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//version 2.0// //updated 12-04-2012//
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===== METROID PRIME 2: ECHOES =====
======= 100% STRATEGY GUIDE =======
======= written by NeoChozo =======
===================================
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Welcome to my 100% walkthrough for METROID PRIME 2: ECHOES, the second
game in NINTENDO and RETRO STUDIOS' METROID PRIME sub-series. This text
document covers all of the pertinent information for completing this
title, both as a normal run and as a speed run. Version 2.0 finally
completes the FAQ, and is a complete, from-the-ground-up revision of
the existing source material. Use the index below as a reference guide,
and visit GameFAQs (
http://www.gamefaqs.com/) to find other FAQs I've
written.
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
== CONTENTS ==
==============
1. Setup and Controls
2. About This Game
3. The Story So Far
4. Mode Explanation
5. Samus' Abilities
6. Weapons and Items
7. The Planet Aether
8. Walkthrough
A. Arrival At The Temple Grounds
B. The Deserts Of Agon
C. The Swamps Of Torvus
D. The Fortress In The Sky
E. Path to the Sky Temple
F. The Final Energy Controller
9. Log Book Database
10. Item Locations
11. Secrets and Tips
12. Legal
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=========================
== 1. SETUP AND CONTROLS:
=========================
METROID PRIME 2: ECHOES was originally released for the Nintendo GameCube (GCN)
but has been ported to the Nintendo Wii as part of the METROID PRIME TRILOGY.
Refer to the setup manual for more detailed information on your individual
platform. This game is a more expansive version of what was found in the first
METROID PRIME, but mostly has the same style and features. To navigate the in-
game menus, rotate the Control Stick to the option you want to choose, then
press A to confirm or B to cancel. Below is a list of the default controls for
both Single-Player Mode and Multiplayer Mode.
SINGLE PLAYER CONTROLS
----------------------
CONTROL STICK: Move around, Look around, or Aim (w/ R Button).
CONTROL PAD: Switch between available Visor Enhancements.
C STICK: Switch between available Beam Weapons.
START/PAUSE: Pause game, Bring up Databanks and Log Book.
L BUTTON: Lock onto enemies, Scan objects, and use Grapple Beam.
R BUTTON: Pan camera, Aim (with Control Stick), Activate Spider Ball.
Z BUTTON: Bring up Map Screen.
Y BUTTON: Fire Missiles/Charge Combos, Charge Seeker Missiles, Set
Power Bombs.
X BUTTON: Switch in and out of Morph Ball form, Switch Maps.
A BUTTON: Fire Beam Weapons, set Morph Ball Bombs, or Confirm Options.
B BUTTON: Jump, Space Jump, Use Gravity Boost, Use Screw Attack, Use
Boost Ball, Strafe Dash (w/ L Button), or Cancel Options.
MULTIPLAYER CONTROLS
--------------------
Most of the control features are the same, except for using the Log Book or
scanning objects. You will also never encounter water, so using the Gravity
Boost is negated. You will activate your special weapons using A or Y depen-
ding on whether or not you are in standing form or Morph Ball form. For more
information on Multiplayer, see "Section 4: Mode Explanation".
Do note that some secondary functions of the buttons require you to be in Morph
Ball form, such as setting Bombs or Boosting. Additionally, the Gravity Boost
only works underwater (just as the Screw Attack only works on land).
======================
== 2. ABOUT THIS GAME:
======================
METROID PRIME 2: ECHOES is a continuation of the story that began with Samus
Aran's first encounter with the deadly mutagen known as Phazon. For the most
part, it plays like the first game - it is still rendered in first person per-
spective and you control Samus from the HUD view. What is different is the size
and scope of the game. METROID PRIME 2 is easily twice the size of the first
game, and that's partly due to the Light and Dark dimensions that are the chief
gameplay mechanic.
Like Tallon IV, Aether was struck many years ago by a Phazon meteor. But where
Tallon IV's ecosystem was merely poisoned, Aether's very fabric was ruptured
in two, leaving the devastated normal dimension, but also creating a twisted,
warped dark dimension. This spawned a race of dark creatures that the Luminoth
came to call the Ing. Traveling back and forth between Light and Dark Aether
to collect items, trigger events, and fight bosses will be key to successful
completion of this game. The game also changes up a few things from the first
game. For one thing, bottomless pits are present for the first time ever in a
Metroid game. Falling into one doesn't kill you (since you only have one life),
but you do suffer what is called a "Terminal Fall", where you fall a specified
distance, sustain 10 HP of damage, and then respawn back where you started
from (or if you crossed a certain amount of distance, somewhere else relative
to a spawn point). You can also fire your Arm Cannon while attached to Grapple
Points - this is more than just a feature, since sometimes in the middle of
flight, you'll be attacked by aerial enemies. Another major change that will
affect your combat tactics is the Beam Ammo System - instead of gaining a Beam
and having unlimited usage, you are restricted to how many units you have left,
but you can expand your inventory with Beam Ammo Expansions. Also, the Dark
World itself is so poisonous that exposure to its atmosphere drains your energy
away. This in of itself is a very interesting gimmick that affects how much you
can explore at any given time. And finally, this game marks the debut of "Dark
Samus", a powerful new enemy that you'll quickly realize is a ghost from your
previous mission.
