strategies regarding multiplayer mode, try Neonjohn779's Multiplayer Guide at
      http://db.gamefaqs.com/console/gamecube/file/metroid_prime_2_mp.txt
    
    o OPTIONS:
      This lets you change the options for each game file and for multiplayer mode.
      The option categories are Display, Sound, Visors, and Controls for the game
      files; Display and Sound only for multiplayer. These options are exactly the
      same as the ones you can change in-game from the Data Network (pause screen).
      You can find out a little more about those options in section V.C.
    
    o IMAGE GALLERY:
      You can unlock image galleries by beating the game, filling your Logbook and
      getting high percentages. You will be notified whenever you unlock an image
      gallery, and from then on you can view the unlocked images by selecting this
      option. The images are of design sketches, production art, and advertising
      designs. Most of it is pretty neat, because it lets you see how the design of
      the creatures and levels evolved, and it also lets you see how much detail
      Retro put into designing Metroid Prime 2. In the image gallery, all the
      galleries you've unlocked will appear one after another continuously. You can
      see which gallery you're currently viewing in the top left, and which
      particular image you're viewing is displayed in the top right. Use the
      Control Stick to move to the next or previous image, use L and R to zoom out
      and in, respectively, use the C Stick to pan (move around on the image when
      you're zoomed in), use Y to turn the key on or off, and press B to quit.
    
    /==============================================================================
    C. Pickups                                                               [II.C]
    \==============================================================================
    Pickups are small items that are left behind by defeated enemies or are found
    by destroying crates. Pickups replenish your energy and ammo supplies, and can
    be drawn towards you with the Charge Beam. This section describes each type of
    pickup.
    
    o ENERGY:
      These pickups are small colored spheres with a dot in the center. They will
      replenish your energy meter, and their color indicates the amount of energy
      they provide. The amounts and names for each color are:
      - purple:  10 (Small Energy)
      - red:     30 (Medium Energy)
      - blue:    50 (Large Energy)
      - yellow: 100 (Ultra Energy)
    
    o MISSILE AMMO:
      Missile ammo looks like several orange spikes in a pyramidal shape, with a
      gray point at the top. If the pickup has only one set of spikes, it will
      refill 5 missiles. If it has two sets of spikes on top of each other, it will
      refill 10 missiles.
    
    o DARK AMMO:
      Dark ammo looks like a dark purple crystal, and it refills the ammo for your
      Dark Beam. You can only get dark ammo by destroying creatures or crates with
      the Light Beam. Dark ammo comes in several varieties which provide different
      amounts of ammo. If the crystal is small and resembles a simple bar, it will
      refill 5 dark ammo. If the crystal resembles two bars stuck together, it will
      refill 10 dark ammo. Finally, it the crystal resembles a number of bars stuck
      together, it will refill 30 dark ammo.
    
    o LIGHT AMMO:
      Light ammo looks like a bright white crystal, and it refills the ammo for
      your Light Beam. You can only get light ammo by destroying creatures or
      crates with the Dark Beam. Light ammo comes in several varieties which
      provide different amounts of ammo. If the crystal is small and resembles a
      simple bar, it will refill 5 light ammo. If the crystal resembles two bars
      stuck together, it will refill 10 light ammo. Finally, it the crystal
      resembles a number of bars stuck together, it will refill 30 light ammo.
    
    o POWER BOMB AMMO:
      This pickup is a flat, gray and orange disk that radiates white light. It
      will refill 1 Power Bomb.
    
    /==============================================================================
    D. Stations                                                              [II.D]
    \==============================================================================
    Stations are special devices that perform important functions such as saving
    your game, providing a map of the region, or refilling your Ammo. This
    subsection describes each type of station and what it does.
    
    o SAVE STATION:
      By far the most common station in the game, Save Stations completely refill
      your energy and allow you to save your game. Save Stations consist of a
      circular platform on the ground, with another circular apparatus overhead.
      Step into the station, and you will be asked if you want to save your game.
      After saving (if you select yes), your energy will be refilled. Save Stations
      are marked with an S on the map and can be found in both Light and Dark
      Aether.
    
    o MAP STATION:
      Each region has at least one Map Station, which will provide you with a
      complete map of all or part of a region. You can view this map at any time by
      pressing Z; see subsection F for more information on the map. Map Stations
      look like a floating hologram of a map. Note that Map Stations only provide
      maps of Light Aether; there are no Map Stations in Dark Aether.
    
    o AMMO STATION:
      Extremely helpful stations, Ammo Stations will completely refill your Dark
      Ammo, Light Ammo, Missiles, and Power Bombs. These stations look like a
      floating hologram of a crystal, and once you approach it, your ammo will be
      refilled. Look for these stations mainly in Dark Aether, especially near
      bosses. They are marked by an A on the map.
    
    /==============================================================================
    E. Doors                                                                 [II.E]
    \==============================================================================
    As in all other Metroid games, you will encounter a wide variety of doors
    connecting one room to another on Aether. All doors have a hexagonal shape, but
    their color indicates the weapon that must be used to open them. Be aware that
    the game loads the next room while the door is opening, so if it takes a few
    seconds for a door to open, it just means that it leads to a large room. This
    subsection lists every variety of door you will encounter and the weapon that
    must be used to open it.
    
    o BLUE DOOR:
      By far the most common type of door, any weapon (including a Bomb) can be
      used to open a blue door.
    
    o BLACK DOOR:
      A black door will only open after being hit with a shot from the Dark Beam.
    
    o WHITE DOOR:
      A white door requires a shot from the Light Beam.
    
    o GRAY DOOR:
      Gray doors will only open after being hit with the Annihilator Beam.
    
    o RED DOOR:
      Use a missile to destroy a red blast shield.
    
    o GREEN DOOR:
      Green blash shields can only be broken with a Super Missile.
    
    o PURPLE DOOR:
      To break a purple blast shield, you must use the Seeker Launcher to destroy
      all five of the small purple pods surrounding the door simultaneously.
    
    o YELLOW DOOR:
      Yellow blast shields can only be destroyed with a Power Bomb.
    
    /==============================================================================
    F. Map                                                                   [II.F]
    \==============================================================================
    The map is a very handy resource, and ocassionally a necessity to keep from
    getting lost in Aether's sprawling regions. To access the Map, simply press Z.
    This pauses the game and displays a 3-D map of the current region, with your
    current room centered and flashing. If you have not downloaded a map of the
    region from a Map Station, only the rooms you have entered will be displayed.
    If you have downloaded a map, then rooms you have not yet explored will be
    displayed dimmer than explored rooms. Also, Light Aether rooms are colored
    orange, while Dark Aether is purple. At the top of the screen the name of the
    selected room will be displayed; these are the names used in this guide to
    identify rooms. Finally, the number of Dark Temple Keys you have collected in
    each region is indicated in the lower-right corner.
    
    Other information displayed on the map includes your current location,
    indicated by a green triangle, pointing in the direction you are facing. Doors
    into and out of the selected room are displayed on the map as colored squares,
    with the color indicating the type of door. Other locations displayed on the
    map include an E for elevators, T for translator doors, P for portals, S for
    Save Stations, and A for Ammo Stations. If the hint feature is enabled, a ?
    will appear at the location you should head for next.
    
    There are also a number of controls for the map, so that you can see exactly
    what you want. If you do not need the legend or list of controls and don't want
    them in the way, press Y to make them disappear. Use the Control Stick to
    rotate the map (which can rotate in three dimensions), use L and R to zoom in
    and out, and use the C Stick to select different rooms to view. Press X to
    switch between the Light and Dark Aether views of the region. Finally, press
    the A Button to zoom out and view the map for the entire world, where you can
    select the map for a different region. Once you're done, press Z or B to return
    to the game.
    
    ____        _______________________________________________________        ____
        \______/                                                       \______/
    
           III. W A L K T H R O U G H                                   [III]
         ______                                                         ______
    ____/      \_______________________________________________________/      \____
    
    As stated in the introduction, this is a 100% walkthrough based on Normal
    difficulty. If you follow this walkthrough, you will complete the game with a
    100% complete file. Also, below each section title will be a box containing a
    list of all the items and expansions you will find in that section. The numbers
    listed for Missile Expansions, Energy Tanks, etc. correspond to the numbers in
    the Expansions section (section IV). Whenever an item is collected or a Logbook
    entry is mentioned for the first time, it will be written in all caps.
    Hopefully this will make it easier for you to find things, either by scrolling
    through the walkthrough or by searching for the term in all caps with the
    "Match case" setting checked.
    
      ##/#
     ##/###  >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    ##/--/## A. TEMPLE GROUNDS                                              [III.A]
     ###/##  >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
      #/##
    
    /==============================================================================
    1. Mission File 02546                                                 [III.A.1]
    \==============================================================================
     |[Story]                                                            |
     ---------------------------------------------------------------------
    You are Samus Aran, the renowned bounty hunter who offers her services to the
    Galactic Federation in their fight against the Space Pirates, a race of cruel
    yet intelligent creatures bent on conquest and destruction. To aid and protect
    her in her journeys, Samus wears a Power Suit made by the Chozo, the
    highly-evolved race that raised Samus. In her last mission, Samus disrupted the
    Space Pirates' operations on the planet Tallon IV, where they had been
    experimenting with a dangerous substance known as Phazon that seriously harmed
    the planet when it landed in a meteorite. At the end of her mission, Samus
    entered the Impact Crater and defeated Metroid Prime, a highly evolved Metroid
    that was the source of the Phazon.
    
    Now Samus has been hired on a new mission. A squad of Federation troopers that
    was investigating Space Pirate activity in a remote sector of the galaxy has
    gone missing. Their last known whereabouts are a planet called Aether. Your job
    is to discover what has happened to the troopers and give them any assistance
    necessary.
    
    As Samus approaches Aether in her gunship, you can see that the planet seems to
    be unstable. Swirling purple bands or fields surround the planet, and there are
    strong storms in the atmosphere. As Samus descends, she passes through one of
    these storms, and is struck by a strong bolt of lightning. This causes damage
    to her ship, and Samus is barely able to land it safely, crashing through the
    ground to land in a rocky cavern. Having thus landed, um, gracefully, Samus
    will emerge from her damaged ship and you will take control.
    
    /==============================================================================
    2. Go Out Fighting                                                    [III.A.2]
    \==============================================================================
     |[Temple Grounds South]                                             |
     ---------------------------------------------------------------------
    The cavern you've landed in has several ruined pillars made of blocks scattered
    around, as well as what look like tracks in the floor. There's a door across
    from your ship, and also a ledge to the left. Unlike other Metroid games, you
    actually begin the game fairly well equipped: you start off with the Space Jump
    Boots, Charge Beam, 5 Missiles, Morph Ball, Bombs, and Boost Ball. After you've
    gotten familiar with your equipment, switch to the Scan Visor (left on the
    Control Pad). The Scan Visor has been upgraded since the last Metroid Prime,
    and now scannable objects are shaded blue (normal), red (important or Logbook
    entry), or green (already scanned). Scan the pillars to learn that they are
    not functional but were apparently part of some sort of projection system;
    obviously there is civilization on this planet. One pillar to the left appears
    to be functional and has a purple crystal on front of it, but you can't get it
    to operate with your current weaponry.
    
    Before leaving, make sure to scan your ship, SAMUS'S GUNSHIP, which will allow
    you to see that your ship is repairing itself, but it's going to be a while
    before you'll be able to leave. This will be the first entry downloaded to your
    Logbook, and you can see how the Scan Visor shows you which categories the
    entry is being placed in, along with the percentage showing how close those
    categories are to being full. After reading the information displayed in the
    HUD, you can press Start to pause the game and read the entry in the Logbook;
    this will usually, but not always, provide additional details. It's important
    you scan your ship now if you want to completely fill your Logbook, because
    later on the message will change and it will no longer count as a Logbook
    entry. Once you've seen how to use the Scan Visor and downloaded your first
    Logbook entry, switch back to the Combat Visor and approach the spiderweb-like
    substance at the other end of the room. Shoot the object in the center to
    destroy the spiderweb; after shooting several of them you'll reach a blue door.
    Shoot the door to open it.
    
    The door leads into a tunnel filled with strange plants with tentacles that
    move around, and it will soon fork into two branches. To the left is a large
    metal wall or gate with a purple grid-like symbol projected in front of it;
    scan the gate to learn that you cannot get past it right now. That leaves you
    only one way to go. The other branch of the path is dark and hazy, and leads to
    a dark pit. There's nowhere else for you to go, so jump down the pit. You'll
    land in a chamber with several small fires burning and cubical containers of
    various sizes scattered about. By scanning you'll discover that the boxes are
    Federation-issue crates; that means you're on the right track to find out what
    happened to the missing troopers! If you want, you can break open the small
    crates with a few shots from the Power Beam, but it will take a charged shot
    (hold down A) or a Missile (Y) to destroy the large ones. If you needed any,
    the crates would sometimes provide you with energy or ammo, but you should be
    full right now.
    
    There is also some larger equipment in the chamber: scans reveal that it is
    part of a ventilation system converted into a pesticide dispenser; the corpse
    of a large insect-like creature called a Splinter nearby was apparently killed
    by the pesticide. At the back of the chamber is a metal gate blocking access to
    a tunnel. Scan the GF GATE MK VI for another Logbook entry, then scan the
    control panel to the left of the gate to remove the armor in front of the two
    locks above the gate. Lock-on to the locks and fire at them to open the gate.
    In the tunnel are more dead Splinters, and the exit is blocked by a different
    type of gate. Look into an alcove to the right to find another control panel;
    scan it to open the gate. As you can see, scanning is important for progressing
    through the game, for understanding the story, and for learning details about
    the various creatures and devices you will encounter.
    
    Through the gate you'll reach another chamber filled with several computer
    terminals. The information on the computers was written by the troopers, and
    they state that they are under attack from "hostiles," presumably the dead
    Splinters you've seen. The platform with a hologram of a map on it is a Map
    Station, and you can step onto it to download a map of the area. The door out
    of the room is blocked by another web, but as soon as you go through it you'll
    get a shock: the bodies of several troopers are hanging from the ceiling, and
    small insect-like creatures are crawling all over them! Make sure to scan one
    of the creatures, or WORKER SPLINTERS, for a Logbook entry before you shoot
    them all; you can also scan the troopers to learn how they died. It looks like
    something very bad has happened to the troopers.
    
    In the next room, the Command Chamber, you'll find more computer displays, but
    this room is also littered with dead troopers and Splinters. In fact, there's
    one trooper, GSGT C. BENET, near the entrance who died trying to reach for a
    control panel. Switch to the Scan Visor and you'll see that this trooper is
    colored red; that means you can scan him to download an entry from his journal
    to your Logbook. The control panel he was reaching for, however, is unpowered.
    Switch to the Morph Ball to roll underneath the metal bars blocking your path
    to the other side of the room, where you'll find another trooper with a Logbook
    entry. SPC B. REEVS will say what you may have already been realizing: that
    these tunnels are not manmade, they are part of a hive. The troopers apparently
    found themselves in the middle of a hive of Splinters, and have been fighting
    for their lives. You'll see a few Worker Splinters scurry through a hole in the
    wall; it's just large enough for the Morph Ball.
    
    At the end of the tunnel you'll reach a small circular chamber with a
    Federation device in the center, along with more dead troopers and Splinters.
    Around the back you'll find a brown circular object. Scan it for a Logbook
    entry and to learn that it is a BOMB SLOT, commonly used to power and activate
    devices. To use the Bomb Slot, switch to Morph Ball form and lay a bomb in
    front of the slot. Let the bomb detonate underneath you so that it bounces you
    up into the slot. Once you're inside, lay another bomb. Once it goes off, the
    power device will activate and will turn on the panel near the entrance.
    
    But that's not all. All of a sudden, blobs of inky black material will appear
    and will cover the corpses of some of the troopers! Once the substance is
    inside the bodies, they will stand up and start walking towards you! The black
    substance has somehow turned the dead troopers into zombies, and what's worse,
    they'll start shooting at you! Quickly try to scan one so that the DARK
    TROOPERS will be recorded in your Logbook, then lock-on to one and start
    returning fire. You can jump and strafe to make it harder for them to hit you,
    and one charged shot is all that's needed to stop them. Once you've killed them
    all... again, I guess... roll back through the tunnel into the main part of the
    room, where more of the black stuff will promptly appear, bringing more of the
    troopers back to life. Take them out as fast as you can, grab any energy they
    leave behind, then head back to where you entered the room and scan the
    now-activated control panel. It will cause a gate to open, and what else would
    be behind it then a few more Dark Troopers! Since they're in a tunnel, you can
    let these come at you one at a time, and once you've gotten rid of them you're
    done fighting zombified troopers for now. The next room contains nothing but a
    bunch of crates where you can recover your health, and once you're refilled
    continue on to the next room.
    
    Whatever you were expecting when you entered Hive Chamber B, it probably wasn't
    what you'll actually see. Inside, you'll see... you! Someone (or something) is
    wearing a Power Suit that looks very similar to yours except that it is almost
    completely black. After looking at you for a moment, the "Dark Samus" will
    create a large spherical cloud of pulsating blackness and disappear into it!
    First you see what looks like an evil copy of yourself, then it creates what
    your Scan Visor describes as some sort of "dimensional rift" and disappears
    into it! Well, there's nothing for it: you've got to find out who or what your
    clone is, so follow it into the black cloud.
    
    You'll emerge on the floor of a bare, rocky area surrounded by high, dark
    cliffs, with a terrible-looking purple sky above. The spot you landed in is
    next to a bright crystal on top of a pole, which casts a circle of white light
    around it. Looking through the sphere of light, you can see the Dark Samus
    standing in front of the cliffs. The cliff wall is covered in a bright blue
    material that looks strangely familiar, and Dark Samus is somehow absorbing it
    into her/his/itself. After a few moments, Dark Samus will notice you and fire
    a shot at you. The shot will miss you, but it will shatter the light-giving
    crystal. Dark Samus will then run away, but you'll be too busy realizing that
    without the light of the crystal protecting you, the atmosphere itself is
    damaging your Power Suit. At the same time, a number of hideous black creatures
    with long, insect-like legs and faces consisting of a blotch of yellow and red
    dots will appear along the edge of the cliff, looking down at you. Then, they
    will leap down on you, and you will be unable to resist as they attack you.
    
    Once the creatures are done with you, you will be thrown back out of the black
    cloud, which will then disappear. Bruised and battered, your Power Suit will
    notify you that several important components have been stolen by the creatures.
    Your missiles, Space Jump Boots, bombs, along with other components you haven't
    even had a chance to use yet on Aether are all gone. It seems that, in classic
    Metroid style, you're going to have to set out to recover your stolen items
    from the disgusting black creatures. What's more, you need to find out more
    about Dark Samus. It was clear, though, that the material it was absorbing in
    the parallel universe or wherever you were was Phazon, the radioactive
    substance that caused the downfall of Tallon IV. On top of all that, Dark
    Samus's black Power Suit closely resembles the Phazon Suit you wore at the end
    of your mission on Tallon IV, and which Metroid Prime pulled off of you in its
    death throes. At least, you thought they were its death throes... the Phazon,
    the suit, it all seems to indicate that your evil twin is none other than
    Metroid Prime! What started out as a simple search-and-rescue mission is
    quickly becoming more and more complicated, and you haven't even reached the
    first Save Station yet!
    
    You almost have, though. Behind where the cloud was is a tunnel, but it is
    blocked by another gate. There is a Morph Ball-sized pipe nearby, but it is
    covered with a piece of Talloric Alloy that, since you no longer have bombs,
    you cannot break. If you shoot the pods next to the pipe, though, you'll
    uncover another pipe, this one uncovered. Roll through it to emerge on the
    other side of the gate, although also in the middle of more Dark Troopers. Once
    you kill them all, take a look around. The map says there are two doors out of
    this room, but only one is visible. Head to where the map says the other one
    should be and you'll find a stack of crates against the wall. Shoot them all
    (you'll need the Charge Beam to destroy the large ones) to uncover a door
    behind them. Through it is a Save Station; step into it to save your game and
    refill your energy.
    
    /==============================================================================
    3. Make Our Stand                                                     [III.A.3]
    \==============================================================================
     |[Temple Grounds East]                                              |
     |o Missile Launcher                                                 |
     ---------------------------------------------------------------------
    After you save, exit out of the other door to reach an elevator platform. Scan
    the panel, then step into the hologram to activate it. At the top, you'll see
    that you're on the other side of the large door with the purple hologram you
    saw before you fell into the hive. At the other end of the tunnel is a door,
    and it leads out of the Splinter hive.
    
    As soon as you enter the Industrial Site, you'll have to scan and shoot the
    locks on another gate, but once it opens you can step out into the open air.
    You'll notice while you're outside that the sky will alternate between clear,
    sunny skies and threatening purple clouds, similar to the ones you saw while
    in the place where your gear was stolen. It seems that something about Aether
    is out of the ordinary.
    
    The area is littered with Federation crates, and there is also a large crate
    attached to a crane sitting on the ground. In fact, the crate blocks access to
    the other side of the room, but scan the control panel to the left and the
    crane will lift the crate, transporting it out of the room. Once you walk past
    it, three creatures will pop out of the ground and start trying to attack you!
    These are SPLINTERS, although they seem smaller than the dead ones you saw in
    the hive. Make sure to scan one, then fire a few shots at each of them to kill
    them. There's another door with the same purple hologram in this room, but you
    can jump onto a ledge to the right that wraps around the edge of the room;
    there's a harmless GREEN KRALEE on the path that you can scan and kill if you
    want. (By this point you should be getting in the habit of scanning any time
    you see a new creature, and I'm going to stop reminding you.) The path ends
    across from a GF BRIDGE. Scan it for a Logbook entry, then, like with the
    gates, scan the panel and shoot the locks on top to lower the bridge. There's a
    door out of the room across the bridge.
    
    The door leads into a tunnel where you'll find the body of a trooper crushed in
    rubble. Scan PFC M. VERONI for his log entry (he thinks one of the other
    troopers is going crazy), then roll through the Morph Ball tunnel to reach the
    other side. When you enter the next room, Temple Assembly Site, you'll see the
    crate you lifted in the Industrial Site will arrive and will attach to another
    crane. There are more crates and equipment in this room, as well as a platform
    in front of another hologram door. More Splinters will appear when you approach
    the platform, and once they're gone you can scan the control panel behind one
    of the short columns surrounding the platform. The panel will cause the crane
    to start to lower the crate, but the winch will malfunction, leaving the crate
    hanging in the air. You'll also see a weak spot in the cable; lock-on and fire
    at it to snap the cable and drop the crate. Now you can use the crate as a
    bridge to reach another ledge with a door.
    
    Inside the tunnel, you'll have to scan a computer terminal to open another
    gate, but this is a GF GATE MK VII, so make sure to scan it. Also, when the
    gate in front of you opens another one behind you will close, and this can't be
    undone, so backtracking is not an option for you right now. Behind the gate is
    the Communication Area, where you can see a Federation communications dish
    built high above, along with a white tower that must have been built by
    whatever race inhabits this planet, although you haven't seen any of them yet.
    Follow the path around the high ledges to the left, then around the fence,
    where you'll find PFC L. BROUDA on the ground in front of a control panel. Scan
    the panel to activate the dish, but it will be useless since the atmosphere is
    blocking the distress signal. Continue around the other side of the fence, and
    in a small chamber in front of the door you'll meet three more Dark Troopers.
    It's harder to avoid damage here since it's so cramped, but try to take them
    out as fast as you can.
    
    Inside is the Trooper Security Station, which contains not only some Splinters
    but also a ceiling-mounted automated gun, called a GROWLER CLASS TURRET. Strafe
    and move around to avoid its shots, and respond with charged shots to destroy
    it. The way out is blocked by a gate, but the control panel for it behind a
    fence. Roll through a Morph Ball tunnel to the right of the fence to reach the
    panel as well as SPC M. ANGSETH. Reading the trooper's log, you'll realize that
    you are something of a hero for her! While still reveling in your celebrity,
    roll back to the gate. The gate is malfunctioning, causing it to keep going up
    and down, so roll through in the Morph Ball to avoid being crushed.
    
    As soon as you enter the next room, you'll see a large spaceship ahead, and
    when you approach and see the dead troopers strewn about, you'll realize that
    this was the Federation ship. There's a terminal in front of the ship; when you
    interface with it you'll see the captain's final log entry describing what
    happened. He'll describe how they chased a Space Pirate frigate that was
    heading for Aether, but the ship was damaged (like yours) while landing, and so
    they started to repair the ship and set up a base. Then, creatures that look
    like Splinters except that they are black started appearing in swarms, and they
    completely overwhelmed the troopers. It's a sad story, but now you're realizing
    that the situation on this planet is getting pretty complex: apparently there
    are Space Pirates on Aether, not to mention Dark Samus, as well as the dark
    creatures that seem to be attacking from some sort of alternate universe. After
    you finish watching the log, turn around and you'll see a large yellow crate
    behind the terminal. Destroy it with the Charge Beam and you'll find the
    MISSILE LAUNCHER inside! That's one item recovered, but you only have five
    missiles right now, so you need to conserve them. As soon as you get the
    Missile Launcher, four creatures will emerge from purple circles that appear
    out of nowhere and start attacking! These are DARK SPLINTERS, Splinters that
    have been possessed by another lifeform similar to the Dark Troopers, and
    these are the same creatures that killed the troopers. They are basically the
    same as regular Splinters except that they are stronger: it will take about two
    charged shots to bring one down.
    
    Once all the Dark Splinters are gone and you have grabbed any energy or missile
    ammo left behind, you can begin scanning all the troopers around the ship. You
    can get all but one entry of the Force 1 category of the Trooper Logs on the
    ground around the ship, a total of five scans. The troopers are: CAPT A.
    EXETER, SPC F. TRIPLETTE, PFC G. HALEY, PFC J. BRODE, and PFC S. MILLIGAN. You
    can also scan the ship, the GFS TYR, for another Logbook entry. Enter the ship,
    and you can see the empty seats that each represent a lost life. Behind the
    door in the ship is another Map Station that will provide you with a map of the
    rest of the Temple Grounds. To leave the room, jump from an opening on the left
    side of the ship, near a small fire, to a higher ledge. At the end of the ledge
    you can see the final Force 1 entry above you: you can't reach it, but you can
    scan it; apparently PFC I. CRANY is more sceptical of your existence. Next,
    scan the metal circle on the ground for a Logbook entry; you only have a
    limited number of chances for this one, so go ahead and get it now. Now scan
    the panel to activate the KINETIC ORB CANNON and roll into it in Morph Ball
    form to get shot to a ledge across the room. From here you can jump down to
    another ledge below you with a door on it. The door is protected by a red Blast
    Shield, which means it can only be opened with a missile. There's also a Morph
    Ball tunnel next to the door, but it just leads to a yellow door (which you
    can't open).
    
    In the next room you'll find PFC E. DENYS, who should be the last Trooper Log
    entry. Roll through the tunnel to the right to drop down to a lower level
    containing WAR WASPS. These can be really annoying, so lock-on to them and try
    to kill them as fast as possible. To get out of this room, look up and find a
    control panel on a ledge above you. Scan it to activate a cannon that will
    shoot you up to the door.
    
    As soon as you enter the next room, Sacred Path, you'll be attacked by more War
    Wasps; once you take them out destroy their WAR WASP HIVE with a missile, but
    not before you scan it for a Logbook entry. There are several more hives in
    this room, and if you don't destroy them they'll continually send War Wasps
    after you. To the left of the door you entered by is a large tower with a weak
    section of wall. Fire a missile at it to partially damage it, then use the
    cannon across the room (the control panel is against the wall next to it; it
    can be easy to miss) to blast through the remains. Roll through a gap in the
    tower wall to roll along a track that will lead you onto the high ledge at the
    other side of the room. Next to the door into a giant tube-like structure is a
    dead alien. You don't recognize this species, but it appears intelligent.
    Inside the door is a tiny room containing nothing but a control panel and a
    circular platform. Scan the panel to activate the elevator, step into the
    hologram in the center to travel high up above the Temple Grounds.
    
    /==============================================================================
    4. Light of Aether                                                    [III.A.4]
    \==============================================================================
     |[Great Temple, Temple Grounds East]                                |
     |o Energy Transfer Module                                           |
     |o Energy Tank 01                                                   |
     |o Missile Expansion 03                                             |
     ---------------------------------------------------------------------
    At the top of the elevator, you'll see more dead aliens on the partially ruined
    steps, and it appears they died in battle. In the following passage, you'll see
    cables leading through a crack in the wall to the left; roll through the hole
    to find a Save Station. Once you've saved and refilled your energy, go through
    the door at the end of the hallway.
    
    The door leads to a large, beautiful room made mostly of glass, and with a
    circle of pillars surrounding the center of the room. Once you step inside the
    pillars, a force field will appear behind them and Splinters will start to drop
    down from a hive in the ceiling above you. Before they begin to attack, though,
    another cloud of black matter will emerge from the hive and infect the
    Splinters, turning them all into Dark Splinters. The best way to fight the Dark
    Splinters is to lock-on to one and continually fire at it while at the same
    time constantly moving. If you just keep firing at one Dark Splinter while
    walking around the room, you shouldn't get hit very often. You can also use
    your radar to help you see if there any Splinters behind you that you need to
    avoid. Be careful while fighting the Dark Splinters, though; you want to
    conserve as much damage as possible.
    
    Once all the Dark Splinters are gone, a much larger Splinter will drop from the
    hive: this is an ALPHA SPLINTER, the leader of the hive. It also attacks by
    jumping at you, but its jumps are much faster and more powerful. When you see
    it rear back, it's just about to jump. Dash to the side (press B while pushing
    the Control Stick left or right) to avoid the attack. After jumping at you, the
    Alpha Splinter will jump back to the other side of the arena. It may take a few
    tries to get the timing down to avoid the jump attack, but if you can't dodge
    it, it will be difficult to survive the fight. Throughout the fight, keep
    firing charged blasts at the Alpha Splinter.
    
    After about a minute of this, though, another black cloud will appear and start
    moving towards the Alpha Splinter. Fire as many shots as you can at the Alpha
    Splinter before the cloud gets there, because once it does the Alpha Splinter
    will become the DARK ALPHA SPLINTER. The Dark Alpha Splinter will keep doing
    the jump attack, but it will also fire bursts of purple energy at you. The shot
    is fairly easy to avoid by moving around and jumping, and keep dashing the jump
    attack. Keep a steady stream of charged shots aimed at the Dark Alpha Splinter
    and you can watch its energy meter gradually drain. If your energy starts to
    get low, don't forget that you can use your missiles, too. They do about as
    much damage as a charged shot, but they're faster, so they are good to use if
    both you and the Dark Splinter are close to death.
    
    Once you succeed in killing the Dark Splinter, a glowing blue ball will emerge
    from its dead body. When you approach it, it will fly around the room before
    flying right into your chest! Electricity will spark all over your Power Suit,
    but the unidentified item will not hurt you. Hopefully you can find out what it
    is soon. After the force field lowers you'll see that there are doors in each
    side of the room, but three of them (including the one you came in by) are
    the large metal hologram doors. Scan the walls to learn that behind them are a
    number of hibernetic stasis chambers - that's interesting. Go through the only
    door available to you to reach an elevator platform.
    
    At the top is a room open to the sky and with a large piece of metal equipment
    in the center of the room. Above it is a huge container full of bright, yellow
    light. As you take all this in, you'll see one of the aliens standing to the
    side, but this one's not dead. It will greet you and tell you its name: U-MOS,
    Sentinel of the Luminoth. He will tell you some of the story of what has
    happened on Aether. It began when a meteor crashed on the planet, with an
    impact so powerful it caused a rift that created two separate versions of
    Aether, each existing in its own dimension. The first, inhabited by the
    Luminoth, was full of light and peace. But the new Aether was dark and hostile,
    inhabited by evil creatures that cared only for destruction. The Luminoth
    called these new creatures the Ing, and so began a war that lasted for decades.
    (You will recognize the Ing as the creatures that stole your equipment.)
    
    Now the Luminoth have been almost defeated. When Dark Aether was created, the
    planetary energy of Aether was divided between the light and dark worlds. If
    one world loses its energy, it will be destroyed. The Ing stole a device
    designed by the Luminoth to transfer energy, and with it have almost destroyed
    Light Aether. But you have just recovered that device, the Energy Transfer
    Module, the blue ball that appeared after you killed the Dark Alpha Splinter.
    Now only you can save the Luminoth, by transferring the planetary energy from
    temples on Dark Aether back to Light Aether. If you do not, then after the Ing
    conquer Light Aether they will move on to other worlds, putting numerous
    planets, perhaps even your own, at risk. U-Mos will then update your Translator
    Module so that you can access devices and doors with Violet holograms. He will
    warn you that since the Ing know you have the Energy Transfer Module, they will
    do all they can to stop you. Finally, he will conclude his monologue with a
    blessing, "May the Light of Aether shine upon you!"
    
    All you originally came here for was to find the troopers, but your mission has
    now grown much larger. Now, in order to both avenge the troopers and save the
    Luminoth, it looks like you must go after the Ing. And don't forget about Dark
    Samus or the Space Pirates, either. When you finish listening to U-Mos, he will
    refill your energy, restoring the energy lost from the battle with the
    Splinters. Scan both U-Mos and the Energy Controller behind him for Logbook
    entries, then turn to leave. There is a violet hologram next to the door, and
    since U-Mos upgraded your translator module you can now scan it for a Logbook
    entry. This is a piece of Luminoth Lore, entitled ORIGINS, describing how the
    Luminoth originally wandered among the stars, meeting many races (including the
    Chozo) but having no homeworld. They finally decided that, like other races,
    they should find a planet to call their own.
    
    Return to the Temple Sanctuary, and find the translator door with the violet
    hologram. Scan it to open it and learn that it is the "Pathway to Agon." In the
    hallway behind the door are several LIGHTFLYERS, blobs of yellow light that
    fire streams of light energy at you. Just don't get close and fire a couple
    charged shots at them to destroy them. At the end of the hall is another
    elevator chamber leading back down to the Temple Grounds. You'll have to open
    another translator door when you reach the bottom, and it leads into the Temple
    Assembly Site, a room you already passed through. You'll have to fight a group
    of Splinters here, although a cloud will appear that will soon turn them into
    Dark Splinters. Try to kill as many as possible before they transform. Once
    they're all dead, look for a door with a red blast shield. You can destroy it
    with a Missile, and behind it you'll find an ENERGY TANK! This will give you an
    additional 100 units of energy, meaning you now have 199 units of energy.
    
    Head back through Collapsed Tunnel to the Industrial Site, where you'll find
    another translator door that you can now open. Just behind the door you'll see
    a dead Luminoth, and make sure to scan it. Its final journal entry will be
    downloaded to your Logbook as J-FME'S TESTAMENT in a section called "Keybearer
    Lore". The door leads to a glass walkway over a cliff, and at the end you'll
    find the elevator to Agon Wastes. Don't step onto the elevator just yet,
    though. The elevator is located next to a cliff; if you walk to the edge of the
    cliff and look to the right, you'll see another Luminoth Lore entry, OUR
    HERITAGE (this one describes how the Luminoth finally find Aether and make it
    their homeworld). Also, across from the elevator is one of the spiderwebs
    created by the Splinters. Shoot the sac in the center of it, and behind it
    you'll find a MISSILE EXPANSION. This will allow you to carry 5 more Missiles,
    and is the first of 49 hidden all over Aether. Now, scan the control panel and
    ride the elevator to Agon Wastes.
    
      ##/#
     ##/###  >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    ##/--/## B. AGON WASTES                                                 [III.B]
     ###/##  >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
      #/##
    
    /==============================================================================
    1. Fertile Plains                                                     [III.B.1]
    \==============================================================================
     |[Agon Wastes West]                                                 |
     |o Morph Ball Bombs                                                 |
     |o Missile Expansion 11                                             |
     ---------------------------------------------------------------------
    It won't take you long after you step off the elevator to realize that this is
    a desert environment. In the first couple of rooms, make sure to get the scans
    for the AGON BEARERPOD, LUMITE, and SANDGRASS. When you reach the end of the
    straight passage, you'll enter the Mining Plaza, a large room with a large
    central pillar or tower in the center, ledges and doors around the sides. At
    the top of the central rock is a sculpture, and there is some industrial
    equipment in the room. As soon as you step on the lower ground in front of the
    door, a SANDIGGER, a large worm-like creature, will spring up out of the sand
    and start slithering rather quickly towards you. Jump out of the way, and fire
    at whichever end has a bright light showing while you avoid the bursts of acid
    it will fire at you. Once you destroy both of its heads, it will die in a
    rather messy explosion.
    
    Head around the room to the right and you'll see a ledge with a missile door.
    Open the door to find a Save Station inside, so make sure to use it. Continuing
    to the right around Mining Plaza, you'll run into a second Sandigger, and past
    it a translator door, except the hologram on this one is yellow, so you can't
    open it. Where the second Sandigger was, there's a ledge that leads up to a
    ramp up to a cracked Brinstone pillar. Shoot the pillar with a missile and it
    will fall over, creating a bridge to a ledge partway up the central pillar.
    You'll see a yellow Lore hologram on the ledge, but since it's yellow it's
    inaccessible to you. At the end of the ledge is another Brinstone pillar, and
    once you knock it down a swarm of SANDBATS will start flying in a circle around
    the pillar. Get rid of them by manually aiming somewhere in their path and
    firing as fast as you can; you need to kill most of them because they'll knock
    you off the pillar. The second Brinstone bridge leads up to another ramp where
    you can reach the top of the central rock. There's a bridge (with more Sandbats
    around it) that leads to a door.
    
    The door leads to a Morph Ball tunnel, and the tunnel goes through an
    oval-shaped structure. You can see a cannon underneath a block below you and
    you can hear the characteristic hum of an item, but there's no way for you to
    destroy that block now, so you'll have to go on. At the other end of the
    tunnel you'll enter Mining Station A. After rounding a corner surrounded by
    large machinery, you'll see a room containing several artificial columns and
    more ledges along the walls. You'll also see Space Pirates! Three PIRATE
    TROOPERS will appear and will (of course) begin to attack you. Make sure to
    scan one, but keep moving to avoid their fire, and use the columns for cover if
    you can. Two charged shots will kill a Pirate Trooper. Don't forget to look up
    at the ledges and the tops of the pillars if you're being fired on from above.
    
    The Federation troopers came here in pursuit of Space Pirates, and now you have
    found them. Once the Pirate Troopers are dead, head over to the ledge on the
    right side of the room (with your back to the door you came in by). There's a
    door there, but don't go through it yet. At the end of the ledge is a BRIZGEE,
    a mostly harmless creature that just wanders around on ledges. You can kill it
    with a missile and a few Power Beam shots. From the ledge, jump to the nearest
    column, then use the columns to reach the door on the other side of the room.
    This door leads to a decorated, purple-colored hallway. As you walk down the
    hallway, several flying creatures will let out a high-pitched shriek and start
    flying towards you. These are SHRIEKBATS, and rapidly lock-on and fire a shot
    at each of them in turn to kill them all before they slam into you. At the end
    of the hallway you'll reach the Agon Temple, a giant circular arena. There are
    paths that curve around to the left and right from the door, but go straight
    ahead into the center of the arena.
    
    When you do, a door will rise out of the ground behind you, locking you in.
    Then a giant Sandigger will appear! This is the ALPHA SANDIGGER, and make sure
    to scan it immediately, because this is your only chance and it won't be around
    long. Even before it really has much chance to attack, an Ing cloud will
    appear and possess the Sandigger, transforming it into the BOMB GUARDIAN. It
    still looks like a Sandigger, but it now has the ability to create and throw
    bombs. This must be one of the Ing that stole your equipment soon after you
    arrived! This Ing stole your Morph Ball Bombs, and now you'll have to defeat it
    in order to get them back! As the Bomb Guardian moves around the arena, it
    will leave a trail of bombs. It will also pause occasionally and fire a few
    bombs straight at you. Most of the bombs can be avoided by constantly moving
    and jumping. Lock-on to the guardian's glowing tail and keep a steady stream of
    fire at it to do a little bit of damage. This isn't the main way to defeat the
    Bomb Guardian, though, since it will only glow yellow, not red, when it gets
    hit. What you're waiting for is the Bomb Guardian to stop and for its head to
    start glowing blue. When it does, fire a charged shot or missile at its head.
    This will do major damage to the Bomb Guardian, taking about 1/4 of its energy
    meter. If you don't hit it, though, it will spew a ton of bombs into the air
    and they will land all over the arena. It's very hard to avoid taking any
    damage when this happens, so make sure to hit the Bomb Guardian before it
    unloads the attack. After four of these hits, the Bomb Guardian will die, and
    the MORPH BALL BOMBS will be yours!
    
    Use your newly-regained Bombs to destroy the doors trapping you in the arena
    (Bombs can destroy material made of Talloric Alloy) and go through the door on
    the far side of the Agon Temple. Activate the Bomb Slot in the statue in the
    next room and the walls will rotate, allowing to enter a door on the other
    side. This door leads to the Agon Energy Controller, and it looks similar to
    the Energy Controller in the Great Temple, except that this one does not have
    any light shining out of the giant container; it is empty. Behind the ENERGY
    CONTROLLER is the body of a dead Luminoth and a yellow projector. Scan the
    projector to activate a recorded message from the Agon Sentinel, whose body is
    lying next to you. The Sentinel will tell you that there is a portal to Dark
    Aether nearby, and that you need to find the temple in Dark Aether, where its
    Energy Controller is. He'll also explain that the entrance to the temple is
    locked, and that you will need to find three keys in Dark Aether in order to
    enter. Next, the Sentinel will warn you that the air of Dark Aether is
    dangerous, and that you should use Light Crystals placed by the Luminoth for
    protection. Finally, he will upgrade your translator module so that you can
    read Amber holograms and refill your energy. Once the message has ended, look
    for a passage along the side with a Lore hologram in it. Since you can now
    translate yellow holograms, you can scan this entry, SAVING AETHER, describing
    how the Luminoth built the Energy Controllers to regulate their supply of
    planetary energy.
    
    Now you can return to the Agon Temple, where you'll find that the central arena
    is now home to several War Wasp hives. Oh goodie. If you explore the paths
    around the circumference of the temple, you'll find that there are two doors on
    either side, one white and other black, and that you can't open either of them.
    Return to Mining Station A (which has no more Pirates), then go through the
    door you passed earlier, on the ledge with the Brizgee. Let the cannon shoot
    you up and over the wall, then drop down to the other side. Before heading on,
    though, stop and roll behind the metal grating, avoiding the cannon, to get a
    MISSILE EXPANSION behind the body of a Luminoth. Now go through the door to
    enter a long room called Portal Terminal. Two Pirate Troopers will be there,
    and once you kill them two more will appear. These Pirates, however, will be
    possessed by Ing, and will become DARK PIRATE TROOPERS. Dark Pirate Troopers
    attack like regular Pirate Troopers, but they take twice as much damage to
    kill, making them dangerous enemies.
    
    Once all the Pirates are gone, a Bomb Slot at the top of the ramp, next to the
    circular structure, will turn on. Collect any energy the Pirates left, then
    head down the passage to the left of the ramp to find a Lore entry, LIGHT OF
    AETHER. Now go up the ramp and investigate. By scanning one of the red circles
    on the circular device, you'll learn that it can generate a portal to
    Dark Aether, but it's not powered. This must be the portal that the Sentinel
    told you about. To get into the Bomb Slot, lay a Bomb underneath you. When it
    goes off, it will pop you up into the air, and you will get into the Bomb Slot;
    this is called a bomb jump. When you activate the Bomb Slot, power will start
    flowing through cables in the floor, and a conveyor belt in the wall to the
    right will start moving. Roll into the opening and the conveyor belt will carry
    you up into a Morph Ball tunnel in the wall. Roll along the tunnel, using bomb
    jumps as necessary, to reach a block at the end. When you bomb it, it will
    cause a platform to move into place in the air. This will also disturb a War
    Wasp hive, so roll out of the tunnel, kill the wasps, then use the platform to
    jump to the other side, where you'll find another Morph Ball tunnel. Follow
    this tunnel to move a second platform into place, leading to a third tunnel.
    Before you enter this tunnel, though, scan the black creature you can see
    rolling around inside it. This is a PILLBUG, a creature found only in Morph
    Ball tunnels, so this is one of the few places where you can scan it. Inside
    the tunnel, you can stun the Pillbug with a bomb, and kill it with a couple
    more.
    
    Once you move the third platform into place, sunlight will stream through the
    lenses in the platforms and focus on the portal, powering it fully. Now return
    to the portal and scan the red circle next to it. The portal will activate,
    creating a cloud of pulsating dark purple matter. When you step into the
    portal, you'll make the interdimensional journey from Light to Dark Aether.
    
    /==============================================================================
    2. Dimensional Rifts                                                  [III.B.2]
    \==============================================================================
     |[Dark Agon Wastes West]                                            |
     |o Space Jump Boots                                                 |
     |o Dark Agon Temple Key 1                                           |
     ---------------------------------------------------------------------
    When you complete the journey to Dark Aether, you will find yourself standing
    in a room that looks very similar to Portal Terminal, and yet different. The
    basic layout of the room is practically identical to what it was on Light
    Aether, but the room is much darker now and is dotted with several spheres of
    bright light, one of which you are standing in. If you step out of the sphere
    of light you will begin taking damage at a very fast rate. As you had been
    warned, the very air of Dark Aether is damaging to you, and the only areas of
    protection are the glowing Safe Zones, which will not only protect you from the
    atmosphere, they will slowly refill your energy as long as you stand in them.
    Outside the portal generator you'll see several black, blade-shaped lifeforms.
    These are BLADEPODS, and they function just like crates in Dark Aether. Step
    out of the Safe Zone and quickly run to the next one at the bottom of the ramp,
    which is generated by a LIGHT CRYSTAL. There are no other Safe Zones nearby,
    but there is a small sparkling ball in the air. This is a LIGHT BEACON, and
    when you shoot it it will create a temporary Safe Zone. You'll know the Safe
    Zone is about to disappear when it begins to flash. From there you can reach
    another Light Crystal (don't forget to scan them for Logbook entries), and then
    another next to a Bomb Slot on the left side of the room. You may have noticed
    a half-visible Bomb Slot in this location on Light Aether, but it didn't work
    because half of it is in both worlds. However, when it is activated here it
    will also be activated in Light Aether. Do so, and a gate next to it will
    lower. Keep in mind that the same has probably happened in Light Aether, so be
    sure to investigate it when you return.
    
    Run through the gate, and you'll find a Light Beacon waiting for you just
    inside the door. Continue to a Light Crystal in the center of the room, where
    several black puddles are moving around on the floors and walls, occasionally
    solidifying into stubby creatures that will fire a shot of black matter at you.
    These are INGLETS, and this is the first time you have encountered Ing in their
    natural form, not like in Light Aether where they possess other creatures.
    There's not a whole lot you can do to avoid their shots other than jump around
    a lot and try to kill them as fast as possible. Note that you can damage them
    while they are in "puddle" form, although you can't lock-on to them then. Once
    they're all dead, you can just stand in the Safe Zone for a little bit if you
    want to recover some energy. In the next room you'll find more Inglets, but
    past them a Save Station as well as a swarm of NIGHTBARBS, which are very
    similar to Sandbats.
    
    Past the Save Station is a door leading to Duelling Range, the Dark Aether
    equivalent of Mining Plaza. When you enter the Safe Zone there, a large Ing
    with long, angular legs, an insect-like body, and a face made up of a blotch of
    orange and yellow dots will appear and attack. This is a WARRIOR ING, the same
    type of Ing that stole your equipment in your first, brief visit to Dark
    Aether. Warrior Ing are very common across all of Dark Aether, so you'd better
    get good at fighting them, because they are strong opponents. First off, make
    sure to stay in your Safe Zone; otherwise the atmosphere will kill you faster
    than the Ing. At close range, the Warrior Ing will attempt to slash you with
    its legs. When it tries to do this, jump back. Its other attack is to fire
    several beams of white energy at you. This attack is easier to avoid by jumping
    and strafing if you see it coming, but if you're not prepared for it you will
    probably get hurt. And like all Ing, the Warrior Ing can dissolve into a puddle
    and move over floors and walls. To fight back, just keep pounding at it with
    charged Power Beam shots or missiles. There are more effective weapons to use
    against the Ing, but right now these are all you've got. Just attack as hard
    and as fast as you can while dodging its attacks, and you'll eventually kill
    it.
    
    Once the Warrior Ing is dead, you need to get out of the room. You can easily
    reach a Safe Zone to the left of the one you fought the Ing from, but once you
    reach it there appear to be no more nearby, making it deadly to continue
    without the protection of a Safe Zone. There is, however, a small creature
    walking back and forth along the path ahead. This creature has several crystals
    on its back that give out a light similar to that created by Light Crystals.
    This is a LIGHTBRINGER, and you should scan it now, since it only appears a few
    times. A Lightbringer is basically a moving Safe Zone. Simply wait for it to
    approach you, then follow it as it walks up the path until you can reach the
    next Safe Zone. At the top of the path, you'll see a circle of light greenish
    light behind bars. You'll need to use another Lightbringer to cross the bridge
    just before you reach the door out of the room. After rolling through the Morph
    Ball tunnel in the next room, in which you'll have to pass another Missile
    Expansion, you'll enter Judgment Pit.
    
    When you enter Judgment Pit, you'll meet another Warrior Ing, but this one is
    special. This is the Ing who stole your Space Jump Boots, making him the JUMP
    GUARDIAN. Basically, the Jump Guardian has all the abilities of a normal
    Warrior Ing, but he can also jump extremely high and far, and when he lands he
    will create damaging shock waves. The strategies for fighting the Jump Guardian
    are mostly similar to the Warrior Ing, with a few additions due to his jumping
    ability. First, make sure to jump over the shock waves, since they can
    definitely hurt you. Next, the Jump Guardian cannot be damaged just before he
    jumps, while he is in the air, and just after he lands. Other than those times,
    though, keep firing charged shots or missiles at the Jump Guardian to steadily
    whittle down his energy meter. When he is near death, the Jump Guardian will
    start jumping a whole lot more, making him harder to hit. Once this happens,
    just fire single shots as fast as you can to hit him whenever you get a chance
    and drain off the rest of his energy. Once you succeed, the SPACE JUMP BOOTS
    will be yours! Now you can perform a double jump by pressing B again while in
    the air.
    
    You'll need your new Space Jump Boots to jump up the ledges around Judgment
    Pit. You should head for the red door, which leads to the Dark Agon Temple. You
    can see that it mostly resembles the temple on Light Agon with its large
    circular arena, but access to the central arena is blocked by a gate with three
    oval indentations in it. This is the gate that the three keys will unlock, and
    you will need to find those three keys before returning here. Before leaving,
    though, follow the path around to the left, where there are Safe Zones. You'll
    reach a door, and inside is a tiny chamber containing a red oval inside several
    black rings. This is a DARK AGON TEMPLE KEY, one of the three keys needed to
    unlock the gate into the center of Dark Agon Temple, and it will be displayed
    in the lower-right corner of the map screen to show that you have collected it.
    
    Your first sojourn in Dark Aether is almost over now, and all that remains is
    to return to Portal Site. Start by returning to Dark Judgment, and this time
    go through the door on the lower level. This leads to Portal Access, and you
    may be scared when you see that there are no Light Crystals or Light Beacons in
    this room. There is, however, a Lightflyer. Kill it as fast as you can, and
    when it dies it will create a temporary Safe Zone. Double jump up to the top of
    the ledge, stand in the Safe Zone to recover some energy, then head on through
    the door on the other side to reach Portal Site. Quickly head for the large
    Safe Zone to regain some energy, then head back to the portal generator and use
    it to generate a LIGHT PORTAL. You can scan it for a Research entry, then step
    into it to return to Light Aether.
    
    /==============================================================================
    3. Stealth Protocols                                                  [III.B.3]
    \==============================================================================
     |[Agon Wastes East]                                                 |
     |o Dark Beam                                                        |
     |o Energy Tanks 5,7                                                 |
     |o Missile Expansions 10,13,15,16                                   |
     ---------------------------------------------------------------------
    As soon as you return to Light Aether, three Space Pirates will appear in
    Portal Terminal, so be ready to fight them. After they're dead and you've
    collected the energy they leave behind, head to the far left side of the room,
    where the transparent Bomb Slot is. Since you activated the Bomb Slot in Dark
    Aether, the gate has been lowered, so go through the door behind it. This leads
    to Transport Center, a room with smooth, curved walls on either side. To get
    past the room, activate the Bomb Slot in the room to lower the gate; this will
    also allow you to pick up a MISSILE EXPANSION. (This has got to be the easiest
    expansion in the game.) Past Transport Center, scan the BLUEROOT TREE for a
    Research entry, then roll through the fast-moving sand tunnel to reach the Save
    Station off of Mining Plaza. Once you save and return to Mining Plaza, you can
    open the translator door in the room now. After the door has been opened, lay a
    bomb next to the weak spot in the wall to reveal a tunnel that leads to a Map
    Station, allowing you to download a complete map of Agon Wastes. You can also
    scan the lore hologram on the central pillar entitled PARADISE, which describes
    the ideal conditions on Aether prior to the meteor and the Ing.
    
    Cross the bridge and enter the Morph Ball tunnel you passed through earlier.
    Lay a Bomb on the block in the center of the oval to destroy it, causing you to
    fall into the cannon underneath it. The cannon will shoot you up into a small
    chamber containing an ENERGY TANK! In the next room, Mining Station A, you can
    open another translator door on one of the upper ledges to reveal a door to
    Sand Cache, where you'll find another MISSILE EXPANSION. In order to proceed
    further in Agon Wastes, you need to reach the areas beyond Mining Station A. To
    do that, jump onto the orange statue in the middle of the sand stream in front
    of the gate, then jump onto the ledge on the other side. This ledge will lead
    you up to an elevated walkway in front of the gate. Here you'll find another
    Lore entry and a control panel that will open the gate.
    
    Beyond the gate is a tunnel, and ahead you'll see several Pirate Troopers
    standing next to some cylindrical containers full of a bright blue material
    that looks suspiciously like Phazon. To test your suspicions and take out the
    Pirates at once, fire a charged shot at one of the canisters (from a distance).
    They will explode violently, killing the Pirates. At the end of the tunnel,
    you'll enter another open area with several structures and ledges built on it;
    this is Central Mining Station. The area has obviously already sustained
    damage; a large hole has been blown through a wall across the room, with
    flaming debris still scattered around. This is obviously a major part of the
    Space Pirates' operations here, and three Pirate Troopers will arrive on a
    skiff as soon as you arrive (don't forget to scan the PIRATE SKIFF). Use the
    walls, crates, and windmills for cover as you battle the Pirates, but don't let
    your guard down. As soon as you kill the first three Pirates, two more will
    appear to continue the fight. And once those are gone, two Pirates will appear
    on an upper ledge in order to man two large cannons that will fire powerful
    green blasts at you. Make sure to scan these VIGILANCE CLASS TURRETS. These
    turrets fire very strong blasts, so it's important to keep moving and stay
    under as much cover as you can. It will take three missiles or charged shots to
    destroy each turret. Once both turrets are destroyed, the battle will finally
    be over and the lasers blocking a door on the ground level will turn off.
    
    Through the door is an empty hallway. Although you can't open the door at the
    end of the hallway, there are several weak spots in the floor. Bomb one of the
    weak spots, then drop down in Morph Ball form to roll through a tunnel that
    appears to be made of organic matter. Roll underneath the door to reach a large
    room with numerous computer terminals and displays, along with a Dark Portal
    generator! While you roll through the twisting tunnels underneath the floor,
    avoiding the electricity that arcs across your path in some spots, the portal
    will be opened and a group of Space Pirates will go through into Dark Aether!
    Pay attention when you're in the center of the room near where the Pirates were
    standing, because there's another tunnel off to the right. Follow this tunnel
    to reach a MISSILE EXPANSION. Return to the main tunnel, and at the end you'll
    reach a small alcove in a corner of the room. Once you exit Morph Ball form,
    you'll see that there are a few Space Pirates left in the room, and one will
    jump behind a large solid gate that will close in front of him.
    
    Kill the two Pirate Troopers in the room, then take a look around. Across from
    the inactive portal is the door you couldn't open and had to roll underneath,
    and in front of this door are four computer terminals. Scan these terminals to
    download Space Pirate Logs to your Logbook, similar to the Trooper Logs you
    found when you first arrived. There are similar clusters of computers on the
    left and right sides of the rooms underneath the holographic displays of AETHER
    and DARK AETHER. All in all, you can download LOG 44681, LOG 48853, LOG 50086,
    LOG 54421, and LOG 62217 to your Logbook. After reading all this information,
    you will have a pretty good picture of the Space Pirates' activities on Aether.
    Apparently they arrived on Aether after detecting Phazon on the planet. They
    established a base, but came under attack by the Ing. After discovering a
    portal in their base and opening it using a "Dark Beam" weapon they found, they
    saw that the Phazon they were looking for was on Dark Aether. They have been
    attempting to mine the Phazon from Dark Aether, but the atmosphere, the Ing,
    and the "Dark Hunter" (Dark Samus) have all been hampering their efforts. Some
    of the displays also make it clear that the Space Pirates have Metroids with
    them.
    
    After you finish absorbing all this, use the elevator to the right of the
    portal to reach an upper-level walkway. Another trooper will appear on the
    walkway, and just before you reach the door yet another trooper will fire at
    you through the broken windows of a detached upper-level chamber. After killing
    both troopers, go through the door. Inside the tunnel that follows, you'll see
    Dark Samus appear! She will materialize inside a circular chamber, and a gate
    will spring up as soon as she appears. After you stare each other in the eyes
    for a moment, Dark Samus will rapidly float back down the tunnel, leaving you
    stunned... and nervous. There's no way for you to open the gate, but there is
    another tunnel to the right. This tunnel leads to the upper-level chamber above
    Command Center, where one of the computer terminals will open the large gate in
    this room. You'll have to go back through the tunnel to get back to the main
    part of Command Center, then go through the door behind the gate. In the
    hallway you'll encounter two ceiling-mounted turrets, HUMILITY CLASS TURRETS to
    be specific, that are very similar to the turrets you encountered in the
    Splinter Hive. Destroy them with a charged shot or missile, then use the Morph
    Ball to roll past the moving lasers (roll through when they are moving away
    from you).
    
    In the next room, you'll see two Pirates in the room, but they will escape on a
    skiff as soon as you enter. Look around, and you'll see that there are several
    Metroids being held in tanks! Ride the elevator to an upper level walkway where
    you'll encounter a few more Pirates, and at the end of the walkway is a large
    tank containing several Metroids and a barely-alive Space Pirate who probably
    wishes he were dead. You'll have to walk around the tank, right past several
    smaller tanks containing Metroids that will probably ram the walls of their
    tanks as you go past. It's creepy, but don't worry; they won't break out. On
    the other side of the large tank is LOG 63622. This one says that "The Hunter",
    their name for Samus, has arrived, but that she has only been interested in
    Phazon, and the Pirates have started calling her the "Dark Hunter." Obviously,
    the Space Pirates are not talking about you, but about Dark Samus.
    
    As soon as you go through the next door, a turret will be pointed at your face,
    so be ready to take it out as soon as you enter. Use the Bomb Slot to rotate
    the metal bars and allow access to the next room; it's obvious the Space
    Pirates are taking security very seriously. In the next room, Bioenergy
    Production, you'll encounter a new threat: PIRATE AEROTROOPERS. These are Space
    Pirates equipped with jetpacks, and they are dangerous. They can fire regular
    laser blasts and powerful missiles, and they are faster and more agile than
    regular Pirates. They're also tougher: it takes three charged shots or missiles
    to bring one down, and when they do that they will make a suicide dive towards
    you. Jump around as much as possible to avoid their lasers and missiles, and
    respond in kind. Don't forget to get out of the way once you kill one. Once
    both Pirate Aerotroopers are dead, a control panel on a bank of terminals will
    turn on. Scan this, and three stacks of platforms will raise from the floor.
    
    On the other side of the room are three more sets of computer terminals, and
    there are controls on each terminal for moving the platforms in each stack up
    or down. You need to manipulate the platforms so that you can climp up them to
    the upper level, where the door is. At each terminal you will find a vertical
    display showing the positions of the platforms in that stack. The platforms are
    marked with a drawing of a Metroid; from what you've learned, the Space Pirates
    are using the Metroids to generate power somehow. The platforms are empty now,
    but apparently they are supposed to contain Metroids. At each set of terminals,
    there are also two small panels sticking out from the sides of the left and
    right displays. By scanning these panels, you can move the platforms in that
    stack up or down. The left panel moves whichever platform can move down down,
    and the right panel moves whichever platfrom can move up up. After a little
    practice, you should be able to move the platforms into any arrangement you
    want. There are actually two goals to accomplish with these platforms: at one
    end of the upper level of the room is a door, and on the other end is an ENERGY
    TANK. The following diagrams will show the positions needed to reach both. In
    the diagrams, a # means that a platform should be in that position, while a _
    means that spot should be empty. Each stack is labelled A, G, or D, which stand
    for alpha, gamma, and delta. These are the names of each stack, and you can
    learn which is which by scanning the controls for each stack. Here are the
    diagrams:
    
    Energy Tank    Door
    # # _          _ # #
    # _ #          # _ #
    _ # #          # # _
    # # #          # # #
    G D A          G D A
    
    Obviously, once you have the platforms in the correct alignment, you need to
    jump up the platforms. The jumps are long, but they are possible. Make sure to
    wait until you are at the very edge before jumping, and wait until you are as
    high and far as possible with your first jump before starting your second jump.
    Once you have the platforms in the correct position to reach the door, you'll
    hear the sound that plays when you complete a puzzle.
    
    Through the door you'll have to enter a Morph Ball maze guarded by a number of
    lasers. Make your way through slowly and carefully; the way to take damage in
    these areas is to rush. Pay attention to the patterns and stay in safe spots
    until you're sure where to go next. When you reach the end, you will have
    destroyed the lasers blocking the straight-forward lower path, which will make
    any future journeys through this room quick and easy. At the end of the Morph
    Ball tunnel is a Save Station, which you will most likely be very ready for.
    Don't forget to scan LOG 67135 in front of the Save Station before going on to
    the next room. Sand Processing consists of a semicircular pit full of sand,
    with ledges and rooms visible, but inaccessible, above. There are two turrets
    guarding this room, so destroy both of them, then fire a missile at the
    far-left section of the sloping wall to expose a narrow pathway. This leads to
    the Reactor Core, and when you enter you'll start to hear some very ominous
    music. Look down through the window you can see that there are several tanks of
    Phazon on the floor below. Follow the hallway to the left, then drop down to
    the floor.
    
    You'll see that Dark Samus is standing next to the central Phazon tank and is
    drawing Phazon out of it. When you land, Dark Samus will see you and stop
    draining Phazon from the tank. After a few tense moments in which you stare at
    each other, attempting to see what is behind that dark visor. Finally, Dark
    Samus will suddenly spring into action and begin her attack; the battle has
    begun. By scanning DARK SAMUS 1, you'll see that she/it possesses many weapons
    similar or superior to yours, including a missile launcher, a scattershot Power
    Beam, and a Phazon shield. Dark Samus moves not by running but by gliding with
    her feet just off the ground, but she can also jump and dash sideways very
    fast; this will break a lock-on. When Dark Samus raises her arm cannon up in
    the air, she is about to fire a wide swath of small blasts; if she points it
    straight ahead, she is about to fire a powerful missile. Dash to the side just
    before she fires either attack to avoid them. An important thing to remember is
    that Dark Samus's attacks can destroy the Phazon tanks in the room: when this
    they will leave flames burning at that spot for the remainder of the battle.
    Until they are destroyed they can be used for cover, but they probably won't
    last. Only the large central tank cannot be destroyed. At first, attack Dark
    Samus with charged Power Beam shots and missiles. Remember that when she dashes,
    it will break your lock-on, so find her and lock-on again. Also, it's important
    to keep moving and to stay a safe distance away from her, since she is very
    fast.
    
    Once you have knocked off somewhere from 1/3 to 1/2 of Dark Samus's energy,
    you'll see a brief cutscene and Dark Samus will start using more powerful
    attacks. She'll begin firing a large red beam that will likely destroy several
    of the Phazon tanks. For her other new attack, Dark Samus will leap into the
    air, a sphere of Phazon will condense around her, and she will fly straight at
    you into the ground at amazing speed. This is a powerful attack, and to avoid
    it you need to dash just before she charges at you. During this part of the
    battle, Dark Samus will block your missiles, and possibly charged shots, with
    her Phazon shield (which appears as a sphere of Phazon around her), so a
    constant stream of single Power Beam shots is your best attack for this part of
    the battle. When Dark Samus has about 1/4 energy remaining, she will start
    using both her old and new attacks. It can be difficult to keep up with Dark
    Samus during this final stretch, but charged shots and missiles should be
    effective again, so fire at her with whatever you've got.
    
    If you survive the battle, Dark Samus will let out a terrible scream while a
    rush of Phazon energy passes out of her, shattering all the Phazon tanks around
    the walls of the room. She will then collapse and dematerialize into a
    collection of blue dots that will be dispersed throughout the room. Finally, an
    elevator in one corner of the room will lower. You may have won this round, but
    it doesn't look like this is the last time you'll see Dark Samus. Scan the
    PHAZON in the shattered tanks for a Research entry, then take the elevator up
    to reach the upper hallway. Here you'll find a door leading to a small storage
    room, and inside is the DARK BEAM. This is the Luminoth-designed weapon the
    Space Pirates found, and it fires blasts of dark energy. The Dark Beam is more
    powerful than the Power Beam (especially in Light Aether), but it has a much
    slower rate of fire. Also, each time you fire a shot of the Dark Beam, one of
    your 50 shots of ammo will be depleted (a charged shot costs 5 ammo). There's
    also a Space Pirate Log entry next to the Dark Beam, LOG 69898, which relates
    an escalation in intensity in the war between the Ing and the Luminoth, in
    which the Space Pirates have found themselves caught in the middle.
    
    Use the Dark Beam to open the door back to Reactor Core, then follow the
    hallway to reach a gate with a white crystal, similar to the one you saw in the
    security station off of Command Center. A Dark Beam shot will cause the crystal
    to turn purple and the gate will open. Go through the black door just past the
    gate to enter Security Station B from the other side. There are two more gates
    to open, and one of the computer terminals contains LOG 70136, which describes
    the arrival of the Federation troopers, much to the Pirates' dismay. Once
    you've opened both gates you can return to Command Center, where a new breed of
    Pirates will be waiting for you. There are now two PIRATE GRENADIERS in the
    room, and they can fire powerful grenades from their arm-mounted cannons. One
    will hide on the upper level near the elevator, and the other one is on the
    lower level near where you exited the Morph Ball tunnels. Their grenades are
    powerful, but they can't fire them if you're too close, so walk right up to the
    Pirates and blow them away (use the Power Beam; you need to save your Dark Beam
    ammo).
    
    Now you can return to Biostorage Station, although now the TALLON METROIDS will
    break out of their tanks. To destroy them, fire a charged Dark Beam shot to
    freeze them in a chunk of purple matter so you can destroy them with a missile.
    Dash to the side when one charges at you; if it latches on, switch to Morph
    Ball mode and lay a bomb to knock it loose. Once both Metroids are dead, go
    through the black door on the upper level to find a MISSILE EXPANSION. Now
    return to Command Center, where the inactive DARK PORTAL still is, waiting to
    be opened. To do so, fire a Dark Beam shot into it. This will cause the portal
    to open; walk into it to return to Dark Agon Wastes.
    
    /==============================================================================
    4. Wounded Planet                                                     [III.B.4]
    \==============================================================================
     |[Dark Agon Wastes East]                                            |
     |o Light Beam                                                       |
     |o Dark Agon Temple Keys 2,3                                        |
     ---------------------------------------------------------------------
    
    The dark version of Command Center is called Doomed Entry, and it contains
    several doors, stone platforms, Dark Splinters, and floating gas-spewing
    spheres called DARK PREEDS. There are also several Space Pirate bodies lying
    dead around the room near pools of Phazon. Go to the Light Beacon across the
    room and look over at the crystal to the right. It looks like a Light Crystal,
    but the crystal is covered in dark material and it is not emitting a Safe Zone.
    This is a NULLIFIED CRYSTAL, and you can restore it to normal by firing a few
    Power Beam shots at it. Now head over to the crystal and look at the Luminoth
    statue on the base of the ledge nearby. Destroy the statue with a missile to
    reveal a white crystal. This is a LIGHT LIFT CRYSTAL (Research entry), and when
    you fire a Dark Beam shot at it the crystal will turn purple and the entire
    ledge will lower (it's now a DARK LIFT CRYSTAL). Now you can jump on top of the
    ledge and use it to reach a higher ledge in the center of the room. From here,
    you can jump to the DARK AGON TEMPLE KEY, the second of three. There's a black
    door behind the key, but it leads to a dead end so follow the ledges to another
    black door.
    
    The next room is a short passage containing another dead Pirate and a Warrior
    Ing. Kill the Ing as quickly as possible with missiles and charged Power Beam
    shots, then continue to another tunnel called Dark Oasis. To the left, the
    tunnel leads to a white door which you can't open, but to the right is a normal
    door next to a closed Light Portal. You can't open the portal, so go through
    the door. In the next room, Dark Aether's equivalent of Sand Processing, the
    door is on a high ledge. On the back of the central pillar is another lift
    crystal; lower it with a Dark Beam shot and use the pillar to reach the door.
    There's a Save Station in the next room along with more dead Pirates; it looks
    like the Pirates' Phazon mining operation in Dark Aether had a heavy cost. The
    next room is a Morph Ball tunnel with a pool of Phazon in the middle. Take the
    upper path, and do a bomb jump to leap over the gap and avoid falling in the
    Phazon.
    
    The tunnel leads to Phazon Site, where Phazon covers a large expanse of the
    floor and moving platforms float overhead. Drop down onto the side of the
    ground without Phazon and look around. There's a door out of the room on the
    ground level, but it is locked and you must scan three control panels in the
    room to unlock it. For the first, head onto the raised ledge along the side
    wall of the room. For the second, jump from the side ledge onto the moving
    platforms. Use the moving platforms to reach an alcove set high in the wall,
    where you'll find the second panel. To reach the third and final panel, drop
    down from the ledge onto a "dry" area where several crates are piled against
    the wall. Destroy the crates and you'll find the final panel behind them,
    which will unlock the door.
    
    In Watering Hole, the next room, you'll find a pool of toxic water with several
    platforms in them. There are also large creatures on the walls called INGCLAWS;
    they can't be killed, but they release toxic gas into the air, so you'll take
    damage if you stand near to it. There are also a large number of Lumites in the
    room which will be a major pain in the butt. They will stand on the edge of the
    Safe Zone and fire their blasts at you from all directions. All you can do is
    find them and kill them as fast as you can. Use the platforms to reach the
    other side, where a door leads to Feeding Pit, another room with several
    pillars. This time there are only Nightbarbs in the room, which aren't as
    annoying as Lumites. You need to find lift crystals on the sides of the
    pillars. They're located near the top of the pillars, so fire at both of them
    to lower the platforms. Now you can jump on top of the pillars to reach a door
    high up in the wall. The door leads to a tiny room containing the LIGHT BEAM,
    with a dead Luminoth by it. The counterpart to the Dark Beam, the Light Beam
    also requires ammo, but it fires a stream of pure light energy that is very
    potent on dark creatures. Also, now that you have the Dark and Light Beams you
    can recover ammo for both of them: when you destroy crates or enemies with the
    Dark Beam they will give you Light Ammo, and when you use the Light Beam you
    will get Dark Ammo.
    
    When you return to Feeding Pit, you'll see that it is now filled with Lumites.
    But don't fear! With the Light Beam, you can soon make short work of them.
    Here's how: activate a Safe Zone with the Power Beam, then once some Lumites
    are on it fire a Light Beam shot at the crystal or beacon. The Safe Zone will
    become extra-bright, and any Lumites on it will be instantly killed. When you
    fire a Light Beam shot at a Light Crystal/Beacon, it becomes an ENERGIZED
    CRYSTAL/BEACON, and any creatures that touch it will be killed as soon as it
    touches the Safe Zone. Make sure to scan these for Research entries, as well as
    the NULLIFIED CRYSTALS/BEACONS that you can create by firing a Dark Beam shot
    at them.
    
    In the next room the passage will be blocked by several black spiderweb-like
    creatures with a large eye in the center. You can destroy these WEBLINGS easily
    by shooting the eye with the Light Beam, but make sure to scan one first, since
    this is the only time they appear. The passage will return you to Doomed Entry,
    and now you should go through the door behind where the Dark Temple Key was.
    This leads to a straight passage containing several Dark Splinters, but at the
    end it leads to a ledge over a large room called Battleground. The final Dark
    Temple Key is in the center of the room, but when you drop down to claim it
    five Warrior Ing will appear and will swallow up the key. You must now defeat
    all five Warrior Ing in order to earn the key. At some point during the fight,
    make sure to scan the ING WEBTRAP blocking the door; this is another one-time
    scan. Five Warrior Ing may seem intimidating, but the fight can be much easier
    if you use the Light Beam. A single charged Light Beam shot will kill a Warrior
    Ing, so this fight can actually go rather quickly. If you get low on Light
    Ammo, switch to the Dark Beam and shoot the Bladepods in the room to get more.
    Once all the Ing are dead, the DARK AGON TEMPLE KEY will reappear and you can
    collect it.
    
    Exit through the lower door, which leads to a passage full of DARKLING
    TENTACLES, sharp tentacles that swipe back and forth across the passage. Shoot
    them with the Power Beam to cause them to temporarily retract into the wall
    long enough for you to get past. Now you're back in Doomed Entry, and you're
    ready to leave Dark Aether, but there's no Light Portal where you entered.
    You'll need to find a different portal in order to leave. To do so, go through
    the black door at the top of the platforms to reach Dark Oasis. Now, go through
    the white door to the left to find an Ammo Station, where you can refill your
    missiles, dark ammo, and light ammo. Once you're refilled, head to the other
    end of the room. There you'll find an unopened Light Portal, but you can open
    it with a shot from the Light Beam. Go through the portal to return to Light
    Aether, in the Reactor Core. Once you're back, head through the nearby door to
    reach the Save Station.
    
    /==============================================================================
    5. Thrice-Cursed Ing                                                  [III.B.5]
    \==============================================================================
     |[Agon Wastes West, Dark Agon Wastes West]                          |
     |o Energy Tank 06                                                   |
     |o Beam Ammo Expansion 2                                            |
     |o Missile Expansions 20,21                                         |
     ---------------------------------------------------------------------
    You have now recovered all three Dark Temple Keys and have explored almost all
    of the Agon Wastes, so all you need to do is pick up a few items hidden here
    and there and then enter the Dark Agon Temple.
    
    Return to the Command Center and leave via the white door on the upper level,
    not the black door you rolled under the first time you entered the room. The
    white door, like the lower door, leads to Central Mining Station, but this time
    you'll enter it on the balcony containing the turrets. The first time you came
    through here, Space Pirates manned the turrets and used them to fire powerful
    laser blasts at you. But now you can use the turrets, so go ahead and step into
    one of the holograms to activate the turret. Now, the only question is what
    should you fire at? If you use the Scan Visor before you enter the turrets,
    you'll see that there are a couple of large crates in the room. These are Space
    Pirate generators, and they can only be destroyed by heavy weapons fire. In the
    left turret, fire at the crate on the ground next to the wall to blow it up,
    causing one of the Pirate Skiffs stored on the wall to be knocked loose. Also,
    there's a generator just to the left of the rectangular shield across the room.
    Go ahead and fire at it to save yourself a little time later. Now go to the
    right turret and fire at the generator sitting on a ledge in front of you. This
    will destroy the rock wall behind it, revealing a small Space Pirate station.
    There are actually two Pirates inside, and they will attack you. Hit them with
    fire from the turret before their shots do enough damage to destroy the turret.
    
    Now that you've used the turrets to destroy all the generators, it's time to
    see what your reward is for all your destruction. Jump down and climb on top of
    the skiff you knocked off the wall. By making a long double jump from the edge
    of it, you can reach the top of the small pillar nearby. From there, you can
    easily reach the ledge where the Pirates were and enter the small room, which
    contains two computer terminals. One of them contains the final Space Pirate
    Log, LOG 71599, which describes your arrival on Aether. From it, you can sense
    the Pirates' dread that they now have two Samuses to deal with, plus the Ing,
    but they also hope to be able to use your antagonism to their own advantage.
    Out of the room is another tunnel, which leads to a walkway in front of the
    large rectangular shield; behind it you can see an item. The shield itself is
    indestructible, but if you already destroyed the generator next to it there
    will be a Morph Ball tunnel in the wall that leads to the area behind the
    shield. (If you didn't destroy this generator, you need to return to the
    balcony to do so. The only way to reach the balcony is by going back to the
    Command Center and exiting through the white door.) Roll through the tunnel to
    claim the item, which is a BEAM AMMO EXPANSION. These rare items increase the
    maximum capacity of both your dark and light ammo by 50, so you can now hold up
    to 100 dark and light ammo. Also in the area with the expansion is a dead
    Luminoth; scan him for J-STL'S TESTAMENT, another Logbook entry that goes in
    the Keybearer Lore section.
    
    Once you've gotten the Beam Ammo Expansion, backtrack to Mining Station A. Two
    Pirate Aerotroopers will be waiting for you when you enter, but after disposing
    of them take the door that leads to the Agon Temple. (This has nothing to do
    with the three keys you've collected; you need to return them to the Dark Agon
    Temple). Head to the left and go through the black door. This leads to Mine
    Shaft, a Morph Ball tunnel filled with Pillbugs that spirals down the edge of a
    cylindrical tube. This room is actually a dead end; you can't open the door at
    the bottom, but there is an Energy Tank here that you can get. You'll see it
    above and to the right of you when you first enter the shaft.
    
    To get it, roll down the tunnel, making sure to roll past the block that will
    disappear as soon as you touch it. Past it is an area with a Pillbug rolling
    around a central block. There's an opening in the "ceiling" above the Pillbug's
    ledge, and to reach it you need to do a double bomb jump. For instructions on
    how to do this, see section V.A.5.b.i., the Morph Ball Bomb entry in the
    Inventory section. When you do a successful double bomb jump and reach the
    upper level, you'll need to let yourself fall through a series of breakable
    blocks, but make sure to stay as high as possible. When you reach a second set
    of breakable blocks you have to fall through, hold the Control Stick to the
    left as you fall, because you need to enter a passage behind the wall that's
    next to the next-to-last block. Once in the hidden passage, you can tell your
    position by the blue glow of the Morph Ball through the slits in the rock.
    These slits also show the path that the tunnel follows, so bomb jump up to
    follow the secret passage and reach the ENERGY TANK.
    
    Now you can exit the Mine Shaft and return to the Agon Temple, and travel to
    the opposite side of the room, where you'll find a white door. Through this
    door is a vast chasm, but you can use the cannon and let it fire you across.
    On the other side is another Morph Ball tunnel, and here you can find another
    Missile Expansion. Roll to the platform with the second Pillbug, just past the
    tunnel leading away from you. Kill the Pillbug, then do a double bomb jump to
    reach the top of the platform. Now do another double bomb jump up the tunnel,
    and at the top you'll find the MISSILE EXPANSION. Both exits out of this area
    lead to dead ends (although if you go straight, to the Main Reactor, you can
    find B-STL'S TESTAMENT, another Keybearer Lore scan), so head back the way you
    came and return to the Agon Temple.
    
    Now you've explored Agon Wastes as thoroughly as you can, so return to the
    Portal and travel to Dark Agon. Although you could head straight for the
    temple, you can get one more Missile Expansion by going to Duelling Range, the
    Dark Agon equivalent of Mining Station A. From there, look for a black door and
    go through it. It leads to a dead-end passage, but underneath the ledge you
    enter on is a MISSILE EXPANSION. Jump down into the Safe Zone and turn around
    to see it.
    
    You have now collected all three Dark Agon Temple Keys, as well as all possible
    items and expansions so far, so it's time to enter the Dark Agon Temple. Make
    sure to stop by the Save Station located off of Judgment Pit, then go to the
    temple.
    
    /==============================================================================
    6. Potent Energy                                                      [III.B.6]
    \==============================================================================
     |[BOSS: Amorbis]                                                    |
     |o Dark Suit                                                        |
     ---------------------------------------------------------------------
    
    There will be a swirling red light in front of the gate into the interior of
    Dark Agon Temple, and when you step into it the three Dark Temple Keys will fit
    into depressions on the front of the gate, and it will open. Jump down into the
    circular arena and you'll see a large solid black sphere in the center, with
    three monstrous worm-like creatures attached to it. The giant black worms will
    then leap off of the sphere into the air and dive into the ground (one of them
    right in front of you). With that, the battle against Amorbis will begin.
    
    While you wait for Amorbis to reappear, scan the sphere. You'll learn that it
    contains dark energy, and while Amorbis is attached to it, it can draw dark
    energy from it. Shortly, one of the three worms that make up Amorbis will burst
    out of the ground and dive through the air again before crashing underground
    again. Scan Amorbis while it's in the air for the first half of its Logbook
    entry (AMORBIS 1). Amorbis can't attack at this point, beyond crashing into
    you, but you can use your weapons to destroy its armor.
    
    To see where Amorbis is about to reappear, look for a rumbling and shaking on
    the ground. Also, you will be able to lock-on to Amobris a second or two before
    it emerges. When it's locked-onto and in range, fire with the Light Beam to
    damage its black armor plating. If Amorbis is about to emerge or land in your
    Safe Zone, move out of it for a few seconds until it's gone. And of course,
    make sure to stay in the Safe Zone the rest of the time so that you don't
    continually take damage from Dark Aether's atmosphere.
    
    As you hit Amorbis, you'll knock off pieces of its black armor, revealing a
    white body underneath. When all the armor is gone, Amorbis will reattach itself
    to the dark sphere, which will cause all its armor to regenerate and allow it
    to launch new attacks at you. Scan Amorbis while it's attached to the sphere to
    complete the Logbook entries for this boss (AMOBRIS 2). Amorbis will be able to
    fire dark energy at you, which can hurt you in two ways: the attack can simply
    hit you, or it can hit the Light Crystal, which will nullify it. You can't
    un-nullify the crystal with your Light or Power Beams, so use the Morph Ball to
    quickly roll to another Safe Zone. Watch out while doing this, however, since
    Amorbis can snap at you while you're rolling. To attack Amorbis, lock-on to its
    head and fire missiles or the Light Beam at it. After being hit by five
    missiles, the head will be blown off, leaving a circular opening in its body
    from which Amorbis will start sucking like a vacuum. This may seem
    counterintuitive, but now is your chance to damage Amorbis. Switch to the Morph
    Ball and allow yourself to be sucked up by Amorbis. While inside, lay a bomb.
    When the bomb detonates, a series of explosions will course through Amorbis,
    and Amorbis will writhe uncontrollably, causing it to lift the sphere and slam
    it into the ground. This will cause the sphere to begin to crack, and will take
    off 1/6 of Arorbis's energy.
    
    Now the worm will detach itself from the sphere again, but this time two worms
    will begin diving through the air. Pick up any needed energy and ammo left by
    the first worm, then start attacking the two worms with the Light Beam just
    like the last one. The only difference from before is that now you have to
    watch out for two worms that could crash into you instead of just one. Once the
    armor has been destroyed on one worm, it will stay underground until all the
    armor is destroyed on the second as well. After you destroy the armor from both
    worms, they will both attach to the sphere and the second phase of the battle
    will repeat. Both worms can fire dark energy at you, and they can also combine
    to fire two laser beams that will rotate in a circle around the arena. When one
    of the beams approaches you, jump back to avoid it. It's best to attack each
    head separately here in order to lower the number of attacks being fired at
    you. Focus on destroying whichever head is closer to you, then don't forget to
    enter the hole and lay a bomb, since that's what's actually does damage.
    
    Once both worms have been destroyed, you guessed it, three worms will start
    diving around the arena. This final phase of the fight will proceed just like
    the other two, except that there will be three worms to avoid, not just one or
    two. Once they're attached to the sphere, you may have to move between Safe
    Zones fairly often, at least until you destroy a worm. The final worm will be
    especially vicious, and will try to hit you while you move between Safe Zones.
    
    As soon as you lay the bomb in the belly of the final worm, you will be
    rewarded with the sight of Amorbis writhing on the ground one last time,
    slamming the sphere for the third time. Amorbis will then crumble into dust,
    and the sphere will explode, leaving behind an icon shaped like the Metroid
    logo. Step into the logo, and your traditional yellow Varia Suit will be
    replaced with the brown and antique-looking DARK SUIT. This suit was designed
    by the Luminoth, and it significantly reduces the effects of Dark Aether's
    atmosphere. You will still take damage in Dark Aether, but only at the rate of
    about one unit per second, the same rate that you regain energy while in a Safe
    Zone. This means that you do not need to worry nearly as much about venturing
    outside of Safe Zones.
    
    Now that you have defeated the guardian of Dark Agon Wastes and received the
    Dark Suit, enter the door at the opposite end of the temple to reach the Dark
    Agon Energy Controller. Its collector is currently full of a bright red light,
    but step up to the interface design in front, and you will insert your Arm
    Cannon into it, using the Energy Transfer Module to transfer all the energy
    into yourself. Now you need to return the energy to its rightful home, Light
    Aether. Unfortuneately, the Ing won't make it easy for you. When you return to
    the temple, you'll find three Warrior Ing waiting for you. Use the Light Beam
    to fight them if you can, otherwise just run past them. Also, when you make it
    back to the portal room, it will contain three Dark Pirate Troopers. However
    you can, activate the portal and travel to Light Aether. Once there, head for
    the Agon Temple and return to the Energy Controller. Approach its interface,
    and this time the energy will flow out of you and into the Agon Energy
    Controller, causing it to fill with a pure yellow light. When the energy
    transfer is complete, a beam of energy will be directed to the Great Temple,
    where U-Mos will see it arrive. Also, the hologram of the Agon guardian will
    appear once more to thank you for restoring the energy to Agon. Now that you've
    returned the energy to Agon Wastes, it's time to return to U-Mos in the Great
    Temple.
    
      ##/#
     ##/###  >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    ##/--/## C. TORVUS BOG                                                  [III.C]
     ###/##  >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
      #/##
    
    /==============================================================================
    1. Path to Torvus                                                     [III.C.1]
    \==============================================================================
     |[Temple Grounds West, Sky Temple Grounds West]                    |
     |o Missile Expansions 1,2,4,49                                     |
     --------------------------------------------------------------------
    Take the elevator back up to the Temple Grounds, and follow the path back to
    Industrial Site. Before you head towards the elevator to the Great Temple in
    Temple Assembly Site, though, you can find several Missile Expansions by making
    a quick detour.
    
    Take the door that leads back towards the Landing Site instead. Pass the
    elevator that leads up from the end of the Splinter Hive, and by opening
    several translator doors you will reach the tentacle plant-filled tunnel just
    off of the Landing Site. At one end of this tunnel is a pit that leads down to
    the Splinter Hive. Jump down it again, and you'll find a dead trooper on the
    floor. When you approach it, though, it will be possessed by an Ing, becoming
    the DARK MISSILE TROOPER. This is the only time it appears, so make sure to
    scan it. It moves slowly and jerkily, just like the regular troopers, but this
    one can fire missiles instead of the usual energy shots. The missiles are not
    hard to dodge, however, so you should be able to avoid them easily while firing
    back with your own missiles or whatever weapon you choose. When the Dark
    Missile Trooper is dead, it will leave behind a MISSILE EXPANSION.
    
    The only way to get out of the hive is to continue all the way through it again
    until you reach the elevator. This shouldn't be much of a problem, though,
    since most of the rooms will be empty. A few will still have one or two Dark
    Troopers inside, though, so watch out. In Hive Chamber B, the room where you
    first encountered Dark Samus and the Dark Portal, the room appears to dead-end
    at an immovable gate. Next to the gate, however, are two Morph Ball tunnels.
    One is open and leads around the gate, but the other one is covered with a seal
    of Talloric Alloy. Use a bomb to destroy the seal and roll through the tunnel
    to find another MISSILE EXPANSION.
    
    Now run through the rest of the Splinter Hive, return to the surface, and make
    your way to Temple Assembly Site. Here, you can find another Missile Expansion
    before taking the elevator up to the Great Temple. Near the elevator door (to
    the left as you face the door) is a large block near the wall. You can double
    jump on top of this block, then use it to reach a nearby ledge with two crates
    on it. This ledge leads along the edge of the room, and by following it you can
    reach a Morph Ball tunnel. Roll through this tunnel for yet another MISSILE
    EXPANSION.
    
    Now that you have added 15 missiles to your collection, take the elevator up to
    the Great Temple. However, there are still more upgrades to be found! First of
    all, you can kill the Lightflyers in the hallway with a single shot from the
    Dark Beam. Now, look at the left wall in the hallway (Transport B Access), as
    you face the Temple Sanctuary. You'll see Morph Ball-sized ledges in the side
    of the wall. Bomb jump up the ledges to reach a tunnel that leads to, you
    guessed it, another MISSILE EXPANSION.
    
    OK, there will be no more Missile Expansions in this section. Enter the
    sanctuary and take the elevator up to U-Mos in the Main Energy Controller room.
    He'll thank you for returning the energy to Agon, then warn you that the Ing
    will be seeking revenge and guarding their remaining energy more closely. He'll
    tell you that there is increased Ing activity in the Torvus sector, meaning
    that it should be your next destination. Now that you know where to go, return
    to the Temple Sanctuary. Of the four doors leading out of the sanctuary, one
    leads back towards Agon Wastes, and one you just came out of. Of the remaining
    two, one is sealed with a green translator door, which you can't open, while
    the other one is yellow. You can open that door, and when you do it will tell
    you that it leads to Torvus. In the hallway behind the door you'll encounter a
    new, yet familiar, creature: HARMONY CLASS DRONES. If you played the first
    Metroid Prime, you remember these as Pulse Bombus, but on Aether they have a
    different name. They act exactly the same, however, so fire a charged Power
    Beam shot at them to destroy them.
    
    When you take the elevator back down, you will find yourself in a part of the
    Temple Grounds you've never been before. In front of you is a large half-pipe
    with a path behind it, as well as a ton of War Wasps. There's another door
    through a narrow tunnel off to the left, but it is blocked by a green blast
    shield, which you can't open right now. Fend off the War Wasps, then follow the
    path past the half-pipe to reach Hall of Eyes. Here you'll discover that the
    only door out is blocked by another green blast shield, but there is a Dark
    Portal in the room. Since that appears to be your only option, activate the
    portal and enter it.
    
    Now that you are in Sky Temple Grounds, the Dark Aether version of Temple
    Grounds, the rooms have the same basic shape but different doors and enemies.
    Get rid of the Inglets in the room, then go through the normal blue door in
    front of you (which in Light Aether was the locked green door). The next room,
    Abandoned Base, has the shape of a large U, with several circular nodes at
    points along the way. There are no Safe Zones along the way, but with your new
    Dark Suit you should have plenty of time to make it to the end before you start
    to be in serious trouble. You will not encounter many enemies along the way,
    except that at one node, your path will be blocked by several laser beams
    sweeping back and forth. These lasers are created by CORRUPTED SENTREYES on the
    wall, and by shooting them you can turn them off for a few seconds, allowing
    you to pass.
    
    When you reach the end of the room, you'll find a platform hanging in the
    center of a final circular node and locked in place by four metal arms grasping
    it from the edges of the node. There is a Safe Zone on the platform, so you can
    stand there and recover as much energy as you need. Past this node is a dead
    end, but by scanning the platform you'll learn that you can activate it by
    activating four Bomb Slots, which will disengage the locks. To reach the Bomb
    Slots, use the pistons on either side of the ledge at the end of the node. They
    lead up to a circular track on which the Bomb Slots are evenly spaced. The only
    problem is that once you activate a Bomb Slot, a wall will slide into place on
    one side of the slot, which can make it impossible to reach all the other
    unactivated Bomb Slots. There are multiple ways to solve this puzzle, but here
    is one simple solution: Go up the right piston (with your back to the platform)
    and go past the first Bomb Slot. Activate the second one, then continue around
    the track activating each slot as you come to it. Now take the piston down,
    then cross to the other piston, ride it back up, and finally activate the last
    remaining Bomb Slot, the one you passed originally.
    
    Once all the locks have been disengaged, jump onto the platform and it will
    start moving back through the room. Don't get distracted during the trip,
    though, because several swarms of Nightbarbs will fly at you, so be ready with
    the Power Beam to fend off as many as you can. When the platform comes to a
    stop, jump from it to a ledge containing a Light Portal, and go through the
    portal.
    
    You are now in the Light Aether room corresponding to Abandoned Base, and it is
    much simpler, though not without its challenges. You will soon encounter two
    Dark Pirate Troopers, and after them you'll fight a Pirate Grenadier. This room
    also has the U shape and the circular "nodes" and you'll need to fire a Light
    Beam shot at the dark crystals on the blocks in the nodes to move them into
    position so you can progress. When you reach the last node, which has a shallow
    pool of water in it, you'll need to jump onto the platform in the middle of the
    pool from dry land in order to reach it. The door leads to a path along the
    side of a cliff with several War Wasp Hives nearby. Take out the wasps and
    continue to the door at the end, which contains an elevator.
    
    /==============================================================================
    2. Harsh and Poisonous                                                [III.C.2]
    \==============================================================================
     |[Upper Torvus Bog, Upper Dark Torvus Bog]                          |
     |o Super Missile                                                    |
     |o Energy Tank 8                                                    |
     |o Missile Expansions 29,32                                         |
     ---------------------------------------------------------------------
    At the bottom you'll land in a room that seems to be the exact opposite of Agon
    Wastes: instead of dry sand, here you have wet, green plants everywhere. Behind
    the elevator when you reach the bottom is a large air purification system; why
    would the Luminoth have needed that? In the passage beyond the door you'll see
    several orange sacs hanging from tree branches; these are TORVUS HANGING PODS,
    and they can contain items. At the end of the passage you'll reach the shore of
    a small lake, with a variety of plants and creatures on the ground, in the air,
    and under the water. Not all the creatures are alive, though: there's another
    dead Luminoth lying to your left, and you can scan him for S-DLY'S TESTAMENT.
    This room, Torvus Lagoon, is not completely natural, however. There is a metal
    walkway above the water on the far side of the lake connecting two tunnels,
    both gated. Before moving on, you're probably ready to use the Save Station
    through the door on a ledge to the left.
    
    When you return to Torvus Lagoon, start examining the several creatures to be
    found here. The green and red plants are TORVUS BEARERPODS: they contain items,
    but they release a poisonous cloud when they're destroyed. Several large
    insect-like creatures with helicopter wings will leap out of the water and
    start flying towards you; these are SHREDDERS, and you can shoot them to knock
    them back and prevent them from crashing into you. Since you can't reach the
    metal platform, the only way to go seems to be into the lake. While underwater,
    your movement is slowed, jump height is reduced, and visibility is impaired.
    However, you will be able to maneuver around the branches and reach the black
    door underwater. You'll encounter a group of shrimp-like creatures called
    HYDLINGS in the water; they can be easily dispatched with rapid-fire Power Beam
    shots and shouldn't pose any danger to you.
    
    In the next room, walk through the circular structure in the middle of the
    path, then jump out of the water to reach the door. If you turn around you'll
    see a green Luminoth lore projector on the wall, but you don't have the ability
    to translate it yet. Through the door is Great Bridge, and you can see the
    bridge leading into a large building; there's another door into the building
    on ground level. There is also a new creature in this room: SHRIEKERS. These
    are related to Shredders in that they wait just beneath the surface of the
    water until you approach, but they are much more difficult because they will
    fire a sonic blast at you (a whirling gust of air that's difficult to see),
    then disappear only to reappear somewhere else a few seconds later. Shriekers
    are also remarkably tough, and it will take many hits to kill them all. You
    have to kill them all, too, because the doors will be locked until you do. Once
    they're gone, you can scan the red eyes, called SENTINEL CRYSTALS, on the
    walls, then go through the lower door into the building. It leads to a Morph
    Ball tunnel, and you can see an Energy Tank in an alcove above you, but you
    can't reach it. You'll be frustrated again when you reach the end, because the
    door is locked with a green blast shield, which you can't open. Return to Great
    Bridge, and there is another way you can go: there's a red door to your left
    (with your back to the building), so go through it.
    
    This leads to another Morph Ball tunnel that goes right past a Dark Portal and
    a Missile Expansion, but both are on the other side of a wall. At the end of it
    you'll reach Torvus Lagoon, but you'll be behind the gate. Scan the panel to
    lower the gates and extend the walkway to connect both doorways. You may want
    to save again, then go through the door at the other end of the walkway.
    
    This door goes to Forgotten Bridge, and as soon as you enter you'll encounter
    two very dangerous animals that look like crosses between a lizard, a wolf, and
    a frog: GRENCHLERS. Grenchlers are fast and agile, and they can attack from up
    close with their teeth or from a distance by firing a bolt of electricity. The
    only way to defeat one is to destroy the armored shell on its back, then fire
    at the exposed flesh beneath it. The best strategy is to lock-on to one of the
    Grenchlers, then jump and strafe to both avoid its attacks and try to get
    behind it. Once you get a shot, fire as many missiles as you can. It will take
    five missiles to destroy the shell, but you haven't killed it yet. You still
    need to get behind it again to fire a few more shots at the exposed flesh to
    kill it. One thing to avoid while fighting the Grenchlers is getting pushed
    against the wall. You'll have more success if you can stay in the open, so
    you're free to run and jump in any direction. Once you survive the fight and
    kill both Grenchlers, use the ledges against the wall to jump onto the large
    bridge that spans the room. You can see a Missile Expansion in front of a door
    on a ledge, but there's no way to reach it now. Follow the bridge to reach a
    Dark Portal, although there's a transparent Bomb Slot nearby; that means you
    need to find the corresponding slot in the dark world.
    
    Go through the portal to make your first (brief) visit to Dark Torvus Bog. You
    can find two Research scans here: DARK SENTINEL CRYSTAL (the blue eyes) and
    INGSPHERE CACHE (the dark blue blobs that contain items), but the main thing
    to do here is to activate the Bomb Slot. This will cause the bridge to rotate
    so that it connects to a different doorway, and you know that the bridge has
    also rotated in Light Aether. You can't go through any of the doors out of this
    room, so follow the bridge until you can jump off and reach the Light Portal
    (Make sure not to fall into the water: it's toxic.) As soon as you're back in
    Torvus Bog, though, several Space Pirates will materialize in the room out of
    nowhere! It won't take long for you to realize that these are no ordinary Space
    Pirates, either. These are DARK PIRATE COMMANDOS, the deadliest version of
    Pirates that you will face. Dark Pirate Commandos have the ability to turn
    invisible, meaning that they will appear, fire a shot at you, then disappear
    and move somewhere else. They can fire two different weapons at you: standard
    shots of dark energy, and new EMP grenades that will not only do damage if they
    hit you, but will short out your visor for several seconds if they land
    anywhere near you. All you can do against these enemies is to find one when it
    appears, lock-on and fire as fast as you can at it until it disappears, all the
    while watching out for incoming attacks from the others. While you may want to
    use Missiles and light ammo on the commandos, it's best to just stick to the
    Power Beam. That's because the Pirates will automatically disappear after a few
    minutes, so all you have to do is survive against them for that long.
    