Overall, METROID PRIME 2: ECHOES builds upon the framework established with the
first game and adds a number of new and interesting features. The only negative
thing to say is how much stopping the art of "sequence breaking" seems to have
been a focal point in the game's development.
=======================
== 3. THE STORY SO FAR:
=======================
Like the last game, this one has a fairly rich backstory that sets up the whole
experience of exploring the planet Aether and its twin dimensions. Here is the
introduction to the story as told from the game manual:
A WAR OF TWO WORLDS
-------------------
Once, long ago, a race of creatures called the Luminoth settled on planet
Aether after many nomadic generations spent roaming the universe. They carved
out a peaceful existence there, coming to know the land and animals and bath-
ing in the power of what they called the "Light of Aether". To prolong the
lifetime of the planet, they decided to harness this light by building Energy
Controllers that would be housed in holy temples. They build three of these
temples, one in each of their settlements, and linked them to their most sac-
red place, the Great Temple. A golden age of peace and prosperity blessed
them, and they were content.
The peace would not last, though. They tracked a meteor on a crash-course
with their planet, and could do nothing but watch as it approached. The met-
eor's strike scorched the earth, cast the seas into convulsions, and spread
a veil of darkness over all that the Luminoth knew... but that was not all.
The explosion and the energy from the meteor opened up a dimensional rift in
Planet Aether, spawning a second planet that existed in a different dimens-
ion. Dimensional rips soon blossomed on Light Aether, and an evil race of
dark creatures ventured forth, spreading violence. The Luminoth named these
creatures the Ing, and soon created portals to follow them into a world they
would come to know as Dark Aether.
This twin planet, which had given birth to the Ing Horde, was a poisonous
mirror of their own, and the Luminoth retreated from its damaging effects.
Over time, however, as the Ing continued to make war on Light Aether and be-
gan to possess both creatures and friends, the Luminoth had to return and
fight. They set up beacons of light that acted as protective oases against
the dark creatures, and fought tooth and nail against the Ing. The war raged,
and a stalemate soon became apparent; the Luminoth could not defeat the Ing
on Dark Aether, and the powerful light of Aether was too much for the Ing to
overcome.
The stalemate could not last forever. The planet's energy had been divided
between the light and dark worlds, and both sides wanted to control it. The
Luminoth created an Energy Transfer Module designed to absorb the energy from
Dark Aether, only to have it stolen and used against them. Their temples fell
one by one, until only their last, the Great Temple, remained. With only
enough planetary energy to support one world, this temple was all that stood
between Dark Aether completely eclipsing Dark Aether, eradicating the last of
the Luminoth...
Into this conflict came a new factor. A Federation ship chased as Space Pir-
ate vessel onto the surface, only to be attacked and decimated by the Ing.
After losing contact with the troops, the Federation suspected the worst. Un-
willing to abandon all hope, they sent an urgent message to Samus Aran...
Mission received from Galactic Fedetation...
Locate troops lost in Dasha region of Planet Aether...
Priority 1...
=======================
== 4. MODE EXPLANATION:
=======================
There are two main gameplay modes available in METROID PRIME 2: ECHOES. Read
below for basic descriptions of each mode.
SINGLE PLAYER
-------------
Single Player is the main story mode of the game where you guide Samus Aran
through the planet Aether to discover what happened and to ultimately defeat
the Ing Horde and save the planet. This gameplay mode comes with two levels
of difficulty: Normal Mode and Hard Mode. Hard Mode is unlocked after you
complete the game once in Normal Mode. Hard Mode gives a little bit more of a
challenge, in that all enemies take twice as much damage, and you take twice
as much damage from their attacks. This becomes troublesome when you factor
in things like Dark Aether's atmosphere or the reviled Boost Guardian. Addit-
ionally, there is one Image Gallery that can only be unlocked by completing
the game in Hard Mode.
MULTIPLAYER
-----------
This is the bonus mode of sorts where you and another player can battle it
out in a no-holds-barred game of either Deathmatch or Capture The Flag. This
option only appears if you have two controllers plugged into the GameCube,
naturally. Once you select it, you have your choice of which multiplayer game
you want to play, then you select your map (you have one to start with, but
additional maps are unlocked as you play through the Single Player Mode).
Then you and a friend either work cooperatively to capture the enemy's terr-
itory or just go at it trying to kill each other using a myriad of special
weapons, some of which never appear in the game (such as Death Ball). Over-
all, this is just an extra mode thrown in as a nod to fans who have wanted to
be able to have a Halo/Call of Duty/Battlefield/insert your favorite FPS game
here-like multiplayer experience using Chozo weaponry. The rest of this guide
is primarily dedicated to covering Single Player, but there are plenty of
other guides and FAQs dedicated to this particular mode.
=======================
== 5. SAMUS' ABILITIES:
=======================
You have a number of powerful moves at your disposal besides just jumping and
firing Beams or Missiles. Utilizing the full potential of your Power Suit will
allow you to Bomb Jump, strafe around enemies, and increase your jumping prow-
ess. Below is a brief list of the various feats you can perform in the game.
STANDARD MOVES
--------------
These are moves that are pre-programmed into the game already that you can
use to take advantage of terrain and obstacles.