    Once they're gone, climb back onto the bridge, which has been rotated, and
    follow it to the door you saw earlier and collect the MISSILE EXPANSION which
    is just waiting for you. The door leads to Abandoned Worksite, which you need
    to navigate with the Morph Ball. Before rolling through the tunnel in the wall,
    though, you need to kill the plant that lives on the opposite wall. This is a
    SPORB, and it will fire a grappling hook at the Morph Ball if you go near it.
    Otherwise, it will "spit" toxic acid at you. The Light Beam is especially
    effective against the Sporb. Now roll through the tunnel (be careful not to
    fall out). When you reach the other side of the room, jump down and go through
    the door at the end. This will take you to an upper ledge of Great Bridge. Scan
    the panel there to open a Kinetic Orb Cannon on a ledge across the room from
    you, in front of a green translator gate. Jump down, then jump up to the cannon
    and let it fire you onto the bridge. Cross the bridge (watch out for
    Shriekbats) and go through the door to reach the upper level of the Morph Ball
    tunnel you rolled through earlier. There are three circles on the narrow path,
    and the first one is cracked. Bomb it, and you'll fall through it to grab the
    ENERGY TANK you saw earlier.
    
    Return to the top level and cross it to the door to enter Torvus Temple. You're
    at the bottom of a bowl-shaped room with high, sloping walls, but what will
    draw your attention is that a skiff will appear, dropping off a number of
    Pirate Troopers, along with two Pirate Aerotroopers. You should be able to
    handle these fairly easily with missiles, Dark Beam, and Light Beam. Just focus
    on one Pirate at a time, and take out the Aerotroopers as soon as you can. Use
    the crates around the room for ammo and energy as necessary. Once all the
    Pirates are dead, the lasers blocking an object that looks like a Missile
    Expansion on a platform against the wall will disappear. When you get the item,
    you'll discover that it is actually the SUPER MISSILE, the Charge Combo for the
    Power Beam and the weapon that can destroy green blast shields. The platform it
    was on is also an elevator, and it will carry you up to a door which,
    coincidentally, is green. Use your new weapon to destroy the blast shield and
    go through to reach the Torvus Energy Controller, which is very similar to its
    counterpart in Agon Wastes.
    
    Step up to the green holographic device to activate a message from the guardian
    of Torvus Temple. He will tell you that most of the temple is flooded, and you
    will need to explore the flooded regions to find all the Dark Temple Keys. He
    will also warn you that the water in Dark Torvus Bog is toxic. Finally, he will
    give you the ability to translate Emerald (green) holograms, and refill your
    energy. There is a Lore to be found in the Energy Controller room, titled DARK
    AETHER; it tells how the Luminoth designed machines to generate Dark Portals
    and began to prepare for war with the Ing to reclaim their energy. Return to
    the temple and you'll find that it is now swarming with Shriekers. You can kill
    them if you want, or you can scan the green hologram on the circular platform
    in the center of the room. This will cause the platform to lower a few feet,
    revealing a chamber with several doorways leading in different directions.
    
    /==============================================================================
    3. Engines of War                                                     [III.C.3]
    \==============================================================================
     |[Upper Torvus Bog, Upper Dark Torvus Bog]                          |
     |o Boost Ball                                                       |
     |o Dark Torvus Temple Key 1                                         |
     |o Missile Expansion 30                                             |
     ---------------------------------------------------------------------
    There are four doors out of the lower chamber of Torvus Temple: a purple door
    that you can't open yet, a green door that leads back to Great Bridge, a
    translator door that leads to an unexplored area, and a regular blue door at
    the end of a Morph Ball tunnel that also leads to new areas. If you recall,
    there was a translator door behind the cannon in Great Bridge, so go through
    the green door and return there briefly to see what's behind it. There is now
    a Grenchler patrolling Great Bridge, but you don't have to fight it if you
    don't want to. Simply jump to the ledge with the cannon, scan the translator
    door, and go through it to find the Torvus Map Station. With the map, you can
    see that you have explored most of the surface of Torvus Bog, but that there is
    a whole lower level that you have yet to enter. Return to the Torvus Temple,
    and you'll see that the translator door leads to a room that appears to
    connect with Forgotten Bridge, while the door beyond the tunnel leads to the
    lower levels. You might as well explore all of the surface before entering the
    lower section, so open the translator door and go through.
    
    The next room is a watery tunnel, and a Grenchler will charge down the tunnel
    at you. This can be a difficult fight since there's not much room to
    maneuver, but you'll do a little better if you can fight the Grenchler in the
    entrance area next to the door rather than in the middle of the tunnel, but it
    will be difficult in any case. Just try to kill it as fast as possible (try the
    Dark Beam). When it's dead, you can collect an easy Missile Expansion by
    rolling underneath the ledge that the door is on. There's a gap that you can
    roll in next to the wall, and it leads to a MISSILE EXPANSION hidden underneath
    the metal grating. Now go down the tunnel, and at the other end you'll find two
    Sporbs. Once they're dead, you can jump onto the ledge with the door. However,
    turn around before you go through and you'll see a Lore projector: this one,
    OUR WAR BEGINS, describes the Luminoth's development of Light Crystals.
    
    The tunnel leads to Torvus Grove, which contains several mutated trees in the
    center, with Phazon containers on the ground underneath them. As if that wasn't
    a tip-off, when you reach the middle of the room two Space Pirates of a new
    variety will appear by sliding down steep tracks in the room and begin to
    attack. These are PIRATE COMMANDOS (the non-Ing versions of the ones you fought
    in Forgotten Bridge), and they have attacks similar to their Ing-possessed
    companions. The main difference is that they cannot disappear, but they are
    able to move very swiftly. This can actually be a very simple fight: a charged
    Dark Beam shot will freeze a Pirate Commando, and then a single missile will
    kill it. Once both are dead, the lasers blocking the door will turn off. Go
    through the door to reach a Dark Portal generator. Since there's nowhere else
    to go in Torvus Grove, go though the portal.
    
    The dark version of Torvus Grove is called Polluted Mire, and when you enter it
    you'll encounter a new enemy: HUNTER ING. These dangerous Ing are made up of a
    central orange and black ball with several long black tentacles extending from
    it. Hunter Ing are difficult to defeat because they can attack from a distance
    with their tentacles, because they rarely stay in the same place long, and
    because they can desolidify, causing any weaponfire to just go through them.
    Do your best to avoid the Ing's tentacles, and be ready to attack with a
    charged Light Beam shot when it is solid. It will take several charged shots to
    kill it, which is why Hunter Ing are so annoying. Once the Hunter Ing is dead
    you can climb up the platforms on the trees and the surrounding walls. At the
    top is a door, and in the next room is a Save Station.
    
    The door out of the Save Station room leads to Dark Forgotten Bridge, but
    you'll be in a metal walkway that is separate from the main part of the room.
    There are two Lightflyers in the tunnel (use the Dark Beam), as well as a
    transparent version of a device you haven't seen before, but which the Scan
    Visor will identify as a "Spinner". At the end of the walkway is a door that
    leads to a Morph Ball tunnel, and at the end of the tunnel is a large, open
    room called Dark Torvus Arena. When you first enter the room, you'll see an Ing
    that resembles a large Warrior Ing below you at the other end of the room. It
    will immediately transform into a black Morph Ball and shoot through a round
    tunnel in the wall at high speed! The main part of the room is a giant
    halfpipe, and you can see a Dark Temple Key high up the side of one, out of
    reach. It should be obvious that you're going to have to fight the Ing on the
    other side of the tunnel, so stand in the Safe Zone until your energy is full.
    
    When you're ready, roll up the slope and through the tunnel to enter the
    circular arena where you will battle the BOOST GUARDIAN. The Boost Guardian is
    quite simply the hardest mini-boss in the game, and ranks near the top of the
    list when compared with the full-fledged bosses. The Boost Guardian is loathed
    by almost everyone who plays this game, and this author is no exception. But
    you've got to fight him, so just grit your teeth and get on with it.
    
    The first thing to notice is that there are no Safe Zones of any kind in the
    arena. This means that you will continually take damage due to the atmosphere,
    not to mention damage inflicted by the Boost Guardian himself. The only way to
    regain energy during the fight is by picking up energy that appears either
    after defeating Inglets that will appear during the battle or if the Boost
    Guardian destroys any of the four pillars in the arena.
    
    At the start of the battle, the Boost Guardian will attack in a manner similar
    to a Warrior Ing. After scanning him for your Logbook, fire a charged Light
    Beam shot at him. This will do damage to him, after which he should switch to
    Morph Ball form. (He is invulnerable while he is transforming). When the Boost
    Guardian switches forms, so should you. The Boost Guardian will charge up his
    Boost Ball ability, which will cause him to ricochet around the room at high
    speed. Unless you have lightning-fast reflexes, you won't be able to avoid him
    if he is heading towards you, so the best strategy is just to stay in place or
    to move around randomly while he's doing this. Once he slows to a stop, though,
    you should approach him and lay bombs near him. Actually, lay bombs as much as
    possible while the Boost Guardian is in Morph Ball form. If a bomb detonates on
    or right next to the Morph Ball-Boost Guardian, it will lose its Morph Ball
    form and simply turn into a black puddle that will move around the room. While
    in this form, lay as many bombs as you can in his path. These bombs will not
    actually do damage to the Boost Guardian (i.e. lower his energy bar), but they
    will cause him to return to his normal, Warrior Ing form once he gets hit
    enough. This is what you want, because it is only when he is in his solid form
    that you can damage him. Once he's solid again, go at him with the Light Beam.
    
    There are a few other things to keep in mind about the battle: First, when the
    Boost Guardian changes from "puddle" form back to normal, there will be a short
    cutscene. Do NOT press X as soon as the cutscene is over; you will
    automatically exit Morph Ball form. Second, Inglets will appear throughout the
    battle. Attack these with bombs whenever you have the chance while in the Morph
    Ball phase of the battle, since they will leave energy behind. However, ignore
    them while the Boost Guardian is solid unless you are on the brink of death,
    i.e. on your last Energy Tank. Third, if you run out of Light Ammo, you can get
    more from the Inglets or, better yet, just switch to Super Missiles. In
    essence, use whatever you have to attack the Boost Guardian as hard and fast as
    you can. Fourth, note that if the Boost Guardian collides into one of the
    pillars while bouncing around the room, the pillar will be destroyed and it
    will leave an Ultra Energy, which restores a full Energy Tank, or 100 units.
    
    You will undoubtedly discover that this is a very difficult battle, and it will
    most likely take you multiple attempts to defeat the Boost Guardian. It may get
    frustrating, but with each attempt you will get a little better against him.
    The most important thing to remember when you have to fight a boss over and
    over is to not rush. It is easy to get frustrated and just try to do things as
    frantically and quickly as possible. This will get you killed, merely adding to
    your frustration. Before you begin the fight, calm yourself, plan out what
    you're going to do, then go in and do it. If things get crazy and you don't
    know what to do, remember that you can pause at any time to think things
    through. Finally, one of the most frustrating things about this battle is that
    its success is partially dependent on luck. Sometimes the Boost Guardian will
    hit you every time as he bounces around, sometimes hardly at all. Also, when
    and if the pillars get destroyed can crucially affect the battle. If several
    get destroyed early in the battle, they will mostly have been wasted, while if
    one doesn't get destroyed at the time you really need it, you'll die from the
    atmosphere. So if things are going your way, it's important to try and make the
    most of the opportunity.
    
    It will take approximately five charged Light Beam shots to kill the Boost
    Guardian. When you finally succeed, the BOOST BALL will be yours, along with a
    multitude of energy and ammo pick-ups. The Boost Ball allows you to "charge up"
    the Morph Ball by holding B, then zoom off at high speed when you release B,
    just like the Boost Guardian did. Roll out through the tunnel and you can use
    the Boost Ball to reach the DARK TORVUS TEMPLE KEY high up the side of the
    halfpipe. Position yourself underneath the key and boost up one side. As you
    reach the top of your boost, charge up another boost and release it when you
    reach the bottom of the halfpipe. The additional boost will send you higher up
    the side, and you can repeat this until you reach the key. Now, you can
    backtrack to the portal generator (don't forget to save on the way!) and go
    through the Light Portal.
    
    When you return to Torvus Grove, notice that there's another halfpipe just in
    front of the door to Underground Tunnel. Boost up to the top of it and you'll
    discover a ledge that runs along the walls of the room. Follow the ledge around
    the room and you'll find a door. In the next room are several small, mostly
    harmless creatures known as KROCUSSES, and past them you'll reach Forgotten
    Bridge but, like before, you'll be inside the metal tunnel. However, nearby is
    the solid version of the transparent device you saw here in Dark Aether. This
    is a SPINNER, and by rolling into it and boosting several times you can open
    up a gate in the wall, allowing you to travel between the metal walkway and the
    main part of Forgotten Bridge. In the Morph Ball maze through the door at the
    end of the walkway, you can find a MISSILE EXPANSION. It's fairly
    straightforward how you need to progress, but once you activate the second Bomb
    Slot you can reach the tunnel that leads straight back. At the end of it you'll
    find a halfpipe, and at the top is the expansion. On the other side of the
    maze, though, you'll reach Torvus Plaza, the light version of where you just
    fought the Boost Guardian. This room is full of trees and luscious plants,
    though, not terrifying Ing. There is a halfpipe here just like in Dark Aether,
    but unfortunately there's nothing at the top that you can reach right now;
    you'll have to return here later.
    
    You've now explored almost all of the surface of Torvus Bog, but there is still
    much of Dark Torvus that you have not seen. Since you just used the Spinner to
    open the gate in Forgotten Bridge, return there and drop onto the ledge
    underneath the gate. To your right is the Dark Portal you used earlier; go
    through it again.
    
    /==============================================================================
    4. Disturbing Anomalies                                               [III.C.4]
    \==============================================================================
     |[Upper Dark Torvus Bog, Upper Torvus Bog, Temple Grounds West, Agon|
     |Wastes, Dark Agon Wastes]                                          |
     |o Seeker Missile Launcher                                          |
     |o Darkburst                                                        |
     |o Energy Tank 12                                                   |
     |o Missile Expansions 18,22,24,27                                   |
     ---------------------------------------------------------------------
    Once you are in Dark Forgotten Bridge, jump back up onto the bridge and follow
    it to the green door; open it with a Super Missile (which you couldn't do
    before). In the next room you'll need to shoot the LIFTVINE CRYSTAL with the
    Light Beam to make the platform rise, then jump up to the upper ledge. Drop
    down on the other side to reach Venemous Pond, Dark Torvus's Great Bridge. You
    can clearly see a Dark Temple Key on a ledge above a white door, but there's no
    way to reach it, not even by jumping from the ledge at the other end of the
    Morph Ball tunnel. When you drop down to the floor of this room, a Hunter Ing
    will appear. One way to defeat it is to wait until it is over the liftvine
    plant in the water, then activate the Liftvine Crystal to create a Safe Zone.
    There's a Save Station behind the red door, and the white door leads into the
    lower level of the Dark Torvus Temple. While you can't raise the platform into
    the main section of the temple because you don't have all three keys yet, there
    are two other doors here. The blue door leads to an Ammo Station, and at the
    end of the Morph Ball tunnel is a green door with an ENERGY TANK behind it!
    
    Return to Venemous Pond and go through the only other door in this room: the
    black door on ground level. It leads to Portal Chamber, which is almost
    identical to the version of the room in Light Aether. Almost: after you roll
    through the tunnel and reach the other end of the room, look for some platforms
    in the area containing the door that you can jump up. These platforms lead to
    another tunnel which will take you to the area with the Light Portal. Go
    through the portal and you'll find a MISSILE EXPANSION waiting right in front
    of you. Once back in Dark Torvus, you can continue on to the next room,
    Poisoned Bog, which for now is a dead end. That's all you can do in Dark
    Torvus right now, so backtrack to Dark Forgotten Bridge and go through the
    Light Portal.
    
    If you attempt to explore the lower levels of Torvus Bog now, you will discover
    that you need a new item. In order to save some backtracking later on, you
    should go ahead and get this item now. This will also give you a chance to
    re-explore old areas with your new abilities and find several useful items.
    With that in mind, return to the elevator out of Torvus Bog, but be careful,
    because many of the rooms will now be guarded by Grenchlers.
    
    When you reach Temple Grounds, you should head back towards Meeting Grounds.
    However, you can use a shortcut through Path of Eyes: there's a Morph Ball
    tunnel located very close to the door you'll enter by. It can be difficult to
    spot, but once you find it it will take you directly to the other end of the
    room. At the end of the tunnel you'll find a Luminoth Lore (THE WORLD WARPED)
    and a platform that you'll need to shoot with the Dark Beam to move out of the
    way. Now you can open the green doors to easily return to Meeting Grounds.
    You'll probably want to get rid of the War Wasp Hives in the room, but then
    notice the large halfpipe in the room. Boost up it and you'll find another
    Luminoth Lore, AGE OF ANXIETY, with a Morph Ball tunnel nearby. Roll through
    the tunnel, and when you reach a place where you must roll across a series of
    collapsable blocks, boost across them to keep from falling. If you do fall,
    you'll have to backtrack to Meeting Grounds and try again. Once you make it
    across, you can just follow the track as it leads you through several rooms
    before finally sending you over a purple door and dropping you out on the other
    side.
    
    The room you'll end up in is the Hall of Honored Dead, and you'll notice from
    the map that it is directly underneath the Great Temple. Large statues of
    Luminoth heroes surround the room, but what most attracts your attention is the
    item that is locked inside a strong cylindrical cage in the center of the room.
    In order to unlock the cage, you must use the four Spinners around the room to
    rotate sections of the floor. The floor surrounding the cage is divided into
    five rings, and each Spinner simultaneously rotates two adjacent rings. When a
    ring is in the correct position, it will glow yellow. Once all five rings are
    correctly aligned, the cage will open. This puzzle can be time-consuming if you
    approach it by rotating rings randomly, but with a little strategy it can be
    solved quickly. Each Spinner controls two concentric rings, so the key is to
    figure out which rings each Spinner controls, then work from the inside out.
    Numbering the rings from the inside out, here are the rings controlled by each
    Spinner:
    
       red: 1 & 2
    yellow: 2 & 3
      blue: 3 & 4
    purple: 4 & 5
    
    To align the rings, use the red Spinner until ring 1 is aligned, then go to the
    yellow Spinner and use it until ring 2 is aligned. Do the same for ring 3 with
    the blue Spinner, then finally use the purple Spinner until the last two rings
    are aligned. Once all five rings are aligned, the outer ring will raise from
    the floor and the giant statues around the room will focus lasers on the cage,
    shattering it. Now you can collect the item inside, which is the SEEKER MISSILE
    LAUNCHER. Now, by holding down the Y button, an orange targeting reticule will
    appear which you can use to select up to five different targets. When you
    release Y, Missiles will be fired at every target. Also, if you hold down Y
    while locked-on, up to five dots will gradually appear inside the orange
    reticule, indicating how many Missiles will be fired when you release Y. Use
    the Seeker Launcher to get out of the Hall of Honored Dead by selecting each of
    the purple balls around the purple door.
    
    Now you can head back the way you came, but on the ground and not in the Morph
    Ball tunnel. In the second room you'll go through, Service Access, you'll see a
    Morph Ball-sized pipe which leads back to Meeting Grounds, but first go through
    the door, which leads to Landing Site. You'll be on a ledge you couldn't reach
    before, and you'll discover another Luminoth with a Keymaker Lore entry,
    M-DHE'S TESTAMENT, behind some rocks. Jump down to save and refill your ammo,
    then get back onto the ledge by using a movable platform underneath the ledge.
    Also, if you haven't scanned your ship for a Logbook entry yet, do it now,
    because soon you will no longer be able to do so. Now, return to Meeting
    Grounds and follow the path back to Torvus Bog. Once in Torvus, make your way
    to the lower level of Torvus Temple. You may be ready to explore the lower
    levels, but there are still more items to be collected. One of the doors out of
    this chamber is a purple door, so use the Seeker Launcher to open it. Behind it
    is an elevator that goes back to Agon Wastes.
    
    When you leave the elevator room on Agon, you'll find yourself on a ledge above
    Transport Center. Below you is a halfpipe, and on the other side of the
    halfpipe, but higher up, is another ledge with a Dark Portal. You should know
    what to do: drop down onto the halfpipe and boost up to the portal. When you go
    through to Dark Aether, you'll find a MISSILE EXPANSION waiting for you right
    in front of the portal. Once you get it, though, drop down and go through the
    door to the left to reach Portal Site. There are two Dark Pirate Troopers here:
    you can fight them if you want, but all you need to do is go through the other
    door out of Portal Site to reach Judgment Pit. After getting rid of the two
    Warrior Ing here, jump up the platforms until you reach the green door above an
    orange statue. Open the door with a Super Missile and in the next tunnel,
    Warrior's Walk, you can bomb part of the floor. Underneath the floor is a pool
    of Phazon, but at the end of the Phazon is a MISSILE EXPANSION, so drop in and
    roll as fast as you can to the expansion, then hurry back and jump out.
    Warrior's Walk connects Judgment Pit and Battlefield, so continue on to
    Battlefield, then cross it to reach Doomed Entry. Here, jump up the platforms
    and go through the black door. When you reach Dark Oasis, make your way through
    the Inglets to the Light Portal, then return to Light Aether.
    
    You'll now be in Main Reactor of Agon Wastes. Go through the door immediately
    to the right to reach Sand Processing. After taking out the turrets, boost up
    the halfpipe on the half nearest to where you came in and you'll reach a
    tunnel. At the end of the tunnel, scan the computer and activate the Bomb Slot
    to drain the sand out of the other end of the room. With the sand gone, a
    MISSILE EXPANSION is revealed. Once you've got the expansion, boost up the
    halfpipe to reach the door. Once you've saved, you'll discover that there are
    several Metroids flying around in Bioenergy Production. Kill or run past them
    to Biostorage Station, where the real fun awaits. There are several dark blue
    sacs hanging from the ceiling in the room now, and tiny Metroids are issuing
    from the sacs. Scan the METROID COCOONS and INFANT TALLON METROIDS for your
    Logbook, then get busy. The Infant Metroids cannot suck your energy, but they
    can still ram you for minor damage. A charged Power Beam shot or a single
    light/dark shot will kill them. The only thing to worry about is that if an
    Infant Metroid reaches one of the Phazon pools, it will transform into a
    full-grown Metroid. Also, Infant Metroids will keep coming out of the cocoons
    forever until they are destroyed. You don't have to stay in this room, but if
    you want to kill the Metroids, destroy all the cocoons, then eliminate all the
    Infant Metroids. Once you've had your fun, continue on to the Command Center,
    then head back to the Agon Temple.
    
    Go through the black door in Agon Temple to reach Mine Shaft. You already got
    an Energy Tank here, but this time roll all the way down to the bottom, where
    there's a purple door you can now open. This leads to Mining Station B, where
    a large industrial blade is hanging in the center of the room. There are also
    several KRALEES in the room. They're harmless, but interesting because they
    will pop in and out of existence every few seconds. There's also a Bomb Slot in
    this room. When you activate it, the blade will start spinning and a timer will
    begin ticking. Now go through the passage nearby to reach an area with a large
    halfpipe. Scan the panel in front of the halfpipe to activate a Kinetic Orb
    Cannon, which will shoot you up to another ledge. Now, before the timer runs
    out, activate the Bomb Slot at the end of this ledge to raise the blade. It
    will hit a rock outcropping and destroy it, revealing a Dark Portal.
    
    To reach the Dark Portal, scan the Luminoth Lore (THE STELLAR OBJECT) on the
    ledge near the second Bomb Slot, then drop down and boost up the halfpipe. The
    path at the top will drop you down the axle of the blade and leave you standing
    on top of it. Now you can go through the portal to reach Trial Grounds. Go
    through a crack in the wall of the main section, then jump from ledge to ledge
    to reach a Morph Ball tunnel. Roll through the tunnel (avoid the Nightbarbs)
    and at the end you'll reach a Light Portal that's behind a fence you've seen
    before in Duelling Range. Once back in Light Aether, roll back through the
    tunnel, and you'll discover a new item on the ledge. This is the DARKBURST, the
    Charge Combo for the Dark Beam. It uses 5 missiles and 30 Dark Ammo to create a
    large cloud that does heavy damage to anything inside it when it detonates. As
    soon as you claim the Darkburst, two Pirate Aerotroopers will appear. Take them
    out however you want, then leave Mining Station B and make your way back to
    Transport Center. Boost up the halfpipe to reach the elevator, and use it to
    return to Torvus Bog. At long last, it's finally time to explore the lower
    level.
    
    /==============================================================================
    5. Craven Savages                                                     [III.C.5]
    \==============================================================================
     |[Lower Torvus Bog, Lower Dark Torvus Bog]                          |
     |o Gravity Boost                                                    |
     |o Dark Torvus Key 2                                                |
     |o Missile Expansion 33                                             |
     ---------------------------------------------------------------------
    Roll through the Morph Ball-sized tunnel in the lower section of Torvus Temple
    to reach an elevator, with a Luminoth corpse lying against the wall. At the
    bottom of the elevator, you'll step into Hydrodynamo Station. This large,
    cylindrical room is mostly underwater, but you'll enter on a ledge that rings
    the room and is above the surface. There is a central shaft that runs the
    entire height of the room, and underwater are several levels of ledges and
    platforms. Before jumping in the water, though, jump up the rotating platforms
    that are spinning around the central shaft. (Watch out for PREEDS, though.) At
    the top you can reach a red door which contains a Save Station.
    
    Now jump into the water, but jump towards the central pillar. You'll land on a
    circular platform attached to the pillar, and you can see three doors on ledges
    spaced around the room across from your platform. One of them has a Missile
    Expansion on it, but none of them are reachable. Your only choice is do drop
    down to the bottom of the room, and it's here that you'll likely encounter
    BLOGGS for the first time. Bloggs are fast, strong, and dangerous, and quick
    reflexes are the key to defeating them. The best way to kill one is to lock-on
    to it and wait until it is charging straight at you with its mouth open, then
    fire a missile at it before it reaches you. This will kill it immediately. At
    the bottom of Hydrodynamo Station you'll find a scannable control panel, which
    will extend the platform in front of the purple door above and release one of
    the locks securing access to a door at the very bottom of the room. To get back
    up, roll into the central tube, where a cannon will fire you to the top of the
    room. Now you can use the extended platform to reach the ledge, get the MISSILE
    EXPANSION, and use the Seeker Launcher to open the purple door.
    
    Through the door is an upward-sloping tunnel, and when you emerge from the
    water you'll see the air is full of sparkling blue particles, just like when
    you defeated Dark Samus in the Agon Wastes. When you exit the tunnel and enter
    the next room, Training Chamber, the blue particles will merge and condense to
    form Dark Samus! The evil twin of yourself will laugh at you, then explode into
    blue particles again. Apparently Dark Samus isn't ready to fight you again yet,
    but he/she/it wants to let you know that he/she/it is still alive and strong.
    
    Now for the Training Chamber. You'll be standing on a ledge, but most of the
    room is filled with water. Across the room is a large Luminoth statue, but it
    doesn't look like you can do much with it now. Drop into the water, where
    you'll have to fight two Bloggs. Focus on one at a time, and after you've fired
    a missile into each one's open mouth, a Spinner in front of the statue will
    power up. Using the Spinner will rotate a section of the floor containing a
    Morph Ball track, allowing it to connect to two different tracks. When a track
    is connected, lights on the sides of the track will glow a specific color. The
    first track you can connect is the red track, and by following it it will lead
    underneath a wall and to a dry ledge containing a black door as well as a
    Luminoth Lore: this one is titled RECOVERING ENERGY, in which the Luminoth
    discuss their plans to build a device to transfer planetary energy from Dark to
    Light Aether. This is the Energy Transfer Module, the glowing blue ball which
    you found early in your journey.
    
    Through the black door is Transit Tunnel East. A cannon will fire you (in
    Morph Ball form) into a series of underwater pipes. Simply roll through it, and
    at the end is another door leading to the Catacombs. The Catacombs is another
    room that is flooded, but with a few ledges and structures above the waterline.
    You can see several damaged and collapsed pillars in the room, evidence that
    the room was in much better condition prior to being flooded. There's a Dark
    Portal in this room, but it is behind a cage on a platform. Underwater you'll
    have to fight two more Bloggs, and there's also a Bomb Slot on an underwater
    ledge, but it is too high to reach with your limited jumping abilities
    underwater. You can cross the room to reach the ledge on the other side,
    though. Here you'll find a gray door (you haven't seen very many of these yet,
    but you can't open it), as well as a black door. Before you go through the
    black door, though, scan the Luminoth body for G-SCH'S TESTAMENT, and if you
    look above the Dark Portal you can scan another Lore: THE NEW TERROR,
    describing the horror the Luminoth felt when the Ing first began to possess the
    Luminoth.
    
    Now go through the black door, and at the end of a downward-sloping tunnel
    you'll reenter Hydrodynamo Chamber, this time on a different ledge. There's
    another control panel in front of you, and by scanning it you'll extend the
    platform for the ledge you're on and release another lock. Also, the Bloggs in
    the water are now BLOGGLINGS, small versions that are not nearly as strong. You
    still can't reach the final ledge (the one with the white door), but you can
    return to the Training Chamber and use the Spinner to connect the second set of
    Morph Ball tracks, which are blue and lead to a white door. Through this door
    is Transit Tunnel West, another set of pipes. Here, fans will create strong
    currents preventing you from making progress. By using the Bomb Slots, you can
    turn the currents on or off, allowing you to make it through to the other side.
    
    The third and final large room surrounding the central Hydrodynamo Station is
    Gathering Hall, and like the rest, it too is flooded. Like the others, this
    room also contains a large Luminoth statue, but the platform on this statue
    contains a large laser beam which is currently focused on a rock wall.
    Underwater you'll have to defeat one more Blogg, and you'll also discover a
    large section of the floor is made of cracked Benzium, which you cannot
    destroy. In the center of the room underwater is a Dark Portal, but it is
    behind bars. There's also another Lore entry underwater on the other side; it's
    titled NEW WEAPONS, and it relates the invention of the Dark and Light Beams.
    There are also several large spiky objects floating on the surface of the
    water. By firing the Dark Beam at the crystals on the undersides of these
    objects, they will flip over and you can use them to reach the ledge on the
    other side of the room. Along the way you'll jump onto the platform with the
    laser, and you can see that the laser is controlled by a transparent Spinner.
    On the other side of the room is another gray door, along with a Bomb Slot.
    When you activate the Bomb Slot, the bars in front of the Dark Portal will
    lower, so drop underwater and enter the portal.
    
    When you reach the Dark Aether version of this room, called Crypt, you'll see
    that you are no longer underwater: this room is dry except for a small pool of
    toxic water in the center of the room. You'll also discover, likely to your
    dismay, that there are several Dark Pirate Commandos in this room. Like before,
    these enemies are very strong and resilient. Reach a Safe Zone and try to avoid
    their attacks as best you can. You may want to occasionally move to a different
    Safe Zone in order to avoid the EMP grenades. If you want to try to kill the
    pirates before they disappear, you can, but be aware that it will drain your
    missile and ammo supplies. Otherwise, you can try to just avoid their attacks
    until they disappear (which will take several minutes), or you can just try to
    reach the platform containing the laser and use the Spinner device to move the
    laser without getting hit. However you do it, all you need to do here is move
    the laser, which will cause part of the wall to crumble in Light Aether. When
    you return to Gathering Hall, you'll see that a Missile Expansion is now
    exposed near the laser, although it is behind a shield. Also, from the ledge
    with the gray door, you can jump to a cannon underneath the Missile Expansion,
    which will fire you on to a ledge containing a white door.
    
    Through the white door is another watery tunnel, and at the end is the ledge
    containing the final control panel in Hydrodynamo Station. Once the final
    platform is extended and the final lock released, the central section of the
    floor of Hydrodynamo Station will rise, revealing a door underneath. Go through
    the door in the bottom of Hydrodynamo Station to reach Hydrodynamo Shaft, which
    s just an underwater spiral staircase that winds around a large cylindrical
    chamber in which you can see a very large creature swimming. Towards the bottom
    of the shaft you'll encounter a swarm of Hydlings, which you can use to refill
    any energy or ammo you need.
    
    The door at the bottom of the shaft leads to the Main Hydrochamber, which is
    directly underneath the cylindrical chamber you spiraled around. Drop down to
    the bottom of the room, which contains a door on one side and an alcove on the
    other. The alcove leads to a ledge too high to reach, so go through the door.
    Here, in a small storage room, you'll find the GRAVITY BOOST. This useful piece
    of equipment will undo all the handicaps you had to deal with in water. Now
    your visibility is crystal clear, your movement and jumping abilities are at
    full strength, and you can even drift upwards for a considerable distance
    underwater.
    
    As soon as you return to Main Hydrochamber, though, the walls will rotate to
    lock you into the room and a hatch in the ceiling will open, releasing the
    creature you saw through the bars in Hydrochamber Shaft. This is the ALPHA
    BLOGG, and it is in essence a very large, very fast, and very strong Blogg. The
    Alpha Blogg has an additional attack as well: it can fire sonic blasts, which
    will appear as swirls in the water. These can be easily dodged, but if one hits
    you it will blur your vision and prevent you from firing for several seconds.
    The Alpha Blogg's most potent attack, though, is its charge. Just like regular
    Bloggs, the Alpha Blogg will charge straight at you from across the room,
    leaving you only a second or two to respond. Unfortunately, this is also the
    time when the Alpha Blogg is most vulnerable to damage. The best strategy is to
    keep a powerful attack charged up and ready to fire as soon as the Alpha Blogg
    begins to charge, then immediately jump or dash out of the way. Super Missiles,
    Seeker Missiles, and charged Dark Beam shots are all effective against the
    Alpha Blogg. A hit by any of these attacks will take a significant chunk out of
    its energy bar, so use whichever you prefer or have ammo for. The most
    difficult part of the battle is avoiding the charge, but if you can survive
    long enough to get several strong hits in you will destroy the Alpha Blogg.
    
    Once the creature is dead, the walls will unlock and a fan set in the wall will
    stop turning. In order to leave the room, use your new Gravity Boost to reach
    the ledge in front of the fan, and from there you can use the Gravity Boost
    again to drift up and across the room to another ledge. By similarly boosting
    to several more ledges, you can return to the door leading back to the bottom
    of Hydrochamber Shaft.
    
    In Hydrochamber Shaft, use the school of Hydlings to refill your energy,
    missiles, and ammo, but wait a moment before you go back up. Just before the
    short drop where the door to Main Hydrochamber is located, there is a
    cylindrical platform with a ledge on top. Gravity Boost up to the top of it,
    and you'll find a Dark Portal! When you go through the portal, you'll discover
    the second DARK TORVUS TEMPLE KEY is waiting for you on the ledge! Don't try to
    explore any more of this part of Dark Torvus now; immediately go back through
    the portal and return to Hydrodynamo Station. You can no longer use the cannon
    to reach the top of the room, but you can Gravity Boost up. Now would be a good
    time to return to the top of the room and use the Save Station there.
    
    /==============================================================================
    6. Dark Swarms                                                        [III.C.6]
    \==============================================================================
     |[Torvus Bog, Dark Torvus Bog]                                      |
     |o Grapple Beam                                                     |
     |o Dark Torvus Key 3                                                |
     |o Energy Tank 11                                                   |
     |o Beam Ammo Expansion 3                                            |
     |o Missile Expansions 25,26,28,37                                   |
     ---------------------------------------------------------------------
    Now that you have the Gravity Boost, you need to see if there are any other
    areas in Lower Torvus you can access. From Hydrodynamo Station, take the blue
    door to Training Chamber. When you enter the water, the two Blogglings in the
    water will be possessed and transform into DARK BLOGGS. These are tough
    creatures, because it will take about three missiles in the mouth to kill one.
    Try to keep both Dark Bloggs in your field of vision, and do your best to dodge
    out of the way after you fire. When they're both gone, use the Spinner to
    rotate the floor so that the red track is connected. Use the Morph Ball tunnel
    to reach Transit Tunnel East. Now that you can bomb jump normally underwater,
    you can reach and activate the Bomb Slot at the top of a short vertical tube.
    When you do, currents will begin moving up or down the other vertical pipes in
    the tunnel. Go to the third tube past the Bomb Slot, where there is an upward
    current. You need to reach the top of the tube, but it will take some
    ingenuity. The current increases the height of your bomb jump and lowers the
    speed at which you fall. You need to do a bomb jump into the tube, then lay
    another bomb when you are almost at the apex of your jump so that you fall onto
    the bomb just as it detonates. Try it a few times and you'll soon see what you
    need to do. You'll have to do this twice to reach the top of the tube, where
    you'll find a second Bomb Slot. This will reverse the direction of the
    currents temporarily, creating an upward current in the tube containing the
    Energy Tank, which you can see is to the left of the second Bomb Slot. If you
    can reach the top of its tube before time expires, you'll get the ENERGY TANK.
    
    Continue on to the Catacombs, which now is home to two Grenchlers. Don't forget
    that now you can fight them underwater just as well as on land. Once they're
    dead, return to the Bomb Slot on a high underwater ledge underneath the Dark
    Portal. You couldn't reach it before, but with the Gravity Boost you can easily
    activate the Bomb Slot, lowering the bars around the Dark Portal. Jump onto the
    ledge and go through the portal.
    
    The Dark Aether room you'll appear in is called Dungeon, and there are two DARK
    GRENCHLERS in it. Fight them just like you would fight a regular Grenchler,
    only use the Light Beam instead of the Dark Beam. Go through the only door out
    of the room to reach Undertransit Two, where you need to avoid being crushed by
    the cylinders that move up and down in the tunnel. At the end is Sacrificial
    Chamber. This room contains two large, bright objects that generate Safe Zones
    and look like some sort of power generator. There is a Hunter Ing in this room,
    but it's obvious that it's not the only creature here. There is obviously a
    large creature walking around just above you. You can see what it is by
    climbing up the pile of debris on one side of the room, which will let you
    reach a ledge where you can see, through a metal grate, a large creature with a
    single rhinoceros horn. However, you can't scan it from here, so you won't be
    able to find out exactly what it is.
    
    Go through the white door at the other end of the room to reach Undertransit
    One, which is laid out like some pipes you encountered in the NES Metroid game!
    There are three pipes stacked on top of each other, with invisible gaps in them
    that will drop you down to the pipe below. Use the windows in the pipe to keep
    track of your location, and when you can't go forward anymore, do a bomb jump
    to go through a gap up to the pipe above. There's actually an expansion hidden
    in these pipes, which you may discover by accident or not even suspect its
    existence. The expansion is in the top pipe, just left of the central wall. On
    the left side, head for the right half of the middle pipe and find a gap in the
    ceiling. If you bomb up and veer left, you'll land on a ledge in the top level
    from which you can reach the central ring. If you veer right, though, you'll
    run right into the MISSILE EXPANSION. Once you've got the expansion, continue
    through the pipes to the other end.
    
    At the end of this tunnel, you'll enter Crypt, a room you explored before.
    However, this time you'll enter on a ledge surrounded by an energy shield.
    Fire a Dark Beam shot at the crystal to lower the shield and cause several
    platforms in the walls to begin moving in and out from the wall. Also, two Dark
    Pirate Troopers (not Commandos!) will teleport in the room, but you can get rid
    of them easily with the Light Beam. Use the moving platforms to reach the ledge
    above the laser, which contains a white door. The door leads to a tunnel filled
    with Darkling Tentacles; the Power Beam gives you the best chance of hitting
    these fast-moving tentacles.
    
    The tunnel leads to the Dark Aether version of Hydrodynamo Station, called
    Undertemple Shaft. This room is dry, but it still has all the same ledges as
    the Light Aether room, with the addition of a metal cage in the center of the
    room on the level of the three doors. The only way for you to go is down, so
    jump to the bottom of the shaft. You'll find two Hunter Ing down here, which
    you probably don't want to fight, so use the ledges around the edge to jump to
    a Kinetic Orb Cannon, which will fire you up to the top of the room. Here you
    can go through the red door to find a Save Station, then drop down onto a
    metal floor that covers most of the shaft. There is one opening in it, which
    will let you drop onto a ledge with a metal path in front of it. This leads
    into the central cage, where you'll find a Bomb Slot next to the body of a
    Luminoth. The slot will rotate the cage and the walkway so that it connects to
    the door to Sacrificial Chamber. In the tunnel you'll find several Ingsphere
    Caches, so use them to refill as much energy, missiles, and light ammo as you
    can. Past them is some Venom Weed. Shoot it to make it temporarily withdraw,
    then cross it quickly.
    
    The tunnel leads to the upper half of Sacrificial Chamber, and as soon as you
    enter you'll meet the large creature you saw and heard earlier, the GRAPPLE
    GUARDIAN. This sub-guardian resembles a large Grenchler and still has its
    weakness in its back shell. The Grapple Guardian can still ram and bite like a
    regular Grenchler, and it is powerful, so you generally want to stay as far
    away as you can. Its other attack is, of course, its grapple beam, which it
    fires from its horn. If it hits you it will slowly drag you toward it while
    draining energy away. Fire at its eye in order to break free. You can also fire
    at its eye any other time, but you'll notice that doing so will cause it to
    flash yellow, not red, meaning you're not actually doing damage. If you shoot
    its eye enough, you will stun the Grapple Guardian momentarily, possibly just
    long enough for you to get behind it and fire off a missile to do damage. A
    better strategy is to wait until it uses the grapple beam, then try to get it
    to grapple one of the power generators. This will cause it to get stuck to the
    generator, allowing you to get behind it and fire away with the Light Beam.
    Even if it doesn't get stuck to the generator, your best bet of doing damage is
    while it's using the grapple beam attack.
    
    It will take around four or five solid attacks to drop the Grapple Guardian's
    energy bar to 1/4, at which point its shell will break. However, now things
    will work a little differently. The Grapple Guardian will surround its
    vulnerable back with energy from its grapple beam, meaning you can't attack it
    directly like normal. Instead, you'll have to fire at its eye (use the Power
    Beam for this) in order to stun the Grapple Guardian, at which point it will
    be vulnerable to damage for a few seconds. Fire missiles or whatever you have
    as fast as you can here, because it won't last long. (Note that you do not have
    to fire at its back to do damage here.) You'll have to do this about three
    times to finally kill the Grapple Guardian and claim the GRAPPLE BEAM as your
    own.
    
    Once you get the Grapple Beam, the floor will descend down to the lower level,
    preventing you from reaching the door back to Undertemple Shaft. Or has it?
    Climb up the debris pile, and from the ledge there you can lock-on to the
    GRAPPLE POINT on the ceiling (hold down L) to fire the Grapple Beam. This will
    cause you to swing out across the room, and when you're over the ledge with the
    door you can release the Grapple Beam (let go of L) to drop onto the ledge and
    return to Undertemple Shaft. You've now completed your exploration of lower
    Torvus Bog (at least for now), but there's no way to go directly from lower to
    upper Dark Torvus Bog, so you need to find a Light Portal. Use the Grapple
    Points to reach the white door which leads to Crypt and its Light Portal. Once
    you're back in Light Aether, you can leave lower Torvus and head to Great
    Bridge.
    
    In Great Bridge, you'll have to fend off two Dark Pirate Commandos for a couple
    minutes, then you can go through the door to Path of Roots. Here you'll see a
    Luminoth Lore that you passed up the first time you saw it because you hadn't
    yet reached the Torvus Energy Controller. Now you can scan it and read THE ING
    ATTACK and learn about the Luminoth's discovery of the Ing's ability to take
    control of creatures in Light Aether. What's more, there's a Grapple Point in
    this room that you can use to reach a MISSILE EXPANSION. Continuing on to
    Torvus Lagoon, there's an area to the right of the ramp that slopes up to the
    dry land. This area is home to a patch of Venom Weed, and in an alcove high
    above the weed is another MISSILE EXPANSION, which you can reach with the
    Gravity Boost. You can find one more expansion by returning to Great Bridge,
    then going through the white door on the ledge across from the bridge to reach
    Abandoned Worksite. Use the Grapple Point here to swing to yet another MISSILE
    EXPANSION.
    
    Now you have only a few tasks remaining before entering the Dark Torvus Temple.
    Head to Forgotten Bridge and use the portal there, then go through the blue
    door on the bridge to reach Venemous Pond. Before you get the final key,
    though, there is one important expansion you should get. Go through the black
    door and roll through Portal Chamber to reach Poisoned Bog, the dark version of
    Torvus Lagoon. It is mostly filled with toxic water and is home to a Hunter
    Ing, but you can reach a ledge with a purple door. Use the Seeker Launcher to
    open it, and inside you'll find a rare BEAM AMMO EXPANSION, which will increase
    your light and dark ammo capacity by 50.
    
    Now, return to Venemous Pond and reach the ledge with the Light Crystal on it.
    Roll through the Morph Ball tunnel to the left to reach a ledge across from the
    key. Now you can use the Grapple Beam to swing across and claim the final DARK
    TORVUS TEMPLE KEY. Head over to the nearby Save Station, then enter Dark Torvus
    Temple. Before you step into the swirling light in the center of the room,
    though, roll through the branches to the left to reach an Ammo Station. Now
    that your energy, missiles, and ammo are all full, step into the red light.
    
    /==============================================================================
    7. True Deathblows                                                    [III.C.7]
    \==============================================================================
     |[BOSS: Chykka]                                                     |
     |o Dark Visor                                                       |
     ---------------------------------------------------------------------
    The three Dark Temple Keys will move into place on the three small pillars in
    front of the platform. Then, toxic water will begin pouring into the room,
    causing the platform you're standing on to begin rising with the water. You'll
    emerge in the center of the main Dark Torvus Temple, a large circular room
    surrounded by high cliff walls. The room is full of toxic water except for your
    platform in the center. On the wall in front of you is a giant cocoon, held up
    by four supporting structures. Use the Seeker Launcher to target all four
    supports at once, and the cocoon will break and fall into the water, releasing
    the creature inside...
    
    That creature is Chykka, a gigantic black and blue monster. Scan it to learn
    that this is a CHYKKA LARVA, and that its belly is its weak spot. At first,
    Chykka will just swim in a circle around your platform. As it swims, DARK
    SHREDDERS will jump out of the water and begin drifting towards you. (Make sure
    to scan one; this is your only chance!) Shoot the Dark Shredders before they
    crash into you, then focus your attention on Chykka. It will dive underneath
    the water, but watch for it to reappear on your HUD radar. When you see the
    orange dot reappear, turn to face it with a charged Light Beam blast. Chykka
    will leap out of the water and fire a blast of acid at you. Simultaneously
    jump and fire to both avoid the acid and do damage to Chykka, then make sure to
    jump over the splash that will wash over the platform when Chykka lands. Chykka
    is only in the air for a second, so the Power or Light Beams are the only
    weapons that have time to hit it; anything else is just too slow. Chykka will
    leap twice before circling again.
    
    Sometimes, instead of leaping, Chykka will simply rise up and "stand" out of
    the water in front of your platform. When this happens, it is about to try to
    grab you with its tongue and drag you towards it. You can prevent this by
    firing at it or jumping out of the way. Whenever Chykka tries this attack,
    simply pummel it with the Light Beam as much as you can until it resumes
    circling. When your light ammo gets low, fire the Dark Beam at the Dark
    Shredders to get more. This battle is actually fairly easy and you shouldn't
    have too many problems. Once you kill the Chykka Larva, though, is when the
    fun really starts.
    
    The dead larva will sink into the water and the platform you're on will divide
    into three pieces. Then, out of another cocoon will burst a second, adult
    Chykka! This CHYKKA (a different scan!) has a long, slender body and two sets
    of insect-like wings which it uses to hover in the center of the room. Scanning
    will tell you that the adult Chykka is a light creature, so it is vulnerable to
    the Dark Beam. The adult Chykka's main attack is to fire a swath of several
    acid blasts that are very difficult to completely avoid. The best way is to try
    to jump ahead of the blast until it ends, but this is by no means foolproof.
    The hardest part of this battle is simply trying to stay on the platforms,
    since a hit from the acid will usually knock you off, and it can be difficult
    to make your way back on while you are focusing on Chykka. If you are having
    trouble, break your lock-on and focus on getting back on the plaform and in the
    Safe Zone, then return to deal with Chykka. If you see Chykka stay in one place
    for several seconds, it is about to charge you, so immediately use the Grapple
    Beam to swing to one of the other platforms.
    
    To damage Chykka, the first step is to fire the Power or Dark Beams at it. Make
    sure that you remain locked-on to it; sometimes it will zip from side to side,
    which will break your lock-on. These blasts will only cause Chykka to flash
    yellow, though, meaning they're not actually doing damage. However, once Chykka
    is hit enough it will be stunned for several seconds. When this happens, it
    will start slowly rotating and red circles will appear at the bases of each of
    its wings. Now is your chance to damage Chykka, but you have to be fast.
    Quickly use the Grapple Beam to swing to the platform so that you are in front
    of the wings. As soon as you land, charge up the Seeker Launcher and lock-on to
    all four of the targets on the wings. When you hit all four targets
    simultaneously, you will take off 1/8 of Chykka's energy meter.
    
    Once you've done this twice, Chykka will fall into the toxic water in the
    center of the temple. When it arises several seconds later, it will be taken
    over by the Ing and become DARK CHYKKA (new scan). Dark Chykka has a large,
    swolen eggsac, and this is its weak spot. Lock-on to it and fire at it with the
    Light Beam as much as you can. Dark Chykka's main attack is also several blasts
    of acid, although Dark Chykka fires them all in the same place instead of in a
    wide swath, making it a little easier to dodge. Also, Dark Chykka will
    periodically release a swarm of small flying cretures called CHYKLINGS from its
    tail which will head towards you. These can be useful for refilling light and
    dark ammo, so take advantage of them as necessary. Dark Chykka is much easier
    than regular Chykka, since you basically just have to fire at it as fast as you
    can.
    
    When you have Dark Chykka down to half energy, it will change back to normal
    Chykka, and you'll have to do the stun, grapple, missile routine again. If you
    can do it successfully two more times, though, you're almost there. It will
    turn into Dark Chykka once more, and now simply pummel it with the Light Beam,
    missiles, Power Beam, or whatever you have left until it is dead.
    
    Once Chykka dies, the three platforms will rejoin into one, the toxic water
    will drain out of the temple, and a new item will appear in the center of the
    room. This is the DARK VISOR, which allows you to see objects that are not
    visible otherwise. You'll need to put it to good use, too. You'll see a series
    of platforms rise up, but as they do they will turn invisible. Switch to the
    Dark Visor, though, and they will show up in bright red. Using the visor, jump
    up the platforms until you reach a door at the top. This leads to the Dark
    Torvus Energy Controller where, just like in Agon Wastes, you will interface
    with the Energy Controller and absorb the planetary energy stored there. Once
    you have transferred the energy, Dark Torvus's sky will change from purple to
    an eerie red.
    
    Now to transfer the energy to the Light Torvus temple. Head for Dark Forgotten
    Bridge (you may want to stop by the Save Station off of Venemous Pond) and go
    through the portal there. Now you can easily return to Torvus Temple and
    refill the Energy Controller there with the energy. Congratulations, you have
    now restored the planetary energy to two of Aether's regions; only one more to
    go! All that's left now is to visit U-Mos in the Great Temple again to find out
    where to go for the final Energy Controller. However, when you reach Great
    Bridge, you'll be visited by some more Dark Pirate Commandos. This time,
    though, things will go differently. Before, the hardest part about this fight
    was that they are constantly turning invisible, making it hard for you to know
    where to look for them. Now, with the Dark Visor, you can see the pirates lit
    up bright red all the time, making the fight much easier. You still have to
    watch out for their attacks, but you're much less likely to be surprised by an
    attack. Once the Dark Pirate Commandos have gone, return to Torvus Lagoon and
    take the elevator back up to Temple Grounds.
    
      ##/#
     ##/###  >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    ##/--/## D. SANCTUARY FORTRESS                                          [III.D]
     ###/##  >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
      #/##
    
    /==============================================================================
    1. Metallic Warriors                                                  [III.D.1]
    \==============================================================================
     |[Temple Grounds, Sanctuary Fortress Level 1, Ing Hive Level 1]     |
     |o Missile Expansion 48                                             |
     ---------------------------------------------------------------------
    Make your way back towards Meeting Grounds, and when you get there you'll be
    met by three Dark Pirate Commandos. This time, however, you'll have to kill
    them. Use the Dark Visor to keep track of them and attack with the Light Beam
    or Super Missiles, and keep in mind that each pirate will have to take a large
    amount of damage before it dies. Also, the pirates cannot be hurt just before,
    during, or after they move from one point to another.
    
    Once the Dark Pirate Commandos have been dispatched, take the elevator up to
    the Great Temple and talk to U-Mos in the Main Energy Controller. He'll inform
    you that there is only one temple remaining to be restored. It is in a fortress
    built by the Luminoth; this fortress was once guarded by numerous machines they
    designed, but now the machines have been corrupted by the Ing and will view you
    as an enemy. After receiving the instructions, return to Temple Sanctuary and
    open the final translator door in the room, which leads to Transport A Access.
    There's a Save Station through a hole in the wall here, but before you use it
    look for a pile of rocks against the wall. Bomb the rocks to discover a path
    leading underneath the Save Station to a hidden MISSILE EXPANSION.
    
    After you take the elevator back down to Temple Grounds you'll be in Sacred
    Path; this is the part of Temple Grounds you explored at the start of your
    adventure. Make your way past the swarms of War Wasps in this room to reach
    Sacred Bridge, which seems at first glance to be a dead end. Scan the raised
    drawbridge and you will learn that the controls for the bridge are not in the
    "visible spectrum or current timespace". What item do you have that helps you
    see objects that aren't normally visible? That's right, the Dark Visor. With
    the Dark Visor you can see five targets around the bridge; use the Seeker
    Launcher to hit them and lower the bridge. The next room is GFMC Compound,
    where the Federation ship landed. There are three Pirate Troopers inspecting
    things here; if you forgot to scan one earlier, do so now. After you kill the
    pirates you can open the green translator door to reach Fortress Transport
    Access. At the beginning of this suspended walkway you'll meet a LUMINOTH
    TURRET, which is similar to other turrets you've encountered but which takes
    three missiles to kill. At the end of the walkway is another turret along with
    a column of bright yellow light and a Lore entry: THE SKY TEMPLE. Here you'll
    learn that the Ing ruler lives in a place called the Sky Temple, which is
    locked with ten keys hidden across Dark Aether. Through the door is the
    elevator to Sanctuary Fortress.
    
    The elevator will come to a stop in a room with metal walls, a glass floor, and
    many indications of a high level of technological sophistication. There are
    also three dead Luminoth lying on the floor, and it appears they were killed by
    their own machinery. In the long hallway that follows you'll enounter two more
    Luminoth Turrets, then have to scan a control panel to rotate a large "security
    ring" in order to progress. The second half of the hallway contains a group of
    Serenity Class Drones moving along the side wall, and you'll need to use a
    Spinner to rotate a second security ring. Through the windows on the left you
    can catch glimpses of huge machinery.
    
    When you go through the door at the end of the hallway, you'll step outside
    onto a ledge in front of a long bridge leading across a chasm to a huge tower
    of metal and rock: Sanctuary Fortress. The greenish sky and gray-blue rock
    gives even the outside a harsh, mechanical feel. As you cross the bridge, you
    may notice that it is littered with Space Pirate crates and even a few Phazon
    containers. So you won't be too surprised when about seven Pirate Commandos
    appear when you're halfway across the bridge. Make sure to scan one if you
    didn't the first time you fought them, then attack the pirates closest to you.
    The Dark Beam is especially effective, but any weapon will do; and don't forget
    about the Phazon canisters! Also, don't forget about any pirates that are
    behind you, and don't try to attack a pirate that has its shield out. Pirate
    Commandos are dangerous, and with so many of them this battle can be difficult.
    By staying on the bridge you can take them one at a time, and use the crates
    for cover and to get energy or ammo. Once all the pirates are dead the doors
    will unlock and you can enter the main building of the fortress.
    
    In the tunnel the door leads to you'll encounter OCTOPEDES; shoot them a few
    times to cause their sections to separate, then back away unti they all
    self-destruct. In the next room you'll see two large and strong-looking
    humanoid mechanisms. You don't know what they are, but they're turned off right
    now. There's another drawbridge high up in the wall, and with the Dark Visor
    you can see the Seeker Launcher targets to open it. Opening the bridge will
    release a REZBIT, the first of many you'll encounter in Sanctuary Fortress. The
    Rezbit has a variety of attacks: a sweeping laser blast, a series of rapid-fire
    blasts, as well as a shield to temporarily deflect attacks. But its most
    dangerous attack is a virus that it releases into the air. You'll know this
    attack is coming when you cannot lock-on to the Rezbit and blue swirls appear
    in front of it. The only way to prevent the attack is to shoot the Rezbit with
    a charged shot before it launches the attack, which you'll have to do manually.
    The virus, once released, will infect your Power Suit, preventing you from
    firing and causing your visor to malfunction. You'll have to press L+R+B to
    reboot your Power Suit, and you won't be able to fire again until it's
    completely finished. The Dark Beam is the weapon of choice against the Rezbit,
    since a charged shot will stun it for a second and two charged shots will kill
    it.
    
    Once the Rezbit is gone, use a platform on the wall to jump to the bridge and
    enter the Reactor Core. As you enter the room you'll soon see a four-legged
    robot patrolling the area with a red beam sweeping around. When the beam
    focuses on you, it has spotted you and will begin attacking. This robot is
    actually composed to two separate mechanisms, the QUAD CM (the head) and the
    QUAD MB (the body). The head will fire laser blasts at you while the body will
    swipe at you when you get close and turn itself into a top that will spin
    around the room. Whichever part you kill first, the other will continue to
    fight separately. The easiest way to fight these enemies is to destroy the
    head first using any weapon. Once the head is destroyed, only the body will be
    left. Switch to Morph Ball form, and once the Quad MB uses the spinning attack,
    boost into it. This will stun the Quad, which is your chance to roll underneath
    it and lay a bomb, which will destroy it.
    
    Upon killing the Quad, the door into the central part of the room will open.
    In front of it, a curved hallway leads to two doors on either side. The left
    door is a blue translator that you can't open, and the right door leads to a
    Save Station. The central section contains a tall shaft with a gold sphere and
    other objects on it; this is the reactor for the fortress. There's a useless
    (for now) cannon on the ground, as well as a series of ledges leading up to the
    top of the shaft. You'll encounter three Rezbits on your way up, and at the top
    is a yellow door (can't open) and a blue door (go through it). This door leads
    to a small room with a large window in front looking out on several concentric
    spinning rings. Scan the panel in front of the window to learn the code to turn
    off the structure: AMBER COBALT CRIMSON EMERALD. To the left is a Morph Ball
    tunnel that leads to a circular path around the rings. Along the path are four
    Bomb Slots, each with a different color. All you need to do is to activate the
    Bomb Slots in the order indicated by the code. In case your vocabulary is
    especially small, here's what the code means:
    
      amber = yellow
     cobalt = blue
    crimson = red
    emerald = green
    
    When you activate all the Bomb Slots in the appropriate order, the rings will
    stop spinning and you can roll across them to the door. This leads to the Hall
    of Combat Mastery, a large room that is guarded by two Quads. You'll also see
    that there are Morph Ball mazes inside many of the walls, including a Missile
    Expansion in one of them, but there's no way for you to enter them. You'll also
    pass a door that is behind a force field. At the end of the room, you'll go
    through a short tunnel (with a door visible outside it) then reach a portal
    generator. Since there's nowhere else for you to go, activate the generator and
    enter the portal.
    
    Once the transport is complete, you'll no longer be in Sanctuary Fortress, but
    instead in Ing Hive. In this room, Culling Chamber, you'll discover a new form
    of item storage, the INGWORM CACHE, a black sphere composed of tiny Ing. In the
    area where the tunnel was, it is now gone and you can go through the door to
    reach Hazing Cliff. Here, you'll encounter a DARK TALLON METROID, which acts
    similarly to a regular Metroid, although the Ing possession makes it stronger.
    Use the Light Beam to kill it, then walk to the far side of the room where
    you'll find a short tunnel guarded by two DARK DILIGENCE DRONES. Kill them with
    charged Light Beam shots, and behind them you'll find a MISSILE EXPANSION.
    
    Now, return to Culling Chamber and enter the main part of the room. In the wall
    to the left, in one of the Morph Ball mazes and over a bed of Phazon, you'll
    see one of the keys needed to enter the temple, but you can't get it yet.
    You'll also meet several Warrior Ing in this room; use the Light Beam on them
    as well, or Super Missiles if you get low on light ammo. The door that was
    behind a wall is now accessible in Dark Aether: it leads to an elevator. While
    this is where you want to go, you can explore the rest of this floor if you
    want. At the end of Culling Chamber is Unseen Way, which appears to be an
    uncrossable chasm. As its name suggests, though, the Dark Visor will show you
    a moving platform you can use to cross. This leads to Hive Reactor, which
    contains more Warrior Ing. This room also has doors on either side of the
    central shaft: the one on the left leads to an Ammo Station, the one on the
    right to a Save Station. The door leading out of the hive is yellow and cannot
    be opened.
    
    Having reached a dead end here, your only option is to take the elevator off of
    Culling Chamber up to the second floor.
    
    /==============================================================================
    2. Slithering Like Beasts                                             [III.D.2]
    \==============================================================================
     |[Ing Hive Level 2, Sanctuary Fortess Level 2]                      |
     |o Spider Ball                                                      |
     |o Missile Expansion 42                                             |
     ---------------------------------------------------------------------
    At the top of the elevator is Hive Dynamo Works, a room with two ledges
    separated by a wide pit. Furthermore, through the metal grating on the left you
    can see that there is another section of this room which you cannot reach now.
    A swarm of Nightbarbs surrounds a grapple point in the middle of the point, and
    once you've cleared out most of them you can grapple to the ledge across the
    pit. There you'll see a Light Portal behind a force field, as well as a white
    door. The door leads to a dead end, so you need to find a way to lower the
    force field. A scan indicates that the controls are not in the visible spectrum
    or current timespace; again, this is your cue to switch to the Dark Visor. Look
    across the pit and you'll see five targets on the wall. You may need to clear
    out some more Nightbarbs so that they don't interfere with your targeting. Once
    you hit all five targets and lower the force field, open the Light Portal and
    travel through.
    
    Now in simply Dynamo Works, you'll see that the light version of the room does
    not contain a pit, just a tunnel with a broken Quad MB in the middle. Go
    through the nearby black door to reach Dynamo Access. Get rid of the DILIGENCE
    CLASS DRONES in the tunnel with the Dark Beam, then scan the MECHLOPS under the
    floor. Now use the gap to the right of the door to roll underneath the floor
    and lay a bomb in the Mechlop's path so that it grabs it and is destroyed, then
    roll around the wall and exit the floor on the other side. After getting past
    more Diligence Class Drones, you'll reach a door that leads into the large room
    known as Main Gyro Chamber.
    
    The part of the room you'll enter has a locked semi-circular security door in
    front of you, and to the right is a large window. Through the window you can
    see two giant metal rings spinning around a purple electrified sphere. It's a
    rather impressive sight. There's also a control panel that activates an
    elevator down to the bottom of the room here, but there's nothing you can do
    down there now. There's also access to a Morph Ball tunnel in the wall next to
    the window, so roll through the tunnel to reach a ledge on the side of the
    room. There's another Morph Ball tunnel on the other side of this ledge, and
    this tunnel leads to another enclosed area with a large window looking out on
    the gyro. The red door in this area leads to a Save Station.
    
    When you activate the Bomb Slot, a 3 x 3 grid of red, green, and blue circles
    will appear in front of the window. To the left of each row is a beam of light:
    from top to bottom the light is red, green, blue. Finally, there are four small
    gray circles in between the colored circles in the grid. When you fire at one
    of the gray circles, the four colored circles around it will rotate clockwise.
    The goal of the puzzle is to get all three red circles in the top row (as
    indicated by the red beam of light), all the green circles in the middle row,
    and all the blue circles in the bottom row. It's not really that difficult; the
    toughest part is realizing that that's how to solve the puzzle. The best way to
    solve the puzzle is to focus on completing the top row, then solve the bottom
    two rows. Once you have it, a second Bomb Slot will raise from the floor. This
    Bomb Slot will cause the outer ring of the gyro to stop spinning, forming a
    walkway around the room. Go through the Morph Ball tunnel to the side platform,
    then jump onto the ring and use it to reach a similar ledge on the other side.
    There, roll through the Morph Ball tunnel to reach the other side of the area
    where you entered the room. Use the Spinner to open the door connecting the two
    sides, then activate the elevator on this side and ride it up to a door.
    
    This door leads to Temple Access, and when you drop down into the center of the
    room you'll have to fight a Quad. However, unlike most Quads, if you kill the
    head first, another one will appear. For this one, you must destroy the body
    first. Roll underneath it while it is firing the laser beam and lay a bomb to
    destroy the body, then attack the head using the beam opposite to the color of
    its shielding (for white shields use the Dark Beam, for purple shields use the
    Light Beam). Only after the head is destroyed will the door unlock.
    
    Sanctuary Temple, like the others, is a large circular arena with high walls.
    However, this temple is different in that it contains several platforms and
    large pieces of what must have been a gigantic mechanoid. As soon as you drop
    down onto the floor of the temple, two Quads in the temple will be possessed,
    each one becoming a DARK QUAD CM (head) and a DARK QUAD MB (body). They're
    basically the same as normal; you don't need to change your strategy. Just try
    to keep in mind where the other one is while you're fighting one. The best way
    to fight multiple Quads is to destroy all the heads, then take out all the
    bodies. Once they're both dead, head to the far side of the temple where you'll
    find a platform that slopes upward. Jump onto this platform and by both jumping
    and grappling you can reach the topmost platform in the center of the temple.
    To the left is a blue translator door, to the right is a gray door, and
    straight ahead are two grapple points. To reach the door on the far side, you
    have to latch onto the first grapple point, swing across, then let go and
    immediately press L again to latch onto the second point, from which you can
    reach the door.
    
    This door, of course, leads to the Sanctuary Energy Controller, where just as
    before you'll find a holographic message left by the last guardian of the
    fortress. He will tell you that this fortress was a place of refuge for the
    Luminoth, but the portals here lead to the Ing Hive, the center of their
    operations. This guardian devised the various mechanisms used to fight the Ing,
    but eventually they were all corrupted. Finally, the guardian will give you the
    ability to translate Cobalt holograms and refill your energy. There is a blue
    Lore entry on the wall next to the Energy Controller; this entry is titled
    AGON FALLS, and it describes the loss of the first region to the Ing along with
    the horror the Luminoth felt when they realized the Ing were using the Energy
    Transfer Module to steal the energy from Luminoth.
    
    When you return to Sanctuary Temple, there will be MEKENOBITES hanging from the
    bottom of the platforms. These mechanoids are very annoying and can only be
    destroyed by using the Seeker Launcher to fire missiles at each of their legs,
    but the best strategy is usually just to run past them. Grapple back to the
    central platform, and now you can grapple to the ledge with the translator door
    and open it. This leads to an outdoor room called Workers Path. Jump to the
    third platform, then turn around and scan the panel on the bottom of the
    second platform to activate a cannon there, and use it to fire you to another
    set of platforms, which lead to the door.
    
    Through the door is the other side of Dynamo Works. You'll be facing a solid
    wall with a Morph Ball tunnel leading through it. You'll also see a large
    Pillbug rolling around inside the wall. Scan the Pillbug and you'll realize
    that it is the SPIDER GUARDIAN! Note that this is the only time you can scan
    the Spider Guardian; you will not have a chance once the battle starts. Roll
    into the tunnel and you'll enter a Morph Ball maze that is shared by the Spider
    Guardian. That's right: this battle will be fought entirely in Morph Ball form.
    The Spider Guardian will roll along the blue tracks in the middle of the maze,
    and a circle of blue energy emanates from it. You will take damage if you
    touch this circle, meaning you cannot be right next to the Spider Guardian. The
    circle also extends through walls, so even if you and the Spider Guardian are
    on opposite sides of a wall, you may still take damage. Basically, if there is
    just a "thin" wall or floor between you, you will be hurt, but not if there is
    a "thick" wall separating you (this will make sense when you fight him). To
    damage the Spider Guardian, you must damage it with bombs; this is made
    difficult because you can't get close to it. After you hit it once, the energy
    circle around it will turn red and it will start rolling faster. Hit it twice
    more and several things will happen. The energy circle will turn green, the
    Spider Guardian will start moving slower than normal, and most importantly a
    Bomb Slot on the right side of the maze will turn on. To damage the Spider
    Guardian, you must reach the Bomb Slot before the guardian's circle turns blue
    again and the Bomb Slot turns off. When you activate the slot, a gate nearby
    will switch positions, directing the Spider Guardian into a blue electrical
    cylinder. This will take off 1/6 of the guardian's energy bar, and it will
    continue on to another section of the room.
    
    Follow the Spider Guardian into the next section, which contains a half-pipe.
    This section is tricky because the guardian's path takes it along the narrow
    areas on both sides of the half-pipe, so try to avoid boosting when it is in
    those areas. To bomb the Spider Guardian in this section, the best way is to
    boost onto the left platform, then drop down laying bombs as you fall. When the
    energy circle turns green, a platform will extend along with the Bomb Slot
    powering up. Boost up to the left platform, then roll across the platform to
    reach the slot. The next section also features a half-pipe, but only leads up
    to platforms on one side and has a more complicated set of platforms in the
    center. The best way to bomb the guardian here is either by dropping through
    the hole in the top platforms and laying them as you fall or by boosting up the
    right side and laying them at the top there. Several platforms will extend when
    the energy circle turns green here: boost up the left side, then follow the
    platforms down to the Bomb Slot.
    
    Once you clear this area, you'll reach a passage blocked by several crates.
    Bomb the crates to regain some energy before dropping into the final section of
    the maze. This final section is the most difficult, consisting of three levels
    of platforms with very little space between them. The fact that this section is
    so cramped is what makes it difficult, since is is hard to avoid being hit by
    the Spider Guardian's energy circle. However, note that there are several
    humps in some of the platforms and dips in the floor below, forming a few
    places where the space between levels is thicker than usual. You are safe from
    the Spider Guardian if you are on one side of the thick floor and it is on the
    other. It is also important to watch your health in this area because it is
    easy to get killed here due to the difficulty in avoiding the guardian.
    
    You'll note that this section also has three Bomb Slots and three electrical
    cylinders that will damage the Spider Guardian. The first time the guardian
    turns green here, only the slot in the bottom-left will turn on. Activate this
    slot and the Spider Guardian will run into one of the cylinders and take
    damage. The next time the guardian turns green, both the first Bomb Slot and
    the one in the upper-right will turn on. To damage the Spider Guardian this
    time, you must activate BOTH Bomb Slots while it is green. The best way to do
    this is to activate the first slot, then bomb the Spider Guardian again, which
    effectively restarts its clock. Now head for the second Bomb Slot, and
    hopefully the Spider Guardian will run into the second electric cylinder. Note
    the word "hopefully": if the guardian runs into a gate from the wrong side, it
    will push the gate open and undo everything. For the final cylinder, you'll
    have to activate ALL THREE Bomb Slots: lower-left, upper-right, and upper-left.
    Just like before, bomb the guardian again in between each Bomb Slot to buy
    yourself more time. This can be repeated indefinitely, so if you're having
    trouble making a jump, roll over and bomb it again before you have to restart.
    Also, the Spider Guardian's position when you activate the final Bomb Slot will
    determine whether or not it will reach the final cylinder without going through
    any gates. It's difficult to tell for sure, but in general if the guardian is
    in the lower-right, center, or upper-right, you should be OK.
    
    When the Spider Guardian runs into the final electric cylinder, it will die and
    a tunnel will be revealed where the cylinder once was. Roll through the tunnel
    to reach a small chamber containing the SPIDER BALL. Now return to the maze and
    use the Spider Ball to get out. When you have to go up and need to reach a
    higher level of track, use a bomb jump while still holding down R. When you go
    over a large section of wall as you turn the corner, look for a ledge at the
    top of the track. Bomb jump off of the track here and the ledge will take you
    to a MISSILE EXPANSION just in front of a tunnel. The tunnel will drop you off
    on the other side of Dynamo Works; a handy shortcut. Roll up the Spider Ball
    track on the side of the ledge to reach the door to the elevator down to the
    first level, but not before scanning the dead Luminoth on the ledge for C-ACH'S
    TESTAMENT.
    
    /==============================================================================
    3. Deliverance from Terror                                            [III.D.3]
    \==============================================================================
     |[Sanctuary Fortress Level 1, Lower Torvus Bog, Lower Dark Torvus   |
     |Bog]                                                               |
     |o Power Bomb                                                       |
     |o Hive Temple Key 1                                                |
     |o Energy Tanks 3,13                                                |
     |o Missile Expansions 34,35,40                                      |
     ---------------------------------------------------------------------
    At the bottom of the elevator you'll enter the walled-off section of Hall of
    Combat Mastery, which contains a Lore projector. THE FINAL CRUSADE tells of the
    Luminoth's final desparate mission to invade the Sky Temple and retrieve the
    Energy Transfer Module. Use the SPIDER BALL TRACK (you can scan it for a
    Logbook entry) to get out of the closed-off section, then roll up the nearby
    track on the side of the wall to enter the Morph Ball maze inside the walls.
    To make it through the maze, you'll have to dodge flames, lasers, and Phazon
    by careful timing, accurate bomb jumping, and riding moving platforms. When you
    make it to the end you can grab a MISSILE EXPANSION before exiting the maze.
    Now use the portal generator to travel to Dark Aether. Straight ahead at the
    end of the first hallway is a Spider Ball track, and riding it will take you
    inside the wall where you can grab HIVE TEMPLE KEY 1. Once you've got the key,
    use the portal again to return to Light Aether.
    
    Now backtrack to the Reactor Core and make sure to destroy all the Rezbits as
    you climb down to the bottom. It's time to get some practice with your new
    Spider Ball technology. Launch yourself from the cannon, but hold down R while
    doing so; this way, you will latch onto the magnetic surface of the gold sphere
    you were fired at. Keep holding down R as you roll around the sphere, and when
    the electricity at the top of the sphere turns off, roll up the blue track
    there to reach a second sphere. On this sphere, position yourself over the red
    circle on the sphere, then hold B (while still holding R) to charge up a boost.
    When you release the boost, you will launch off of the surface of the track and
    (if you were on the red circle) onto another, smaller sphere. This sphere has
    another red circle on it, so repeat this procedure, boosting from sphere to
    sphere, until you finally boost onto another blue Spider Ball track. Now you
    can follow this track until it leads you to an ENERGY TANK! Once you've got the
    tank, let go of R to fall to the bottom of the room.
    
    Now you can open the translator door at one end of the semicircular hallway,
    and behind it is a room containing a Map Station. Stop by the nearby Save
    Station if you need to, then take a look at your map. There's nowhere else in
    Sanctuary Fortress that you can access right now, and the reason is that you
    need a new item. However, getting that item is going to require a trip back to
    Torvus Bog. Head out of Reactor Core back towards the fortress entrance, and in
    the hallway just before you reach the bridge you'll once again see the glowing
    blue dots that signal that Dark Samus is nearby. When you step outside into
    Sanctuary Entrance, Dark Samus will materialize in the middle of the bridge,
    then let out a blast of energy that will completely destroy the bridge before
    disappearing once again! You still need to get across to the elevator, but it
    will be more of a challenge with no bridge to walk across. Turn to your left
    (as you face the cliff) and you'll see a Spider Ball track against the wall.
    This track will lead you out across the cliff until it ends halfway across.
    Here you'll need to boost off the track and onto the track on the other side,
    then follow the second track to complete the trip.
    
    Once you've made it, return to the elevator and take it back to Temple Grounds.
    To reach the elevator to Torvus Bog, you'll need to go via the Great Temple, so
    head for the nearest Great Temple elevator. From Great Temple, take Temple
    Transport C to reach Meeting Grounds and the path to Torvus Bog. Along the way,
    in Path of Eyes, you'll pass a green door. Open it with a Super Missile, then
    let the cannon launch you across the gap to the other side, where you can use
    your Grapple Beam to reach an ENERGY TANK! Unfortunately, you can't open the
    yellow door here, so return to Path of Eyes and continue on to the Torvus
    elevator. When you make it back to Torvus Bog, head straight for Torvus Temple
    and take the elevator down to the lower levels. Drop straight to the bottom of
    Hydrodynamo Station and go through the door to reach Main Hydrochamber, where
    you previously fought the Alpha Blogg. There's an alcove in this room that
    contains a Spider Ball track, and by rolling up it you'll reach a dark portal
    on a ledge. Go through the portal to enter the Dark Torvus version of this
    room, Undertemple, and when you step out into the center of the room you'll
    encounter the final Sub-Guardian.
    
    The POWER BOMB GUARDIAN is a gigantic Sporb perched on top of a pillar in the
    center of the room. This Sporb is even more annoying than most, however, due to
    its ability to spit not just toxic darts, but Power Bombs. The only way to
    damage the Power Bomb Guardian is to activate four Bomb Slots located high on
    the walls around it which are accessible via a maze of Spider Ball tracks on
    the walls. This is easier said than done, however, because the Power Bomb
    Guardian will fire bombs at you trying to knock you off. Additionally, Inglets
    will patrol the walls; they can also knock you off, although you can bomb them
    to regain energy. The key to staying on the tracks is to keep moving and to
    head towards the nearest Bomb Slot as fast as possible. Don't be afraid to
    take shortcuts such as releasing R so that you start falling, then holding R
    again so that you latch onto a lower track. If a Power Bomb lands close to you,
    get far away as fast you can, since these bombs have a wide range and will
    knock you off the wall.
    
    When you do activate a Bomb Slot, a surge of electricity will arc into the
    Power Bomb Guardian, taking away 1/4 of its energy. Once you have used a Bomb
    Slot, the Safe Zone around it will disappear so you can quickly tell whether or
    not you have used it. You will automatically fall to the ground after
    activating a slot, so return to the Spider Ball tracks and head for the next
    Bomb Slot. Repeat this for all four slots to defeat the Power Bomb Guardian.
    Near the end it becomes especially difficult to reach the Bomb Slot because it
    will fire several bombs in succession. The best strategy is to roll around away
    from the slot until the bombs are launched, then make a break for the Bomb Slot
    before any more can be fired. Once the final slot is activated, a beam from the
    ceiling will fall and crush the Power Bomb Guardian. Use the Spider Ball tracks
    one last time to reach the top of the beam, and in the center of it you'll find
    the POWER BOMB. Now you can lay Power Bombs while in Morph Ball mode, which are
    capable of dealing heavy damage to almost any enemy, destroying Denzium
    materials, and opening yellow doors, which will come in handy in leaving the
    room. Note that you only have two Power Bombs, so use them only when necessary
    for now. You will now receive Power Bomb Ammo from crates and enemies, and you
    can also find Power Bomb Expansions which will increase your capacity by one.
    
    The yellow door leads to Undertemple Access. Quickly (since there are no Safe
    Zones) shoot the Darkling Tentacles to reach the top of the stairs and lay
    another Power Bomb to open the door. Your new Power Bombs will allow you to
    collect several expansions, so use the Kinetic Orb Cannon to reach the top of
    the room, save, then drop down and grapple to the white door to reach Crypt.
    Go through the light portal here to reach Gathering Hall, where the center of
    the floor is made of cracked Denzium. Lay a Power Bomb to destroy the floor and
    reveal a curved area underneath with a yellow plug in the center. Another Power
    Bomb will destroy this plug, causing the water to drain out of the room. Now
    you can boost up the curved walls and latch onto Spider Ball tracks in the air
    on either side. Follow these tracks (you'll have to do some boosting) and
    you'll reach two Bomb Slots, one on each side. When you activate both slots,
    the force field surrounding the Missile Expansion in this room will disappear.
    To reach the expansion, grapple onto the ledge with the laser, then turn around
    and jump onto the newly-extended platform, from which you can jump to the
    MISSILE EXPANSION.
    
    Now exit through the white door, go through the connecting tunnel, and reach
    Training Chamber. Jump over the fence into the center of the room, destroy the
    Dark Bloggs, then roll up the Spider Ball track to the left of the statue. This
    track will end over a small ledge with a Bomb Slot, and when you activate the
    slot the statue will slide forward. Look behind the statue and you'll find not
    only a MISSILE EXPANSION but also a Spider Ball track up to a yellow door. Open
    the door with a Power Bomb and you'll find a hallway leading to an elevator.
    This elevator goes to, of all places, Sanctuary Fortress.
    
    /==============================================================================
    4. Extreme Caution Recommended                                        [III.D.4]
    \==============================================================================
     |[Sanctuary Fortress Levels 1,2]                                    |
     |o Echo Visor                                                       |
     |o Power Bomb Expansions 6,7                                        |
     ---------------------------------------------------------------------
    After stepping off the elevator and passing through a hallway guarded by
    Octopedes, you'll enter a large room called Main Research that is guarded by
    two Quads. Once the Quads are gone, scan the lore entry, TORVUS FALLS, by the
    door to add it to your Logbook. This entry, along with many you've recently
    discovered, appear to be fairly recent, describing the Luminoth's defeat as the
    Ing take over more and more of Aether. It's obvious there's much more in this
    room, but for now all you can do is follow the Spider Ball track across the
    room up to a door. This door leads to Transit Station, and be ready to take out
    a Luminoth Turret that will be waiting for you as soon as you enter.
    
    There's another turret guarding the door out, but if you want to go on a little
    adventure for an expansion, destroy the Denzium panel in the middle of the room
    with a Power Bomb and go through the dark portal behind it. In the dark version
    of the room, called Hive Portal Chamber, a DARK INGSHASHER will break out of a
    wall and attack! You've seen these giant robots in several places throughout
    the fortress, but until now they've all been deactivated. What's more, this one
    is Ing-possessed, making it even more dangerous. Ironically, these were
    designed by the Luminoth to fight the Ing, but now this one has been taken over
    by an Ing. Ingsmashers are very tough and powerful: they can fire missiles from
    the launcher mounted on their shoulders, they can create shock waves on the
    floor by smashing it, and they can simply punch with their massive fists. They
    will also periodically create a sphere of purple or white energy which it will
    use to deflect all attacks. You can get past this barrier by firing a charged
    shot of the opposite beam (Light Beam for purple shield and vice versa). Any
    other time you should attack the Dark Ingsmasher with missiles as fast as you
    can while avoiding its attacks.
    
    Once its dead, walk into the alcove it broke out of and you'll find a light
    portal. When you go through the portal you'll appear to be trapped in an alcove
    of Transit Station, but there's actually a Morph Ball tunnel near the grate
    that leads to another dark portal. Now, back in Hive Portal Chamber, a Spider
    Ball track leads to another light portal. Transport between worlds one more
    time, and in Transit Station you'll find another Spider Ball track which leads
    across the room (don't fall off!) and finally ends at a POWER BOMB EXPANSION,
    which will allow you to carry one more Power Bomb.
    
    When you finally leave Transit Station you'll be back at the top of Main
    Reactor. Drop down and save, then head for the entrance one more time to make
    more use of your Power Bombs. You won't get very far, however, before the doors
    will lock and you'll be forced to fight two INGSMASHERS, one at a time. Use the
    same strategies against them that you did for the Dark Ingsmashers. Once you've
    destroyed both of them you can proceed to the entrance. Facing the cliff, turn
    to the right and you'll find a sheet of Denzium blocking an elevator. Destroy
    the Denzium and ride the elevator to a control panel, which will activate a
    cannon in front of the bottom of the elevator. The cannon will fire you onto a
    platform in the middle of the cliff with a Vigilance Class Turret on it, the
    kind you can control. Before you enter the turret, though, use the Scan Visor
    to locate two sections of wall, one on each side, that can be destroyed. Use
    the turret to destroy both sections of wall, then follow the Spider Ball track
    to another cannon which will shoot you back.
    
    Now head to the other side of the door where there are some ledges you can jump
    up. They lead to a lore entry, TWILIGHT, which describes the Luminoth's final
    retreat, and a Spider Ball track. Follow the track up to one of the ledges you
    exposed by destroying the walls. On this ledge is a dead Luminoth which you can
    scan for S-JRS'S TESTAMENT and a cannon. This cannon will fire you all the way
    across the cliff to the other newly-exposed ledge, where you can collect
    another POWER BOMB EXPANSION. Drop down from the ledge, ride the Spider Ball
    track back across the abyss, and return to Main Reactor.
    
    By studying your map, you'll notice that a yellow door in Main Gyro Chamber
    leads to a tall, unexplored shaft. Head for that room, and as you pass through
    Hall of Combat Mastery, some of the Ingsmashers will come to life and attack.
    You can just run past them if you don't want to fight them, but once you kill
    them they'll be gone for good, so it's not a bad idea to go ahead and get rid
    of them (just make sure you've scanned one). If you want, you can use a Power
    Bomb in the Denzium tunnel just before the portal generator to reach a passage
    leading to an elevator to Agon Wastes, but there's not much reason to return
    there now. Reach the elevator to the second level by using the Spider Ball
    at the end of the walls of the enclosed area.
    
    When you reach Main Gyro Chamber, take the elevator down to the bottom just so
    you can scan the lore entry there, called SHATTERED HOPE. Now take the elevator
    up to the area with the white door, which leads to the temple. A Power Bomb
    can destroy the cylinders on the floor there, which will allow a Bomb Slot to
    rise up from the floor. When you activate it, another colored-circle puzzle
    will appear in the air. Just like the first one, you must shoot the targets in
    the center of each cluster of circles to rotate them so that all the circles of
    each color are in the correct row. When you solve the puzzle, a second Bomb
    Slot will rise; this slot will cause the inner ring of the gyro to stop
    rotating, although it will stop at an angle, not horizontally. When you
    approach the ring, you'll see that a Spider Ball track runs along its edge.
    Ride the track as far as you can: it ends across from a panel of glass blocking
    the yellow door. However, part of the glass is cracked and it seems that it
    wouldn't be hard to break it. Go as far on the Spider Ball track as you can,
    then boost off of the track and you will shatter the glass, landing on the
    platform. Now you can Power Bomb the door and go through.
    
    As soon as you enter Checkpoint Station, you'll see (through a window) several
    Space Pirates firing at Dark Samus! Dark Samus will easily defeat them, then
    start drawing Phazon from several containers in the room. Head to the right to
    enter a passage full of crates; use these to refill your energy, missiles, and
    ammo, especially light ammo. When you're ready, go through the gate to enter
    the other side of the room, but Dark Samus won't be there! As soon as you go
    through the door out of the room and into Aerie Transport Station, though,
    you'll find your nemesis drawing more energy from a wall of Phazon on the far
    side of a large circular platform. When Dark Samus turns and sees you, she will
    press a button on a control panel nearby, then begin her attack. As the battle
    begins, the platform will begin to climb up through a tall vertical shaft.
    That's right, your second battle with Dark Samus will take place on a moving
    elevator. Let's get going!
    
    Make sure to scan DARK SAMUS 2 for a new Logbook entry, then get ready for a
    long, intense fight. Just like before, Dark Samus is fast-moving, frequently
    breaking your lock-on with quick dashes and jumps. She is vulnerable to your
    attacks anytime she isn't surrounded by a blue sphere of Phazon (except for
    Power Bombs), and the Light Beam is your best weapon. Fire charged shots of it
    at her as often as possible, but be aware that she may dodge your shot or
    quickly create a shield of Phazon to block it. The best way to prevent this is
    to fire two shots in quick succession or to fire just after she has finished an
    attack. You can also use missiles, especially once your light ammo gets low.
    Dark Samus retains many of her attacks from your first encounter, such as the
    scatter shot and missiles. She has also acquired a few new attacks: a charged
    shot that will temporarily encase you in Phazon and a sweeping beam shot.
    
    When the elevator reaches its destination, Aerie, the fight will continue in a
    slightly larger arena, and Dark Samus will unleash a few additional attacks.
    She now has the ability to transform into a Boost Ball that bounces crazily
    around the room at high speed, very similar to the Boost Guardian; she is
    invulnerable in this form. Additionally, Dark Samus can still use the collision
    attack in which she fires herself straight at you from the air; she is also
    invulnerable during this attack and while a sphere of Phazon surrounds her
    after she lands. This attack is fairly easily to avoid by dodging just before
    she launches herself; for the Boost Ball attack, just pay close attention and
    try your best to dodge it. Dark Samus's final trick is the ability to become
    invisible. When you see her disappear, switch to the Dark Visor and she'll
    show up as bright red. Dark Samus will continue to fight as normal while
    invisible, but eventually one hit from you will cause your Dark Visor to
    overload, completely blacking it out. Once this happens, switch back to the
    Combat Visor.
    
    Know that there is no quick way to defeat Dark Samus, it is simply a matter of
    gradually whittling down her energy and staying alive longer than her. Note
    that Dark Samus's attacks will destroy some of the columns and crates in the
    Aerie, which will provide a little bit of extra ammo and energy, but not much.
    When you finally deliver the last shot to Dark Samus, she will break one of the
    walls at the edge of the room, then fall off to the ground an unimaginable
    distance below. You know enough by now not to believe that Dark Samus is gone
    for good, but at least you won't be bothered by her again for a while.
    
    Now that Dark Samus is gone, you'll realize that the only place for you to go
    appears to be to jump onto a ledge outside the broken section of wall. Here
    you'll find a narrow walkway that leads around the edge of Aerie to an alcove
    containing a Dark Portal. Once in Dark Aether, stay in the Safe Zone around the
    portal for a while if necessary, so that you have at least one or two full
    Energy Tanks. Then follow the narrow walkway back, where you'll find some
    crates full of health and a Spider Ball track that leads over the wall. You'll
    see that a circular ring of Spider Ball track occupies the center of the room,
    with a Spinner device in front of it. Use the Spinner to rotate the ring until
    it locks in position, then ride the Spider Ball track up and around the ring
    until it ends at a beam angled back and directly in front of a ledge with a
    light portal. Boost off the track onto the ledge, then go through the portal.
    Back in Aerie, you'll see an item waiting for you on a platform in the center
    of the room. Jump to it to earn the ECHO VISOR, the coolest visor in the game.
    This visor creates an image by sending out sonic pulses which bounce off
    objects.
    
    Drop back down to the floor and switch to your new visor to get a shock:
    everything will be black, with only the edges of objects visible as gray
    outlines that periodically brighten as the visor sends out sonic waves. You'll
    also see several special icons in your visor: there are three closed padlocks
    over each of the three columns in the elevator platform, as well as three
    orange icons on the structures around the platform. These orange icons resemble
    waves spreading out from a source, and you can actually see sound waves
    travelling from the orange icons to the padlocks. It appears that the orange
    icons indicate sonic transmitters of some sort, and they appear to be connected
    to the locks. You can lock-on to the transmitters, and when you shoot one the
    sound waves will stop traveling from it, and its corresponding padlock icon
    will open. Shoot all three transmitters and the elevator will unlock, returning
    you back down to Checkpoint Station. However, as soon as you enter this room
    you'll realize that all the doors out have locked. Switch to the Echo Visor
    again to see another transmitter and lock in the room. Turn off this
    transmitter (it will take more than one shot) to unlock the doors.
    
    /==============================================================================
    5. Battered Fortress                                                  [III.D.5]
    \==============================================================================
     |[Sanctuary Fortress Levels 1,2, Ing Hive Levels 1,2]               |
     |o Screw Attack                                                     |
     |o Hive Temple Keys 2,3                                             |
     |o Energy Tank 14                                                   |
     |o Beam Ammo Expansion 4                                            |
     |o Missile Expansions 41,43,44,47                                   |
     ---------------------------------------------------------------------
    Back in Main Gyro Chamber, you're probably ready to drop by the nearby Save
    Station. Once that's done, you can use the Echo Visor to grab an easy Missile
    Expansion. Go to Temple Access, which is through the white door on the top
    level. If you haven't already, use the Dark Visor to locate Seeker Missile
    targets on the wall. When you hit them all, a Morph Ball cannon will open in
    the center of the room. Use the cannon to return to the upper ledge, then
    switch to the Echo Visor. You'll see a transmitter on the column in front of
    you and when you turn it off, a timer will start. Quickly drop down and use the
    cannon again, but this time you'll end up under the floor, where there's a
    MISSILE EXPANSION. To get out, use the Spinner under the floor to open up an
    exit.
    
    Now return to Main Gyro Chamber and go through the black door to Dynamo Works.
    Use the dark portal there and then go through the white door nearby, heading
    back the way you came. In Hive Dynamo Access, your way will be blocked by a
    rounded gate with several red circles in it. This gate is receiving sonic
    signals from several nearby transmitters. Switch to the Echo Visor to see the
    transmitters, and when you shoot them all the gate will open. Beyond the gate
    is the door to Hive Gyro Chamber. Unlike in Light Aether, this room does not
    have several rapidly rotating rings in the center, but instead a large
    magnetic sphere surrounded by rotating platforms. There is also no glass in
    front of any of the ledges, allowing you to jump straight onto the ledges. Do
    so, and use the Spider Ball to roll onto the central sphere. (Use bombs to fend
    off the Darkling Tentacles.) At the top of the sphere is another Spider Ball
    track, from the top of it you can boost onto a circular ring of track, and by
    boosting across this ring you can snag HIVE TEMPLE KEY 2 in the center. Before
    leaving you can explore where all the doors out of Hive Gyro Chamber lead.
    Above where you entered is the access to the Hive Temple, which is blocked
    because you haven't yet found the third key. On the other side, the lower ledge
    contains a red door that leads to a save station, and the ledge above it leads
    towards where the Aerie elevator is in Light Aether. The room with the window
    is home to two Warrior Ing, and in the place of the elevator is an Ammo
    Station. Once you've investigated all these places, return to Hive Dynamo Works
    and go back through the light portal.
    
    Your next destination is to return to Main Research; you can see on the map
    that a door there will connect you to some of the last unexplored areas in the
    fortress. When you make it back to Main Research, kill both of the Quads there,
    then take a look at the blue wall. It is covered with Spider Ball tracks, but
    to successfully navigate the tracks you'll have to dodge a variety of
    mechanical devices that will knock you off if you hit them. If the avoid them
    all, your reward will be a MISSILE EXPANSION. Now look inside the central
    walled-off cylinder in the room. A large machine has lowered and is now visible
    inside; this is the CARETAKER CLASS DRONE, and you need to scan it now. There's
    also a green gate in the room; scan it to learn that it's receiving sonic
    transmissions. Switch to the Echo Visor and you'll see three transmitters
    in the room beaming signals to the gate: the gate will open when you shoot all
    of them, revealing a dark portal. Go through the portal and you'll have to deal
    with two Hunter Ing in the dark version of the room. You can fight them or just
    ignore them as you cross to the other side of the room, where there's another
    sonic gate. Again use the Echo Visor to turn off four transmitters, and behind
    this gate is a control panel. The panel will raise up a section of floor
    surrounding the central shaft. Now you can go underneath the floor into the
    bottom of the shaft, where there's a light portal.
    
    After emerging from the portal you'll be inside the central cylinder in Main
    Research. The only thing you can do in here is ride the Spider Ball track up to
    a horizontal track that forms a ring around the wall. When you reach this
    track, the floor will rise so that it is just underneath the track, and the
    Caretaker drone will descend so that it is just above you. The Caretaker drone
    attacks by extending its robot arms and rotating them along the track in an
    attempt to knock you off. If they hit you, that in itself will do damage, but
    then you will fall onto the floor, which will have electricity surge through it
    periodically. If you get knocked off, bomb jump back onto the track as soon as
    you can. To damage the drone, look for a narrow red pole to extend from its
    underside. When you see this pole, boost off of the track into it, and it will
    explode. Boosting across the ring is a very useful move in this battle, since
    you can also use it to avoid the robot arms and collect energy. Once you hit
    the red pole three times, then the next time a larger cylinder will extend from
    the center of the drone, but only for a short time. Have a boost charged up,
    and boost as soon as you see the cylinder to destroy it. This will cause the
    drone to climb up to the next level of the cylinder.
    
    Use the Spider Ball track that will be revealed to reach another ring and
    repeat the whole process over again. The only catch is that this time, the
    track does not form a complete circle around the shaft, but instead is divided
    into three pieces. This just means that you'll have to boost more often, and
    that you'll have to watch when you boost to make sure you'll land on a track.
    Once you've done the same thing on the second level, you'll reach the third
    level, where you'll have to do it once more, this time on a ring broken into
    four pieces. After you destroy the cylinder on the third level, however, the
    Caretaker drone will be destroyed and you can access a Morph Ball tunnel that
    will drop you off on a high ledge with a door out of Main Research.
    
    This door leads to the bottom of a tall shaft with a Kinetic Orb Cannon in
    front of you. However, a security gate will immediately surround the cannon;
    this gate is receiving sonic signals. Use the Echo Visor to locate a
    transmitter that is keeping the gate closed. Once the gate is open, launch
    yourself out of the cannon. It will fire you across the shaft to a second
    cannon, which will fire you to a third, and so on until you are finally ejected
    at the top of the shaft. Before you proceed, though, drop back down into the
    shaft, where you'll land on a platform before you've fallen very far. In the
    wall of the shaft you'll see several Morph Ball-size tunnels. Drop into the
    left tunnel and you'll realize you've fallen into a maze in the side of the
    shaft. After going down the left tunnel, go right each time you have a choice,
    and you'll drop into a MISSILE EXPANSION before reaching the bottom of the
    shaft again. After getting shot back up one more time, go through the door.
    
    Now you'll find yourself in Watch Station, an open-air room that consists of
    platforms built over a tremendous expanse of air. The room is guarded by two
    Rezbits, and near the white door you'll find the final Luminoth lore hologram:
    SANCTUARY FALLS. Go through the white door, and you'll find yourself on a ledge
    next to a hallway with no floor, just a drop. To your left you can easily take
    an ENERGY TANK, then scan the control panel to lower Grapple Points. You can
    now cross the gap to the other side, which leads to Main Gyro Chamber. There
    are two other doors out of Watch Station, but they both lead to dead ends right
    now.  There's also a dark portal behind a gate: that appears to be your best
    bet. To unlock the gate, look for a Spider Ball track that starts next to the
    white door. Ride this track halfway, then bomb jump up to a second track that
    starts above it. This track will drop you into a Morph Ball cannon, which will
    launch you onto yet another track high on the wall. When you follow this track,
    you'll have to ride a track that's on the side of a rotating gear. This can be
    tricky. Bomb jump onto the gear, then let the gear carry you; don't move on
    your own. When you pass through two narrow red poles above and below you, lay a
    bomb. The bomb will go off just before you hit the wall and propel you onto the
    second gear. Do the same thing with the second gear to reach a large rectangle
    of Spider Ball track. At the bottom-right of this rectangle, a track leads to a
    Bomb Slot that will open the gate. Drop out of the slot and you'll be right in
    front of the portal.
    
    You can go ahead through the portal now, but if you're up for more Spider Ball
    antics you can grab a very nice expansion. Repeat everything you just did up
    until you reach the rectangle of tracks. Now go to the bottom-left of the
    rectangle and you'll see another Spider Ball track below you. Drop onto it and
    follow it until you reach two more gears. Once you successfully get past those,
    you'll reach a Morph Ball tunnel that heads to the right. Follow it until you
    see another tunnel heading straight back. Go down this tunnel to reach a
    chamber with a BEAM AMMO EXPANSION, increasing your maximum capacity of dark
    and light ammo by 50! Return to the main tunnel and keep going right to drop
    into a pipe that will again deposit you right in front of the portal. Now, go
    through the portal.
    
    The dark version of this room is called Aerial Training Site and you can see a
    temple key on an inaccessible platform. Fight the Dark Pirate Commandos if you
    wish, then go through the door to the right of the portal (with your back to
    the portal) to reach Judgment Drop, basically a huge cliff. Shoot all the Dark
    Preeds from the ledge, wait for the poison to clear, then use the series of
    Grapple Points to cross to the other side. There, jump down to a lower ledge to
    find a light portal.
    