1. DOUBLE BOMB JUMP
To pull this move off, set a Bomb and carefully watch the animation. Every
time you set off a Morph Ball Bomb, the Bomb shimmers for a little bit
prior to exploding. In the split second that the shimmering stops, set the
second Bomb, and let the first Bomb pop you up. At the peak of your Bomb
Jump, set your third Bomb. As you come back down, the second one will det-
onate, popping you up into the third Bomb's explosion, which will send you
even higher.
2. L-LOCK JUMP
This one is really easy, and actually gains you a bit of height. The best
places to use it are the times when you need to make precision jumps. To
lock your view, simply hold the R Button and pan downwards until you are
literally staring at your feet. As you get your desired angle, hold the L
Button to lock your view in place and let go of R. This way you'll be able
to make precision jumps without losing sight of what you are trying to
reach.
3. L-LOCK STRAFE DASH
Hold L to lock on to a target, then tap B while locked on to move from
side to side around them in a circle. This comes in handy during pretty
much the entire game and is upgraded a bit after acquiring the Space Jump
Boots.
4. BEAM TRACTOR
Once you find the Charge Beam, you can tractor refills to your location by
aiming at them and charging up. If they're within range, they'll be pulled
to you, eliminating the need for you to go to them.
5. SCREW "ATTACK"
The game would otherwise have you believe that the Screw Attack is present
just for movement purposes (since this is really mostly the original Space
Jump anyway), but you can actually use this to defeat enemies if you hit
them just right. Usually this involves an area above or below the enemy's
actual hitbox, but if you master this, you can actually quickly eliminate
some bosses (and killing Dark Tallon Metroids with it is pretty fun).
ADVANCED MOVES
--------------
Most of these tricks are still intact from the first METROID PRIME, and are
executed in much the same way. These are mostly advanced moves that you won't
really need to use in the game, since this guide will generally point you
along the regular route. However, in the instances where alternate or faster
routes are indicated, mastery of some of these tricks will help you out.
1. DBJ-MORPH
This trick is a small variation on the 2D games' morph jumping moves. If
used properly, it can get you a bit of extra distance and/or height when
Bomb Jumping. To execute it, start from a place you can safely pull off a
DBJ or TBJ from, then hit X to unmorph at the peak of your jump. Pushing
forward on the Control Stick while the game adjusts to your suddenly in-
creased height launches you forward and boosts you a bit higher. Note that
the Morph can also be executed off of a Wall DBJ (where you execute the
DBJ while shoved against a wall).
2. GHETTO JUMP
This special jump involves you jumping up against a wall and then pushing
out from the wall during a Space Jump. You can do single Ghetto Jumps as
well; the end result is a slight boost in height and distance if you're
trying to go farther. This operates on the same principle as the wall DBJ
or Wall TBJ - sliding against a wall increases your height.
3. L-LOCK SPRING JUMP
This is a slight variation of the regular L-Lock Jump, and is performed in
much the same fashion. To do this, set up a regular L-Lock Jump and leap
in the direction of your target. As you near the apex of your jump, let go
of the L Button to force Samus' view back up, and you'll "spring" forward
a little bit.
4. LOCK-ON LADDER JUMP
I'm almost embarrassed to admit that the name for this trick (LOL) came
solely from us being excessively bored while experimenting with the jump
mechanics (We did unsuccessfully try to name the Roll Jump the "ROFL", as
well). Anyway, this gets you a boost in height as you jump towards an ob-
ject while you remain locked on. In other words, don't release L as you
would with an L-Lock Spring Jump. Lock onto something, then jump directly
as the lock-on point; as you sail "over" it, the camera will continue to
force your view down at the same time as it is trying to get you to look
forward, thus you will "boost" upwards a little bit. This is most useful
in Feeding Pit as you're getting the Light Beam; it eliminates the process
of actually lowering the Lift Crystal platforms. It can also be used to
sling yourself over Grenchlers, Space Pirates, or even the Alpha Blogg!
SEQUENCE BREAK MOVES
--------------------
These are moves that take advantage of certain game mechanics in order to
speed things along or facilitate alternate routes through certain areas. Most
of these require a precise amount of skill and timing to actually pull off.
Like the moves in the section above, these won't really be utilized that of-
ten in the walkthrough. Where it is possible to use them to get an item early
or clear a room differently, it will be notated how to do it in the context
of that area.
1. INSTANT UNMORPH
The instant unmorph is a trick that occurs when you are coming out of a
Bomb Jump, but the camera instantly places you in first person, HUD view
instead of backing out of third person view. This usually requires that
your Morph Ball be against some kind of surface (a wall, for instance),
but in such a way that the camera doesn't swing around to face the Morph
Ball. Positioning yourself so that your back is to a wall usually works
best. Do a single Bomb Jump (doubles are much trickier) and unmorph at the
peak of the jump, and if you instantly return to HUD view, you will then
have the full range of your jump powers, as this tricks the game into
thinking you're on solid ground. See below for moves that use this trick.
2. BOMB SPACE JUMP
This is a Bomb Jump that uses an instant unmorph (see below). To do this,
you need to trigger an instant unmorph right after a Bomb Jump. The bene-
fit to this is that the instant unmorph fools the game into thinking that
you are on a solid surface, and therefore have your full range of jumping
power (for instance, a Space Jump will carry you three jumps high, or a
Screw Attack will be four jumps high). You can use this handy trick to
completely skip the Ing Hive Temple Keys (they don't count for percentage,
so this is mostly just a speed trick).