    Back in Light Aether, jump back up and go through the door to reach Vault.
    You'll see how it got its name when you cross the bridge and see the item
    waiting for you behind indestructible bars. Actually the entire central
    structure is a vault designed to protect the item. Obviously, you need to get
    it open. On the back side of the vault you'll discover a Bomb Slot: when
    activated, laser beams will fire out of four turrets around the vault, but
    they'll fire into the air, doing nothing. Perhaps those lasers are necessary to
    unlock the vault. Also on the lower level of the vault you'll find a control
    panel. This will lower the bridge you just walked across so that stops right in
    front of you and leads to a dark portal underneath the door. There's nowhere
    else to go now, so cross the bridge and enter the portal. On the Dark Aether
    side, there's nothing to do except grapple across the abyss to the far ledge.
    Make sure to grapple quickly, though, so you don't get attacked by DARK WAR
    WASPS (notice they're a new scan). On the far ledge is a portal generator,
    which you can use to return to Vault.
    
    You'll now be behind the vault, but there are platforms here that will allow
    you to reach the platforms with the laser turrets on them. Each laser is
    guarded by a Rezbit, however, and the jumps are long, so be careful. At each
    laser platform is a spinner, which you can use to rotate the laser so that it
    points towards the vault. Once all four lasers have been rotated, all that's
    left is to get back to the Bomb Slot in the vault. To do that, you'll have to
    go through the portal generator, grapple to the light portal on the other side,
    then walk back across the bridge into the vault. When you activate the Bomb
    Slot this time, the lasers will focus on receptors on top of the vault. The
    entire top of the vault platform will then lift up, leaving the item exposed
    and ready to be collected. Jump up to earn the uber-cool SCREW ATTACK!
    
    The Screw Attack allows you to continually somersault after performing a
    double jump. This move is not only damaging to enemies, it allows you to cross
    gaps of immense distances. Once you start using the Screw Attack, you can
    continue to press B up to 5 times to keep using it. And it's a good thing, too,
    because you'll need it to get out of Vault. Since the bridge has lowered, use
    the Screw Attack from the vault platform to reach the door out. In the next
    room, Grand Abyss, use the Screw Attack again to quickly and easily cross the
    huge gap and return to Watch Station, where you'll meet a few Pirate
    Aerotroopers: enemies you haven't encountered in a while.
    
    Now the only task remaining in Sanctuary is to collect the final temple key.
    You've seen this key sitting inside an enclosed cage in Aerial Training Site,
    but to reach it you'll have to come at it from a different direction. In fact,
    you'll need to return to Main Research once more. Go through the dark portal
    there, then jump onto the platform ringing the central shaft (you raised this
    platform the last time you were here). Get rid of any Inglets in your way and
    walk around the platform until you see another ledge on the wall that you can
    jump to. From this ledge you will be able to jump to a door. The door leads to
    a vertical shaft, but instead of Kinetic Orb Cannons, this shaft has two tall
    rectangular surfaces covered in strange purple and gold patterns. You may have
    seen surfaces like this in a few other places, but now you can scan this WALL
    JUMP SURFACE for a Logbook entry and learn that these surfaces work with your
    Screw Attack. To use it, face the lower surface and back up several steps. Now
    jump towards the surface, timing your jumps so that you are performing the
    Screw Attack when you hit the surface. You will stick to the surface
    temporarily, so quickly press B again to Screw Attack up and across to the
    opposite surface, where you can wall jump again, and so on all the way up to
    the top of the shaft. When you finally reach the top, walk through the door to
    find HIVE TEMPLE KEY 3 right in front of you.
    
    Scan the control panel inside the cage to lower the walls, then Screw Attack
    over the gap to the portal. You'll notice there's another wall jump surface in
    front of the portal, so use it just like the last one to reach a MISSILE
    EXPANSION. The only thing you have left to do is to reach the Hive Temple: the
    quickest way is to go through the light portal, then cross Main Gyro Chamber
    and use the dark portal in Dynamo Works. Now in Ing Hive, return to Hive Gyro
    Chamber and use first the Ammo Station, then the Save Station located through
    doors out of this room. Once you're fully armed and ready to go, go through the
    door on the upper ledge with bright pillars of light on either side to reach
    Hive Temple Access.
    
    /==============================================================================
    6. Tactical Control Unit                                              [III.D.6]
    \==============================================================================
     |[BOSS: Quadraxis]                                                  |
     |o Annihilator Beam                                                 |
     |o Missile Expansion 45                                             |
     |o Power Bomb Expansion 8                                           |
     ---------------------------------------------------------------------
    Step into the swirling light, and the three temple keys, just like the two
    times before, will set themselves in place on the gate in front of you, which
    will then open. Past the gate is the door to Hive Temple, and as you ride the
    elevator down to the floor it will be impossible for you to miss that the
    temple is dominated by a robot that can only be described as massive. This
    robot has four long jointed legs supporting a central head, very similar to a
    humongous Quad. As you walk towards the mechanoid, however, all of a sudden a
    large pool of Ing will appear and begin infiltrating the giant machine. After
    a few seconds, the robot will be under the control of the Ing, and it will come
    to life.
    
    The name of this gargantuan Guardian is QUADRAXIS, and you can scan it now for
    the first of five scans that are necessary to complete its Logbook section.
    From the scan you'll learn that its only weak points are at its feet and knee
    joints. You can bomb or boost into the glowing red circles in Quadraxis's feet
    anytime to get a quick Ultra Energy, but you cannot damage Quadraxis by
    attacking its feet. To hurt Quadraxis, you have to go after its knee joints,
    but not all of them are vulnerable at any given time. If you look at
    Quadraxis's knees, you'll see that one or two of them will be flashing blue.
    These are the only joints that are vulnerable, so lock-on to one, get a clear
    line of sight to it, and fire at it with the Light Beam. You'll know you've
    destroyed a knee when you see Quadraxis stumble and temporarily lose its
    footing.
    
    Of course, while you're attacking Quadraxis's knees, it will be attacking you.
    Quadraxis has a variety of attacks, including powerful blasts of a form of
    white-and-black energy and rapid-fire laser shots. Quadraxis can also jump
    (impressive for its size) sending out shock waves from its legs when it lands.
    Occasionally during the fight, you'll see three red lasers start sweeping the
    area, then finally converge on you. This means that Quadraxis is locking-on to
    you in preparation for firing a homing missile, so you need to get away from
    the lasers. The way to do this is to switch to Morph Ball mode, wait until the
    three beams converge into one on you, then boost away before the missile is
    fired. Quadraxis's final attack is to draw its legs close to its body and spin
    just like a Quad. The only difference is that Quadraxis's spin will generate a
    powerful wind pulling you towards it. Switch to the Morph Ball when this
    happens and boost to stay away from Quadraxis.
    
    Do your best to avoid Quadraxis's attacks as much as possible while attacking
    its knees as fast as you can. Once you knock out the first couple knees, it can
    be hard to get a clear shot at the remaining ones, as Quadraxis will try to
    keep them far away from you and will use the homing missile and spin attacks
    more often. Sometimes if the vulnerable knee is on the far side, boosting
    across the room to it will give you a clear shot. Just work as fast as you can,
    and remember that you can always bomb or boost the feet to replenish your
    energy and ammo.
    
    When all four knees are destroyed, Quadraxis's body will no longer be able to
    support itself and it will collapse in the center of the floor. However, you're
    not done yet. The head will separate itself from the rest of the body and begin
    flying around the room, where it will continue launching all its projectile
    attacks. In this second phase of the battle, scan both the body (DAMAGED
    QUADRAXIS) and the head (SHIELDED HEAD MODULE). You'll learn that the head is
    receiving signals from a transmitter on the body; knocking out this transmitter
    will temporarily stun the head. Switch to the Echo Visor to see and lock-on to
    this transmitter in the center of the body. You'll need 8 missiles to damage
    it; one Super Missile followed by 3 missiles will also do the trick. However
    you do it, once the transmitter is destroyed, the shielding around the head
    will disappear and it will now be STUNNED HEAD MODULE (a separate scan!). Using
    the Echo Visor again, you can see there are three sonic receptors on the head.
    Each receptor will take 8 more missiles to destroy; as soon as you destroy one,
    the head module will reestablish its link with the transmitter on the body, its
    shielding will return, and a Dark Quad will appear. Take out the Dark Quad
    first, then repeat the process until you've destroyed all three receptors on
    the head module.
    
    When that happens, the outer covering on the top of the head module will
    shatter and the head will fall out of control, colliding into all four legs and
    breaking a covering on the top of them as well. When the head regains control
    and the battle resumes, scan it once more for the FINAL HEAD MODULE entry,
    completing the Quadraxis section of your Logbook. In this final stage,
    Quadraxis will continue to attack just like before, but now you can attack it
    directly with the Light Beam, missiles, or whatever you have left. Once you hit
    Quadraxis enough, it will be stunned and will start to slowly drift around the
    room. Now, watch which direction the head is moving, switch to Morph Ball mode,
    and head for the next Quadraxis leg that the head will pass. There are now
    Spider Ball tracks on all four legs, so roll up to the top of the leg, and when
    the head passes in front of you, boost onto the head (keep holding R to stay
    latched onto the magnetic surface of the head). Roll into one of the two
    depressions in the side of the head and lay a bomb to damage Quadraxis. Do this
    just one more time to bomb the other side and Quadraxis will finally be
    defeated, crashing to the ground and exploding dramatically.
    
    Quadraxis's head will leave behind a powerful new item, the ANNIHILATOR BEAM.
    This final beam weapon is formed from a mix of light and dark energy, and thus
    firing the Annihilator Beam costs one dark ammo and one light ammo.
    Additionally, the Annihilator Beam has certain sonic properties and has the
    ability to interact with some sonic-based equipment. Since it is formed from a
    blend of light and dark energy, the Annihilator Beam is effective against both
    light and dark enemies; other advantages include that shots from the
    Annihilator Beam will automatically home on the nearest enemy, whether or not
    it is locked-on, and that it has a very good rate of fire, second only to the
    Power Beam. Enemies and crates destroyed with the Annihilator Beam will leave
    behind both dark and light ammo.
    
    Once you take the Annihilator Beam, Quadraxis's body will disappear and a large
    platform with a Spider Ball track up the side will rise in its place. From the
    top of the platform you can Screw Attack to a gray door across from where you
    entered the temple; open the door with the Annihilator Beam to reach the Hive
    Energy Controller. Extract the energy there just like you have for the previous
    two temples. Now, to return the energy to Sanctuary Fortress where it belongs.
    
    The quickest way to go is to Screw Attack back to the central platform in the
    temple, then turn to the left and Screw Attack to a second gray door there.
    This leads to a curving hallway that contains two swarms of flying blue dots,
    these are INGSTORM. They cannot be damaged by your weapons, but they will
    damage you while you pass through them, so go fast! Once you approach the far
    door, a gate will spring up behind you, so you won't be going back this way.
    The door leads to Aerial Training Site. You can use the Annihilator Beam to
    take out the Dark Pirate Commandos if you want, and also make sure to fire a
    shot at the beacons and crystals in the room to turn them into SUPER CRYSTALS
    and SUPER BEACONS. While they probably won't be much use against the pirates,
    these are very, very handy: any creature that gets close to one is drawn
    towards it, and is destroyed as soon as it touches the Safe Zone! Use the light
    portal here to get back to Sanctuary Fortress.
    
    Use the Spider Ball track next to the white door to reach the blue door leading
    to Sentinel's Path, which connects to the temple. There are two Mekenobites in
    here, which can only be destroyed with two Seeker Missiles. Also, in the center
    of the curving hallway is another sonic gate, but this one is different than
    the others you've encountered. Instead of being unlocked by destroying nearby
    transmitters, this gate must be unlocked by generating a specific sequence of
    sounds. Switch to the Echo Visor and you'll see an orange icon consisting of
    three orange waves spreading away from a central dot in the center of the gate,
    surrounded by four lock icons. Additionally, there are key icons on the three
    panels on stands in front of the gate. Lock-on to the orange icon and fire a
    shot from the Annihilator Beam at it. You will hear a sequence of four sounds
    that will be either high, medium, or low in pitch. Shooting the different key
    icons with the Annihilator Beam will generate one of those three sounds. To
    open the gate, you must fire at the keys necessary to recreate the combination
    without making a mistake. You can fire at the gate to rehear the combination as
    many times as necessary, and if you mess up, just start over again at the
    beginning. When you enter the combination correctly, the gate will lower and
    behind it you will find a MISSILE EXPANSION.
    
    Having gotten the expansion, continue to Sanctuary Temple and grapple or
    "screw" (hee-hee) across the gap to the Energy Controller. Just like before,
    approach the large device to transfer the energy back into its rightful
    location. When you're done, you will have almost completed your mission here on
    Aether: you have restored the energy to all three of Aether's regions! Now it's
    time to return to U-Mos in the Great Temple, to find out what needs to be done
    next.
    
    When you reach Main Gyro Chamber, drop down to the bottom for one more
    expansion. At the bottom of the room is another sonic gate that operates just
    like the one in Sentinel's Path. As before, use the Echo Visor and Annihilator
    Beam to find out the combination, then recreate it using the keys located in
    the central area and in the hallway. When the gate opens, launch yourself from
    the Morph Ball cannon it guarded and you will collide with the glowing purple
    ball in the center of the room! The force of your impact will destroy the
    object, revealing a POWER BOMB EXPANSION that you can easily collect! Now you
    can make your way back to the elevator to Temple Grounds, saying farewell to
    Sanctuary Fortress, at least for now.
    
      ##/#
     ##/###  >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    ##/--/## E. THE KEYBEARERS                                              [III.E]
     ###/##  >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
      #/##
    
    /==============================================================================
    1. Beams of Light                                                     [III.E.1]
    \==============================================================================
     |[Temple Grounds, Great Temple, Sky Temple Grounds]                 |
     |o Light Suit                                                       |
     |o Sunburst                                                         |
    |o Energy Tank 3                                                    |
    |
     |o Missile Expansion 9                                              |
     ---------------------------------------------------------------------
    Obviously, you need to return to the Great Temple to speak with U-Mos, but if
    you're willing to take a short detour you can find a new charge combo. When you
    return to GFMC Compound, look for a yellow door and Power Bomb it. Inside is a
    Morph Ball tunnel which leads to a large open-air room called Grand
    Windchamber. The room consists of several platforms built over a very tall
    cliff, with a large cylindrical structure in the center. Two Pirate
    Aerotroopers will be in the room when you first enter. The only way to reach
    the other platforms is with the Screw Attack, and on the other side you'll find
    a dark portal as well as another door out of the room; this door eventually
    connects to Path of Eyes. A lone platform on the back side of the central
    structure has a cannon on it, but don't use it. The cannon will shoot you up
    to the top of the structure, but there's a force field blocking it right now,
    so you will fall into the abyss. Right now, go through the portal.
    
    The dark version of the room is very similar to the original, except that four
    platforms centered around the structure all have Spinners and cannons on them.
    Scanning the central structure will reveal that it is locked by four rings that
    surround it. Each Spinner will rotate one of the four rings, and at two
    positions a ring will turn either yellow or blue. What you need to do is to
    travel to each Spinner, rotating each ring until they are all aligned and all
    the same color (either yellow or blue, it doesn't matter as long as they're all
    the same). Once all the rings are aligned, head to the platform in front of the
    targets on the rings and fire seeker missiles at all of them. When all four
    targets are hit simultaneously, two narrow platforms will extend from two
    corners of the structure. Now you need to rotate the rings so that they are all
    the other color and do the same thing. This will cause two more platforms to
    extend, and then the rings will fall off. From the trailing transparent images,
    you can tell that the same thing has happened in Light Aether.
    
    Now go back through the portal to see what you've done. The four platforms you
    extended have grapple points on them, although the Screw Attack has rendered
    them mostly obsolete. Head back to the platform with the cannon, though, and
    you'll see that the force field has now been lowered, so let the cannon shoot
    you to the top of the structure. There you'll find the LIGHTBURST, the charge
    combo for the Light Beam. Like the Darkburst, this uses 5 missiles and 30 light
    ammo. It creates a large blast of light that damages anything near it. As soon
    as you get the item, four Dark Pirate Commandos will appear, so switch to the
    Dark Visor and eliminate them (you can't just run; the doors will lock).
    
    There's an Energy Tank to be found nearby: go through the yellow door across
    the room from where you entered to reach Wind Chamber Gateway, another room
    consisting mainly of a giant cliff. Near the door you'll find a grapple point
    which you can use to swing to a lonely ledge bearing an ENERGY TANK.
    
    Having added to your weapon and energy repertoire, now its time to return to
    U-Mos. Backtrack to GFMC Compound, then take the familiar route to the Great
    Temple. When you reach Main Energy Controller, U-Mos will congratulate you for
    your work in restoring energy to Aether's three regions. He'll explain that
    there is a single Energy Controller remaining in Dark Aether. However, it is
    located in Dark Aether's version of this temple, called the Sky Temple, and it
    is guarded by the strongest Ing of all. Before you can even access the Sky
    Temple, you must find nine keys that are scattered across Dark Aether. In order
    to help you fight this final foe, U-Mos will offer you a new suit of armor
    energized by the very Light of Aether.
    
    At this, the base of the Energy Controller will separate, revealing the
    familiar Metroid icon, representing a new suit of armor. When you step into the
    Energy Controller, pure yellow light from the collection chamber above will
    spiral around and focus on you, culminating in a blinding flash. When the light
    fades, you will be wearing the LIGHT SUIT. This suit of armor, with its white
    color and smooth surfaces, is a dramatic change from the angular, brown Dark
    Suit. The changes are much more than cosmetic, however: the Light Suit is
    completely unaffected by Dark Aether's atmosphere, meaning you no longer need
    to worry about staying inside Safe Zones. Additionally, with the Light Suit you
    can safely enter the toxic water found in Dark Aether. Your HUD will also
    mention the strange-sounding ability to ride on beams of light. As for what
    this means, look at the Energy Controller again. There is now an icon of
    spreading light rays in the center of it, and if you step into the icon you can
    ride along the light rays to the Energy Controller of each region. This
    transportation system will come in handy soon, but don't use it just yet.
    
    It seems that your mission right now is to locate the nine Sky Temple Keys.
    However, you currently have no idea where any of them are. Perhaps if you could
    find the entrance to the Sky Temple where these keys will be used, you could
    get some clues. As to where that entrance might be, remember that the Sky
    Temple is the analogue to the Great Temple. The Great Temple is accessed by
    three elevators around Temple Grounds, but there are no such elevators in Sky
    Temple Grounds. However, the Hall of Honored Dead, where you found the Seeker
    Missile Launcher, is directly underneath the Great Temple. It looks like the
    dark version of that room may be your best shot.
    
    To get there, leave the Main Energy Controller and take the door to the left,
    which leads to Meeting Grounds. Once you've taken the elevator down to Temple
    Grounds, proceed to Hall of Eyes and use the dark portal there. The first time
    you used this portal, on your way to Torvus Bog, you went through a blue door
    out of the room. This time, though, go through the green door on the other side
    of the room. This leads back to the dark version of Meeting Grounds, called War
    Ritual Grounds. There are two Hunter Ing here, but there's no need to be
    worried about them anymore. Fire the Annihilator Beam at one of the Light
    Beacons to turn it into a Super Beacon. Now just watch as the Hunter Ing are
    drawn towards the Safe Zone and are killed the moment they touch it. You see
    that the Annihilator Beam should be your primary weapon in Dark Aether now, and
    defeating enemies simply becomes a matter of watching them kill themsevles by
    running into Safe Zones.
    
    Before moving on, you'll see that there's a gate in the front of a huge tower
    of Ingworms located where the elevator to Great Temple should be. Using the
    Dark Visor and the Seeker Launcher, fire missiles at the targets around the
    gate to open it and reach the MISSILE EXPANSION inside. A door to the right
    leads to Shrine Access, where you'll roll through a Morph Ball tunnel before
    exiting into a room criss-crossed with lasers from Corrupted Sentryeyes. Take a
    few out quickly so you can stand still without getting hit, then head towards
    the purple door, avoiding the many pools of Phazon on the ground. Note that
    there is also a green door in this room, but it will be saved for later. The
    purple door leads to a hallway full of Darkling Tentacles and Phazon; it's
    obvious that something important is at the end of this.
    
    Indeed, when you do reach the door and enter Sky Temple Gateway you'll see a
    large circular room with a massive amount of Phazon climbing up the high wall
    on the far side. There is a circle of pillars in the middle of the room,
    surrounding what appears to be a large inactive elevator. Slumped against the
    base of one of the pillars is a dead Luminoth, scan it to read A-KUL'S
    TESTAMENT. In it she says that her "key is in place", and there are yellow
    lights on the pillar she lies against. She goes on to say that she knows where
    the bodies of those bearing the other keys are and will leave this knowledge so
    that they may be found by future warriors. Well, that warrior is you, and if
    you scan each of the other pillars you'll find a clue as to the location of a
    Luminoth warrior. All in all, you'll download the following entries to your
    Logbook: M-DHE'S KEY, J-FME'S KEY, J-STL'S KEY, B-STL'S KEY, S-DLY'S KEY,
    G-SCH'S KEY, S-JRS'S KEY, C-RCH'S KEY, and D-ISL'S KEY.
    
    Looking at these names, they may sound familiar. They are the same names on the
    entries for dead Luminoth you've found that were filed under the "Keybearer
    Lore" section. Obviously these are the Luminoth that A-Kul was referring to. If
    you look up those entries, you'll see that each one has a single word
    highlighted, referring to where the Luminoth died. Although it doesn't
    explicitly give the room name, the highlighted word is usually enough to figure
    out where the Luminoth is. Since these Luminoth apparently held the Sky Temple
    Keys, you need to return to the rooms housing their remains and search there
    for the keys. This will also provide an excellent opportunity to stock up on
    expansions before heading to the final battle.
    
    Since you might as well go in some sort of order, why not start with the first
    region you explored, Agon Wastes? To get there, you can make use of your Light
    Suit's new transportation method. Leave the Sky Temple Gateway and head back
    the way you came to the light portal. Now return to the Great Temple and step
    into the light rays in the center of the Energy Controller. A map of Aether
    will appear; select Agon Wastes as your destination and you will ride along
    with the light rays to the Agon Wastes Energy Controller.
    
    /==============================================================================
    2. Final Rest                                                         [III.E.2]
    \==============================================================================
     |[Agon Wastes, Dark Agon Wastes]                                    |
     |o Sonic Boom                                                       |
     |o Sky Temple Keys 1,2                                              |
     |o Energy Tank 4                                                    |
     |o Missile Expansions 12,17,19,23                                   |
     |o Power Bomb Expansions 2,3                                        |
     ---------------------------------------------------------------------
    After you complete your unusual transportation to Agon Wastes, head towards the
    right side of Agon Temple and go through the black door there. When you reach
    Mining Station B, where you found the Darkburst, look for a weak section of
    Denzium wall. Power Bomb it, and behind you'll find a storage chamber holding a
    MISSILE EXPANSION. Now return to Agon Temple and this time make for Mining
    Plaza, the first large room you explored in Agon Wastes. You may have noticed
    that there are three circular lenses at the top of the rocky mound in the
    center of the room, and the Scan Visor will inform you that they are controlled
    by sonic emitters. Switch to the Echo Visor and you'll see the three emitters
    on the cliff walls around the room. Fire a Power Beam shot at each emitter to
    disable it, and when you do one of the three lenses will move into position so
    that it focuses the sun's rays towards a circular gate on the cliff wall. Once
    all three emitters have been destroyed, all three lenses will focus the
    sunlight, causing the gate to open. The only way to reach the gate is to Screw
    Attack from the top of the central mound, and inside you'll find an ENERGY
    TANK! Move on to Mining Station A where you'll find another Denzium wall. This
    one hides a cannon which will shoot you up to Spider Ball tracks on the rim of
    the cliff wall. Latch onto the tracks and follow them to snag another MISSILE
    EXPANSION.
    
    If you check the Keybearer Lore entries you've found, you'll see that J-Stl
    died in a "mining station". However, he is not to be found in Mining Station A
    or B, so he and his key must be in Central Mining Station. Similarly, B-Stl
    appears to be in Main Reactor. These are the two Luminoth whose keys you are
    searching for. Since Central Mining Station is straight ahead, make your way
    there. When you reach it, the location of J-Stl may not be immediately obvious.
    If you think back, though, you'll remember that you found J-Stl behind the
    force field in the cliff wall, along with a Beam Ammo Expansion. To get back
    there, roll up the Spider Ball tracks onto the ledges with the turrets, then
    jump across to a cave on the right side. Go out the other end and roll through
    a Morph Ball tunnel next to the force field to get behind it and find the dead
    Luminoth. However, there do not seem to be any signs of a Sky Temple Key. This
    Luminoth held a key, but how are you supposed to get it from him? Perhaps
    you're not seeing everything here, though: switch to the Dark Visor and you'll
    see an unusual shape outlined in the air. You don't recognize the shape, and
    nothing happens when you touch it. The shape looks like it's not an actual
    item, just some sort of marker. Now think: all the Dark Temple Keys you found
    were in Dark Aether. Wouldn't it make sense that the Sky Temple Keys are also
    in Dark Aether? But they're supposed to be near the Keybearers, so the keys
    must be in the Dark Aether versions of the rooms where the Keybearers are!
    
    You could head straight to Command Center and use the portal there to reach the
    Dark Aether version of Central Mining Station, but if you hold off on that
    temporarily you can gain a few more expansions. You do need to enter the Space
    Pirate facility, though, so do so and head to Bioenergy Production. This is the
    room with the towers of movable platforms. You'll find it home to several
    Metroids, so take them all out. Now go the side of the room which contains
    computer terminals to control each tower and look for a Spider Ball track in a
    corner. This track will go down the length of the room along the ceiling, then
    you'll have to boost between short curving sections of track. When you see
    another track directly above you, get underneath it and boost off the track
    you're on to latch on to the higher track. From here you'll boost to a track on
    the top of one of the platform towers, and finally you must boost off the far
    side of the tower track to land on a ledge with a green door. Open the door
    with a Super Missile, and inside you'll find a storage room with a MISSILE
    EXPANSION waiting for you amidst several small fires.
    
    Now head to Main Reactor, where you first fought Dark Samus. Near the elevator
    you'll find a Spider Ball track leading up to the body of B-Stl, and just
    around the corner from that track is another track. From the top of this track
    you can boost onto a track on a robot that works on the tanks of Phazon below.
    There are a series of these robots, and you must boost across each of them
    without falling into the Phazon below. This is complicated by the fact that the
    robots move up and down and that you must boost through a small gap in the
    fence, meaning you must wait until both robots are level with the gap. This is
    not as difficult as it sounds, but you do need to pay attention. If you mess up
    and fall, you can get out of the Phazon by rolling through a hole in the side
    of the fence that is closest to you (the player). Of course, this means you'll
    have to start over. When you make it across all the robots you'll reach a
    platform with a circular piece of glass covering a shallow depression in the
    floor. Bomb the glass to break it and get the MISSILE EXPANSION inside. Now go
    through the white door near the Luminoth body, and at the end of a Morph Ball
    tunnel you'll reach Sandcanyon. Normally you would use the cannon to reach the
    other side, but there's a small platform in the middle of the pit. You need to
    Screw Attack to it; this may take several tries. When you make it, lay a Power
    Bomb to destroy the weak rock next to the platform. The destruction of this
    rock will cause the giant metal structure it supported to fall away, revealing
    a POWER BOMB EXPANSION. You have now found every expansion there is in Agon
    Wastes, so it's time to find those Sky Temple Keys!
    
    Return to Command Center and use the portal there. The first order of business
    is to find the Sky Temple Key in Battleground, the Dark Aether version of
    Central Mining Station. There are actually two paths leading from Judgment Pit
    to Battleground; you want to take the upper path. You'll end up on a ledge
    looking down at the floor of the room, where two Warrior Ing are. You need to
    kill the Warrior Ing, but you CANNOT drop down to the floor. Instead, fire an
    Annihilator Beam shot at the Light Beacon on the ledge. This will draw the Ing
    towards it, and they will die as soon as they touch it. (Alternatively, one of
    the Ing may reach the upper ledge and freeze without touching the Safe Zone. In
    this case you can just shoot it until it dies.) Now that all enemies are out of
    the way, it's time to have a look around. You still see no sign of the key, but
    once again switch to the Dark Visor. Your screen will light up with several
    bright red platforms slowly moving back and forth in the air. Hopefully these
    platforms will lead you to the key.
    
    Be very careful on the platforms. All of them can be reached with single jumps.
    It's important to take care because if you fall, you'll have to go back to
    Judgment Pit, then return to the upper ledge of Battleground and kill the
    Warrior Ing again before you can try again. Not particularly difficult, but
    really annoying. You can jump to the first platform from the left side of the
    ledge (with your back to the door). The next two platforms are to your right.
    Again, don't rush and make sure your jump is lined up before pushing the
    button. From the third platform, you can jump to a ledge on the side of the
    cliff; DON'T try to go straight for the final platform. From the ledge, there
    is one more moving platform to jump to. This is the trickiest jump, and it may
    require a double jump. Once you reach the last platform, one more jump will
    land you on another ledge on the far side of the room.
    
    Floating in the air above this ledge you'll find what appears to be a living
    creature. Its top is wide and roundish, while below it tapers to a thin tail.
    In fact, it has the same shape as the outline you saw in Central Mining
    Station! This must be the key, or else the key must be inside it! This thing
    definitely looks like it's alive, so fire a shot at it. When your shot hits the
    creature, your Dark Visor will be washed-out, so switch to the Combat Visor.
    The creature is now visible, and you can scan it to learn that it is a FLYING
    ING CACHE, a creature whose sole job is to guard the Ing's most valuable
    treasures. A charged Power Beam shot is all that's necessary to destroy it, and
    when you do SKY TEMPLE KEY 1 will be revealed. That's one down, eight to go!
    
    Before you set out for the second Sky Temple Key, head to Junction Site for a
    quick expansion. Junction Site consists of a Morph Ball tunnel that goes
    through what looks like a giant stone egg. In the middle of the "egg" is a
    Spider Ball track that leads up to a Bomb Slot. Activate the Bomb Slot to cause
    the egg to rotate, revealing a MISSILE EXPANSION at the bottom. Once you've
    rotated the egg back you can head back the way you came.
    
    You know that the second key is located in the Dark Aether version of Main
    Reactor, which is called Dark Oasis. To get there, return to Judgment Pit and
    go through the door to the right (with your back to Battleground). This isn't
    the most direct route, but it will yield some rewards. When you reach Feeding
    Pit (the room with lots of Lumites), drop into the water. You couldn't do this
    before, but the Light Suit protects you from its toxic properties. However,
    your vision in toxic water is similar to your vision in regular water before
    you got the Gravity Boost. Underwater you'll find an opening in a rock wall
    which leads into a small alcove containing a POWER BOMB EXPANSION. Now continue
    to Phazon Site, the large room with a floor covered in Phazon and now home to
    a number of Dark Tallon Metroids. There is a gray door on a ledge high up the
    wall of this room, so use the moving platforms to get as close as you can, then
    Screw Attack to reach the door. Inside you'll find the last remaining charge
    combo, the SONIC BOOM! This charge combo for the Annihilator Beam is quite
    powerful and looks really cool when you fire it, but it is the most expensive
    weapon you have, requiring 5 missiles, 30 dark ammo, and 30 light ammo to use.
    
    Now that you've found those expansions, make your way to Dark Oasis in search
    of the second key. Dark Oasis appears to consist of just a hallway with a
    portal at one end and an Ammo Station at the other, but the Scan Visor will
    show that a large part of one wall is composed of Denzium. When you Power Bomb
    it, the wall will crumble to reveal a lake of toxic water behind it. You won't
    find any signs of the key above the water, so drop down into the lake. Switch
    to the Dark Visor again, and this time you'll find another Flying Ing Cache in
    a corner. Just like before, shoot it once to render it visible through the
    Combat Visor, then destroy it to get SKY TEMPLE KEY 2. It appears that all of
    the Sky Temple Keys will be found inside Flying Ing Caches.
    
    With that, you have completely explored both Agon Wastes and Dark Agon Wastes,
    finding every item, expansion, and Sky Temple Key. That means it's time to move
    onto the next region. You can use the light portal in Dark Oasis to return to
    Agon, then head straight for the Energy Controller (though you might want to
    visit a Save Station along the way). Step into the center of the Energy
    Controller like before, and this time select Torvus Bog as your destination.
    
    /==============================================================================
    3. Uncommon Valor                                                     [III.E.3]
    \==============================================================================
     |[Torvus Bog, Dark Torvus Bog]                                      |
     |o Sky Temple Keys 3,4                                              |
     |o Energy Tanks 9,10                                                |
     |o Missile Expansions 31,36,38                                      |
     |o Power Bomb Expansions 4,5                                        |
     ---------------------------------------------------------------------
    When you arrive in Torvus Bog, make your way out of the temple and into Great
    Bridge. Two Dark Pirate Commandos will appear when you enter, and the doors
    will lock so that you have to fight them. Expect this to happen frequently.
    Once you've either killed them or they've left, head to the end of the bridge
    across from the temple. You'll find a Denzium rock, and behind it is a Morph
    Ball tunnel. In the middle of the tunnel is a POWER BOMB EXPANSION, and the
    tunnel will deposit you in front of the door towards Forgotten Bridge, which
    you should go through.
    
    If you study your Keybearer Lore entries again, you'll see that the Keybearers
    are to be found in Torvus Lagoon and Catacombs. Torvus Lagoon is in the upper
    level, while Catacombs is in the lower level. Since the two sections are
    separated in Dark Aether, it makes sense to explore each level separately. So
    you could use the dark portal in Forgotten Bridge and head straight for the
    first key, but like in Agon there are a few expansions to be found. Kill the
    Grenchlers in Forgotten Bridge if you want, then reach the enclosed walkway
    along one side of the room. You can reach it by jumping from the center of the
    bridge to a platform to the right of the portal, then jump up into the walkway.
    At the end of the walkway is a door that, after a Morph Ball tunnel, leads to
    Torvus Plaza. This room corresponds to where you fought the Boost Guardian, but
    thankfully you won't have to relive that experience. Instead, boost up the
    halfpipe until you can latch onto Spider Ball tracks at the top of one side.
    On the first section of track you'll be pestered by a Sporb on the opposite
    wall; you can either ignore it or let it grab you, then bomb it. Soon past the
    Sporb you'll reach a series of rotating rings with small squares of track on
    them that you must navigate. It's fairly obvious what to do, but this can be
    tricky, and a mistake means you have to start all over again. Making it to the
    end of this Spider Ball track requires lots of carefully timed bomb jumps and
    drops, but if you study what's going on and figure out what you need to do
    before you do it, you'll make it through. At the end is a Kinetic Orb Cannon
    which will shoot you across the room to an ENERGY TANK.
    
    Now leave Torvus Plaza and go through the door at the other end of the metal
    walkway. After crossing an intervening room you'll reach Torvus Grove, where
    you'll have to fight more Dark Pirate Commandos. Once they're gone scan the
    large tree in the center. You'll see that several of the roots have been
    weakened by Phazon and Denzium, so Power Bomb them. This will cause the entire
    tree to lean over and collide with a rock wall. The wall will crumble,
    revealing a MISSILE EXPANSION. Now go through one of the doors out of Torvus
    Grove to Meditation Vista. This room contains little more than a portal
    generator at the edge of a cliff. Little more, but not nothing more. If you
    look through the generator you'll see a floating platform moving back and forth
    amidst the trees. The only way to reach the platform is with a Screw Attack,
    which must be accurately timed. Start jumping when the platform is farthest
    away from you, and you should reach it. Once you're on the platform, simply let
    it carry you into another ENERGY TANK!
    
    That's all the expansions you have to collect in upper Torvus, so it's time to
    get the first Sky Temple Key. Screw Attack back to land and use the portal
    generator to enter Dark Torvus Bog. Head for Dark Forgotten Bridge (more
    commandos) and look for a yellow door. Through it you'll find a small room
    containing a Dark Phlogus. It's easy to simply run through here, but use the
    Scan Visor to locate a weak section of wall; behind it is a POWER BOMB
    EXPANSION. Now continue on to Poisoned Bog. This room is the Dark Aether
    equivalent of Torvus Lagoon, and thus home to the key. After eliminating the
    Hunter Ing, take a look around with the Dark Visor; you won't see anything.
    However, you've already found one key underwater, might this one be underwater
    too? Jump into the water with the Dark Visor and you'll see the Flying Ing
    Cache at the end of a passage to the right of the ramp up to dry ground. As
    before, shoot the creature to make it visible, then destroy it to claim SKY
    TEMPLE KEY 3.
    
    The second key is in the lower level of Dark Torvus Bog, which can't be reached
    directly from the upper level, so you need to return to Light Aether. Head back
    to Dark Forgotten Bog and use the portal there, then make your way back to the
    temple and take the elevator down to the lower level. Again, there are a few
    more expansions you can round up, so start out by dropping all the way to the
    bottom of Hydrodynamo Station and descending down to Main Hydrochamber, where
    you fought the Alpha Blogg. Use the dark portal there, then hop off the ledge
    with the portal. On the walls on either side of you are wall jump surfaces, so
    Screw Attack up them to reach a ledge with a MISSILE EXPANSION. Now return to
    Light Aether and climb back up to Hydrodynamo Station.
    
    Go through the black door, which leads to Catacombs. Your Keybearer Lore tells
    you this is where G-Sch is located, and sure enough you'll see him to the right
    of the door as you enter. With the Dark Visor, you can see the outline of a
    Flying Ing Cache underwater, so this is definitely the right spot. Before using
    the portal, though, find a gray door out of the room. You couldn't open it
    before, but now you have the Annihilator Beam. Through the door is another
    underwater Morph Ball maze, completing the circle connecting Training Chamber,
    Catacombs, and Gathering Hall. There's a Bomb Slot near where you enter the
    tunnels; activate it and water will start flowing up in a nearby vertical
    shaft. With the water helping to push you up, you can double bomb jump up to a
    ledge at the top of the shaft. You can now reach a second Bomb Slot, which will
    allow you to bomb jump up a second shaft, which leads to a third Bomb Slot.
    When you activate the third slot, it too will cause water to flow up a nearby
    shaft, but you won't be able to get back to the shaft. You'll have to drop down
    to the bottom, return to the beginning and make your way back to the shaft.
    When you return, bomb jump up the shaft to snag one more MISSILE EXPANSION.
    
    You've now collected every expansion to be found in Torvus Bog; your only
    remaining task is to find the second Sky Temple Key. Return to Catacombs and
    go through the portal there to transport to Dungeon. This room has a metal
    grate floor and is guarded by two Dark Grenchlers, but there is also a small
    pool of dark water underneath the portal. Drop into this water and you'll
    discover a network of underwater hallways beneath the floor. You'll soon be
    stopped, however, by a small black object which is blocking a gap through one
    of the walls. This object is a WATCHDRONE, an indestructible creature that can
    only be made to move by shining "bright, pure light" on it. Luckily, there is
    a Light Beacon directly overhead. Activate it, and the light of the Safe Zone
    will cause the mechanism to move out of the way, allowing you to continue.
    You'll encounter one more Watchdrone as you continue, and after that you should
    switch to the Dark Visor to see the Flying Ing Cache which contains SKY TEMPLE
    KEY 4.
    
    That's it; you've gotten everything you came for in Torvus Bog. All that's left
    to do is return to the light portal (you'll have to move the Watchdrones
    again), save if you want, take the elevator up from the lower level to the
    temple, enter the Energy Controller and travel to Sanctuary Fortress.
    
    /==============================================================================
    4. Time Draws Near                                                    [III.E.4]
    \==============================================================================
     |[Sanctuary Fortress, Ing Hive]                                     |
     |o Sky Temple Keys 5,6                                              |
     |o Missile Expansion 39                                             |
     ---------------------------------------------------------------------
    As before, this is an excellent chance to pick up any expansions that you
    haven't yet collected. However, if you followed the Sanctuary Fortress section
    of this walkthrough, you should have collected almost all of the items here.
    In fact, there is only one left, and to find it you should head to Main
    Reactor. On your way you'll pass right by one of the Keybearers in Dynamo
    Works; you can switch to the Dark Visor, but you won't see the outline of a
    Flying Ing Cache anywhere. You should remember, however, that Dynamo Works
    has two separate halves; the key must be in the other half. Also, the other Sky
    Temple Key is located in the Ing Hive version of Sanctuary Entrance, so you're
    heading in the right direction to collect this expansion. When you reach Main
    Reactor, follow the outer hallway to the left as you face the central shaft to
    enter Sanctuary Map Station. Since you already downloaded the map here, there's
    nothing in this room except for a column of pure yellow light, just like the
    light that is emitted from the Energy Controllers. Your Light Suit gives you
    the ability to "ride" light; would it work here? Step into the beam of light
    and you will be transported to a small chamber above, where you'll find a
    MISSILE EXPANSION.
    
    Now that you've got the expansion, you need to reach the dark version of
    Sanctuary Entrance for a Sky Temple Key. The nearest dark portal is in Hall of
    Combat Mastery, so use it and then return to Hive Reactor. When you drop down
    to the floor, a Dark Ingsmasher there will power up and attack. Fight it if you
    want, or just make for the yellow door leading to the Entrance. Power Bomb it
    and go through to reach Hive Reactor Access. Here, the tunnel will end in front
    of a circular pit with a small platform in the center and a swarm of Nightbarbs
    circling around it. There's a Nullified Beacon on the platform; energize it and
    most of the Nightbarbs will die as they collide with the Safe Zone. Use the
    platform to cross the pit and continue down the tunnel. Here you'll run into an
    ING LARVA SWARM, a large group of small, fast-moving Ing that will collide with
    you as they move through the tunnel. Try to shoot as many as you can as they
    come at you, but make sure to scan them if you want a complete Logbook!
    
    At the end of the tunnel you'll reach Hive Entrance. Like its Light Aether
    counterpart, the entrance consists of a huge cliff with ledges on either side.
    Here, however, there is no bridge of any sort connecting the two sides, and the
    gap is filled with Dark Preeds. You can see another column of light on the far
    side, though, so you need to get across. The only way to do so is with a Screw
    Attack, but it must be properly executed in order to get all the way across. A
    little to the left of the door, the ledge extends out slightly. Stand on the
    edge of this ledge and Screw Attack across, stretching out each "pulse" of the
    attack as long as possible. You only get five "pulses" per jump, and you need
    to stretch each one as far as you can to get across. When you do make it, enter
    the light to travel to a higher ledge. Using the Dark Visor here, you can see
    the Flying Ing Cache on a ledge at the same height as yours, on the other side.
    This means you have to Screw Attack back across to this new ledge, although
    this jump is not so bad, since the higher ledge extends farther out over the
    cliff. When you reach the ledge, destroy the Ing to retrieve SKY TEMPLE KEY 5.
    In order to get back to the original ledge, you can't just drop down because
    you'll just fall into the pit. You need to Screw Attack back across, take the
    light down, then Screw Attack across once more.
    
    Once you've made it back, it's time to go after the second key, which you know
    is located in Hive Dynamo Works. It's not located in the half which connects
    with the elevator and the Main Gyro Chamber, though, so it must be in the other
    half, the half containing the Spider Guardian's maze. There's no way to
    directly access this half of Hive Dynamo Works from Ing Hive, so you'll have to
    find another way. Return to Hall of Combat Mastery and use the portal to return
    to Light Aether, then head to the Spider Guardian's maze in Dynamo Works. This
    involves going to the temple, then taking one of the side doors out of the
    temple to an open-air room which connects to Dynamo Works. Once there, make
    your way through the tunnels (which are now occupied by Pillbugs) until you
    reach the end. There, roll through the tunnel out of the maze into a small
    chamber where you got the Spider Ball. In this chamber is a yellow door. Open
    it, and behind it you'll find a dark portal.
    
    Go through the portal, then roll through the Morph Ball tunnel leading out.
    You'll emerge on a ledge over a pit, surrounded by walls on three sides. With
    the Dark Visor, you can clearly see the Flying Ing Cache floating over a ledge
    on the far side. To get across, follow a Spider Ball track on the wall until it
    ends across from a moving magnetically charged sphere. Wait until the sphere is
    level with you, then boost onto the sphere. Now position yourself over the red
    dot on the sphere and boost onto a second sphere. From here, again get over the
    red dot and boost onto another magnetic rail track on the wall. Follow this
    track to reach the ledge, where you can get SKY TEMPLE KEY 6. Getting back
    across is much easier, since this ledge is higher up than the one you started
    on. Simply Screw Attack across and go back through the portal.
    
    You have now collected the Sky Temple Keys from all three of Aether's outlying
    regions; the only region remaining is the Temple Grounds itself. Make your way
    back to the temple, enter the Energy Controller, and select the Great Temple as
    your destination.
    
    /==============================================================================
    5. Champion of Aether                                                 [III.E.5]
    \==============================================================================
     |[Great Temple, Temple Grounds, Sky Temple Grounds]                 |
     |o Sky Temple Keys 7,8,9                                            |
     |o Energy Tank 2                                                    |
     |o Beam Ammo Expansion 1                                            |
     |o Missile Expansions 5,6,7,8                                       |
     |o Power Bomb Expansion 1                                           |
     ---------------------------------------------------------------------
    When you arrive in Main Energy Controller, check your Keybearer Lore entries
    one more time to see where to look for the final Sky Temple Keys. You'll see
    that two of the keys are located in Landing Site and Industrial Site, but
    you'll also discover that you are apparently missing one entry! Either you've
    missed a Keybearer somewhere along the way, or the Keybearer is in a room you
    haven't reached yet. Check your map of Temple Grounds and you'll see one room
    off of Communications Area that you haven't entered. You should check that room
    to look for the last Keybearer Lore entry, and you can also collect the final
    few expansions in Temple Grounds.
    
    The quickest way to get to the unexplored room is to take Temple Transport A
    from the Great Temple, which will deposit you in Sacred Path. Make your way to
    GFMC Compound, where an expansion is hiding. You can find it by standing on the
    ledge with the door to Grand Windchamber on it and Screw Attack onto the ship.
    You'll find a MISSILE EXPANSION on the rear of the ship. You can also find one
    more easy expansion by making a quick stop in Fortress Transport Access, the
    hallway leading to the elevator to Sanctuary Fortress. At the end of the tunnel
    is another pillar of light. Like before, the Light Suit will transport you up
    the pillar into a small chamber containing the final ENERGY TANK: once you
    collect this tank, your maximum energy will be as high as it can be: 1499
    units. Return to GFMC Compound and go through the door on ground level; the
    door you came through when you first entered this room.
    
    Through the door is Trooper Security Station, where you'll find your way
    blocked by a Federation gate. This gate closed after you passed through it way
    back at the beginning of your adventure, meaning the rooms behind it have been
    inaccessible to you for a long time. Now that you have the Power Bombs, though,
    you can destroy the gate and reach Communications Area. Again, you haven't been
    here since you first landed on Aether, when you had very few abilities. Now you
    can jump off of the path onto a wide ledge on the right. You'll find a round
    piece of metal fixed to the ground on the ledge: Power Bomb it to expose a
    MISSILE EXPANSION. To reach the door to the unexplored room, jump from the
    ledge onto the top of a column, then from there to another ledge where a bridge
    leads to the door.
    
    Inside Storage Cavern A you'll find a path that slopes down to a mostly empty
    floor. There is a small platform on the ground that indicates that an item once
    rested there, but you'll see nothing. Nearby you'll also see a dead Luminoth,
    and scanning him will reveal that you have found D-Isl, your missing Keybearer
    and holder of D-ISL'S TESTAMENT. Now that you have found where one of the Sky
    Temple Keys must be, you just need to travel to Dark Aether to get it. With
    that goal in mind, return to Sacred Path and use the dark portal there.
    
    Appropriately, the counterpart to Sacred Path is named Profane Path, and there
    will be three Dark Pirate Commandos to fight here. After killing them and
    before leaving the room, check out the massive tower of Ingworms that is in
    place of the elevator to Great Temple. There's a sonic gate in the tower, so
    switch to the Echo Visor and use the Annihilator Beam on the gate to get the
    combination, then fire at the three emitters on the ledge to open the gate.
    Inside is a valuable prize, the final BEAM AMMO EXPANSION which will bring your
    dark and light ammo capacities up to their maximum of 250.
    
    Now exit Profane Path and enter Phazon Pit. This tunnel contains a pool of
    Phazon at the bottom of a pit (hence the name), as well as a Dark Tallon
    Metroid. Kill the Metroid, then grapple over the pit to reach Phazon Grounds.
    This dark version of GFMC Compound is a wide plain with pools of Phazon and
    bodies of Space Pirates scattered throughout. Dark Tallon Metroids fly around
    this area, one of them carrying a dead Pirate Commando (this is your last
    chance to scan one!). There are also several DORMANT INGCLAWS on the walls:
    they pose no threat but are necessary for a complete Logbook. You'll probably
    want to take out most of the Dark Tallon Metroids, then look out over the edge
    of the cliff. Beyond it you'll see a rocky tower with a small orange glow in
    it. There are several Metroids between you and the tower, but you can just
    Screw Attack right through them. When you reach the tower, land in an alcove to
    find another MISSILE EXPANSION.
    
    The door out of Phazon Grounds in on ground level at the end of a short tunnel.
    In the next room, Reliquary Access, is a cloud of Ingstorm near the bodies of
    two Luminoth that were killed by them. You can roll around the Ingstorm (or go
    through them; they're not that thick) to reach Reliquary Grounds, the Sky
    Temple Grounds version of Communications Area. You'll have to start off by
    fighting several Warrior Ing, and you'll have to do it the old-fashioned way
    because there are no Light Beacons in this room. This room is laid out just
    like Communications Area, so jump up the same ledges to reach the door and
    enter Ing Reliquary. Just switch to the Dark Visor, find the Flying Ing Cache
    and kill it to claim SKY TEMPLE KEY 7. You have now found the first of the
    three keys in Sky Temple Grounds, but unfortunately this room is a dead end,
    meaning you'll have to backtrack all the way back to the light portal in
    Profane Path.
    
    Back in Light Aether, the next key on your list is located in the dark
    equivalent of Landing Site. You'll obviously have to use a different portal to
    reach that section of Sky Temple Grounds, specifically the portal in Hall of
    Eyes. The quickest way to get there is to take the nearby elevator up to Great
    Temple, then take Temple Transport C back down to Meeting Grounds. Ignore the
    Dark Pirate Commandos and go through the door to reach Hall of Eyes and the
    dark portal. Go the same way you came when you found Sky Temple Gateway, but
    when you reach Shrine Access (with the Corrupted Sentreyes), look for a green
    door. Go through this door to reach Defiled Shrine, which in Light Aether is
    Landing Site. There are several Warrior Ing here, but you can create Super
    Beacons to quickly dispose of them. You'll find the Flying Ing Cache near where
    your ship would be; inside the creature is SKY TEMPLE KEY 8.
    
    Again, you've reached a dead end so once more return to the light portal. For
    the final Sky Temple Key, you need to find the dark version of Industrial Site.
    This will require the use of yet another portal; you can see from the map that
    the nearest one is in Temple Assembly Site. So once more return to Great Temple
    and this time use Temple Transport B to quickly reach Temple Transport Site.
    Before looking for the portal, though, go through the door on a ledge to reach
    Dynamo Chamber. This hallway is divided into two levels: on top are several
    SPLINTER COCOONS, and below both ends are blocked by GF Mark VII gates (last
    chance to scan!). Make sure to scan the cocoons from as far away as you can,
    because if you get close to them they will burst open, releasing the Splinters
    inside. What you're interested in is the gates, though. Power Bomb them to open
    them, and inside you'll find a weakened section of Denzium wall. Another Power
    Bomb will destroy the wall, revealing the final POWER BOMB EXPANSION, allowing
    you to carry up to 10 Power Bombs.
    
    Now that that's out of the way, return to Temple Assembly Site and head for the
    door at the far end from the elevator. Near the door is a movable stone with a
    purple crystal on it. Shoot the crystal with the Light Beam and the stone will
    move aside, revealing a dark portal. Go through the portal to enter Plain of
    Dark Worship. If that's not a creepy name for a room, I don't know what is.
    However, Plain of Dark Worship is basically just a big empty room. There's
    hardly any enemies in it, and if you walk up to the Ingworm tower, you'll see
    that there's a MISSILE EXPANSION just sitting behind an open gate. That's
    right, all you have to do to collect the final expansion of all is just walk
    into it. Now that you have 14 Energy Tanks, 250 dark and light ammo, 255
    missiles, and 10 Power Bombs, go through the door into Lake Access. Shoot the
    Venom Weed on the floor to lower it so you can reach the door to Accursed Lake,
    which corresponds to Industrial Site.
    
    There is a shallow lake filling much of this room, but there are several ledges
    and platforms around the side. One ledge on the side contains a Light Beacon,
    which you can use to help take out the Hunter Ing in the room. Using the Dark
    Visor, you'll spot the final Flying Ing Cache hovering over a ledge on the far
    side of the lake. If you haven't scanned one, do so before you kill it or you
    won't be able to complete your Logbook. When you destroy the Ing, the key will
    move over the center of the lake. Jump from the ledge with the Light Beacon to
    claim SKY TEMPLE KEY 9.
    
    That's it! You have now collected all nine Sky Temple Keys, along with every
    item and expansion in the game! You'll receive a message notifying you that
    you've collected 100% of the items, as well as all the Sky Temple Keys. If
    you've scanned every Logbook entry so far, you should have 96% of all scans at
    this point, as well. You can now gain access to the Sky Temple and attempt to
    destroy Dark Aether once and for all. In order to do that, though, you'll have
    to leave this section of Sky Temple Grounds, so return to the portal and travel
    to Light Aether one last time. Since you're likely to face a long, grueling
    fight, you need to make sure you're in top-notch shape. Luckily, you're near
    Landing Site, so stop by your ship to both save your game and max out all
    health, ammo, bombs, and missiles.
    
    Once you are fully armed and ready, leave Landing Site via the door on the
    ledge and head for Meeting Grounds. You want to keep your ammo maxed out, so
    only use the Power Beam to fight. Don't worry if you take damage, though; there
    will be another save station before the final fight. As usual, there will be
    Dark Pirate Commandos in Meeting Grounds, but you'll probably want to run past
    them to the door at the end of the tunnel and enter Hall of Eyes, where you
    should use the dark portal to enter Dark Aether for the final time.
    
    In Dark Aether, make your way to Sky Temple Gateway, where you'll find a
    swirling red light in the center of the circular platform. When you step into
    the light, the nine Sky Temple Keys you collected will move into place on the
    columns around the platform. Now that all ten keys (your nine plus A-Kul's) are
    in position, the circle of columns will lower and a beam of light will shoot up
    from the center of the platform to the base of the Sky Temple directly above.
    Step into the light to be carried up to the Sky Temple.
    
      ##/#
     ##/###  >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    ##/--/## F. SKY TEMPLE                                                  [III.F]
     ###/##  >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
      #/##
    
    /==============================================================================
    1. Alpha and Omega                                                    [III.F.1]
    \==============================================================================
     |[BOSS: Emperor Ing]                                                |
     ---------------------------------------------------------------------
    As you travel up the beam of light, the Energy Controller in the Sky Temple
    will open, so that you can exit the light beam and rematerialize in the Sky
    Temple. As soon as you complete the trip, you will see a giant sphere of energy
    near the ceiling of the room. The energy will be grabbed by several large,
    spiky tentacles extending from a mass of liquid Ing material on the ceiling,
    and the tentacles will pull the energy through the ceiling. That must have been
    the energy stored in this Energy Controller, which is now all that is holding
    Dark Aether together. It must have been taken by the Ing in order to prevent
    you from absorbing it with your Energy Transfer Module.
    
    As you look around the room you arrived in, you'll notice that something seems
    slightly odd. There are circular platforms on one side which you can jump up to
    reach a Save Station and a walkway around the room which contain a few Ingworm
    Caches, in case you need to refill any weapons. From this upper level,
    especially near the door out across from the Save Station, you can see what is
    wrong with this room: it is upside down. The surface you're walking on is
    curved like the top of an archway, while the ceiling is flat like a floor. The
    door out is not level with the ground, but is flush with the ceiling, so you
    have to jump up to get through the door. This disconcerting fact makes the Sky
    Temple seem just a little bit creepier, and reinforces the fact that it is a
    twisted perversion of the Great Temple where U-Mos is awaiting your return. The
    next room is simply a vertical shaft which you must Wall Jump up, and at the
    top is the final door.
    
    The door leads to Sanctum, a large room in which the walls are lined with
    Phazon and the energy sphere is resting in the center. When you drop down from
    the door onto the ground, however, a huge pool of Ing will appear around the
    energy and more giant tentacles will spring out of the ground, blocking you
    from approaching the energy. Then the Ing will engulf the energy sphere,
    forming itself into a giant trunk planted on the ground, with a massive sphere
    of a head on top and four spiked tentacles extending from the head.
    
    This is the ruler and most powerful member of the Ing Horde, the Emperor Ing.
    There are two separate scans available right now: EMPEROR ING BODY and EMPEROR
    ING HEAD. They will reveal that the Emperor Ing has been heavily strengthened
    by Phazon, and has now absorbed the final energy sphere and is drawing from its
    power. You will also learn that the way to attack the Emperor is to go after
    its tentacles. The tentacles can be locked-on to, and one Light Beam shot is
    enough to eliminate one. The tentacles are almost always moving, however, and
    are the source of all Emperor Ing's attacks, so you should generally avoid
    whatever attack the tentacles are performing, then fire at them afterwards. The
    tentacles' attacks are described below.
    
    One of the most common attacks is for all the tentacles to lift upwards and
    group together, forming a blob of dark energy accompanied by a specific noise.
    After a few seconds, they will fire this energy at you, doing serious damage
    and possibly knocking you into the Phazon walls. The way to avoid this is to
    switch to the Morph Ball when you see the tentacles forming the attack and
    boost towards the nearest circular design in the corners of the room. The idea
    is to be moving when the attack is launched so that it misses; staying on the
    circular designs seems to prevent you from running into the Phazon so much. The
    tentacles can also simply sweep around the room leaving a short purple trail
    behind them; just take a step or two back to avoid this. Sometimes the
    tentacles will lower to just a few inches above the ground, then sweep around
    the room. When this happens, just wait for the tentacles to get to you and
    jump over them, jump rope style. The tentacles may also slam into the ground in
    an attempt to hit you; jump or dodge to the side to avoid this.
    
    Once all the tentacles are gone, the Emperor Ing's head will fold away,
    exposing the EMPEROR ING EYE. This is a core of energy surrounded by a shield
    with only one narrow slit in it. After a few seconds the eye will fire an
    extremely powerful laser blast at you: not only is the blast itself damaging,
    it will also push you into the Phazon and prevent you from firing for several
    seconds. Make sure to dodge to avoid this blast; if you get hit by it every
    time you have little chance of defeating the Emperor Ing. After the eye fires
    three laser blasts, the head will return with new tentacles and the first part
    of the fight will repeat.
    
    However, the eye phase is your only chance to actually damage Emperor Ing. You
    must fire shots through the gap in the shield in order to damage it.While any
    weapon will do damage, I prefer to use the Super Missile. As soon as you
    destroy the last tentacle, switch to the Power Beam and charge it up. Now
    lock-on to the eye and as soon as the laser blast is over, get close to the
    shield gap and wait for it to move in front of you. When the gap in the shield
    is straight ahead, fire the Super Missile. This may take several tries to get
    the timing down (meaning several rounds of tentacle-fighting), but when you do
    get a hit it is worth it: one hit will knock off almost 25% of Emperor Ing's
    energy meter. If you can get two hits in one round, this fight can go rather
    quickly.
    
    Once the eye fires three laser blasts, the head will return with fresh
    tentacles. As the fight progresses and you do more damage to Emperor Ing, the
    number of tentacles will gradually increase from four at the start up to ten.
    Also, there will be a few changes in the Emperor's attacks later in the battle:
    in the "jump rope" attack, the tentacles will sweep around twice, so be ready
    to jump again if necessary. In addition, the tentacles will start using a new
    attack once the Emperor Ing reaches about 50%. If colored light surrounds the
    ends of the tentacles, then they are about to create some sort of wormhole so
    that the ends of the tentacles will appear in random spots in the air right
    around you, where they can lash you. The way to avoid this attack is to roll
    into the Morph Ball when you see it and roll around the room in a zig-zag
    pattern, so that as each tentacle appears on the ground in front of you, you
    are rolling past it. Other than these changes, the battle plan stays the same:
    avoid attacks, destroy tentacles, attack eye. Avoiding the attacks is the most
    difficult part, and that simply comes with experience. Don't worry about saving
    missiles here: you won't need them after this. Also, light ammo shouldn't be an
    issue because the tentacles will leave ammo when they are destroyed. Just make
    sure to use the Charge Beam periodically to draw in ammo and energy that is out
    of reach.
    
    Once you deplete Emperor Ing's energy meter, its head will rotate upside down
    and surround the body. It will then harden into a solid shell, and toxic gas
    will suddenly fill the room. Quickly scan the EMPEROR ING CHRYSALIS to learn
    that the Emperor Ing is regenerating inside this shell, which is magnetically
    charged and contains 11 weak spots, which are easily visible as bright yellow
    spots on the black surface of the shell. Roll onto the chrysalis to get above
    the toxic fumes, and you'll discover that there are other threats on the shell.
    Small Ing move across the surface of the chrysalis, and whip-like tentacles
    will emerge from the weak spots any time you get close to one. However, these
    are not necessarily bad. Every time you destroy one of these Ing they will
    leave a Large Energy, which refills 50 energy units. Therefore, don't be in too
    big a hurry to destroy all the weak spots. Take as much time as you need to
    just kill Ing and refill your Energy Tanks. When you are ready to destroy the
    weak spots, you can do so by leaving a couple bombs on one, then rolling out of
    the way to avoid the tentacle. If the bomb kills the tentacle, then the weak
    spot will be destroyed (you'll know it's destroyed if you see purple flame
    coming out of it). The only other thing to note is that every few minutes the
    level of the gas will rise temporarily, forcing you up to the top of the shell.
    Just watch out for the Ing while you're up here since you have less maneuvering
    room. This phase of the battle is not very difficult, so you shouldn't have too
    much trouble destroying all eleven weak spots.
    
    When you do, the chrysalis will explode, revealing a very different Emperor
    Ing. It now has a body with four jointed legs and a large opening that is sort
    of like a face with a glowing red light inside. This is the MUTATED EMPEROR
    ING, its final and most dangerous form. Scans will tell you to fire
    opposite-polarity weapons at its "heart", but right now its heart is red, which
    doesn't correspond to any weapon. That means that anything will work; missiles
    are a good option. You'll notice that when you hit the Emperor now it will
    flash yellow, not red, meaning you're not actually damaging him. Four or five
    missiles will cause a noise like a small explosion to occur in the mouth/face
    of the Mutated Emperor. It will close its mouth (that's what I'm going to call
    it anyway) and when it reopens, the glowing light inside will be either purple
    or white. It is during this time that you can damage the Emperor, and now is
    when you should use opposite-polarity weapons. If it is purple, it is
    vulnerable to light, so fire as many charged Light Beam shots at it as you can.
    If its heart is white, that means it is vulnerable to darkness. However, the
    Dark Beam is too slow to be very effective, so instead fire the Annihilator
    Beam as fast as you can to do significant damage.
    
    Of course, you can only attack the Emperor when you're not busy dodging its
    attacks. The Mutated Emperor is very fast, powerful, and agile, and possesses
    several attacks that are very hard to avoid. Perhaps the easiest attack to
    avoid is when the Emperor generates several energy beams out of the air around
    him, like a Warrior Ing. Just jump out of the way to avoid being hit by this
    one, and this is also a good time to attack yourself. The Mutated Emperor's
    physical attacks, however, can be hard to avoid. If you find yourself too close
    to the Emperor, it will slash or stomp you with its legs; the Morph Ball is
    usually the best way to get out from under its legs. If you find yourself on
    the far side of the room from the Emperor, you can expect either a charge or a
    jump. The jump is the easier attack to avoid. The Emperor will leap across the
    room, generating a shock wave on the ground when it lands. If you see the
    Emperor remain in place and open its mouth very wide, though, it's getting
    ready to charge. Jump, boost, or do whatever works to get out of its way as
    soon as possible. Damaging the Mutated Emperor Ing is not too difficult;
    avoiding its attacks is, and that is what will determine whether or not you win
    the battle.
    
    Attacking the Emperor will use up quite a bit of ammo, and there are no crates
    or other means to refill your ammo in the room. However, when you get low on
    ammo the Emperor Ing will release a swarm of small glowing white particles
    (they are not a Logbook entry), which you can destroy to recover a ton of ammo
    in a hurry, and hopefully some energy as well. The Emperor also has a specific
    attack it will only perform while it is dark or light. When the Emperor has a
    purple heart, it may create a purple cloud which will fire a beam of energy at
    you. If the beam hits you, you will be encased in dark matter and must press B
    to free yourself. While the Emperor is white, it may create a white cloud whose
    energy beam will not freeze you but does do more damage. That's about it to
    fighting the Mutated Emperor Ing; there aren't many tricks. Basically, don't
    let it get near you and attack as often as possible.
    
    When you finally deliver the fatal blow to the Emperor Ing, it will collapse
    and explode, leaving behind the final sphere of planetary energy it was
    collecting. Now you can step up to the sphere and stick your arm cannon inside
    it to absorb it into your Energy Transfer Module. As soon as the transfer is
    complete, the ground will start shaking and debris will start falling from the
    ceiling because Dark Aether has been destabilized. Platforms will rise up in
    the center of the room, and a message on your HUD will inform you, "Planetary
    condition critical: escape at once!" With that, a timer will start counting
    down from 8:00:00. Quickly jump up the platforms and Screw Attack to the door,
    then drop down the shaft and step into the light to transport out of the Sky
    Temple.
    
    NOTE: Don't try to use the Save Station before you leave the Sky Temple; it
    won't work and you'll just waste time. If you die before completing the game,
    you will be asked if you want to restart from the last saved point. If you say
    yes, you will restart from Sanctum just as the clock begins ticking down. If
    you say no, you will return to the title screen and the next time you open your
    file, you will begin at the last Save Station you saved at. Thus you must
    complete the entire end-game section without quitting your file, but once
    you've beaten Emperor Ing, you don't have to fight him again until you quit
    your file.
    
    /==============================================================================
    2. Disrupted Essence                                                  [III.F.2]
    \==============================================================================
     |[BOSS: Dark Samus]                                                 |
     ---------------------------------------------------------------------
    You will arrive in Sky Temple Gateway and will start walking towards the door,
    but suddenly a large mass of Phazon will appear, completely blocking the door!
    You will turn and see that Dark Samus is there, although having been defeated
    twice already, her suit is translucent and her body has been reduced to a
    skeleton. It's time to put an end to Dark Samus, and you have less than eight
    minutes to do so.
    
    Scan DARK SAMUS 3 for the next-to-last entry in your Logbook, then get ready
    to fight. This final fight with Dark Samus will be different from the first two
    in that Dark Samus will use only a small number of attacks, instead of the wide
    variety she's previously employed. There is also the added pressure of the
    clock counting down, but try not to look at it too much. Eight minutes sounds
    short, but it is actually plenty of time to defeat Dark Samus. Dark Samus will
    alternate between two activities. When she rises into the air, she is preparing
    to fire a massive amount of Phazon at you. Pay attention and be ready to dodge
    when she fires, and keep moving because the beam will follow you. Dark Samus is
    invulnerable during this time, so all you can do is avoid the attack. After
    firing several Phazon blasts, Dark Samus will drop to the ground and disappear,
    even from your Dark Visor. The Echo Visor is the only visor that can see Dark
    Samus now, and it is at this time that she is vulnerable to attack. Lock-on to
    Dark Samus and fire away with whatever you have left: the Annihilator Beam is
    best, followed by the Light Beam, missiles, and finally the Power Beam. Pay
    attention as you fire, though; Dark Samus will often jump quickly to another
    spot, and this will break your lock-on. If you don't pay attention to this, you
    can waste ammo firing at nothing. Once your shots start bouncing off of Dark
    Samus, she has become visible again. Switch back to the Combat Visor and get
    ready to dodge more Phazon blasts.
    
    After a couple minutes of this, in which you may be able to do around 25%
    damage to Dark Samus, the pattern will change. When you see Dark Samus rise
    into the air in the center of the room and a sphere of Phazon surround her, get
    ready for the final portion of the fight. Also, Dark Samus is now DARK SAMUS 4,
    which will complete your Logbook. The scan will indicate that Dark Samus is now
    invulnerable to everything except Phazon itself, and it recommends using the
    Charge Beam to collect Phazon expelled by Dark Samus. In order to do that,
    however, you need to pay very close attention to Dark Samus while she is in the
    air. Have a charged Power Beam shot ready, however, throughout this period of
    the fight. Samus's attack now is a brief but fast-moving blast of Phazon.
    Normally, you can tell this is coming because Dark Samus will contract her body
    slightly before releasing the attack.
    
    However, if the Phazon sphere around Samus expands briefly before she contracts
    and fires, get ready. Dodge the attack like normal, but if you are locked-on to
    Dark Samus, your targeting reticule will move up slightly to lock-on to several
    small Phazon pellets that were also released. These contain the Phazon energy
    you need to absorb. If they're not headed straight towards you, line yourself
    up with the pellets and let them get sucked up by the Charge Beam. Your Charge
    Beam will now be glowing blue with Phazon energy. Once you have absorbed the
    pellets, your lock-on will automatically shift back to Dark Samus. As soon as
    it has, release the Charge Beam to do heavy damage to Dark Samus.
    
    After firing several Phazon blasts, usually including two which release Phazon
    pellets, Dark Samus will drop to the ground and begin hovering around the room,
    quickly jumping from place to place and generating temporary Phazon barriers
    to hurt you and block your shots. Dark Samus is vulnerable during this period,
    so stay locked-on and use up any missiles or ammo you have left. However, don't
    expect to do very much damage during these segments, just try to avoid getting
    hit or walking into the Phazon on the walls. When Dark Samus returns to the air
    in the center of the room, switch to the Power Beam and charge it up.
    
    Both avoiding the Phazon blasts and absorbing the Phazon pellets can be
    difficult, and this simply takes practice and learning to recognize Dark
    Samus's signals and timing. Another important fact to keep in mind is that if
    you are locked-on to Dark Samus, the targeting reticule will AUTOMATICALLY move
    to focus on the Phazon pellets, then back to Dark Samus. At no point do you
    need to release the L button or use manual aiming. This can be an unnecessary
    cause for missed pellets and missed shots at Dark Samus. Depending on how much
    damage you did to Dark Samus in the beginning, it will take around five to
    seven Phazon shots to kill Dark Samus, and you usually (but not always) get two
    opportunities per round.
    
    When you deliver the final blow to Dark Samus, she will fall to the ground, her
    body burning with blue flames. Desperately, she will crawl towards Samus and
    stretch out her hand towards Samus, but she will disintegrate into blue
    particles before she touches you. Once Dark Samus is gone a number of Warrior
    Ing will enter the room, surrounding Samus. However, as Dark Aether continues
    to be destroyed, the tower of Phazon on one wall will explode, revealing a
    portal generator behind it. Samus will run towards the generator, scanning it
    to activate it as she runs, so that when she leaps up to the portal she will
    travel through it into Light Aether, into the Hall of Honored Dead to be
    specific. Once Samus emerges, you will see the Ing trying to get through the
    portal as their world collapses, but soon the portal will explode and
    disappear. Simultaneously, the purple clouds and distortions in Aether's
    atmosphere will vanish, indicating that Dark Aether has now been destroyed and
    the planet is whole once more.
    
    In the Great Temple, several Luminoth will look up as the sky clears overhead,
    then turn to the Main Energy Controller. The Energy Controller will close as
    Samus emerges from it in her Varia Suit, having surrendered the Luminoth power
    of the Light Suit. The Luminoth will bow to Samus as she walks past them to the
    exit, giving a brief wave in farewell. As Samus blasts off from Aether, take
    comfort in knowing that you have restored the planet's divided energy,
    returning peace and health to Aether and destroying forever the toxic world of
    Dark Aether. The Luminoth can live once again in peace.
    
    This mission, like many others, turned out to be much bigger than Samus
    originally thought. A simple recon operation to find the Federation Troopers
    led to the discovery that this world was also home to the Luminoth, an advanced
    peace-loving race whose home had been ravaged by the impact of an asteroid,
    just like Tallon IV. The impact of the asteroid divided the planet into two
    parallel worlds, one of which was home to the aggressive Ing as well as Phazon,
    which again drew the Space Pirates. Additionally, Metroid Prime, in the form of
    Dark Samus, seemed to be drawn to Aether because of the Phazon. But is there
    more? Two worlds, both damaged by an asteroid, both containing the deadly
    Phazon, and both home to Metroid Prime. Clearly there is more to the story. But
    what are the answers? Only time (and a sequel) will tell.
    
    ____        _______________________________________________________        ____
        \______/                                                       \______/
    
            IV. E X P A N S I O N S                                     [IV]
         ______                                                         ______
    ____/      \_______________________________________________________/      \____
    
    This section lists every expansion in the game: Energy Tanks, Beam Ammo
    Expansions, Missile Expansions, and Power Bomb Expansions. Each type of
    expansion is numbered, however, this number is meant to serve as a reference
    only, it does NOT indicate the order in which the items should be collected.
    Basically, the expansions are listed first by region in the following order:
    Temple Grounds, Sky Temple Grounds, Agon Wastes, Dark Agon Wastes, Torvus Bog,
    Dark Torvus Bog, Sanctuary Fortress, Ing Hive, Great Temple, Sky Temple. Within
    each region, the numbering is based on moving across the region in whatever
    path seems logical to me, starting from the point where you first enter that
    region. For each expansion, the name of the room where it is found is listed,
    followed by a detailed description of how to get it. For the room names, the
    following abbreviations will be used for the regions:
    
    TG: Temple Grounds      SG: Sky Temple Grounds
    AW: Agon Wastes         DA: Dark Agon Wastes
    TB: Torvus Bog          DT: Dark Torvus Bog
    SF: Sanctuary Fortress  IH: Ing Hive
    GT: Great Temple        ST: Sky Temple
    
    /==============================================================================
    A. Energy Tanks                                                          [IV.A]
    \==============================================================================
    01 TG:STORAGE CAVERN B
       Return to the Temple Assembly Site once you have the Missile Launcher (the
       first time you can do this is after talking to U-Mos in the Great Temple).
       Shoot the red blast shield with a missile to access a small room containing
       an Energy Tank.
    
    02 TG:FORTRESS TRANSPORT ACCESS
       There's a column of light at one end of this tunnel leading to the Sanctuary
       Fortress elevator. With the Light Suit, step into the column to be
       transported to a small chamber with the Energy Tank.
    
    03 TG:WIND CHAMBER GATEWAY
       This tank is found in an open-air area connecting Path of Eyes with Grand
       Windchamber. From the ledge on the Grand Windchamber side, there's a grapple
       point you can use to reach an Energy Tank on a solitary platform.
    
    04 AW:MINING PLAZA
       Using the Echo Visor, locate three sonic transmitters on the cliff walls.
       After you turn each one off with a shot from the Power Beam, one of the
       solar lenses in the center of the room will move into position, helping to
       focus the sunlight. When all three transmitters have been turned off, the
       focused light will cause a gate high on the cliff wall to open. From the
       central ledge, Screw Attack across the room and through the gate to reach
       the Energy Tank.
    
    05 AW:MINING STATION ACCESS
       This room is a Morph Ball tunnel that goes through a large oval-shaped
       structure. Once you have the Morph Ball Bombs, bomb the block in the center
       of the oval. You will drop down onto a Kinetic Orb Cannon that will shoot
       you up to an Energy Tank.
    
    06 AW:MINE SHAFT
       The Mine Shaft is located through the black door off of Agon Temple. Avoid
       falling through the first drop covered by a breakable block, then do a
       double bomb jump to reach the top of the next platform with a Pillbug on it,
       from which you can reach an upper level. When you reach the second set of
       crumbling blocks that you have to fall through, hug the left wall to enter a
       secret tunnel behind the wall. Use the slits in the wall to follow the path
       up to the Energy Tank.
    
    07 AW:BIOENERGY PRODUCTION
       This is the room in the Space Pirate base where you have to move the
       platforms up and down. By putting the platforms in one configuration, you
       can reach the door to ????. But by moving the platforms into an alternate
       configuration, you can climb them to reach a ledge containing an Energy
       Tank. The following diagram shows the correct platform configuration. A #
       means that a platforms should be located there, and a _ means it that spot
       should be empty. The letters A, G, and D stand for gamma, delta, and alpha,
       which are the names of each of the platform stacks.
       # # _
       # _ #
       _ # #
       # # #
       G D A
    
    08 TB:TEMPLE ACCESS
       This is the two-level Morph Ball passage that connects Great Bridge and
       Torvus Temple. Enter from the upper door of Great Bridge (the black door at
       the end of the bridge) and bomb the first red circle on the floor. Fall
       through the hole to grab the Energy Tank.
    
    09 TB:TORVUS PLAZA
       This is the room located near Forgotten Bridge which is the Light Aether
       version of where you fought the Boost Guardian. Luckily there are no
       super-hard mini-bosses here, just a large halfpipe with a Spider Ball track
       at the top. This is a long and complicated track, and one mistake will send
       you down to the bottom where you'll have to start all over again. There's a
       Sporb that will pester you during the first part of the track: you can
       either ignore it or let it grab you and then lay bombs to kill it. Past the
       Sporb is a complicated series of tracks requiring carefully timed jumps and
       drops, but at the end of it all is a Kinetic Orb Cannon. The cannon will
       fire you across the room to a ledge containing a well-earned Energy Tank.
    
    10 TB:MEDITATION VISTA
       This is the room past Torvus Grove which is nothing more than a portal
       generator on the edge of a cliff. However, if you look behind the generator
       you can see a floating platform moving back and forth in the air. The only
       way to reach the platform is with the Screw Attack, which will have to be
       carefully timed. In order to reach the platform, start jumping towards it
       when the platform is farthest away from you. The platform will move back as
       you approach it, and if timed correctly you will land on the platform. Now
       just stand on the platform as it carries you right into an Energy Tank.
    
    11 TB:TRANSIT TUNNEL EAST
       Once you have the Gravity Boost, enter this tunnel connecting Training
       Chamber with Catacombs and bomb jump up to a Bomb Slot. When you activate
       it, currents will appear moving either up or down underneath the vertical
       tubes overhead. The third tube past the Bomb Slot contains another Bomb Slot
       at the top, but to reach it you'll need to do some Morph Ball acrobatics.
       The current will greatly increase your jump height and slow your descent
       speed, so the trick is to lay a bomb when you are almost, but not quite, at
       the top of your jump so that you will fall onto the bomb just as it
       explodes. You'll need to do this twice to reach the Bomb Slot. When you
       activate it, the direction of the currents will switch for a short time.
       Now go to the first tube past the original Bomb Slot and do the same trick
       before the timer expires to reach the Energy Tank.
    
    12 DT:CACHE B
       In the lower chamber of Dark Torvus Temple, roll through the tunnel behind
       the three statues to reach a door. (This corresponds to the tunnel leading
       to the elevator to the lower levels in Light Aether.) Through the door is a
       chamber containing the Energy Tank.
    
    13 SF:REACTOR CORE
       Once you have the Spider Ball, allow yourself to be fired from the cannon on
       the floor and use the Spider Ball to latch onto the gold sphere. Roll to the
       top of the sphere, where a magnetic rail track leads up to another sphere,
       but wait until the electricity surrounding the track subsides. From the
       second sphere, position yourself over the red circle and boost to reach
       another, smaller sphere with another red circle. Continue using the red
       circles to boost from sphere to sphere until you finally reach another
       magnetic rail track which leads to the Energy Tank.
    
    14 SF:WATCH STATION ACCESS
       This Energy Tank is easily accessible in the floor-less hallway that
       connects Main Gyro Chamber and Watch Station. Just enter the room from
       Watch Station and you'll find the Energy Tank on a ledge to the left.
    
    /==============================================================================
    B. Beam Ammo Expansions                                                  [IV.B]
    \==============================================================================
    01 SG:PROFANE PATH
       Use the dark portal in Sacred Path to reach this room. There's a sonic gate
       in the base of the tower of Ingworms. Using the Echo Visor and Annihilator
       Beam, shoot the gate to hear the combination, then fire at the emitters on
       the ledge to reproduce the combination. When you do, the gate will open and
       you can take the Beam Ammo Expansion behind it.
    
    02 AW:CENTRAL MINING STATION
       Reach the balcony of the Central Mining Station by leaving Command Center
       through the white door on the upper level. Now use the turrets to destroy
       the three large cubical devices in the room; these are Space Pirate
       generators. One is on the ground in front of the skiffs stored on the left
       wall, one is on a ledge on the right side, and the third is to the left of
       the shield at the far end of the room. Now jump down from the balcony and
       use the Pirate Skiff that was knocked loose to reach the top of one of the
       columns. Jump to the Space Pirate room, then follow the tunnel out of it to
       a walkway in front of the shield. Roll through the Morph Ball tunnel to the
       left to find the Beam Ammo Expansion behind the shield.
    
    03 DT:CACHE A
       This expansion is located in a small room off of Poisoned Bog, the Dark
       Aether version of Torvus Lagoon. You can reach it by going through the black
       door in Venemous Pond and passing through Portal Chamber. In Poisoned Bog,
       you can jump onto a circular platform floating in the water and from there
       to a ledge with a purple door. Use the Seeker Launcher to open the door, and
       inside is the expansion.
    
    04 SF:WATCH STATION
       From the platform with the white door is a Spider Ball track. Halfway along
       this track you'll see another Spider Ball track above you. Bomb jump up to
       this track, which leads to a cannon. The cannon will fire you onto another
       set of Spider Ball tracks. As you navigate this track, you'll have to ride
       on a set of spinning gears. Lay a bomb when you pass through the red poles
       to get off the gear before you hit the wall. After the two gears you'll
       reach a rectangle of Spider Ball tracks. Go to the lower-left corner of the
       rectangle and drop off to reach more tracks below. Follow this track, which
       includes navigating two more gears, until you reach a tunnel. Roll right
       through the tunnel until you see another tunnel leading straight back. Roll
       through this tunnel to reach a tiny chamber containing the Beam Ammo
       Expansion.
    
    /==============================================================================
    C. Missile Expansions                                                    [IV.C]
    \==============================================================================
    01 TG:HIVE CHAMBER A
       Once you have the Missile Launcher, return to the pit that you dropped down
       at the very beginning of your adventure; it's located in between the
       Landing Site and the Industrial Site. At the bottom of the pit is a special
       trooper known as the Dark Missile Trooper (it only appears here, so make
       sure to scan it). This trooper has been possessed by the Ing just like the
       others, but it can fire Missiles at you. Use the weapon of your choice to
       defeat it while dodging its missiles, and when it dies it will leave behind
       a Missile Expansion.
    
    02 TG:HIVE CHAMBER B
       When you explore the hive a second time, you'll find a Morph Ball tunnel
       blocked by Talloric Alloy in front of the door out of Hive Chamber B. Use a
       bomb to destroy the covering, and at the end of the tunnel you'll find the
       expansion.
    
    03 TG:TRANSPORT TO AGON WASTES
       Across from the elevator to Agon Wastes is one of the spiderwebs like those
       you encountered at the Landing Site. Shoot the sac in the center to destroy
       it and reach a Missile Expansion behind it.
    
    04 TG:TEMPLE ASSEMBLY SITE
       Use the Space Jump Boots to double jump onto a large block to the left of
       the door to the elevator. From there you can reach a ledge with two crates
       on it. Follow this ledge to a Morph Ball tunnel, which leads to a Missile
       Expansion.
    
    05 TG:COMMUNICATION AREA
       With the Space Jump Boots, jump onto a wide, flat ledge from the main path.
       Look for a round metal structure on the ground and lay a Power Bomb to
       destroy it. You'll find an expansion underneath.
    
    06 TG:GFMC COMPOUND
       Stand on the ledge with a dead trooper and the door leading to Sacred Path.
       From here, Screw Attack onto the top of the ship. You'll find a Missile
       Expansion near the rear.
    
    07 SG:PLAIN OF DARK WORSHIP
       This room corresponds to Temple Assembly Site. Simply walk into the chamber
       in the base of the tower of Ingworms to find this expansion.
    
    08 SG:PHAZON GROUNDS
       This room corresponds to GFMC Compound. There's a cliff on one side of the
       room, and beyond it you can see a tower with something glowing on it. Screw
       Attack across the abyss to enter an alcove in the tower and find a Missile
       Expansion.
    
    09 SG:WAR RITUAL GROUNDS
       This expansion is found in the room that corresponds to Light Aether's
       Meeting Grounds. In the center of the massive pillar of Ingworms is a gate.
       Using the Dark Visor, hit the five targets around it using the Seeker
       Launcher and the gate will open, giving you access to the expansion.
    
    10 AW:TRANSPORT CENTER
       This expansion is ridiculously easy to get. After you return to Portal
       Terminal from your first trip into Dark Aether, go through the newly-opened
       left-hand door to reach Transport Center. Use the Bomb Slot to lower the
       gate, allowing you to exit the room and giving you a Missile Expansion.
    
    11 AW:PORTAL ACCESS A
       This room connects Mining Station A with Portal Terminal, and contains a
       high wall which a series of Kinetic Orb Cannons which shoot you up to the
       top. On the Portal Terminal side, the Missile Expansion is hidden in plain
       sight behind the wall (the dead Luminoth may partially block your view of
       it). Roll around the wall (avoiding the cannon) to get it.
    
    12 AW:MINING STATION A
       Use a Power Bomb to destroy a section of Denzium wall. The cannon you reveal
       will fire you onto a Spider Ball track at the top of the wall. Follow the
       track to reach a Missile Expansion.
    
    13 AW:SAND CACHE
       Once you have the Amber translator update, return to Mining Station A. Open
       the translator door there, and in the room behind it you'll find an
       expansion.
    
    14 AW:STORAGE A
       In Mining Station B there's a weak section of Denzium wall. Destroy it with
       a Power Bomb to reveal a door. In the storage room through the door is an
       expansion.
    
    15 AW:COMMAND CENTER
       While rolling through the tunnels under the floor, look for a second tunnel
       that branches off to the right near the center of the room. Follow this
       tunnel to find a Missile Expansion underneath the floor.
    
    16 AW:STORAGE B
       After you get the Dark Beam, return to Biostorage Station. After destroying
       the Metroids that will attack, go through the black door on the upper level.
       Inside is a Missile Expansion.
    
    17 AW:STORAGE C
       This expansion is in a storage room off of Bioenergy Production, the room
       with the three towers of platforms that can be moved. On the side of the
       room where the controls for each set of platforms is located, there's a
       Spider Ball track near the corner. Following this track will lead you across
       the ceiling, then you'll have to boost across several small sections of
       track. When you see another track above you, boost off the lower track to
       reach it, then boost onto a track on the top of one of the platform towers.
       Roll to the other side of the tower, then boost off the track to land on a
       ledge with a green door. Open it with a Super Missile to enter a storage
       room containing a Missile Expansion amidst several small fires.
    
    18 AW:SAND PROCESSING
       Once you have the Boost Ball, you can boost up the halfpipe to reach a pipe
       that leads to a control area. Scan the computer terminal, then activate the
       Bomb Slot to drain the sand out of the other end of the room, revealing a
       Missile Expansion.
    
    19 AW:MAIN REACTOR
       Along one wall of the room are a series of cylindrical tanks containing
       Phazon. On the wall next to the end of these tanks is a Spider Ball track.
       (It's just around the corner from another track that leads to the door to
       Sandcanyon). From this track you'll have to boost onto a series of robots,
       each moving up and down and a grate with only one opening separating each.
       If you miss and fall into Phazon, there's a hole in the wall closest to the
       screen from which you can escape. If you make it across, bomb the glass to
       grab a Missile Expansion.
    
    20 AW:VENTILATION AREA A
       This is the Morph Ball area connecting Sandcanyon with Main Reactor. There's
       a tunnel leading up from above one of the platforms with a Pillbug on it.
       Double jump on top of the platform, then do another double jump up the
       tunnel. This will lead you to the expansion.
    
    21 DA:ING CACHE 4
       Once you have the Dark Beam, head to this room which corresponds to the
       hallway leading to the Temple Grounds elevator. Underneath the ledge you
       enter the room on is a Morph Ball tunnel with an expansion at the end.
    
    22 DA:CROSSROADS
       Use the Boost Ball to boost up the halfpipe in Transport Center in Agon
       Wastes. On top of one side of the halfpipe is a door leading to an elevator
       to Torvus Bog, while on the other side is a Dark Portal. Go through the
       portal, and when you emerge in Dark Aether, the expansion will be right in
       front of you.
    
    23 DA:JUNCTION SITE
       This is a Morph Ball tunnel that leads through an egg-shaped structure. In
       the center of the "egg" is a vertical Spider Ball track. Ride the track up
       to a Bomb Slot, which will rotate the structure to reveal a Missile
       Expansion.
    
    24 DA:WARRIOR'S WALK
       You'll need the Super Missile to open the green doors to this room, which
       connects Judgment Pit and Battleground. You can bomb a weak section of the
       floor, but there's Phazon underneath. Drop into the Phazon and quickly
       reach the other side of the Phazon, where you'll find a Missile Expansion.
    
    25 TB:TORVUS LAGOON
       To the right of the ramp that leads from the bottom of the water up to dry
       ground is an area covered in Venom Weed. If you have the Gravity Boost, you
       can reach a Missile Expansion on a ledge above the Venom Weed.
    
    26 TB:PATH OF ROOTS
       From the ledge with the door to Great Bridge, you can reach a Grapple Point
       that will let you swing to a platform with the expansion.
    
    27 TB:PORTAL CHAMBER
       In the Dark Aether version of Portal Chamber, there are platforms that you
       can jump up near the door to Poisoned Bog. At the top of these platforms is
       another Morph Ball tunnel that will take you to the Light Portal. When the
       portal deposits you in the Light Aether side, you can easily collect the
       expansion.
    
    28 TB:ABANDONED WORKSITE
       On the Great Bridge side of Abandoned Worksite is a Grapple Point that will
       let you swing to an expansion on a ledge.
    
    29 TB:FORGOTTEN BRIDGE
       The first time you reach Forgotten Bridge, cross the bridge to the Dark
       Portal and enter it. In Dark Aether, activate the Bomb Slot to rotate the
       bridge in both worlds. Return to Light Aether, and after fighting several
       Dark Pirate Commandos for a few minutes, you can cross the rotated bridge to
       reach a Missile Expansion in front of the door to Abandoned Worksite.
    
    30 TB:PLAZA ACCESS
       This is the Morph Ball passage that connects Forgotten Bridge with Torvus
       Plaza, the Light Aether equivalent of the room where you fight the Boost
       Guardian. Make your way through the Morph Ball maze, activating the Bomb
       Slots to rotate the devices, and once you activate both slots you can enter
       a tunnel that leads straight back. On the other side is a halfpipe, and by
       boosting to the top of it you'll find a Missile Expansion.
    
    31 TB:TORVUS GROVE
       There is a massive tree in the center of Torvus Grove with several massive
       roots growing out of the ground. Some of these roots have been weakened by
       nearby Phazon and Denzium, so use a Power Bomb to destroy them. This will
       cause the entire tree to lean, falling into a rock wall and reducing it to
       rubble. Behind the wall is a Missile Expansion.
    
    32 TB:UNDERGROUND TUNNEL
       This is the watery passage that connects Torvus Temple and Torvus Grove.
       Simply roll underneath the platform with the door to Torvus Temple to find a
       Missile Expansion.
    
    33 TB:HYDRODYNAMO STATION
       Drop down to the bottom of Hydrodynamo Station (the main room in the lower
       level of Torvus) and scan the panel there. This will cause a platform to
       extend in front of a purple door higher up. Return to the top of the room
       and use the platform to reach the ledge, which has a Missile Expansion on it
       as well.
    
    34 TB:TRAINING CHAMBER
       Roll up the Spider Ball track located to the left of the statue to reach a
       Bomb Slot on the statue. When the slot is activated, the statue will slide
       forward, revealing a Missile Expansion in its previous location.
    
    35 TB:GATHERING HALL
       Use a Power Bomb to destroy the Denzium floor in the middle of the room,
       then destroy the yellow plug in the bottom of the exposed basin with another
       Power Bomb. This will drain all the water out of the room, and you can use
       the curved walls of the basin to boost up to Spider Ball tracks suspended
       from the ceiling on either side. At the end of each track is a Bomb Slot,
       and when both slots are activated the force field surrounding the Missile
       Expansion will lower. Grapple to the ledge with the laser, then turn and
       jump onto the newly-extended platform to reach the expansion.
    
    36 TB:TRANSIT TUNNEL SOUTH
       This Morph Ball tunnel connecting Catacombs and Gathering Hall can only be
       accessed through gray doors, so return here once you have the Annihilator
       Beam. On the Catacombs side you'll find a Bomb Slot, which will cause one of
       the water jets to propel water in the opposite direction. Using the lift
       from the water, you can double bomb jump up a shaft to another series of
       tunnels, where you'll find another Bomb Slot. This slot will also reverse
       the flow of water in one shaft, allowing you to bomb jump up it and reach a
       third Bomb Slot. There's a Missile Expansion at the top of the shaft which
       this final slot affects, but to reach it you'll have to drop down to the
       bottom and go through the entire maze again. Once you've reached the bottom
       of the shaft with the expansion, bomb jump to claim it.
    
    37 DT:UNDERTRANSIT ONE
       This Morph Ball tunnel connects Crypt and Sacrificial Chamber. It consists
       of a stack of three pipes which are connected through a number of vertical
       gaps. However, you can't see through the walls of the pipes, which makes it
       easy to hide a Missile Expansion in them. The expansion is located in the
       top pipe, just to the left of the central wall. To get it, head for the spot
       in the middle pipe just to the left of this, underneath a gap. From here, if
       you bomb up and to the left, you'll reach a ledge from which you can go
       through the central ring. However, if you bomb up and to the right, you'll
       find the Missile Expansion.
    
    38 DT:UNDERTEMPLE
       Return to the room where you fought the Power Bomb Guardian once you have
       the Screw Attack. On the walls beside the light portal here are a pair of
       wall jump surfaces. Use the Screw Attack to ascend the walls, where you'll
       find a Missile Expansion at the top.
    
    39 SF:SANCTUARY MAP STATION
       This room is through a door at the left end of the hallway in Main Reactor,
       as you face the center of the room. Once you have the Light Suit, step into
       the beam of yellow light and it will transport you to an upper level of the
       room, where you'll find a Missile Expansion.
    
    40 SF:HALL OF COMBAT MASTERY
       Use the Spider Ball to climb a magnetic rail track located on the side of a
       wall near the door to the elevator. This track leads to a long series of
       Morph Ball tunnels where you will have to dodge flames, lasers, and Phazon
       through a combination of good timing and accurate bomb jumping. If you make
       it to the end, you'll receive a Missile Expansion.
    
    41 SF:MAIN RESEARCH
       One wall of Main Research is colored blue and is covered with several
       mechanical devices and Spider Ball tracks. As you follow the track, you'll
       have to constantly avoid devices that will knock you off as well as jumping
       over gaps in the track and dropping to lower tracks. If you can make it all
       the way to the end without getting knocked off, you'll earn a Missile
       Expansion.
    
    42 SF:DYNAMO WORKS
       After defeating the Spider Guardian, use your new Spider Ball to backtrack
       through the area in which you fought him. After you pass the passage just
       before the area where the final phase of the battle takes place, the track
       will lead up and around a large block at a corner. At the top of this track
       you can bomb jump off the track onto a ledge, which leads to a Missile
       Expansion and a tunnel that will drop you off in the other side of Dynamo
       Works.
    
    43 SF:CENTRAL AREA TRANSPORT WEST
       After you get shot up to the top of this shaft by the Kinetic Orb Cannons,
       drop down onto a platform that takes up most of the shaft. Along the wall
       are three vertical Morph Ball tunnels. Drop down the left tunnel, then go
       right at the next two intersections. You will fall right into a Missile
       Expansion before you reach the bottom of the shaft.
    
    44 SF:TEMPLE ACCESS
       Switch to the Echo Visor while standing on the high ledge with the door from
       Main Gyro Chamber and you'll see a sonic transmitter on the pillar in front
       of you. Shoot the transmitter, then quickly drop to the lower level and get
       fired from the cannon before time runs out. You will fall beneath the floor
       of the lower section, where a Missile Expansion rests. To get out, use the
       Spinner also located under the floor.
    
    45 SF:SENTINEL'S PATH
       After you obtain the Annihilator Beam, you can enter this hallway that
       connects the temple to Watch Station. In the middle of the hallway is a
       sonic gate with three sonic key emitters in front of it. Open the gate by
       entering the correct combination, using the Echo Visor and Annihilator Beam,
       to access the Missile Expansion behind it.
    
    46 IH:HAZING CLIFF
       This room is accessed via a door in Culling Chamber near to the portal
       generator. It contains a Dark Tallon Metroid, and at the far side is a short
       tunnel guarded by two Dark Diligence Drones. Destroy the drones with the
       Light Beam, and you can claim the expansion at the end of the tunnel behind
       them.
    
    47 IH:AERIAL TRAINING SITE
       There is a Wall Jump Surface right in front of the light portal in this
       room. Using the Screw Attack, wall jump up the short wall to grab a Missile
       Expansion on a nearby ledge.
    
    48 GT:TRANSPORT A ACCESS
       This expansion is located in the hallway connecting the elevator from Sacred
       Path with the Temple Sanctuary. There is a Save Station accessible through
       a Morph Ball-sized hole in the wall here, and if you bomb part of the wall
       of the Save Station chamber, you'll discover a ramp sloping down to a
       Missile Expansion hidden underneath the Save Station.
    
    49 GT:TRANSPORT B ACCESS
       This expansion can be found in the hallway connecting the elevator from
       Temple Assembly Site with the Temple Sanctuary. On the left wall (as you
       face the sanctuary door), is a vertical Morph Ball passage. Bomb jump up the
       ledges in the wall to reach a tunnel that zigzags above and around the
       hallway before leading you to a Missile Expansion.
    
    /==============================================================================
    D. Power Bomb Expansions                                                 [IV.D]
    \==============================================================================
    01 TG:DYNAMO CHAMBER
       This tunnel connects Temple Assembly Site and Communication Area. The lower
       half of the tunnel is blocked off on both ends by Mark VII gates, which can
       only be destroyed with a Power Bomb. Destroy the gates, then use another
       Power Bomb on the section of weak Denzium wall to reveal a Power Bomb
       Expansion.
    
    02 AW:SANDCANYON
       This is a large cliff, crossed using Kinetic Orb Cannons, that connects Agon
       Temple and Main Reactor. There is a small ledge in the center of the canyon,
       which you can reach using the Screw Attack. Once on the ledge, use a Power
       Bomb on the Denzium rock there. This will cause the entire metal structure
       it was supporting to fall into the cliff and will allow you to take a Power
       Bomb Expansion.
    
    03 DA:FEEDING PIT
       This room in Dark Agon Wastes contains dark water, several ledges, and lots
       of Lumites. Once you have the Light Suit, drop into the dark water. You'll
       find an underwater alcove containing a Power Bomb Expansion.
    
    04 TB:GREAT BRIDGE
       At the other end of the bridge from the temple entrance is a Denzium rock.
       Power Bomb it to reveal a Morph Ball tunnel, which has a Power Bomb
       Expansion hidden inside.
    