3. ROLL JUMP
This trick also requires an instant unmorph. This is executed by rolling
in Morph Ball form off of a ledge, then triggering the instant unmorph
and using the distance you've already gained plus your jumping abilities
for extra distance. The tricky part with this one is that usually, your
Ball has to be at least halfway obscured by whatever you are falling from,
and the timing seems to vary a bit. Still, it can be utilized to cross
Watch Station Access without the Grapple Beam.
5. FREEZE DASH/WSA DASH
This dash (also called the "Kip Dash" - named after its discoverer, Kip)
is useful for crossing large gaps as long as you can cross a certain point
so that you "respawn" near where you're trying to land after triggering a
Terminal Fall. It differs from a standard Scan Dash (which in of itself
is vastly degraded from the first game) by requiring a complete scan of a
fixed object that doesn't go for the Log Book (like a door). It is most
useful for crossing Watch Station Access for the early Screw Attack. To
execute it from this particular area, back up against the ledge in Watch
Station Access and fully scan the door. While holding the scan, jump back-
wards while holding L, then rotate the Control Stick back-left, hold it,
then rotate it back down. Now in a fluid motion before the small "freeze"
occurs, hold R and rotate the stick to the back-left position again. After
the freeze and you start flying backwards, use your second jump for extra
distance to continue your trajectory while not letting go of any buttons
you have held down. Wait for the Terminal Fall to occur and see where you
respawn - if you didn't get enough distance (in this particular room, this
is about 60% of the way across - past the second Grapple Point), then it
won't respawn you on the opposite side. This dash can be used in other
places in the game, but due to how the mechanic changes for each dash de-
pending on where you are standing or what you're scanning, it is difficult
to give instructions. The more you practice this, the easier it becomes to
correctly execute.
6. UNDERWATER DASH
This one allows you to cross large horizontal distances underwater without
the benefit of the Gravity Boost (and thus has the most use in Hydrodynamo
Station, as you can cut out a large part of the circuitous puzzle of the
Transit Tunnels connecting Gathering Hall, Training Chamber, and the Cata-
combs. You can do this on land too, but you barely get any extra distance
apart from a normal Space Jump. To pull this off (using Hydrodynamo Stat-
ion as an example), jump while holding L and begin moving to the left.
Press the R and B Buttons and hold them down while still holding left to
make yourself slowly start turning. After about a quarter turn (about 30-
40 degrees), release the Control Stick only while continuing to hold L, R,
and B to make yourself fly through the water at high speed. Use your sec-
ond jump for distance or height as needed, but let go of L and R for the
second jump. Using two of these allows you to get the Grapple Beam and the
Gravity Boost much earlier than the game intends.
========================
== 6. WEAPONS AND ITEMS:
========================
The Power Suit is an advanced Chozo exoskeleton that the Chozo modified for
your personal use. It provides life support functions and is well shielded from
attack. The modular nature of the Power Suit allows for the addition of weap-
ons, Visors, and other gear as needed, all of which are strewn about both dim-
ensions on the planet Aether.
BEAM WEAPON ENHANCEMENTS
------------------------
The first METROID PRIME gave you four Beam Weapons with unlimited ammunition.
For the first time, this game gives you new Beams that have an ammo system,
so conservation and management of your weapons is key. With the Charge Beam,
you receive an added boost of power.
1. POWER BEAM
The Power Beam is the default Arm Cannon weapon. This is your only Beam
that you will be able to fire without regards to Ammo. Press A to fire,
and hold A to use the Charge Beam. This beam can open blue doors and elim-
inate weak enemies quickly. Press Y when charging to use the Super Missile
Charge Combo or hold Y to use the Seeker Missiles.
2. CHARGE BEAM
This is the primary power-up to the Arm Cannon that enables an energy-
storing function that allows you to fire more powerful shots. Press and
hold A when firing to activate the Charge Beam. When charging with any
beam, press Y to use its Charge Combo (if you have acquired the corres-
ponding upgrade). You begin the game with this item.
3. DARK BEAM
This item is found in AGON WASTES. It is capable of firing blasts of shad-
ow energy that can hinder enemies and objects as well as nullify Luminoth
Light Crystals and/or Beacons. This beam can open black doors and has a
good effect against Light World Creatures, but a limited effect on Ing and
other darklings. Charging the Dark Beam creates the Entangler, a blast
which is capable of freezing enemies.
4. LIGHT BEAM
This item is found in DARK AGON WASTES. It is a strong laser type weapon
capable of hitting multiple targets with a single shot and can also set
enemies on fire. With this beam, you can energize Crystals and Beacons
that have been nullified. This beam can open white doors and inflict great
damage to Ing and other Dark World creatures. Charging the beam fires the
Lightblast, a scattershot type energy burst capable of setting multiple
enemies on fire.
5. ANNIHILATOR BEAM
This item is found in the ING HIVE. It combines the elements of light and
dark energy into powerful object-seeking streams. The beam has high-power
sonic capabilities, enabling it to manipulate many sonic-powered devices.