    05 DT:PUTRID ALCOVE
       This small room connects Dark Forgotten Bridge with Poisoned Bog, and is
       home to a Dark Phlogus. Power Bomb a section of Denzium wall on the side of
       the room to find a Power Bomb Expansion.
    
    06 SF:SANCTUARY ENTRANCE
       Use a Power Bomb to destroy the sheet of cracked Denzium in front of the
       elevator to the left of the door leading deeper into the fortress. At the
       top of the elevator is a control panel which will activate a cannon located
       nearby. The cannon will fire you onto a platform with a Vigilance Class
       Turret. Use the turret to destroy two weakened sections of wall, one on each
       side of the bridge. (By switching to the Scan Visor, you can see which
       sections of wall to attack.) Once the walls are destroyed, use the cannon to
       return to the fortress-side ledge, then jump up the ledges and ride the
       Spider Ball track to the right of the door to reach one of the newly-exposed
       ledges. The cannon here will fire you across to the other exposed ledge,
       where a Power Bomb Expansion awaits.
    
    07 SF:TRANSIT STATION
       This expansion is found in the room connecting Main Research and Main
       Reactor. Behind a Denzium plate in the center of the room is a dark portal.
       Enter the portal, and in the dark version of the room you'll encounter a
       Dark Ingsmasher. After it's been defeated, go through the light portal
       behind where it came from. Back in the light world, roll through the Morph
       Ball tunnel to reach another dark portal, where a Spider Ball track will
       lead to yet another light portal. Follow the Spider Ball track here to
       finally claim a Power Bomb Expansion.
    
    08 SF:MAIN GYRO CHAMBER
       At the bottom of Main Gyro Chamber is a sonic gate. Use the Echo Visor and
       Annihilator Beam to learn the gate's combination, then enter it using the
       sonic key emitters on the bottom level. When you enter the combination
       correctly, the gate will open to reveal a Kinetic Orb Cannon. The cannon
       will fire you into the purple ball of energy in the center of the room,
       destroying it and revealing a Power Bomb Expansion.
    
    ____        _______________________________________________________        ____
        \______/                                                       \______/
    
              V. D A T A   N E T W O R K                                [V]
         ______                                                         ______
    ____/      \_______________________________________________________/      \____
    
    This section lists every Data Network (Pause Menu) entry, arranged just as in
    the game. It is divided into three main subsections: Inventory, Logbook, and
    Options. Entries are arranged in various categories and subcategories just as
    they are in the game. Actual entries appear capitalized to distinguish them
    from categories.
    
    Due to the wide scope of information contained in the Data Network, this
    section contains a large amount of game information. If what you're looking for
    isn't anywhere else in this guide, chances are it's in here somewhere.
    
    Finally, an important note: all item locations will be given in the following
    manner: a two-letter abbreviation for the region name, followed by the room
    name. For example, TG:Landing Site. Room names are displayed on the map, so if
    you don't recognize a room name, look for it there. These are the region
    abbreviations that will be used:
    
    TG: Temple Grounds      SG: Sky Temple Grounds
    AW: Agon Wastes         DA: Dark Agon Wastes
    TB: Torvus Bog          DT: Dark Torvus Bog
    SF: Sanctuary Fortress  IH: Ing Hive
    GT: Great Temple        ST: Sky Temple
    
    /==============================================================================
    A. Inventory                                                              [V.A]
    \==============================================================================
    This subsection lists the contents of the Inventory section of the Data
    Network. For each entry, a description of the item is given, along with its
    location and any other relevant information, such as ammo or vulnerable
    materials. For the Dark Temple Keys category, a description of how to get the
    key will be provided.
    
    1. Armor                                                                [V.A.1]
    ===============================================================================
       a. VARIA SUIT
          This is Samus's classic orange suit that she wears at the beginning of
          the game. Since it was not designed with Dark Aether in mind, it is most
          vulnerable to the atmosphere of Dark Aether. Your energy will deplete
          rapidly while not inside a Safe Zone, so spend as little time as possible
          outside them while you have this suit.
          LOCATION: default
    
       b. DARK SUIT
          This suit has a very different look from the Varia Suit; it looks
          somewhat antique, and doesn't have the sleek curves of the Varia Suit.
          However, this is the suit you will wear the majority of the game, and it
          reduces the effects of Dark Aether's atmosphere. While in Dark Aether
          with this suit, your energy will deplete at the same rate that it refills
          while inside a Safe Zone; about 1 energy unit per second.
          LOCATION: DA:Dark Agon Temple
    
       c. LIGHT SUIT
          This super-cool suit will be given to you by U-Mos after you return the
          planetary energy to all three regions. With this suit, Dark Aether's
          atmosphere will not damage you at all, and you will also gain the ability
          to teleport using beams of yellow light. You can use this ability to
          instantly travel between regions by using an Energy Controller, and you
          will also encounter beams of light in some rooms, which you can use to
          reach different parts of the room.
          LOCATION: GT:Main Energy Controller
    
    2. Visors                                                               [V.A.2]
    ===============================================================================
       a. COMBAT VISOR
          This is the standard visor that displays wavelengths in the visible
          spectrum and that you will use the majority of the time. It also displays
          the most information about your surroundings. Your energy meter appears
          in the top center, with radar and a map of the room to the left and
          right. Along the left side is the environmental threat meter, which
          warns you of nearby hazardous substances, and along the right side are
          gauges which display your current amounts of Missiles and Ammo. Finally,
          your visors and beams are displayed in the lower left and right corners.
          LOCATION: default
    
       b. SCAN VISOR
          With this visor, you can scan creatures and objects to learn about them.
          When you use the visor, scannable objects will appear either blue, red,
          or green. To scan an object, simply lock-on to it (i.e., hold down L). A
          meter will appear, and once the object is scanned, the game will pause so
          you can read the information. Remember to continue holding down L while
          you read (unless you press Start to enter the Data Network). Creatures
          and non-essential scans will appear blue, Logbook entries and essential
          scans will appear red, and objects that have already been scanned will
          appear green. By scanning, you can learn enemies' weaknesses, operate
          machinery, and learn about the story. Finally, you cannot fire while
          using the Scan Visor; if you press A or Y, you will automatically switch
          to the Combat Visor.
          LOCATION: default
    
       c. DARK VISOR
          The Dark Visor allows you to see objects that would otherwise be
          invisible. While using the Dark Visor, the environment will be displayed
          in shades of blue. Inside the irregular shape in the center of the visor,
          creatures and hidden objects will appear red. If you can't see something
          that you know must be there, or if you need to cross a gap with no
          visible means to do so, take a look through the Dark Visor. Also, if a
          scan mentions that something does not exist in the "visible spectrum or
          current timespace", that's a clue to use the Dark Visor.
          LOCATION: DT:Dark Torvus Temple
    
       d. ECHO VISOR
          Definitely the coolest visor in the game, the Echo Visor uses sonar,
          allowing you to see sound. While using this visor, everything will appear
          black, and you will only be able to see the outlines of objects. However,
          you will also be able to interact with special sound-based devices, which
          will be represented by icons in the Echo Visor.
          LOCATION: SF:Aerie
    
    3. Weapon Systems                                                       [V.A.3]
    ===============================================================================
       a. Beam Weapons
       ---------------
             i. POWER BEAM
                This is Samus's standard weapon, and it is the only beam you have
                at the beginning of the game. It fires small energy shots, and has
                unlimited ammo. It is weakest beam, but also has the fastest rate
                of fire.
                LOCATION: default
    
            ii. DARK BEAM
                This beam fires shots of dark energy, and requires Dark Ammo to
                fire. Shots from the Dark Beam travel slowly, and it also has the
                second-slowest rate of fire. However, the Dark Beam is stronger
                than the Power Beam, and a charged shot (called an Entangler) can
                freeze most enemies for a limited time. Contrary to popular belief,
                the Dark Beam is not more effective against light creatures than on
                dark creatures, but it is less effective on dark creatures. If you
                run out of Dark Ammo, you can continue to use the Dark Beam: charge
                it up to fire a regular Dark Beam shot. To increase your maximum
                Dark Ammo capacity, find Beam Ammo Expansions. If you played
                Metroid Prime, the Dark Beam is analogous to the Ice Beam.
                AMMO: 1 Dark Ammo/regular shot, 5 Dark Ammo/charged shot
                LOCATION: AW:Storage D
    
           iii. LIGHT BEAM
                The counterpart to the Dark Beam, the Light Beam fires beams of
                light energy. This weapon is about as strong as the Dark Beam, and
                is especially effective against dark creatures. The beam can pierce
                through multiple enemies, but it has a limited range and the
                slowest rate of fire. The Light Beam requires Light Ammo, and by
                charging it up, you can fire a super-powerful Lightblast, which can
                also set some enemies on fire. If you run out of Light Ammo, you
                can fire a regular Light Beam shot by charging the beam. To
                your maximum Light Ammo capacity, find Beam Ammo Expansion.
                Continuing the comparison to Metroid Prime, this beam is similar to
                the Plasma Beam.
                AMMO: 1 Light Ammo/regular shot, 5 Light Ammo/charged shot
                LOCATION: DA:Ing Cache 1
    
            iv. ANNIHILATOR BEAM
                The Annihilator Beam mixes light and dark energy, with the result
                being a sonic blast that is effective against both light and dark
                enemies. This beam is almost as strong as the Dark or Light Beams,
                has a rate of fire almost as fast as the Power Beam, and can be
                used to activate certain sound-based devices. It can also home in
                on targets, making it most like Metroid Prime's Wave Beam, though
                overall the Annihilator Beam is very unique. The Annihilator Beam
                requires both Light and Dark Ammo, and by charging it you can fire
                a Disruptor blast. If you run out of either Light or Dark Ammo, you
                can fire a regular Annihilator shot by charging the beam.
                AMMO: 1 Dark Ammo + 1 Light Ammo/regular shot, 5 Dark Ammo + 5
                      Light Ammo/charged shot
                LOCATION: IH:Hive Temple
    
             v. CHARGE BEAM
                The Charge Beam allows you to charge up all of your beam weapons by
                holding down A. A charged shot will do approximately 5 times as
                much damage as a regular shot, and will also require 5 Ammo instead
                of 1. The Charge Beam also has a "tractor beam" ability that allows
                you to draw pickups to you by holding a charged blast. In addition,
                you can find items called Charge Combos that combine the power of
                your beam weapons with Missiles.
                LOCATION: default
    
       b. Missile Systems
       ------------------
             i. MISSILE LAUNCHER
                The Missile Launcher allows you to fire... missiles (betcha didn't
                see that coming). Missiles provide a powerful concussive force, and
                are about as strong as a charged Power Beam blast. When locked-on,
                Missiles will home in on their target. You must have missile ammo
                to fire missiles, and they have a slow rate of fire. To increase
                your maximum missile capacity, you can find Missile Expansions.
                VULNERABLE MATERIAL: Brinstone
                AMMO: 1 Missile
                LOCATION: TG:GFMC Compound
    
            ii. SEEKER MISSILE LAUNCHER
                With the Seeker Missile Launcher, you can fire up to 5 Missiles at
                once, either at separate targets or at the same target. To use the
                Seeker Missile Launcher, hold down Y. Your Missile Launcher will
                charge up, and an orange targeting reticule will appear. If you are
                not locked-on, use R to move the reticule over targets. An orange
                circle will appear around each target, and when you release Y,
                missiles will fly to each target. If you are locked-on, as you hold
                down Y dots will appear inside the targeting reticule, up to a
                maximum of 5. The number of dots indicates the number of missiles
                that will be fired when you release Y.
                AMMO: 1-5 Missile(s)
                LOCATION: TG:Hall of Honored Dead
    
       c. Charge Combos
       ----------------
             i. CHARGE COMBO
                Charge combos are items that allow you to combine one of your beam
                weapons with missiles, creating an extremely powerful attack. None
                of the charge combos, except the Super Missile, are required to
                complete the game, so they can be difficult to find. Also, most
                have a very high cost and can be difficult to use effectively,
                meaning they may not be very useful other than for increasing your
                percentage. Regardless, to fire a Charge Combo, charge up the
                appropriate beam, then press Y while still holding down A.
    
            ii. SUPER MISSILE
                This is the Power Beam's charge combo, and it is the one you will
                use the most, along with being the only charge combo required to
                complete the game. The Super Missile is nothing more than a
                super-powerful missile, and it packs quite a punch. It is very
                useful both for fighting bosses and for killing regular creatures
                quickly.
                AMMO: 5 missiles
                LOCATION: TB:Torvus Temple
    
           iii. DARKBURST
                This is the Dark Beam's Charge Combo. It creates a huge black
                sphere that will swallow up anything near it.
                AMMO: 5 missiles + 30 dark ammo
                LOCATION: AW:Mining Station B
    
            iv. SUNBURST
                This is the Light Beam's Charge Combo. It creates a large burst of
                light that will do heavy damage (and set fire) to any enemies
                nearby, especially dark creatures.
                AMMO: 5 missiles + 30 light ammo
                LOCATION: TG:Grand Windchamber
    
             v. SONIC BOOM
                This is the Annihilator Beam's Charge Combo. It generates a loud
                noise which will do heavy damage to any enemies in the vicinity.
                Although costly, this charge combo can be quite effective at
                quickly clearing a room of enemies.
                AMMO: 5 missiles + 30 dark ammo + 30 light ammo
                LOCATION: DA:Ing Cache 2
    
    4. Movement Systems                                                     [V.A.4]
    ===============================================================================
       a. SPACE JUMP BOOTS
          The Space Jump Boots allow you to perform a double jump, meaning you can
          jump twice as high and far as you could previously. To do a double jump,
          press B to jump, then press B again while still in the air.
          LOCATION: DA:Judgment Pit
    
       b. GRAVITY BOOST
          With the Gravity Boost, you not only receive the ability to see and move
          underwater just as well as on land, bu you will also be able to propel
          yourself up through the water. To use the Gravity Boost, press B twice to
          do a double jump, then press and hold down B again. You will gradually
          rise through the water for as long as you hold down B, up to a maximum of
          several seconds. The Gravity Boost also allows the Morph Ball to function
          normally underwater.
          LOCATION: TB:Hydrochamber Storage
    
       c. GRAPPLE BEAM
          Once you have the Grapple Beam, you can use special Grapple Points to
          swing across large gaps. Grapple Points will appear in your visor as a
          yellow circle with a grapple icon inside. Once the Grapple Point is in
          range, the icon will turn bright blue. Once this happens, hold down L to
          latch onto the Grapple Point and swing across the gap. While attached,
          use the Control Stick to change direction and gain momentum, then release
          L to let go. By quickly releasing and holding L, you can swing from one
          Grapple Point to another. Also, you can fire weapons while grappling.
          LOCATION: DT:Sacrificial Chamber
    
       d. SCREW ATTACK
          One of the coolest items in the game, the Screw Attack allows you to
          curl up and fly through the air, killing any enemies that get in your
          way. To use the Screw Attack, do a double jump while moving forward.
          After pressing B twice, press it a third time to start a Screw Attack.
          The camera will switch to third-person, and you can keep pressing B to
          stay in the air. Note that you can only press B five times once the Screw
          Attack starts, and if you don't press B, you will fall and the Screw
          Attack will end. You can use the Screw Attack to cross very long gaps,
          and you can also use it to climb special Wall Jump Surfaces. Screw Attack
          into one of these walls, and you will attach to the side of it. Quickly
          press B again to jump to the opposite wall, and continue pressing B until
          you reach the top of the wall.
          LOCATION: SF:Vault
    
    5. Morph Ball Systems                                                   [V.A.5]
    ===============================================================================
       a. Morph Balls
       --------------
             i. MORPH BALL
                One of Samus's signature items, the Morph Ball allows you to turn
                into a small ball that can be used to navigate tunnels and operate
                certain devices. Rolling with the Morph Ball is faster than
                walking, so you can use it if you need some extra speed. Also, any
                time a scan mentions "Kinetic Orbs", that means the Morph Ball is
                involved in some way.
                LOCATION: default
    
            ii. BOOST BALL
                With the Boost Ball, you can "charge up" the Morph Ball by holding
                B, then release it to get a temporary speed boost. The primary use
                of this is to climb halfpipes. When you encounter a halfpipe, roll
                up one side and charge up a boost as you do so. Release the boost
                as you start rolling up the opposite side to shoot up higher.
                Charge another boost as you descend, and release it once you start
                climbing the other side. Repeat until you reach the top. Also, you
                can boost into enemies to damage them.
                LOCATION: DT:Dark Torvus Arena
    
           iii. SPIDER BALL
                The Spider Ball allows you to latch onto special magnetic tracks,
                which you can use to climb walls and reach new areas. These
                magnetic tracks look like blue or red arrows in Sanctuary Fortress,
                and like gold rails everywhere else. To latch onto a track, roll up
                to it and hold R. Use the Control Stick while continuing to hold R
                to move along the track. If you do a bomb jump while on a Spider
                Ball track, you will disengage from the track, which you can use to
                jump to new tracks. You can also use the Boost Ball to disengage
                from a track (you will boost directly away from the track), which
                you can also use to jump from track to track.
                LOCATION: SF:Dynamo Works
    
       b. Bomb Systems
       ---------------
             i. MORPH BALL BOMB
                These are small explosive devices that have a variety of uses. You
                have an unlimited supply of these, but you can only lay 3 at a
                time. Bombs can be used to damage some enemies, and are also
                necessary to activate Bomb Slots. Another important use of Bombs is
                to perform bomb jumps. If a Bomb explodes next to the Morph Ball,
                it will pop the Morph Ball into the air, which you can use to get
                over small walls and obstacles. If you have good timing and
                reflexes, it's also possible to perform a double bomb jump, which
                sends you twice as high as normal. This is not required to complete
                the game, but is necessary to reach some expansions. Here's how to
                do a double bomb jump:
                1. Lay one Bomb.
                2. Lay a second Bomb a moment before the first one detonates.
                3. When the first Bomb detonates and sends you into the air, lay a
                   third Bomb at the apex of your jump.
                4. The second Bomb should detonate as soon as you reach the ground,
                   sending you up into the third Bomb, which will detonate to send
                   you even higher.
                VULNERABLE MATERIAL: Talloric Alloy
                LOCATION: AW:Agon Temple
    
            ii. POWER BOMB
                Power Bombs are very strong explosives that can be used to destroy
                both obstacles and enemies. You only have a limited number of
                these, but you can find Power Bomb Expansions that increase your
                maximum capacity. Note that you cannot perform a bomb jump with a
                Power Bomb.
                VULNERABLE MATERIAL: Denzium
                AMMO: 1 Power Bomb
                LOCATION: DT:Undertemple
    
    6. Miscellaneous                                                        [V.A.6]
    ===============================================================================
       a. Suit Expansions                                                 [V.A.6.a]
       ------------------
             i. ENERGY TANK
                Each Energy Tank you find will increase your maximum energy by 100
                units, which allows you to take more damage before dying. Energy
                Tanks look like blue cylinders with gray caps on the end, and there
                are 14 in all, for a maximum energy of 1499 units. Each Energy Tank
                you have in reserve will be represented by a square above your
                energy meter. When the meter (representing the current tank)
                reaches zero, one square will empty and the meter will refill. You
                will die only when all the squares are empty and the meter reaches
                zero.
    
            ii. BEAM AMMO EXPANSION
                These expansions increase the maximum capacity of your Light and
                Dark Ammo by 50. There are 4 of these in the game, for a maximum of
                250 Light and Dark Ammo. They look like flat teardrop-shaped
                crystals.
    
           iii. MISSILE EXPANSION
                Missile Expansions look like short, stubby, orange and black
                Missiles, and each one you find will increase your Missile capacity
                by 5. There are 49 of these in the game, some quite well hidden.
                Combined with the 5 Missiles you gain automatically when you get
                the Missile Launcher and the Seeker Launcher, that makes a maximum
                capacity of 255 Missiles.
    
            iv. POWER BOMB EXPANSION
                These look like large gray and orange disks, and each one increases
                your Power Bomb capacity by 1. There are 8 of these in the game,
                and combined with the 2 you start with, makes a maximum total of 10
                Power Bombs.
    
             v. ENERGY TRANSFER MODULE
                This object looks very simple: it's simply a glowing, blue sphere.
                However, it was created by the Luminoth to transfer Dark Aether's
                planetary energy back to Light Aether. You will find it when you
                first visit the Great Temple, allowing you to absorb energy from
                Dark Aether's Energy Controllers and deposit in in Light Aether.
                LOCATION: GT:Temple Sanctuary
    
       b. Dark Temple Keys                                                [V.A.6.b]
       -------------------
          This category lists all the keys needed to open the temples for each
          region, as well as the Sky Temple keys. For this category, the location
          of each key is provided along with a description of how to obtain it.
    
             i. Dark Agon Keys                                          [V.A.6.b.i]
          = = = = = = = = = =
                a) DARK AGON TEMPLE KEY 1
                   Enter the Dark Agon Temple, then follow the path to the left,
                   using the Light Beacons for protection. The key can be found in
                   a tiny chamber through a door on the left.
                   LOCATION: DA:Trial Tunnel
    
                b) DARK AGON TEMPLE KEY 2
                   The first time you reach Dark Agon from the Command Center,
                   you'll see the key resting on a high ledge across the room. To
                   reach it, fire a missile at the Luminoth sculpture on the back
                   of the stone platform next to the Nullified Crystal. Fire a Dark
                   Beam shot at the switch behind the statue to lower the platform.
                   Now you can jump on top of the platform and use it to reach the
                   key.
                   LOCATION: DA:Doomed Entry
    
                c) DARK AGON TEMPLE KEY 3
                   Once you have the Light Beam, go through the door in Doomed
                   Entry behind where you found the second key to reach
                   Battleground. Here you must defeat a group of Warrior Ing in
                   order to retrieve the key.
                   LOCATION: DA:Battleground
    
            ii. Dark Torvus Keys                                       [V.A.6.b.ii]
          = = = = = = = = = = =
                a) DARK TORVUS TEMPLE KEY 1
                   After defeating the Boost Guardian, return to the main part of
                   the room and boost up the large halfpipe in the center of the
                   room. High up on one side of the wall is an alcove containing
                   the key.
                   LOCATION: DT:Dark Torvus Arena
    
                b) DARK TORVUS TEMPLE KEY 2
                   After defeating the Alpha Blogg, use the Gravity Boost to reach
                   the door out of Main Hydrochamber. Just past the door, in front
                   of where the school of Hydlings is, there is a cylindrical
                   ledge. Use the Gravity Boost to reach the top of the ledge,
                   where you'll find a Dark Portal. Go through the portal and
                   collect the key waiting on the ledge.
                   LOCATION: DT:Undertemple Access
    
                c) DARK TORVUS TEMPLE KEY 3
                   Once you have the Grapple Beam, head to Venemous Pond, the Dark
                   Aether version of Great Bridge. On the ledge with the door
                   towards Dark Forgotten Bridge is a Morph Ball tunnel. It leads
                   to a ledge from which you can grapple to the key, which is above
                   the door to Dark Torvus Temple.
                   LOCATION: DT:Venemous Pond
    
           iii. Ing Hive Keys                                         [V.A.6.b.iii]
          = = = = = = = = = =
                a) ING HIVE TEMPLE KEY 1
                   Once you have the Spider Ball, return to the Hall of Combat
                   Mastery and use the portal generator there. In Dark Aether, look
                   for a red Spider Ball track where the hallway bends. This will
                   take you inside the wall, where you can follow the tunnels and
                   Spider Ball tracks over the Phazon to the key.
                   LOCATION: IH:Culling Chamber
    
                b) ING HIVE TEMPLE KEY 2
                   Use the dark portal in Dynamo Works, then use the nearby white
                   door. In the next room, use the Echo Visor to locate and destroy
                   the transmitters for the sonic gate. Once the gate is down, you
                   can proceed to Hive Gyro Chamber. The central sphere is
                   magnetic, so use the Spider Ball to roll up it to the track at
                   the top. At the end of the track, boost onto the circular ring,
                   then boost across the ring to intercept the second key.
                   LOCATION: IH:Hive Gyro Chamber
    
                c) ING HIVE TEMPLE KEY 3
                   After finding the Screw Attack, return to Main Research and use
                   the dark portal there. Jump onto the platform you raised before
                   fighting the Caretaker drone, and from here you can reach a
                   second ledge from which you can jump to a door. In the tall
                   shaft, use the Screw Attack to wall jump all the way to the top.
                   The door at the top leads into the enclosed chamber in Aerial
                   Training Site with the key waiting for you.
                   LOCATION: IH:Aerial Training Site
    
            iv. Sky Temple Keys                                        [V.A.6.b.iv]
          = = = = = = = = = = =
                a) Keys Dark Agon
                - - - - - - - - -
                      i) SKY TEMPLE KEY 1
                         Enter Battleground from the upper (black) door of Judgment
                         Pit. You'll be standing on an upper ledge with two Warrior
                         Ing below you. Kill the Warrior Ing, but do not jump or
                         fall off the ledge. Once they're dead, switch to the Dark
                         Visor and you'll see several invisible platforms in the
                         air. From the left side of the ledge you can easily jump
                         to the first platform, then carefully jump to the next
                         two. You can reach each platform with a single jump, and
                         don't jump unless you're sure you can make it, because if
                         you fall you'll have to go back to Judgment Pit to reach
                         the upper ledge again. Once you reach the third platform,
                         you can jump off onto a ledge in the wall. From there,
                         carefully jump to the last moving platform (this one may
                         require a double jump). From the last platform, jump to
                         the far ledge where the Flying Ing Cache rests. Destroy
                         the cache to reveal the Sky Temple Key.
                         LOCATION: DA:Battleground
    
                     ii) SKY TEMPLE KEY 2
                         In the center of Dark Oasis (corresponds to Main Reactor)
                         is a weak Denzium wall. Destroy it with a Power Bomb to
                         reveal a lake of dark water. Drop into the water to find
                         the Flying Ing Cache and the key.
                         LOCATION: DA:Dark Oasis
    
                b) Keys Dark Torvus
                - - - - - - - - - -
                      i) SKY TEMPLE KEY 3
                         This key is hidden in Poisoned Bog, which corresponds to
                         Torvus Lagoon in Light Aether. Drop into the toxic water
                         here and head down the passage to the right of the ramp
                         leading out of the water. At the end of the passage is a
                         Flying Ing Cache, which as always contains the key.
                         LOCATION: DT:Poisoned Bog
    
                     ii) SKY TEMPLE KEY 4
                         This key is found in the lower level of Dark Torvus Bog,
                         in Dungeon, to be precise (corresponds to Catacombs). This
                         room has a metal grate floor, but underneath the portal is
                         a small pool of toxic water. Drop into this water to
                         discover an underwater network of hallways underneath the
                         floor. Activate the Light Beacons to move the Watchdrones
                         blocking the path, and at the end you'll find a Flying Ing
                         Cache.
                         LOCATION: DT:Dungeon
    
                c) Keys Hive
                - - - - - -
                      i) SKY TEMPLE KEY 5
                         Head to Hive Entrance, the dark version of Sanctuary
                         Entrance. Screw Attack across the huge chasm, making sure
                         to spread your "jumps" as far apart as possible for
                         maximum distance. On the far side is a beam of light,
                         which will transport you up to a higher ledge. Now Screw
                         Attack back across from this height to reach a ledge where
                         you'll find the Flying Ing Cache.
                         LOCATION: IH:Hive Entrance
    
                     ii) SKY TEMPLE KEY 6
                         In Sanctuary Fortress (Light Aether), go to the side of
                         Dynamo Works where you fought the Spider Guardian. (This
                         is accessible via Sanctuary Temple.) Roll through the
                         tunnels until you reach the chamber at the end where you
                         got the Spider Ball. Power Bomb the door in this chamber
                         to find a dark portal. Now in Dark Aether, roll through
                         the tunnel to reach a pit. Roll up the Spider Ball track
                         on the wall, then boost onto a moving magnetic sphere.
                         Position yourself on the red circles on the spheres, then
                         time your boosts so that you jump from sphere to sphere
                         and finally onto another track. The track will end on a
                         ledge on the far side, which is home to a Flying Ing Cache
                         containing the Sky Temple Key.
                         LOCATION: IH:Hive Dynamo Works
    
                d) Keys Temple Grounds
                - - - - - - - - - - -
                      i) SKY TEMPLE KEY 7
                         This key is found in a storage room off of Reliquary
                         Grounds, which corresponds to Communication Area. Use the
                         dark portal in Sacred Path to enter Sky Temple Grounds,
                         then make your way to this room. There are no tricks here;
                         the Flying Ing Cache containing the key is simply waiting
                         for you at the bottom of the ramp.
                         LOCATION: SG:Ing Reliquary
    
                     ii) SKY TEMPLE KEY 8
                         This key is located in the Dark Aether room which
                         corresponds to Landing Site. Use the dark portal in Hall
                         of Eyes to reach this section of Sky Temple Grounds, then
                         make your way to this room. You'll find the Flying Ing
                         Cache near where your ship would be.
                         LOCATION: SG:Defiled Shrine
    
                    iii) SKY TEMPLE KEY 9
                         This key is found in the room corresponding to Industrial
                         Site. Use the dark portal in Temple Assembly Site to reach
                         the correct section of Sky Temple Grounds, then make your
                         way to this room. The Flying Ing Cache is located on the
                         far side of the lake from the door; kill it to expose the
                         Sky Temple Key.
                         LOCATION: SG:Accursed Lake
    
    /==============================================================================
    B. Logbook                                                                [V.B]
    \==============================================================================
    For entries that can only be scanned once or a limited number of times, a line
    of * will appear from the left edge to the entry name, calling your attention
    to it. If an entire category can only be scanned once, such as for the bosses,
    then the series of * will appear next to the category name, and the same number
    of * will appear next to each item in that category.
    
    1. Lore                                                                 [V.B.1]
    ===============================================================================
       For this category, the location where each entry can be found will be listed
       to the right of the entry name.
    
       a. Trooper Logs                                                    [V.B.1.a]
       ---------------
             i. Force 1
          = = = = = = =
                a) CAPT A. EXETER            TG:GFMC Compound
                b) LCPL J. BRODE             TG:GFMC Compound
                c) PFC G. HALEY              TG:GFMC Compound
                d) PFC I. CRANY              TG:GFMC Compound
                e) PFC S. MILLIGAN           TG:GFMC Compound
                f) SPC F. TRIPLETTE          TG:GFMC Compound
    
            ii. Force 2
          = = = = = = =
                a) GSGT C. BENET             TG:Command Center
                b) PFC E. DENYS              TG:Sacred Bridge
                c) PFC L. BROUDA             TG:Communication Area
                d) PFC M. VERONI             TG:Collapsed Tunnel
                e) SPC B. REEVS              TG:Command Center
                f) SPC M. ANGSETH            TG:Trooper Security Station
    
       b. Space Pirate Logs                                               [V.B.1.b]
       --------------------
             i. Cycle 4
          = = = = = = =
                a) LOG 44681                  AW:Command Center
                b) LOG 48853                  AW:Command Center
    
            ii. Cycle 5
          = = = = = = =
                a) LOG 50086                  AW:Command Center
                b) LOG 54421                  AW:Command Center
    
           iii. Cycle 6
          = = = = = = =
                a) LOG 62217                  AW:Command Center
                b) LOG 63622                  AW:Biostorage Station
                c) LOG 67135                  AW:Save Station C
                d) LOG 69898                  AW:Storage B
    
            iv. Cycle 7
          = = = = = = =
                a) LOG 70136                  AW:Security Station B
                b) LOG 71599                  AW:Central Mining Station
    
       c. Luminoth Lore                                                   [V.B.1.c]
       ----------------
             i. History                                                 [V.B.1.c.i]
          = = = = = = =
                a) Golden Age
                - - - - - - -
                      i) ORIGINS             GT:Main Energy Controller
                     ii) OUR HERITAGE        TG:Transport to Agon Wastes
                    iii) PARADISE            AW:Mining Plaza
                     iv) LIGHT OF AETHER     AW:Portal Terminal
                      v) THE STELLAR OBJECT  AW:Mining Station B
                     vi) SAVING AETHER       AW:Agon Energy Controller
    
                b) Dark Age
                - - - - - -
                      i) CATACLYSM           AW:Mining Station A
                     ii) AGE OF ANXIETY      TG:Meeting Grounds
                    iii) THE WORLD WARPED    TG:Path of Eyes
                     iv) THE ING ATTACK      TB:Path of Roots
    
            ii. Conflict                                               [V.B.1.c.ii]
          = = = = = = =
                a) First Phase
                - - - - - - -
                      i) DARK AETHER         TB:Torvus Energy Controller
                     ii) OUR WAR BEGINS      TB:Underground Tunnel
                    iii) THE NEW TERROR      TB:Catacombs
                     iv) NEW WEAPONS         TB:Gathering Hall
                      v) RECOVERING ENERGY   TB:Training Chamber
    
                b) Second Phase
                - - - - - - - -
                      i) AGON FALLS          SF:Sanctuary Energy Controller
                     ii) TORVUS FALLS        SF:Main Research
                    iii) THE SKY TEMPLE      TG:Fortress Transport Access
                     iv) THE FINAL CRUSADE   SF:Hall of Combat Mastery
                      v) SHATTERED HOPE      SF:Main Gyro Chamber
    
                c) Final Phase
                - - - - - - -
                      i) SANCTUARY FALLS     SF:Watch Station
                     ii) TWILIGHT            SF:Sanctuary Entrance
    
    *****  iii. A-Kul's Clues                                         [V.B.1.c.iii]
    ***** = = = = = = = = = =
    *****       This category provides clues to the locations of the nine
    *****       Keybearers; each Keybearer is found in Light Aether, and their Sky
    *****       Temple Key is located in the corresponding Dark Aether room. Since
    *****       all these entries are located in the same room, their location will
    *****       only be listed once. However, the text of the clue will be given.
    *****       To see where a particular Keybearer is located, find their entry in
    *****       the Keybearer Lore section immediately below this one. Note that
    *****       you must scan these before returning with their Sky Temple Key in
    *****       order for the scan to count as a Logbook entry.
    *****       LOCATION: SG:Sky Temple Gateway
    *****
    *****       a) Cadre 1 Clues
    *****       - - - - - - - -
    *****             i) B-STL'S KEY
    *****                Gallant B-Stl. She lies deep in the fortress of a high
    *****                land.
    *****
    *****            ii) G-SCH'S KEY
    *****                Gentle G-Sch. With a Bearerpod he sleeps in a flooded
    *****                temple.
    *****
    *****           iii) J-STL'S KEY
    *****                Noble J-Stl. Lost his soul before a fortress of dry land.
    *****
    *****            iv) S-DLY'S KEY
    *****                Brave S-Dly. Beside the marsh of a raining land she laid
    *****                her body forever.
    *****
    *****       b) Cadre 2 Clues
    *****       - - - - - - - -
    *****             i) C-RCH'S KEY
    *****                Judicious C-Rch. In a small corridor within the depths of
    *****                a high fortress, he lies silently.
    *****
    *****            ii) D-ISL'S KEY
    *****                Steadfast D-Isl. Who shall disturb you among the trees of
    *****                holy ground?
    *****
    *****           iii) J-FME'S KEY
    *****                Mighty J-Fme. In the last what did you see? Was it one of
    *****                our gates closing, sealing the scorched land from our holy
    *****                ground?
    *****
    *****            iv) M-DHE'S KEY
    *****                Fearless M-Dhe. The one who shall move the pillar of holy
    *****                ground will see your soulless body.
    *****
    *****             v) S-JRS'S KEY
    *****                Loyal S-Jrs. He no longer breathes, looking down at the
    *****                great bridge of a holy fortress.
    
            iv. Keybearer Lore                                         [V.B.1.c.iv]
          = = = = = = = = = =
                a) Cadre 1
                - - - - -
                      i) A-KUL'S TESTAMENT   SG:Sky Temple Gateway
                     ii) B-STL'S TESTAMENT   AW:Main Reactor
                    iii) G-SCH'S TESTAMENT   TB:Catacombs
                     iv) J-STL'S TESTAMENT   AW:Central Mining Station
                      v) S-DLY'S TESTAMENT   TB:Torvus Lagoon
    
                b) Cadre 2
                - - - - -
                      i) C-RCH'S TESTAMENT   SF:Dynamo Works
                     ii) D-ISL'S TESTAMENT   TG:Storage Cavern A
                    iii) J-FME'S TESTAMENT   TG:Industrial Site
                     iv) M-DHE'S TESTAMENT   TG:Landing Site
                      v) S-JRS'S TESTAMENT   SF:Sanctuary Entrance
    
    2. Creatures                                                            [V.B.2]
    ===============================================================================
       For this category, a description of each creature along with strategies for
       defeating it will be given, along with the general locations where the
       creature can be found.
    
       a. Aether                                                          [V.B.2.a]
       ---------
             i. Ground                                                  [V.B.2.a.i]
          = = = = = =
                a) Surface Prowlers
                - - - - - - - - - -
                      i) BRIZGEE
                         Brizgees are scorpion-like creatures that wander around
                         harmlessly on ledges. They have a tough shell that can be
                         destroyed with a missile, after which it will only take a
                         few shots to their vulnerable bodies to kill them.
                         LOCATION: Agon Wastes
    
                     ii) GREEN KRALEE
                         This is a mostly harmless creature that simply walks
                         around walls and ledges. It can be identified by the green
                         crystal on its back, and a few shots will kill it.
                         LOCATION: Temple Grounds
    
                    iii) KRALEE
                         These insect-like creatures are not much of a threat, but
                         they are rather interesting. They will just wander around
                         on the ground and walls, but every few seconds they will
                         disappear as the crystal on their back sends them to a
                         different dimension. When they're in your world, a few
                         shots will kill them.
                         LOCATION: AW:Mining Station B
    
                     iv) KROCUSS
                         These small mollusk-like creatures are mostly harmless.
                         They simply walk around feeding, and their armored shell
                         protects them from damage. To kill one, you'll need to
                         wait until it opens its shell, then fire.
                         LOCATION: TB:Grove Access
    
    **************    v) LIGHTBRINGER
                         This is a helpful creature that will only appear in a few
                         rooms of Dark Agon. It simply walks the same path back and
                         forth, but the bright light it generates makes it a moving
                         Safe Zone. By walking along with a Lightbringer, you can
                         use it to cross sections of Dark Aether without Light
                         Crystals or Beacons.
                         LOCATION: DA:Duelling Range
    
                     vi) SEEDBURSTER
                         These are small swarming creatures that run in large
                         groups along the walls of passages and tunnels. It only
                         takes a single shot to kill one, but be careful because
                         they will fire their sharp seed when they die.
                         LOCATION: Torvus Bog
    
                b) Tunnel Prowlers
                - - - - - - - - -
                      i) PILLBUG
                         Pillbugs are large, well, bugs that roll around inside
                         Morph Ball tunnels all over Aether. They can be dislodged
                         and killed with bombs. Since they are only found in Morph
                         Ball tunnels, they can only be scanned in a few locations.
                         The first such location is Portal Terminal in Agon Wastes.
                         LOCATION: Light Aether
    
                     ii) WORKER SPLINTER
                         This is a small harmless Splinter. It is the very first
                         enemy you encounter, and can be killed with a single shot.
                         LOCATION: Splinter Hive
    
                c) Predators
                - - - - - -
    **************    i) ALPHA SANDIGGER
                         This is an extra-large Sandigger that you will encounter
                         when you first enter the Agon Temple. You must scan it as
                         soon as it appears, because approximately 30 seconds after
                         it appears it will be possessed by the Ing and transform
                         into the Bomb Guardian.
                         LOCATION: AW:Agon Temple
    
    **************   ii) ALPHA SPLINTER
                         This Splinter is the leader of the hive, and as such is
                         bigger and stronger. Like other Splinters, the Alpha
                         Splinter will attack by jumping at you, but its jump is
                         much faster and stronger. Once you see it rear back, dash
                         to the side to avoid it. Keep sending a steady stream of
                         fire at it to do as much damage as possible.
                         LOCATION: GT:Temple Sanctuary
    
                    iii) GRENCHLER
                         After your first encounter with a Grenchler, you will
                         develop a deep and passionate loathing for all of them.
                         Grenchlers are strong, fast creatures that will attack you
                         up close with their teeth, and at a distance by firing
                         bolts of electricity at you. Their only weak spot is on
                         their back, so you have to get behind them in order to
                         damage them, which they will try to keep you from doing.
                         It will take five missiles to destroy the shell on their
                         back, and after it will still take several hits to their
                         exposed flesh to kill them.
                         LOCATION: Torvus Bog
    
                     iv) SANDIGGER
                         The Sandigger is a long, wormlike creature with heads at
                         both ends of its body that lives underground but will
                         appear when you step on its territory. The Sandigger
                         attacks by firing a blast of acid at you, which you can
                         avoid if you just keep moving. To kill the Sandigger, fire
                         at whichever head is facing you; you must kill both heads
                         before it will die.
                         LOCATION: AW:Mining Plaza, AW:Mining Station B
    
                      v) SPLINTER
                         These are aggressive, predatory insect-like creatures.
                         They will often appear by popping out of the ground and
                         will attempt to attack by jumping at you. Though they are
                         fast and agile, they are weak and it only takes a few
                         shots to kill them.
                         LOCATION: Temple Grounds
    
                     vi) SPORB
                         This annoying creature can be found attached to walls. If
                         you enter its range while in Morph Ball form, it will fire
                         out a sort of grappling hook and try to grab you.
                         Otherwise, it will shoot acid at you. Sporbs can be quite
                         bothersome, so use the Light Beam to burn them up whenever
                         you meet them.
                         LOCATION: Upper Torvus Bog
    
            ii. Flying                                                 [V.B.2.a.ii]
          = = = = = =
                a) Small Flyers
                - - - - - - - -
                      i) LIGHTFLYER
                         A Lightflyer is a floating blob of bright yellow circles
                         that will fire bursts of light energy at anything that
                         comes near. It doesn't take too much firepower to destroy
                         it, though: a single Dark Beam shot will do it in.
                         LOCATION: Great Temple
    
                     ii) LUMITE
                         These are bug-like creatures that can be either very easy
                         to kill or quite annoying, depending on whether they are
                         in light or shadow. In shadow, all they can do is fire
                         low-power blasts at you and can be killed easily. In the
                         light, though, Lumites become invisible and can fire much
                         more powerful shots.
                         LOCATION: Agon Wastes, Dark Agon Wastes
    
                    iii) SANDBATS
                         These are small creatures that generally fly in
                         fast-moving swarms. They don't much danger unless you walk
                         right in the middle of one, but they can be difficult to
                         scan since they often fly out of scanning range.
                         LOCATION: Agon Wastes
    
                     iv) WAR WASP
                         War Wasps are large wasps that emerge from a hive then
                         hover around you before ramming you with their stingers or
                         firing bursts of energy at you. They only take a few shots
                         to kill, but they can be a big nuisance.
                         LOCATION: Temple Grounds, Agon Wastes
    
                b) Large Flyers
                - - - - - - - -
    **************    i) SHREDDER
                         These creatures wait in the water until they sense your
                         approach, then launch into the air and fly toward you with
                         their helicopter wings. If they hit you, they will explode
                         violently, but you can destroy them before then by firing
                         at them, although this will cause them to fire thorns in
                         all directions.
                         LOCATION: TB:Torvus Lagoon
    
                     ii) SHRIEKBAT
                         These bats will hang silently from the ceiling until you
                         approach, when they will suddenly wake up and fly straight
                         at you with a loud shriek, hence their name. They only
                         take one shot to kill, though. As soon as you see them
                         coming towards you, rapidly lock-on and fire a shot at
                         each bat. Hopefully, you should be able to destroy them
                         all before they crash into you.
                         LOCATION: Agon Wastes, Torvus Bog
    
                    iii) SHRIEKER
                         Just like Shredders, Shriekers will wait half-hidden
                         underwater until they sense your approach, which will
                         cause them to jump into the air. However, Shriekers fire
                         sonic blasts that are fast and difficult to see. What's
                         more, after they fire they will make themselves invisible
                         for a few seconds, making it impossible to stay locked-on
                         to them. They take a lot of hits to kill, too, which means
                         these enemies can be frustrating to fight.
                         LOCATION: TB:Torvus Temple
    
           iii. Aquatic                                               [V.B.2.a.iii]
          = = = = = = =
                a) Small Aquatic
                - - - - - - - -
                      i) BLOGGLING
                         This is a child Blogg. It does not have the size or the
                         teeth of an adult, but it can still ram you. A single
                         Missile or charged shot is enough to take one out.
                         LOCATION: Lower Torvus Bog
    
                     ii) HYDLINGS
                         These are tiny shrimplike creatures that swim in swarms in
                         several underwater areas. They are mostly harmless (the
                         only way they can hurt you is to run into you), so they
                         are usually a welcome sight, since by shooting them you
                         can get a large amount of energy and ammo.
                         LOCATION: Torvus Bog
    
                b) Large Aquatic
                - - - - - - - -
    **************    i) ALPHA BLOGG
                         Basically, the Alpha Blogg is an extra-large Blogg. It
                         charges and rams just like a regular Blogg, except it is
                         bigger and stronger. It also has the ability to fire sonic
                         blasts that will blur your vision and disable your weapons
                         for a few seconds. Like a regular Blogg, you must attack
                         it in its mouth while it is charging at you. The more
                         powerful the weapon, the better: Super Missiles, fully
                         charged Seeker Missiles, or charged Dark Beam shots are
                         all effective.
                         LOCATION: TB:Main Hydrochamber
    
                     ii) BLOGG
                         Bloggs are dangerous underwater predators. They are
                         essentially fish with heads like battering rams and mouths
                         full of sharp teeth. They will swim around an area until
                         they discover you, at which point they will charge at you
                         at high speed with their mouths open. To kill one, wait
                         until it is charging at you, then fire a missile into its
                         mouth.
                         LOCATION: Lower Torvus Bog
    
            iv. Mechanoids                                             [V.B.2.a.iv]
          = = = = = = = =
                a) Small
                - - - -
                      i) DILIGENCE CLASS DRONE
                         These floating pink and purple blobs are identical to
                         Scatter Bombus in the original Metroid Prime. They block
                         passages by extending three rotating tendrils of energy,
                         and if you get close to them they will interfere with
                         your visor, causing it to fill with static. They are easy
                         to destroy, however: a single Dark Beam shot will do the
                         trick.
                         LOCATION: SF:Dynamo Access
    
                     ii) HARMONY CLASS DRONE
                         These bright blue and yellow-green blobs are identical to
                         the Pulse Bombus in Metroid Prime 1. They float around an
                         area releasing energy bombs. A single charged Power Beam
                         shot can destroy them, but be careful: they will be
                         attracted to your Power Beam if you charge it up while you
                         are close to them.
                         LOCATION: Great Temple, Sanctuary Fortress
    
                    iii) MECHLOPS
                         This is a mechanical version of the Triclops from Tallon
                         IV, and it behaves exactly the same way. It patrols
                         spaces underneath floors and will grab anything, including
                         the Morph Ball, in its powerful jaws and return it to the
                         entrance of the area. The Mechlops can be destroyed by
                         letting it pick up a bomb.
                         LOCATION: SF:Dynamo Access
    
                     iv) OCTOPEDE
                         An Octopede consists of four circular drones connected
                         together that patrol tunnels and passageways. A few shots
                         will cause the pieces of the Octopede to separate and come
                         to rest, after which they will self-destruct in a small
                         explosion.
                         LOCATION: Sanctuary Fortress
    
                      v) REZBIT
                         These mechanoids consist of a floating black sphere
                         orbited by two smaller spheres surrounded by a random
                         arrangement of yellow rectangles. Rezbits are very
                         versatile, as they can fire a sweeping laser beam, a
                         series of rapid-fire energy blasts, generate a blue shield
                         that resists all attacks, and release a virus that will
                         infect your Power Suit. The virus is the most dangerous
                         attack since it leaves you vulnerable to attack, although
                         seeing its effects and having to reboot the Power Suit is
                         rather cool. To avoid the virus, you must get a large
                         distance away from the Rezbit or fire at it while it is
                         preparing the attack. (This is when the Rezbit cannot be
                         locked-on to; blue swirls will appear just before the
                         virus is fired.) All weapons work against the Rezbit, but
                         the Dark Beam is usually the most effective.
                         LOCATION: Sanctuary Fortress
    
                     vi) SERENITY CLASS DRONE
                         A Serenity Class Drone is a tiny, rectangular box that
                         simply moves along a pre-determined path and has no
                         attacks of any kind. They are usually found in large
                         groups and can be shot easily, although there isn't much
                         point since they drop items infrequently.
                         LOCATION: SF:Temple Transport Access
    
                b) Large
                - - - -
    **************    i) INGSMASHER
                         Ingsmashers are gigantic humanoid robots designed by the
                         Luminoth to combat the Ing that have gone awry and will
                         now attack you. They are very reminiscent of the Elite
                         Pirates encountered in the original Metroid Prime, and are
                         tough opponents. They can attack by firing
                         shoulder-mounted missiles, punching the ground to create
                         shock waves, and simply swiping their enormous fists.
                         Ingsmashers can also deflect attacks while holding up a
                         purple or white energy shield, however, it is vulnerable
                         to the beam of the opposite color while doing so. Attack
                         Ingsmashers with missiles and charged shots of whichever
                         beam it is vulnerable to to bring it down; it will take
                         around 15 to 20 of them.
                         LOCATION: Sanctuary Fortress
    
                     ii) MEKENOBITE
                         Mekenobites are difficult and annoying machines. They
                         hang from walls and ceilings and fire powerful blasts that
                         will knock you back a short distance. The only way to kill
                         one is to use the Seeker Laucher to fire a missile at each
                         of its legs, but the Mekenobite will probably hit you
                         before you're able to launch the missiles. The best way to
                         deal with these mechanisms is to just run past them.
                         LOCATION: SF:Sanctuary Temple, SF:Sentinel's Path
    
                    iii) QUAD CM
                         The "head" part of a Quad machine, the "CM" stands for
                         "Command Module". While attached to the body, the CM will
                         fire energy blasts and is vulnerable to any weapons. If
                         the MB (body) is destroyed, the CM will float through the
                         air while continuing to fire and protecting itself with
                         either a white or purple force field. If the force field
                         is white, it can only be penetrated by the Dark Beam; if
                         it is purple, use the Light Beam. Approximately five
                         charged Power Beam shots are necessary to kill a Quad CM.
                         LOCATION: Sanctuary Fortress
    
                     iv) QUAD MB
                         The "body" parth of a Quad machine, the "MB" stands for
                         "Main Body" and consists mainly of four long, spider-like
                         legs. It will use these legs to swipe at you, but it also
                         has the ability to draw its legs in and spin around like a
                         top. To destroy the MB, boost into it while it is doing
                         the spin attack, which will cause it to stop spinning and
                         stun it. While it is stunned, lay a bomb underneath it to
                         kill it.
                         LOCATION: Sanctuary Fortress
    
                      v) WATCHDRONE
                         This indestructible mechanoid looks like a black rock with
                         legs. All it does is sit in place, blocking tunnels and
                         entrances. The only way to get a Watchdrone to move is to
                         activate a nearby Light Beacon so that the Watchdrone is
                         inside the Safe Zone. This will cause the Watchdrone to
                         move away while the Safe Zone lasts.
                         LOCATION: DT:Dungeon
    
                c) Stationary
                - - - - - - -
    **************    i) CARETAKER CLASS DRONE
                         This large drone occupies the central cylinder in Main
                         Research and is fought entirely in Morph Ball mode. For
                         this reason, you must scan the Caretaker Class Drone
                         before you go through the dark portal in Main Research.
                         The Caretaker drone will attempt to knock you off with its
                         robot arms onto the electrified floor, which you can avoid
                         by boosting to another part of the Spider Ball track. To
                         damage the drone, boost into the small red pole that will
                         periodically stick out from the bottom.
                         LOCATION: SF:Main Research
    
                     ii) GROWLER CLASS TURRET
                         This Federation-made turret hangs from the ceiling and
                         automatically aims and fires whenever you enter the area
                         it protects. Strafe to avoid its rapid-fire bursts, and
                         return fire with a couple charged shots or missiles to
                         put it out of commission.
                         LOCATION: TG:Trooper Security Station
    
                    iii) HUMILITY CLASS TURRET
                         The Space Pirate version of the Growler Class Turret,
                         this turret also hangs from the ceiling and fires shots at
                         a very fast rate. It is easy to destroy, though; since
                         just one charged shot or missile will destroy it.
                         LOCATION: Agon Wastes
    
                     iv) LUMINOTH TURRET
                         Very similar to both the Growler and Humility Class
                         Turrets, this Luminoth-designed turret hangs from the
                         ceiling and fires powerful blasts at anything that
                         approaches it. Unlike the other turrets, though, this one
                         is more durable; it will take three missiles or charged
                         Power Beam shots to destroy one.
                         LOCATION: TG:Fortress Transport Access, Sanctuary Fortress
    