You can supercharge Crystals and Beacons, which will compel Ing and dark-
lings to their destruction. This beam can open gray doors and is effective
against both Light and Dark creatures. Charging this beam fires the Dis-
ruptor, a powerful blast that is capable of stunning even the strongest
enemies.
MISSILE SYSTEM ENHANCEMENTS
---------------------------
Your Arm Cannon can be adapted into a concussive blast system that enables
you to fire energy-based Missiles. Missiles can be charged with Beam Weapons
to create Charge Combos if you have found the corresponding upgrade, or you
can fire groups of Missiles on their own.
1. MISSILE LAUNCHER
The first Missile Expansion gives you the ability to fire Missiles, and is
found in the TEMPLE GROUNDS. Missiles fired with a lock-on will seek their
targets. Missiles can destroy objects made from Brinstone. There are also
Charge Combo enhancements scattered throughout the environment. They use
the Missile Launcher and the Charge Beam in tandem to fire more effective
blasts.
2. SEEKER MISSILE
This item is found in the GREAT TEMPLE. It adds the capability to launch
multiple missiles in a single blast. While holding Y to charge the Launch-
er, use R to Free Look and pinpoint targets. You can target up to five
objects/enemies, or use the locks to target a single enemy five times. The
Seeker Launcher is also used to open certain doors.
CHARGE COMBO ENHANCEMENTS
-------------------------
The Charge Combos let you use the Missile Lancher and the Arm Cannon together
for combination attacks that are stronger than the Beam Weapons on their own.
When charged, press Y to fire the selected Beam's Charge Combo. Each shot
consumes Missiles to fire.
1. SUPER MISSILE
This upgrade is found in TORVUS BOG. It is the Power Beam's Charge Combo,
and creates a powerful blast which inflicts damage equivalent to approx-
imately 5 Missiles fired at the same time. Use Super Missiles to damage
extremely strong opponents.
2. DARKBURST
This upgrade is found in AGON WASTES. It is the Dark Beam's Charge Combo,
and tears open a rift to the Dark World and creates a black hole that will
suck nearby enemies into oblivion. Its power is limited in that it is a
slow-moving blast, and is therefore limited against agile foes.
3. SUNBURST
This upgrade is found in the TEMPLE GROUNDS. It is the Light Beam's Charge
Combo, and it can damage multiple targets in a wide area as it flies for-
ward. Like the Darkburst, this Combo is very slow-moving, making it ineff-
ective against agile targets. It has power to set its targets ablaze for a
short while.
4. SONIC BOOM
This upgrade is found in DARK AGON WASTES. It is the Annihilator Beam's
Charge Combo, and it projects a powerful wave of sonic force. It is ext-
remely costly in terms of Ammo consumption, but its effectiveness against
a large group of enemies is very useful.
MORPH BALL ENHANCEMENTS
-----------------------
The Morph Ball function allows you to compact your size in order to fit into
small passageways. There are multiple upgrades to this form that increase
your effectiveness while morphed.
1. MORPH BALL
This upgrade changes your Suit into a compact, mobile sphere. Like the
Varia, it is modular and able to accept numerous modifications to its
structure. Press X to activate the Morph Ball. You begin the game with
this upgrade.
2. MORPH BALL BOMB
This upgrade is found in AGON WASTES. It is the default weapon for the
Morph Ball. Press A when morphed to drop Bombs, or drop them in timed seq-
uences to perform a "Bomb Jump". Morph Ball Bombs have a limitless supply,
but you can only set three at a single time. Bombs can be used to activate
devices or destroy cracked surfaces or structures made of Talloric Alloy.
3. BOOST BALL
This upgrade is found in DARK TORVUS BOG. It can be used to quickly acc-
elerate the speed of the Morph Ball by charging. When using the Boost Ball
press B to activate a quick boost, or hold to charge for a longer speed
boost. The Boost Ball can also be used to navigate half-pipes.
4. SPIDER BALL
This upgrade is found in the SANCTUARY FORTRESS. It magnetizes the Morph
Ball, allowing it to attach to any magnetically-charged surface. When you
are traveling along a magnetic track, hold R to stay attached to the sur-
face. Sometimes, you can hold B to charge the Boost Ball and "launch" to
and from various magnetic surfaces.
5. POWER BOMB
This upgrade is initially found in DARK TORVUS BOG, but Expansions are
found throughout the environment. This is the strongest Morph Ball weapon,
and can destroy many materials, including Bendezium. Each Power Bomb Exp-
ansion you find increases the number of Power Bombs you can carry by 1.
ARMOR AND ENERGY ENHANCEMENTS
-----------------------------
You can find specialized Armor Enhancements that increase your defensive cap-
abilities, mobility, and reduce the damage Dark Aether can inflict on you.
1. VARIA SUIT
The is an advanced Chozo exoskeleton/battlesuit specially built for you
by the Chozo. It is well-shielded against attack, and its modular nature
allows for the equipping of visors and other battle gear as needed. You
begin the game with this upgrade.
2. DARK SUIT
This upgrade is found in DARK AGON WASTES. This suit reduces the effects
of Dark Aether's atmosphere and enhances defensive shielding capabilities.
Even though it is able to better withstand the caustic effects of Dark
Aether's atmosphere, dark attacks still can cause heavy damage, and your
energy loss rate is proportial to the recovery rate of a Light Zone.