    **************    v) VIGILANCE CLASS TURRET
                         This is an extremely powerful turret that can be operated
                         by Space Pirates or Samus. It fires powerful blasts (at a
                         fairly slow rate) that can damage or destroy some walls,
                         crates, and other objects, not to mention doing massive
                         damage to enemies. It takes three missiles or charged
                         shots to destroy this turret. To use a turret, step into
                         the turret-shaped hologram. It can only be scanned for a
                         Logbook entry while being manned by a Space Pirate,
                         however.
                         LOCATION: AW:Central Mining Station, SF:Sanctuary Entrance
    
       b. Dark Aether                                                     [V.B.2.b]
       --------------
             i. Darklings                                               [V.B.2.b.i]
             = = = = = =
                a) Darkling Ground
                - - - - - - - - -
    **************    i) DARK ALPHA SPLINTER
                         After fighting the Alpha Splinter for a little bit, it
                         will become possessed by the Ing and become the Dark Alpha
                         Splinter. It continues doing the jump attack like the
                         regular Alpha Splinter, but it can also fire purple blasts
                         at you. Keep firing charged shots at it while dodging its
                         attacks to whittle away its energy until it dies.
                         LOCATION: GT:Temple Sanctuary
    
                     ii) DARK GRENCHLER
                         Dark Grenchlers are very similar to their non-possessed
                         brethren, just a little bit tougher. They're not
                         vulnerable to the Dark Beam, though, so you can't freeze
                         them like you can regular Grenchlers. The Light Beam and
                         missiles will take care of them, though. Remember that
                         their only weak spot is the shell on their back.
                         LOCATION: Dark Torvus Bog
    
                    iii) DARK SPLINTER
                         The first Ing-possessed creatures you will face, Dark
                         Splinters attack in a similar manner to regular ones. The
                         difference is that they are tougher to defeat: it will
                         take about two charged shots to bring one down.
                         LOCATION: Temple Grounds
    
                b) Darkling Flyers
                - - - - - - - - -
    **************    i) DARK SHREDDER
                         These creatures only appear during the fight with the
                         Chykka larva. They are almost identical to regular
                         Shredders except that they take more hits to kill. They
                         will appear while Chykka is circling around your platform,
                         and you can use them to refill your ammo.
                         LOCATION: DT:Dark Torvus Temple
    
                     ii) DARK WAR WASP
                         Dark War Wasps are just as annoying as the normal ones,
                         they just take more hits to kill.
                         LOCATION: IH:Vault Attack Portal, TG:Service Access
    
                    iii) NIGHTBARB
                         Similar to Sandbats, Nightbarbs are small, swarming,
                         flying creatures that only take a single shot to kill.
                         LOCATION: Dark Aether
    
                c) Darkling Aquatic
                - - - - - - - - - -
                      i) DARK BLOGG
                         Dark Bloggs are similar to regular Bloggs, but they do not
                         have the sonic blast attack and are tougher to kill. It
                         will take about three missiles in the mouth to kill one,
                         so make sure to get out of the way once you fire at a
                         charging Dark Blogg.
                         LOCATION: TB:Training Chamber
    
                     ii) DARK PHLOGUS
                         These large creatures resemble giant clams and simply
                         rest in the toxic waters of Dark Aether until you
                         approach. When you're nearby, they will periodically open
                         up their impervious shells to fire acid at you. Fire at
                         their interior when they do this, and the Dark Phlogus
                         will flip over stunned. You can now use it as a platform
                         for a few seconds, and it even creates a Safe Zone.
                         LOCATION: Dark Torvus Bog
    
                d) Darkling Mechanoids
                - - - - - - - - - - -
                      i) CORRUPTED SENTREYE
                         These are Luminoth Sentreyes that have been possessed by
                         the Ing. Now, instead of being harmless, they fire laser
                         beams that sweep from side to side. You can stun them for
                         a few seconds with the Power Beam, but it will take a
                         charged Light Beam shot to destroy them for good.
                         LOCATION: Sky Temple Grounds
    
                     ii) DARK DILIGENCE DRONE
                         Dark Diligence Drones are somewhat similar to their
                         uncorrupted counterparts in that they guard tunnels with
                         three rotating energy tendrils. However, their tendrils
                         spin so fast that it is impossible to get past them except
                         by destroying the drone; this can be done with a charged
                         Light Beam shot.
                         LOCATION: IH:Hazing Cliff
    
                    iii) DARK INGSMASHER
                         Dark Ingsmashers are very similar to regular Ingsmashers.
                         They have the same attacks and vulnerabilities, they are
                         just a little bit stronger and tougher.
                         LOCATION: IH:Hive Portal Chamber, IH: Hive Reactor
    
    **************   iv) DARK QUAD CM
                         This dark version of the Quad CM is very similar to it,
                         it's just a little bit stronger than usual. This mechanoid
                         only appears the first time you enter Sanctuary Temple and
                         while fighting Quadraxis.
                         LOCATION: SF:Sanctuary Temple, IH:Hive Temple
    
    **************    v) DARK QUAD MB
                         This dark version of the Quad MB is very similar to it,
                         it's just a little bit stronger than usual. This mechanoid
                         only appears the first time you enter Sanctuary Temple and
                         while fighting Quadraxis.
                         LOCATION: SF:Sanctuary Temple, IH:Hive Temple
    
                e) Darkling Offworld
                - - - - - - - - - -
    **************    i) DARK MISSILE TROOPER
                         This is a special Ing-possessed Federation trooper that is
                         only encountered once, when you return to the Splinter
                         Hive after getting the Missile Launcher. This trooper
                         moves and acts like any other Dark Trooper, except that
                         this one can fire missiles instead of the usual laser
                         blasts, and takes a little bit more firepower to stop.
                         You'll get a Missile Expansion from him once he's dead.
                         LOCATION: TG:Hive Chamber A
    
                     ii) DARK PIRATE COMMANDO
                         Dark Pirate Commandos are one of the toughest enemies you
                         will face. They have two varieties of attacks: shots of
                         dark energy, and EMP grenades that will fill your visor
                         with static for several seconds if you are near where they
                         detonate. What's more, they can disappear and transport to
                         another location, which means they never stay in the same
                         place for more than a few seconds. Dark Pirate Commandos
                         are also very resilient, and it will take many hits to
                         kill them, making heavy weapons like Super Missiles the
                         preferred equipment against them. Luckily, in many places
                         they will simply appear in a room, fight for a few
                         minutes, then leave.
                         LOCATION: Dark Aether
    
                    iii) DARK PIRATE TROOPER
                         These are Pirate Troopers under Ing possession. They can
                         attack and strafe just like regular Pirate Troopers, but
                         are twice as strong. It will take four missiles or charged
                         shots to bring down a Dark Pirate Trooper. Keep moving,
                         strafing, and jumping to avoid its shots.
                         LOCATION: Agon Wastes
    
                     iv) DARK PREED
                         Dark Preeds are spiked spheres that float through the air
                         releasing toxic gases into the atmosphere. They can be
                         destroyed with just a few shots, but make sure to do so
                         from a distance; they'll explode violently.
                         LOCATION: Dark Aether
    
                      v) DARK TALLON METROID
                         Dark Tallon Metroids attack and behave just like regular
                         Metroids, except that the Dark Beam cannot be used to
                         freeze them. Instead, use the Light Beam to kill these
                         Ing-possessed parasites.
                         LOCATION: Sky Temple Grounds
    
                     vi) DARK TROOPER
                         These are the corpses of Federation troopers that have
                         been possessed by Ing. They can only move slowly and
                         stiffly, but can still fire bursts from their rapid-fire
                         guns. One charged shot will be enough to finish them off.
                         LOCATION: Splinter Hive
    
            ii. Ing                                                    [V.B.2.b.ii]
          = = = = =
                a) DARKLING TENTACLE
                   This bladed tentacle will stick out of holes in the wall and
                   thrash about, trying to slash you as it goes past. If they hit
                   you, they can knock you off your path and are very annoying, so
                   make sure to get rid of them before going past. A few shots from
                   the Power Beam will make a tentacle retreat for a few seconds,
                   but it will take a shot from the Light Beam to truly destroy
                   one.
                   LOCATION: Dark Aether
    
                b) HUNTER ING
                   The deadliest variety of Ing, Hunter Ing are difficult and
                   dangerous foes. They consist of a floating black ball with
                   several long, whip-like tentacles extending out from it, and
                   they are found in many areas of Dark Aether. They are dangerous
                   because they can attack both from up close and from a distance
                   with their tentacles and by ramming you. They can also be
                   difficult to damage because they will frequently become parially
                   transparent, during which time they cannot be hurt. It will take
                   several charged Light Beam blasts to bring down a Hunter Ing.
                   LOCATION: Dark Aether
    
                c) ING LARVA SWARM
                   These tiny creatures are defenseless Ing that move as a group
                   through tunnels. The only danger they pose to you is of running
                   into you, and they can be easily destroyed with the Power Beam.
                   LOCATION: IH:Entrance Defense Tunnel
    
                d) INGLET
                   Inglets are small Ing that, when not merely blobs of black
                   matter, appear as short, thick stalks attached to walls, floors,
                   or ceilings. While solid, they will fire damaging projectiles at
                   you. After firing a shot, they will "liquefy" and move to
                   another spot. Inglets are fairly weak and only take one charged
                   shot to kill, and you should always kill them because they can
                   be very annoying and distracting.
                   LOCATION: Dark Aether
    
                e) INGSTORM
                   An Ingstorm is a tiny Ing that floats in the air as part of a
                   large swarm, which appears as a collection of floating purple
                   dots. Ingstorm are so small that they cannot be damaged by your
                   weapons, but they will do significant damage while you are in
                   the midst of them. If you have to go through a cloud of
                   Ingstorm, do so as quickly as possible.
                   LOCATION: Dark Aether
    
                f) WARRIOR ING
                   A very common variety of Ing, Warrior Ing have large bodies with
                   long, insect-like legs and a splotch of yellow and orange dots
                   for a face. Don't let them get close to you, because they will
                   slash you with their legs. From longer range, they will fire
                   several white beams of energy at you, which you can avoid by
                   strafing and jumping. The preferred weapon to use against
                   Warrior Ing is the Light Beam, which only takes two charged
                   shots to kill them. It will take around five missiles or charged
                   Power Beam shots to do the job.
                   LOCATION: Dark Aether
    
    *****  iii. Guardians                                             [V.B.2.b.iii]
    ***** = = = = = = = =
    *****       For this category, strategies for defeating the guardians will not
    *****       be given. Instead, descriptions of which part of the guardian the
    *****       scan relates to will be given, and the walkthrough section where
    *****       strategies for defeating the guardian can be found will be listed.
    *****
    *****       a) Sub Guardians
    *****       - - - - - - - -
    *****             i) BOMB GUARDIAN
    *****                Almost as soon as you encounter the Alpha Sandigger, it
    *****                will be possessed and transform into the Bomb Guardian, a
    *****                large, tough Ing-possessed Sandigger that can lay and
    *****                throw Morph Ball Bombs. For detailed strategies on
    *****                fighting the Bomb Guardian, see walkthrough section
    *****                III.B.1.
    *****                LOCATION: AW:Agon Temple
    *****
    *****            ii) JUMP GUARDIAN
    *****                The Jump Guardian is a Warrior Ing that has absorbed the
    *****                power of your Space Jump Boots. It has all the abilities
    *****                of a regular Warrior Ing, but is much tougher and can make
    *****                very high and powerful leaps, creating dangerous shock
    *****                waves when it lands. For detailed strategies on fighting
    *****                the Jump Guardian, see walkthrough section III.B.2.
    *****                LOCATION: DA:Judgment Pit
    *****
    *****           iii) BOOST GUARDIAN
    *****                Without question, the most frustrating and one of the most
    *****                difficult guardians is the Boost Guardian. It is a large
    *****                Warrior Ing that will has the ability to transform into a
    *****                Morph Ball and bounce around the arena at high speeds. For
    *****                detailed strategies on fighting the Boost Guardian, see
    *****                walkthrough section III.C.3.
    *****                LOCATION: DT:Dark Torvus Arena
    *****
    *****            iv) GRAPPLE GUARDIAN
    *****                The Grapple Guardian is an Ing-possessed Grenchler with a
    *****                large eye at the base of a rhinoceros-like horn. It will
    *****                ram and bite like a regular Grenchler, but it can also
    *****                fire a grapple beam that will pull you towards it and
    *****                drain your energy. For detailed strategies on fighting the
    *****                Grapple Guardian, see walkthrough section III.C.6.
    *****                LOCATION: DT:Sacrificial Chamber
    *****
    *****             v) SPIDER GUARDIAN
    *****                The fight with the Spider Guardian is definitely one of
    *****                the most unique fights in the game, since it takes place
    *****                entirely in Morph Ball mode. The Spider Guardian is a
    *****                large darkling Pillbug with the ability to roll along
    *****                magnetic tracks, and you must fight it in a series of
    *****                Morph Ball mazes. Make sure to scan the Spider Guardian
    *****                before you enter the tunnel, because you cannot scan it
    *****                during the fight. For detailed strategies on fighting the
    *****                Spider Guardian, see walkthrough section III.D.2.
    *****                LOCATION: SF:Dynamo Works
    *****
    *****            vi) POWER BOMB GUARDIAN
    *****                An Ing-possessed Sporb with the ability to fire Power
    *****                Bombs, the Power Bomb Guardian remains stationary on top
    *****                of a pillar in the center of the room and fires Power
    *****                Bombs at you. It can only be damaged by activating the
    *****                Bomb Slots located on the walls around it. For detailed
    *****                strategies on fighting the Power Bomb Guardian, see
    *****                walkthrough section III.D.3.
    *****                LOCATION: DT:Undertemple
    *****
    *****       b) Amorbis
    *****       - - - - -
    *****          Amorbis is the Guardian of Dark Agon Wastes. For strategies on
    *****          fighting Amorbis, see walkthough section III.B.6.
    *****          LOCATION: DA:Dark Agon Temple
    *****
    *****             i) AMORBIS 1
    *****                Amorbis consists of three huge worm-like creatures with
    *****                black armor. During the first part of each stage of the
    *****                battle, one, two, or three of the worms will leap into the
    *****                air, then dive into the ground and resurface elsewhere.
    *****                Scan Amorbis while it is diving to get this scan.
    *****
    *****            ii) AMORBIS 2
    *****                Once the armor has been destroyed on all the worms, they
    *****                will attach themselves to the Dark Sphere, which will
    *****                cause their armor to regenerate and provide them with dark
    *****                energy attacks. Scan Amorbis while it is attached to the
    *****                sphere for this scan.
    *****
    *****       c) Chykka
    *****       - - - - -
    *****          Chykka is the Guardian of Dark Torvus Bog. For strategies on
    *****          fighting Chykka, see walkthrough section III.C.7.
    *****          LOCATION: DT:Dark Torvus Temple
    *****
    *****             i) CHYKKA LARVA
    *****                This is the first form of Chykka that you will fight. It
    *****                is a giant black and blue sea monster. It will swim
    *****                around your platform, periodicallly surfacing to attack.
    *****
    *****            ii) CHYKKA
    *****                After you defeat the Chykka Larva, an adult Chykka will
    *****                appear. This mature form has a slender body with four
    *****                wings. It will hover in the air firing attacks, and will
    *****                also charge at you.
    *****
    *****           iii) DARK CHYKKA
    *****                After Chykka has been damaged twice, it will fall into the
    *****                toxic water. When it emerges, it will transform into Dark
    *****                Chykka. Dark Chykka looks similar to regular Chykka,
    *****                except that the eggsac located near its tail has grown
    *****                much larger.
    *****
    *****            iv) CHYKLINGS
    *****                These are small creatures that Dark Chykka will eject from
    *****                its tail. They resemble miniature Chykkas and can be
    *****                destroyed easily to recover energy and ammo.
    *****
    *****       d) Quadraxis
    *****       - - - - - -
    *****          Quadraxis is the Guardian of Ing Hive. For strategies on
    *****          fighting Quadraxis, see walkthrough section III.D.6.
    *****          LOCATION: IH:Hive Temple
    *****
    *****             i) QUADRAXIS
    *****                You can obtain this scan during the first phase of the
    *****                battle, while Quadraxis is still in one piece. Quadraxis
    *****                is impossible to miss: it's a mammoth robot with four
    *****                spider-like legs that tower over you and a head that fires
    *****                a variety of attacks.
    *****
    *****            ii) DAMAGED QUADRAXIS
    *****                In the second phase of the battle, scan Quadraxis's ruined
    *****                body for this scan. In the center of the body is a sonic
    *****                transmitter which sends commands to the head module.
    *****
    *****           iii) SHIELDED HEAD MODULE
    *****                In the second phase of the battle, scan the floating head
    *****                module before you have destroyed the sonic transmitter on
    *****                the body for this entry. Quadraxis's head will continue to
    *****                launch attacks while floating around the room, and its
    *****                energy shield makes it invulnerable to your weapons.
    *****
    *****            iv) STUNNED HEAD MODULE
    *****                In the second phase of the battle, scan the head module
    *****                after you have destroyed the sonic transmitter on the body
    *****                for this entry. With the energy shield temporarily
    *****                offline, the sonic transmitters on the head module can be
    *****                attacked at this time.
    *****
    *****             v) FINAL HEAD MODULE
    *****                Scan the head module once more during the final phase of
    *****                the battle for this entry. Quadraxis will continue to
    *****                launch attacks at you in this form, but its outer covering
    *****                has been destroyed and it is vulnerable.
    
    *****   iv. Emperor Ing                                            [V.B.2.b.iv]
    ***** = = = = = = = = =
    *****       For this category, strategies for defeating Emperor Ing will not be
    *****       given. Instead, descriptions of which part of Emperor Ing the scan
    *****       relates to will be given. Strategies for defeating Emperor Ing can
    *****       be found in walkthrough section III.F.1.
    *****       LOCATION: ST:Sanctum
    *****
    *****       a) EMPEROR ING BODY
    *****          This is the "trunk" of the Emperor Ing on which the head sits
    *****          during the first phase of the battle.
    *****
    *****       b) EMPEROR ING HEAD
    *****          This large black sphere sits atop the Emperor Ing's body. It
    *****          is wrapped around the final planetary energy sphere and
    *****          generates tentacles to attack.
    *****
    *****       c) EMPEROR ING EYE
    *****          Only visible once all the tentacles on the head have been
    *****          destroyed. The eye will then be revealed as a sphere of pure
    *****          energy protected by a rotating shield.
    *****
    *****       d) EMPEROR ING CRYSALIS
    *****          This is the Emperor Ing's form in the second phase of the
    *****          battle. The crysalis consists of a hard black shell which can be
    *****          latched on to by the Spider Ball.
    *****
    *****       e) MUTATED EMPORER ING
    *****          When Emperor Ing emerges from the chrsalis in the final phase of
    *****          the battle, this is its new form. It now has legs, a body, and a
    *****          head containing a heart of glowing light.
    
       c. Offworld                                                        [V.B.2.c]
       -----------
             i. Pirates                                                 [V.B.2.c.i]
          = = = = = = =
                a) PIRATE AEROTROOPER
                   Pirates equipped with jetpacks, Pirate Aerotroopers can be a
                   real pain. They are fast-moving, agile, and can fire powerful
                   missiles along with rapid-fire shots. Keep jumping and moving to
                   avoid the fire. It will take five missiles to bring one down, or
                   you can freeze one with a charged Dark Beam shot then use a
                   single missile to kill it.
                   LOCATION: Light Aether
    
    *********** b) PIRATE COMMANDO
                   These are Space Pirate shock troopers that are dedicated to
                   "hunting the Hunter". They can fire the standard Pirate laser
                   blasts, as well as EM grenades that will short out your visor if
                   they detonate near you. They are also able to move with great
                   speed and agility over all types of terrain. Fortunately, they
                   are no match for your weapons: use a charged Dark Beam shot to
                   freeze one, then finish it off with a missile.
                   LOCATION: TB:Torvus Grove, SF:Sanctuary Entrance
    
                c) PIRATE GRENADIER
                   These Space Pirates have arm-mounted grenade launchers instead
                   of rifles, making them very dangerous at long range. When you're
                   close to them, all they can do is swipe at you with their arms,
                   and they're weaker than regular Pirates. Get close, then fire a
                   charged Power Beam shot to do these Pirates in.
                   LOCATION: AW:Command Center
    
    *********** d) PIRATE TROOPER
                   These are regular Space Pirate soldiers, and can attack both at
                   close and at long range. Not only that, but they are fast and
                   agile. To avoid the shots from a Pirate Trooper's blaster, you
                   need to move at least as much as it does by jumping, strafing,
                   and running. Pirate Troopers are not particularly strong,
                   however, and two charged shots or missiles are all that is
                   necessary to bring one down.
                   LOCATION: Agon Wastes
    
                e) PREED
                   These floating spheres slowly patrol areas. They can be easily
                   destroyed, but they will leave behind a cloud of toxic gas.
                   LOCATION: TB:Hydrodynamo Chamber
    
            ii. Metroids                                               [V.B.2.b.ii]
          = = = = = = =
                a) TALLON METROID
                   Yes, the creatures from which the entire series takes its name
                   make a limited appearance in Metroid Prime 2. As always,
                   Metroids will float through the air looking for an organism (or
                   Phazon) to feed off of. When one notices you, it will give out a
                   screech, then fly straight at your face. If it hits you, it will
                   latch on and begin draining your life. Roll into the Morph Ball
                   and lay a bomb to get it off. To kill Metroids, fire a charged
                   Dark Beam shot to freeze them in midair, then use a missile to
                   destroy them.
                   LOCATION: AW:Biostorage Station, AW:Bioenergy Production
    
                b) INFANT METROID
                   These immature Metroids are too small to be able to latch onto
                   you, but they can still ram you. They're not difficult to
                   defeat, but they can evade your fire and large numbers of them
                   can become overwhelming. If an Infant Metroid goes near Phazon,
                   it will transform into a full-grown Metroid. You can kill one
                   with a charged Power Beam shot or a single shot from any other
                   beam.
                   LOCATION: AW:Biostorage Station
    
    *****  iii. Dark Samus                                            [V.B.2.b.iii]
    *****  = = = = = = = =
    *****       For this category, strategies for defeating Dark Samus will not
    *****       be given. Instead, a description of the form of Dark Samus will be
    *****       given, and the walkthrough section where strategies for defeating
    *****       each form of Dark Samus can be found will be listed.
    *****
    *****       a) DARK SAMUS 1
    *****          Dark Samus is the black-suited version of you that has been
    *****          prowling Aether in search of Phazon, bringing terror and
    *****          confusion to the Space Pirates, who call her the Dark Hunter.
    *****          Actually Dark Samus is Metroid Prime, who absorbed your black
    *****          Phazon Suit at the end of the previous game. However, since she
    *****          draws her strength from Phazon, Dark Samus possesses many
    *****          abilities that are similar, but superior, to your own. For
    *****          strategies on fighting Dark Samus 1, see walkthrough section
    *****          III.B.3.
    *****          LOCATION: AW:Main Reactor
    *****
    *****       b) DARK SAMUS 2
    *****          The second time you face Dark Samus, in Sanctuary Fortress,
    *****          she/it has added several new abilities to her/its arsenal, as
    *****          well as retaining many previous techniques. Your second
    *****          encounter will play out similarly to the first one, with the two
    *****          of you locked in fierce battle until one of you succumbs. For
    *****          strategies on fighting Dark Samus 2, see walkthrough section
    *****          III.D.4.
    *****          LOCATION: SF:Aerie Transport Station, SF:Aerie Access, SF:Aerie
    *****
    *****       c) DARK SAMUS 3
    *****          This is the form of Dark Samus at the beginning of your final
    *****          encounter after defeating Emperor Ing. Dark Samus's suit is now
    *****          transparent and her body is nothing more than a skeleton. You
    *****          must scan Dark Samus before she begins releasing Phazon pellets
    *****          for this scan. For strategies on fighting Dark Samus 3, see
    *****          walkthrough section III.F.2.
    *****          LOCATION: SG:Sky Temple Gateway
    *****
    *****       d) DARK SAMUS 4
    *****          Once Dark Samus rises into the air over the center of the room
    *****          and is surrounded by a spherical Phazon shield, she is a new
    *****          scan. In this final form, Dark Samus can only be damaged by
    *****          Phazon. For strategies on fighting Dark Samus 4, see walkthrough
    *****          section III.F.2.
    *****          LOCATION: SG:Sky Temple Gateway
    
    3. Research                                                             [V.B.3]
    ===============================================================================
       For this category, a description of each item will be given, along with
       (where applicable) the location where it can be scanned.
    
       a. Aether Studies
       -----------------
             i. Aether
          = = = = = =
                a) AETHER
                   The planet you're on, duh! This world is the home of the
                   Luminoth and was a virtual paradise until a meteor crashed on
                   it, creating Dark Aether.
                   LOCATION: AW:Command Center
    
                b) DARK PORTAL
                   Dark Portals are dimensional rifts that can be found throughout
                   Light Aether; passing through them will transport you to Dark
                   Aether. Some of them can be created by scanning special devices,
                   while other portals can be opened by firing the Dark Beam at
                   partially-open gaps.
                   LOCATION: Light Aether
    
    *********** c) ENERGY CONTROLLER
                   Energy Controllers are Luminoth devices that store planetary
                   energy. If an Energy Controller contains energy, the chamber
                   above it will be filled with light. With the Energy Transfer
                   Module, you can transfer planetary energy from Dark Aether to
                   Light Aether.
                   LOCATION: energy controller room in each region
    
                d) U-MOS
                   The only conscious Luminoth remaining on Aether, U-Mos guards
                   the final Energy Controller in the Great Temple while the
                   remaining surviving Luminoth sleep in stasis. U-Mos tells you
                   about the war between the Ing and the Luminoth and gives you
                   guidance as you search for the temples.
                   LOCATION: GT:Main Energy Controller
    
            ii. Dark Aether
          = = = = = = = = =
                a) DARK AETHER
                   The parallel, corrupted version of Aether. This world is
                   occupied by the Ing and has high concentrations of Phazon. Its
                   atmosphere is damaging to Samus and the Luminoth.
                   LOCATION: AW:Command Center
    
                b) LIGHT PORTAL
                   Light Portals are found across Dark Aether and will return you
                   to Light Aether. Like Dark Portals, some portals can be opened
                   by scanning an appropriate mechanism, while others must be
                   opened by firing a Light Beam shot. Light Portals appear as
                   bright, green-white spheres.
                   LOCATION: Dark Aether
    
                c) PHAZON
                   Still a very mysterious substance, Phazon is extremely
                   radioactive and has the ability to radically mutate lifeforms
                   that are exposed to it. Found primarily on Dark Aether, the
                   Space Pirates have been mining it to use as a power source and
                   in order to develop new and deadlier weapons. Phazon is
                   extremely dangerous, and you will take damage if you touch it.
                   LOCATION: AW:Main Reactor, Dark Aether
    
       b. Biology
       ----------
             i. Cocoons
          = = = = = = =
                a) METROID COCOON
                   These dark blue sacs are used by the Space Pirates to transport
                   Infant Metroids. Infant Metroids will continually emerge from
                   these cocoons until the cocoons are destroyed.
                   LOCATION: AW:Biostorage Station
    
                b) SPLINTER COCOON
                   This small white cocoon can be found attached to a wall. Make
                   sure to scan it from a distance, since a Splinter will burst out
                   and destroy the cocoon when you get too close.
                   LOCATION: TG:Dynamo Chamber
    
                c) WAR WASP HIVE
                   These look like a cluster of tan tubes with a light blue glow
                   inside and can be found attached to walls. War Wasps will
                   periodically emerge from them unless you destroy them with a
                   Missile.
                   LOCATION: Temple Grounds, Agon Wastes
    
            ii. Darklings
          = = = = = = = =
                a) DORMANT INGCLAW
                   These look just like regular Ingclaw. The only difference is
                   that they're hibernating, so they do not release any toxic gas.
                   They pose no threat and cannot be destroyed.
                   LOCATION: Sky Temple Grounds
    
    *********** b) ING WEBTRAP
                   These are nothing more than a mass of black tentacles that
                   appear to block the doors while you battle the Warrior Ing for
                   the third Dark Agon Temple key. This is the ONLY time they
                   appear, so don't miss your opportunity to scan them.
                   LOCATION: DA:Battleground
    
                c) INGCLAW
                   Large black blobs that you'll find attached to walls, Inclaws
                   are impossible to kill and do nothing but release toxic gas into
                   the air. You might as well scan them, because that's about all
                   you can do to them.
                   LOCATION: Dark Aether
    
    *********** d) WEBLING
                   These creatures resemble black spiderwebs with a large eye in
                   the center that will block one of the tunnels in Dark Agon. They
                   are very easy to kill and only appear once, so make sure to scan
                   them as soon as you see them!
                   LOCATION: DA:Feeding Pit Access
    
           iii. Ing Storage
          = = = = = = = = =
                a) BLADEPOD
                   Bladepods are tall, narrow, black lifeforms that serve as Ing
                   storage units. You will find them across Dark Aether, and they
                   function just like crates: shoot them to recover energy and
                   ammo.
    
    *********** b) FLYING ING CACHE
                   These are rather large creatures that float in the air. They
                   have a large body that tapers down to a thin tail. They are
                   found in Dark Aether and guard the Sky Temple keys. They are
                   initially only visible with the Dark Visor. After they are hit
                   once, they become visible in the Combat Visor and a charged
                   Power Beam will kill them. There is one of these guarding each
                   Sky Temple key, so make sure to scan one before you collect all
                   nine keys.
    
                c) INGSPHERE CACHE
                   These are organic objects with a dark blue, translucent sphere
                   on top that are found throughout Dark Aether. They act just like
                   crates: shoot them to find energy and ammo.
    
                d) INGWORM CACHE
                   These are small black balls formed out of tiny Ing worms. They
                   also serve as crates: shoot them for energy and ammo.
    
            iv. Plantforms
          = = = = = = = =
                a) AGON BEARERPOD
                   This plant is a light blue sphere surrounded by spikes on top of
                   a short stalk. These plants were genetically engineered by the
                   Luminoth for storage; they are basically living crates, and can
                   be shot to find energy and ammo.
                   LOCATION: Agon Wastes
    
                b) BLOATSAC
                   This tough plant has a wide, round base and tapers to a thin
                   point at the top. Its hard outer shell makes it virtually
                   indestructible.
                   LOCATION: Torvus Bog
    
                c) BLUEROOT TREE
                   The Blueroot Tree is a small, short tree that glows bright blue
                   and looks as if it is a hologram.
                   LOCATION: Agon Wastes
    
                d) SANDGRASS
                   Sandgrass is a Luminoth-designed breed of grass that can survive
                   even in harsh desert environments.
                   LOCATION: Agon Wastes
    
                e) TORVUS BEARERPOD
                   These are bulbous green plants that are found throughout Torvus
                   Bog. They were designed by the Luminoth to store items, and
                   function just like crates with one exception: they release a
                   cloud of toxic gas when they are destroyed, so make sure to fire
                   at them from a distance.
                   LOCATION: Torvus Bog
    
                f) TORVUS HANGING POD
                   These round objects can be found hanging from trees and
                   platforms in Torvus Bog. These are also item containers, but
                   they are trickier to use. To retrieve the item inside, you must
                   shoot the Hanging Pod to knock it loose.
                   LOCATION: Torvus Bog
    
       c. Luminoth Technology
       ----------------------
             i. Lift Crystals
          = = = = = = = = = =
                a) DARK LIFT CRYSTAL
                   These are purple crystals that you'll find on the side of
                   platforms that can be raised or lowered. Fire a Light Beam shot
                   at it to move the platform and change it into a Light Lift
                   Crystal.
    
                b) LIGHT LIFT CRYSTAL
                   These are white crystals that you'll find on the side of
                   platforms that can be raised or lowered. Fire a Dark Beam shot
                   at it to move the platform and change it into a Dark Lift
                   Crystal.
    
                c) LIFTVINE CRYSTAL
                   Liftvine Crystals function similarly to Light and Dark Lift
                   Crystals, and are found on the tops of movable plant platforms.
                   Shoot the crystal with the Light Beam to raise the platform for
                   a few seconds and create a temporary Safe Zone.
    
            ii. Light Beacons
          = = = = = = = = = =
                a) LIGHT BEACON
                   Light Beacons are translucent, brightly colored spheres that you
                   will find floating in the air throughout Dark Aether. They were
                   placed by the Luminoth, and by shooting one with the Power Beam,
                   it will create a Safe Zone for a limited period of time.
    
                b) NULLIFIED BEACON
                   The Dark Beam and some dark creatures can surround a Light
                   Beacon with dark energy, snuffing out its light and rendering
                   the beacon useless. Fire the Power Beam or Light Beam at the
                   beacon to restore it to normal.
    
                c) ENERGIZED BEACON
                   When you fire a Light Beam shot at a Light Beacon, the Safe
                   Zone around it will grow brighter and the beacon will become an
                   Energized Beacon. Now for as long as the beacon is active (which
                   is longer than normal), any creature that touches the Safe Zone
                   will be destroyed.
    
                d) SUPER BEACON
                   If you fire the Annihilator Beam at a Light Beacon, it will turn
                   into a Super Beacon, the best of all. This beacon, due to the
                   mix of light and dark energy infused into it, not only destroys
                   any creature that touches the Safe Zone, it also draws all
                   nearby creatures toward the Safe Zone, effectively turning the
                   beacon into a death magnet.
    
           iii. Light Crystals
          = = = = = = = = = =
                a) LIGHT CRYSTAL
                   Throughout Dark Aether you will find bright white crystals on
                   top of poles. These Light Crystals were placed by the Luminoth,
                   and the sphere of light they create is called a Safe Zone. While
                   inside a Safe Zone, your energy will slowly increase and you
                   will be safe from the effects of Dark Aether's atmosphere. Also,
                   Ing will not enter a Safe Zone, although they may still attack
                   you from outside.
    
                b) NULLIFIED CRYSTAL
                   A Light Crystal can be nullified by a shot from your Dark Beam
                   as well as by some Ing attacks. When a crystal is nullified, it
                   will be surrounded by a cloud of dark energy and it will not
                   generate a Safe Zone. Use the Power Beam or Light Beam to return
                   a Nullified Crystal to normal.
    
                c) ENERGIZED CRYSTAL
                   A Light Crystal that has been shot by the Light Beam, an
                   Energized Crystal creates a brighter, more powerful Safe Zone
                   that will destroy any creature that touches it.
    
                d) SUPER CRYSTAL
                   When you fire a shot from the Annihilator Beam at a Light
                   Crystal, you will create the almighty Super Crystal. The Safe
                   Zone generated by a Super Crystal not only destroys any enemies
                   that touch it, it actually draws all nearby enemies toward it.
                   So you can easily clear a room of creatures by simply creating a
                   couple Super Crystals, then watching as all the creatures
                   quickly and obediently kill themselves.
    
            iv. Utility Crystals
          = = = = = = = = = = =
                a) SENTINEL CRYSTAL
                   These are red eye-shaped objects that can be found attached to
                   walls in several rooms. They were installed by the Luminoth to
                   monitor important locations, and U-Mos in the Great Temple still
                   watches many of them.
                   LOCATION: Torvus Bog
    
                b) DARK SENTINEL CRYSTAL
                   Counterparts to the regular variety, Dark Sentinel Crystals are
                   blue and are used by U-Mos to monitor events in Dark Aether.
                   LOCATION: Dark Torvus Bog
    
       d. Mechanisms
       -------------
             i. GF Security
          = = = = = = = = =
                a) GF BRIDGE
                   This is a fairly simple metal drawbridge. Scan the control panel
                   to expose the locks on the top of the bridge, then shoot the
                   locks to lower the bridge.
                   LOCATION: TG:Industrial Site
    
                b) GF GATE MK VI
                   This is a standard security gate. Scan the control panel to
                   expose the locks, then shoot the locks to open the gate.
                   LOCATION: Splinter Hive
    
                c) GF GATE MK VII
                   This is a stronger gate than the Mark VI, and is controlled only
                   by a control panel. It is made of Benzium, and can be destroyed
                   by a Power Bomb.
                   LOCATION: TG:Dynamo Chamber
    
            ii. Systems
          = = = = = = =
                a) BOMB SLOT
                   These slots are designed to hold the Morph Ball. Roll or jump
                   into one, then lay a Bomb in it to activate it. Bomb Slots will
                   usually perform functions like opening doors, activating
                   machinery, etc.
    
                b) GRAPPLE POINT
                   These objects can be found attached to the ceiling in many
                   rooms. Once you have the Grapple Beam, a yellow grapple icon
                   will appear on any Grapple Points in the room. When the Grapple
                   Point turns light blue, you can latch on to it by firing the
                   Grapple Beam. This will not count as a Logbook scan until you
                   have the Grapple Beam.
    
                c) KINETIC ORB CANNON
                   Once activated via scanning a control panel, you can roll into
                   a cannon's Morph Ball hologram and it will fire you across the
                   sky, allowing you to reach otherwise inaccessible areas. To
                   count as a Logbook entry, you must scan the cannon before you
                   activate it, causing the Morph Ball hologram to appear. What you
                   need to scan is a flat circle on the ground; if you activate all
                   the cannons before scanning one, you will not be able to get
                   this scan.
    
                d) SPIDER BALL TRACK
                   These magnetic tracks, which appear as a series of neon blue
                   arrows in Sanctuary Fortress and as golden rails everywhere
                   else, can be latched onto with the Spider Ball. Once you have
                   latched onto a track, you can move along, use a bomb to jump up
                   from the track, or boost to fire yourself perpendicularly away
                   from the track. This will not count as a Logbook scan until you
                   have the Spider Ball.
    
                e) SPINNER
                   These devices use the Boost Ball to power other mechanisms. Roll
                   into a Spinner and constantly charge and release boosts as fast
                   as you can. Once the device has been completely charged/powered/
                   moved, you will be automatically ejected from the Spinner. If
                   you want to leave before you finish powering something up, lay a
                   bomb. This will not count as a Logbook scan until you have the
                   Boost Ball.
    
                f) WALL JUMP SURFACE
                   Wall jump surfaces appear as rectangular strips of wall covered
                   with strange purple and gold designs. If you collide with a wall
                   jump surface while in the Screw Attack, you will grab onto the
                   wall temporarily, and by jumping again you will continue to
                   Screw Attack up and away from the wall. These surfaces usually
                   come in pairs, allowing you to bounce from one to the another,
                   which you can use to climb up large vertical distances. This
                   not count as a Logbook scan until you have the Screw Attack.
    
           iii. Vehicles
          = = = = = = =
                a) GFS TYR
                   This is the Federation starship that the troopers were on. It
                   was damaged while they were landing on Aether, which ultimately
                   led to their deaths.
                   LOCATION: TG:GFMC Compound
    
                b) PIRATE SKIFF
                   This flat platform will appear briefly in a few rooms to deliver
                   more Space Pirates to a fight. You will usually have to scan it
                   as soon as you see it, because it will not stick around for
                   long.
                   LOCATION: AW:Central Mining Station, TB:Torvus Temple
    
    *********** c) SAMUS'S GUNSHIP
                   Your ship functions as both a Save Station and an Ammo Station.
                   Make sure to scan it early in the game: the message given when
                   you scan it changes as you progress through the game, but only
                   the message at the beginning counts as a Logbook entry.
                   LOCATION: TG:Landing Site
    
    /==============================================================================
    C. Options                                                                [V.C]
    \==============================================================================
    This section lists the options you can change regarding the display, sound,
    controls, and gameplay. For each option, the range of possible values will be
    listed, along with the default value in parentheses. A brief description of
    what each option affects will also be given.
    
    1. Display
    ===============================================================================
       a. BRIGHTNESS: 0-100 (50)
          adjusts the brightness of the picture
       b. SCREEN OFFSET X: 0-100 (50)
          moves the picture to the left (values < 50) or right (values > 50)
       c. SCREEN OFFSET Y: 0-100 (50)
          moves the picture up (values < 50) or down ( values > 50)
       d. SCREEN STRETCH: 0-100 (50)
          compresses (values < 50) or stretches (values > 50) the picture
       e. RESTORE DEFAULTS: Yes|No (No)
    
    2. Sound
    ===============================================================================
       a. SOUND: Mono|Stereo|Surround (Stereo)
          selects the format in which the sound is output
       b. SFX VOLUME: 0-100 (100)
          adjusts the volume of sound effects
       c. MUSIC VOLUME: 0-100 (75)
          adjusts the volume of music
       d. RESTORE DEFAULTS: Yes|No (No)
    
    3. Visors
    ===============================================================================
       a. VISOR OPACITY: 0-100 (100)
          adjusts the opacity of all HUD elements except the energy meter
       b. HELMET OPACITY: 0-100 (100)
          adjusts the opacity of the physical helmet, visible at the edge of the
          screen
       c. HUD LAG: Yes|No (Yes)
          determines whether HUD movement lags behind visor movement
       d. HINT SYSTEM: Yes|No (Yes)
          turns the hint system on or off
       e. RESTORE DEFAULTS: Yes|No (No)
    
    4. Controls
    ===============================================================================
       a. RUMBLE: Yes|No (Yes)
          turns the rumble feature on or off
       b. INVERT Y-AXIS: Yes|No (No)
          reverses the orientation of the y-axis on the Control Stick while holding
          R (for manual targeting), so that pressing down on the Control Stick
          causes you to look down and vice versa
       c. RESTORE DEFAULTS: Yes|No (No)
    
    5. QUIT GAME: Yes|No (No)
       quits the game and returns to the title screen (does NOT save)
    
    
    ____        _______________________________________________________        ____
        \______/                                                       \______/
    
            VI. N E C E S S A R Y   O D D S   A N D   E N D S           [VI]
         ______                                                         ______
    ____/      \_______________________________________________________/      \____
    
    
    I know nobody reads this stuff, but I have to put it in here. If you're
    considering downloading, printing, selling, or posting this guide, though, I
    *strongly* advise you to read the copyright notice below.
    
    /==============================================================================
    A. Creative Commons Info                                                 [VI.A]
    \==============================================================================
    
    (CC) Some rights reserved.
    
    This guide is by Steven Reeves.
    
    It is released under a Creative Commons license: the Creative Commons deed can
    be viewed here: http://creativecommons.org/licenses/by-nc-nd/3.0/us/
    
    Here's what you can and can't do with my guide (this is taken from the deed
    linked to above):
    
    You are free:
    
        * to Share  to copy, distribute, display, and perform the work.
    
    Under the following conditions:
    
        * Attribution. You must attribute the work in the manner specified by the
          author or licensor (but not in any way that suggests that they endorse
          you or your use of the work).
    
        * Noncommercial. You may not use this work for commercial purposes.
    
        * No Derivative Works. You may not alter, transform, or build upon this
          work.
    
        * For any reuse or distribution, you must make clear to others the license
          terms of this work. The best way to do this is with a link to this web
          page (http://creativecommons.org/licenses/by-nc-nd/3.0/us/).
    
        * Any of the above conditions can be waived if you get permission from the
          copyright holder.
    
        * Nothing in this license impairs or restricts the author's moral rights.
    
    So basically, feel free to copy, download, print, email, or do whatever you
    want with this guide, so long as you don't sell it (I didn't get paid anything
    to write this, so I don't see why you should just for making copies of it),
    change it, or take my name off of it.
    
    If you have any questions about anything here, email me at sr3791@yahoo.com.
    
    /==============================================================================
    B. Credits                                                               [VI.B]
    \==============================================================================
    
    o Retro Studios, for making another awesome Metroid game.
    
    o All rights, including the copyrights of game, scenario, music and program,
      reserved by Nintendo.
    
    o Dimcity's Beam FAQ, for information about the relative strengths and
      abilities of each beam. This was especially useful in the Inventory section
      of the Data Network.
      http://db.gamefaqs.com/console/gamecube/file/metroid_prime_2_beam.txt
    
    o Rize's 100% FAQ, which contains a handy checklist of one-time scans and all
      expansions, which I used while playing my 100% game.
      http://db.gamefaqs.com/console/gamecube/file/metroid_prime_2_100.txt
    
    o CyricZ's Walkthrough, for information on the various pickup increments and
      general reference purposes.
      http://db.gamefaqs.com/console/gamecube/file/metroid_prime_2_c.txt
    
    o Deathborn 668's Logbook/Inventory FAQ, for reference on Logbook entries.
      http://db.gamefaqs.com/console/gamecube/file/metroid_prime_2_log.txt
    
    o Preston, for informing me that Kinetic Orb Cannons are not limited-time scans
      (the one in Sacred Path can be scanned anytime) and that you can't save right
      before you fight the Alpha Blogg.
    
    o Noah, for pointing out that I forgot to mention Energy Tank 3 (TG:Wind
      Chamber Gateway) in the walkthrough.
    
    /==============================================================================
    C. Contact Info                                                          [VI.C]
    \==============================================================================
    
    Questions? Comments? Complaints? Call toll-free at sr3791@yahoo.com!
    Qualified representatives are standing by to take your call 24 hours a day, 365
    days a year!
    
    I am happy to answer all intelligent, legible questions and would be glad to
    receive comments, suggestions, and constructive criticism. I will not reply to
    questions or comments that are irrelevant, illegible, or rude. Also, check the
    guide first before asking gameplay questions. I'm pretty sure I've covered
    everything gameplay-related somewhere in this guide, so check before you email.
    If, after checking, you find that I have overlooked something or have not made
    something clear enough, please email me with your problem and I will be happy
    to help you and update the appropriate section of the guide.
    
    Also, I do not like spam. I have yet to meet one person who does. Do not send
    any to me.
    
    /==============================================================================
    D. Version History                                                       [VI.D]
    \==============================================================================
    
    I don't know why anyone else would be interested in this, so I stuck it at the
    very bottom where nobody will see it. If you've taken the time to read all the
    way down to here, way to go. You get a gold star.
    
    0.00 11/21/2005
         Wrote the introduction, although most of the Game Basics section, along
         with the framework for the Data Network section, had been done a few
         months before this.
    
    1.00 09/28/2006
         Finally! After over a year of off-and-on work, version 1.00 is complete!
    
    1.01 03/17/2007
         Corrected errors pointed out by Preston and Noah, and changed the
         copyright info: the guide is now released under a Creative Commons
         license.
    
    ===============================================================================
    ===============================================================================
    
    Congratulations, you've reached the end of the guide. I thought I'd put
    something educational down here for you people who made it all the way to the
    very end: it's the Binomial Theorem. Enjoy!
    
    If x and y are real numbers and n and k are integers, n >= 0, then
                 __
    (x + y)^n = \  n   n!/((n - k)!*k!) * x^(n - k) * y^k
                /__k=0
    
    Explanations of notation:
     __
    \  b   f(i) = f(a) + f(a+1) + f(a+2) + ... + f(b-1) + f(b)
    /__i=a
    where a and b are integers such that 0 <= a <= b and f(i) is a function defined
    at a, a+1, ..., b. (read "the sum from i equals a to b of f(i)")
    
    a! = a * (a - 1) * (a - 2) * ... * 3 * 2 * 1 for a positive integer a and
    0! = 1. (read "a factorial")