3. LIGHT SUIT
This upgrade is found in the GREAT TEMPLE. This suit is a fusion of Lum-
inoth and Chozo battlesuit technology that is completely resistant to the
harmful effects of Dark Aether. With it, you can travel unimpeded in Dark
Water and you can also access Luminoth energy transport systems.
4. ENERGY TANK
There are 14 Energy Tanks scattered throughout the environment. These will
increase the power level available to your Suit's defensive screens. Each
Energy Tank increases your Suit's energy by 100 units. The more energy
your Suit has, the longer you can stay alive. You can fully recharge your
Energy Tanks at Save Stations as well as your Gunship.
VISOR ENHANCEMENTS
------------------
Your Visor is your primary means of navigation through the environment. Mod-
ifications to it will allow you to increase the number of things you can see
and track via radar optics.
1. COMBAT VISOR
The Combat Visor is the default visor. It provides you with a basic HUD
that includes Ammo and Missile counts, mini-map, radar, threat assessment,
energy gauge, and lock-on reticules. Use this during most battles.
2. SCAN VISOR
The Scan Visor is used for data collection and analysis. It enables a mag-
nifier in the viewscreen that will locate scannable targets. Scanning
objects can activate devices or reveal enemy weaknesses. You cannot fire
while using this Visor.
3. DARK VISOR
This upgrade is found in DARK TORVUS BOG. It can be used to detect inter-
dimensional objects that are not normally seen in the visible spectra.
Objects and enemies that exist in transdimensional areas will be high-
lighted with the Visor.
4. ECHO VISOR
This upgrade is found in the SANCTUARY FORTRESS. It uses sound waves to
detect unseen objects and enemies. Some enemies can cloak themselves with
sonic powers, rendering them invisible. Use the Echo Visor to interact
with sonic-based security systems.
MOVEMENT SYSTEM ENHANCEMENTS
----------------------------
Part of your power is your agility and jumping prowess. With these special
Chozo upgrades, your mobility is greatly enhanced.
1. SPACE JUMP BOOTS
This upgrade is found in DARK AGON WASTES. These can increase your jumping
height by adding special thrusters to your boots that allow you to jump
again while in mid-air. Press B to jump once, then B again in mid-air to
double jump. The Space Jump can be used to reach higher areas than a nor-
mal jump allows.
2. GRAPPLE BEAM
This upgrade is found in DARK TORVUS BOG. It allows you to swing back and
forth from special points in the environment. Grapple Points appear in
your Visor as special Grapple Hook icons. Press and hold L to fire the
Grapple Beam and hold L to stay connected, or let go to release. The Grap-
ple Beam can be used to cross wide gaps. While grappling, you can alter
your trajectory as well as fire your Arm Cannon, however, you cannot lock-
on to any objects.
3. GRAVITY BOOST
This upgrade is found in TORVUS BOG. It is a special Luminoth upgrade that
allows for unhindered movement in aquatic environments by making use of
special armor and visor modifications. When in water, press B twice to
Space Jump, then B again to engage the Boost thrusters that allow you to
float for a short time. Use the added boost to gain additional height.
4. SCREW ATTACK
There upgrade is found in the SANCTUARY FORTRESS. It is a modular add-on
to your mobility systems that allows for extensive travel over lengthy
distances without use of a Grapple Beam. While Space Jumping, press B to
start screwing, then press B repeatedly to continue the jump. While Screw
Attacking, you can defeat enemies in your path and maintain a maximum of
five consecutive jumps. With the Screw Attack, you can also "wall jump"
off of specially charged surfaces.
========================
== 7. THE PLANET AETHER:
========================
Like with the first METROID PRIME, Retro Studios has created a masterpiece of
a planet so that you can still have the classic exploration feel that generally
defines a Metroid game. Much of this game is still looking high and low for
different passages (although this in of itself might be more of a sequence-
breaking mentality), bombing obstacles out of the way, and looking for the most
efficient way out of an area. What you'll find below is a brief list of some
things to consider that might make your journey through the twin dimensions of
Aether a bit less hair-raising.
GENERAL TIPS
------------
1. Like in almost every Metroid game, you'll often deal with not just one
enemy, but an entire horde of them. Make liberal use of the L Button dur-
ing a swarm to constantly target and pick off the nearest threat to you.
Remember that some enemies can't fit through doors because of their size,
but you can hide on the opposite side and blast them through it.
2. Even though there is a lot of information to process, your Combat HUD can
be a lifesaver in battle. It will definitely help you to check out your
Radar and Mini-Map features regularly. Your Threat Assessment will slowly
increase as you near dangerous areas (although it is almost always squeal-
ing at you while traversing Dark Aether...), and when enemies are present,
your targeting reticles will automatically appear.
3. Scan everything!! Often you'll discover new stuff or methods of beating
bosses by scanning them, and of course, you gain the artwork galleries by
scanning and filling up your Log Book. Keep in mind that there are several
things in the game that are one-time items: miss them once, and you for-
feit them for the remainder of the game. For convenience, I have not only
marked each of these one-timers during the walkthrough, but you will also
find a list of them at the end of the guide, in the Log Book section.
4. Every room in the world has a name. If you're unfamiliar with them, you
can press Z at any time to call up the map, which will highlight which one
you're in. Many points in this walkthrough refer to specific locations,
so this will be helpful for you to know the room layouts and how they con-
nect to each other.
AREAS OF AETHER
---------------
Aether is split into four distinct regions that you'll explore during the
game, but Aether itself is split into two dimensions - Light Aether and Dark
Aether (effectively giving you eight areas to explore). Is this a Zelda-ish
gimmick? Kind of, but it's still executed quite nicely. Years after playing
this game, I can still get all puckered up wandering around Dark Aether...
Anyway, Light Aether is the "normal" world, and Dark Aether is its twisted
counterpart where the Ing rule supreme. Here, the atmosphere is poisonous,
the water is like solid acid, and the inhabitants overall are much more diff-
icult. Travel through Dark Aether is made possible by use of Luminoth Light
Crystals and Beacons, which can be activated to provide areas of safety. Your
goal is to visit Dark Aether, fight the Ing masters for the planetary energy
stored in their Energy Controllers, and return it to Light Aether's Energy
Controllers. Like in the last game, most of these areas are accessible with
large Transports, although Transports don't exist in the Dark World - i.e.
you can't travel from Dark Agon Wastes to Dark Torvus Bog. Keep in mind also
that while Dark Aether is essentially a "mirror" of Light Aether, not all
geographical features are intact between the worlds. To avoid getting lost or
confused, you can press X on the Map Screen to alternate between the two
dimensional maps. What follows below is an abbreviated list of the eight
regions of this planet.
1. TEMPLE GROUNDS/GREAT TEMPLE
This is the area Samus begins the game in. It is home to the Main Energy
Controller as well as the landing site for the GFMC. From this area, you
can unlock paths leading to the various other areas of the game.
2. AGON WASTES
This region was once a lush and fertile plain, but was laid to waste by
the Phazon meteor, and is now a dry and cracked desert. This is where the
Space Pirates have made their base, and is your first stop after speaking
to U-Mos at the Great Temple.
3. TORVUS BOG
This region was once a beautiful forest, but was utterly destroyed and
sunk into the ground by the Phazon meteor. Its swampy regions are home to
many nasty creatures such as Grenchlers and Bloggs. The upper region is
still mostly above water, while the lower region is submerged.
4. SANCTUARY FORTRESS
This mechanical fortress was once a stronghold for the Luminoth, but with
their impending defeat has been taken over more and more by the Ing. Most
of the inhabitants will not think twice about attempting to take you down.
5. SKY TEMPLE GROUNDS/SKY TEMPLE
Like the Temple Grounds, the Dark Aether counterpart is home to their ver-
sion of the Great Temple and is the home of the Ing Horde. This area is
mostly unaccessible until you find the nine Sky Temple Keys.
6. DARK AGON WASTES
The Dark Aether counterpart of the Agon Wastes makes the regular version
look like a paradise by comparison. This area is home to many Warrior Ing
and other dark creatures. Its Energy Controller is protected by the gigan-
tic guardian, Amorbis.
7. DARK TORVUS BOG
The Dark Aether counterpart of the Torvus Bog isn't that much different,
although you can freely explore the lower area since there is no submerged
region. The Hunter Ing are found here, and its Energy Controller is guard-
ed by the mutant Chykka.
8. ING HIVE
The Dark Aether counterpart of the Sanctuary Fortress is every bit as dan-
gerous as its Light Aether version. Here, the Dark mechanoids that the Ing
have possessed patrol the areas as well as darkling Metroids. The Ing have
possessed the Luminoth guardian, Quadraxis, and it now protects the Hive's
Energy Controller.
GETTING AROUND
--------------
Running around a planet takes a long time. Fortunately, there are plenty of
region-connecting transport elevators that link them. Moving around within
individual areas is accomplished via doors, gates, or tunnels. The Great Tem-
ple provides three pathways to Transports that will lead to other areas of
Aether, but there are other Transports to be found as well. These must be
scanned before use, but then remain online for the duration of the game. The
doors are mostly beam or missile activated, and there are tunnels and navi-
gation systems that can be accessed with the Morph Ball, Boost Ball, or the
Spider Ball. Refer below to see a short list of the means you will be using
to move from place to place.
DOORS
-----
1. BLUE DOOR
These are standard doors, and can be opened with any Beam or Bomb.
2. BLACK DOOR
These doors can only be opened with the Dark Beam.
3. WHITE DOOR
These doors can only be opened with the Light Beam.
4. GRAY DOOR
These doors can only be opened with the Annihilator Beam.
5. RED BLAST SHIELD
This shield means that a Missile impact is required. Once the shield has
been broken, it becomes a blue door.
6. GREEN BLAST SHIELD
This shield means that a Super Missile impact is required. Once the
shield has been broken, it becomes a blue door.
7. YELLOW BLAST SHIELD
This shield means that a Power Bomb detonation is required. Once the
shield has been broken, it becomes a blue door.
8. PURPLE BLAST SHIELD
This shield means that the Seeker Missiles must be used to hit multiple
targets simultaneously. Once the shield is deactivated, it becomes a
blue door.
9. LOCKED DOOR
This kind of door is a regular passage, but is locked until a certain
objective (defeated boss, scanned item, etc.) has been accomplished.
PORTALS
-------
1. DARK PORTAL
These are either already constructed or exist in the natural environ-
ment, and provide a means of access to Dark Aether. Fire the Dark Beam
or complete a certain sequence to access these portals.
2. LIGHT PORTAL
These rifts in the natural environment provide a means of access from
Dark Aether to Light Aether. Fire the Light Beam at these portals to
access them.
OTHER TRANSPORTATION
--------------------
1. TRANSPORT ELEVATOR
You'll use the Scan Visor to activate these giant lifts that take you
from place to place around Aether. Once a particular Transport has been
activated, it remains online for the duration of the game.
2. LUMINOTH WARP
Once you have acquired the Light Suit, you can step into beams of pure
energy and transport to different locations.
3. LUMINOTH GATES
These Luminoth gates are accessible only after you have received the up-
grade to your Translator Module from U-Mos. U-Mos will give you the
Violet upgrade, and the Amber, Emerald, and Cobalt modules will be given
as you progress through the game.
4. MORPH BALL TUNNEL
Once the Morph Ball has been acquired, you can and will use these small
passages to travel new places. Some tunnels are blocked, though, and the
obstructions must be removed.
5. MAGNETIC RAIL
These crimson, cobalt, and amber-colored rail systems can only be trav-
ersed with the Spider Ball. Hold R when near a Rail to magnetically
attach to and use them. You can use Morph Ball Bombs to dislodge from
tracks or the Boost Ball to rocket between tracks.
4. KINETIC ORB CANNON
These cannons can interact with the Morph Ball and will propel you over
long distances.
POWER-UP STATIONS
-----------------
There are various consoles you will find that can aid your progress in some
form or another.
1. MAP STATION
These will allow you to download an entire copy of an area map. Step into
the hologram to download the data, and Z to open your Map Screen. You are
unable to download map data of Dark Aether, but can see the areas you have
explored by toggling between Light and Dark Maps by pressing X on the Map
Screen.
2. SAVE STATION
These will allow you to save your game progress. Step into the hologram
to save your game up to that point and refill your energy (Ammo levels do
not change). These are marked on the Map Screen with an [S] icon.
3. AMMO STATION
There are only two of these on Dark Aether - one in Dark Agon Wastes and
the other in Dark Torvus Bog, and are marked on the map with an [A] icon.
Stepping into the hologram will refill all Missile and Beam Ammo counts.
ENERGY AND AMMO REFILLS
-----------------------
There are various kinds and sizes of refills that will be dropped by enemies
or found throughout Aether's environment that you can use to replenish energy
or ammunition. Note that refills of a certain type will not appear until you
have found the corresponding item.
1. ENERGY REFILLS
These are small colored spheres with a small dot in the center that will
replenish lost energy. There are four kinds of energy refill; each one re-
plenishes a different amount.
- Purple Sphere: Small Energy; replenishes 10 Units
- Red Sphere: Medium Energy; replenishes 20 Units
- Blue Sphere: Large Energy; replenishes 50 Units
- Yellow Sphere: Ultra Energy; replenishes 100 Units
2. MISSILE AMMO REFILLS
These are small Missile-shaped icons that replenish used Missiles. There
are two kinds of Missile Ammo; each one replenishes a different amount.
- Single Spike: Small Missile Ammo; replenishes 5 Missiles
- Double Spike: Large Missile Ammo; replenishes 10 Missiles
3. BEAM AMMO REFILLS
These refills come in Light and Dark varieties. Dark Beam Ammo looks like
a purple crystal and you get it by destroying things with the Light Beam.
Light Beam Ammo looks like a white crystal and you get it by destroying
things with the Dark Beam. There is no Annihilator Beam Ammo because the
Beam draws from both your Light and Dark supplies. There are three kinds
of ammo refill; each one replenishes a different amount.
- Crystal w/ Single Bar: Small Beam Ammo; replenishes 5 Units
- Crystal w/ Double Bar: Medium Beam Ammo; replenishes 10 Units
- Crystal w/ Triple Bar: Large Beam Ammo; replenishes 30 Units
4. POWER BOMB AMMO REFILLS
These are small orange and gray disk icons surrounded by a white halo of
light. Each one refills a single Power Bomb.
OBSTRUCTIONS AND HAZARDS
------------------------
There are many things in Aether's environment that will hinder your progress.
Some are natural, while others are man-made.
1. SANDSTONE
This relatively weak structure can be destroyed with Morph Ball Bombs.
2. TALLORIC ALLOY
This weak metal can be destroyed with Morph Ball Bombs.
3. BRINSTONE
This kind of rock is similar to Radion, and can be destroyed with Missiles.
4. DENZIUM
This is a super-dense type of rock that can only be destroyed using Power
Bombs.
5. WATER
By itself, it can't harm you, but unless you have the Gravity Suit, your
progress will be impeded significantly.
6. DARK WATER
This extremely poisonous substance acts like solid acid in that you take
damage rapidly if you touch it, but you cannot go "under the water" unless
you have the Light Suit.
7. PHAZON
This highly radioactive substance will harm you like the plague. The blue
variety's effects can be negated with the Phazon Suit, but the red variety
can still easily kill you.
ENGAGING IN COMBAT
------------------
METROID PRIME 2's Combat System is mostly unchanged from the first game. When
you are engaging a target, you will ordinarily use the Combat Visor, although
some enemies can only be tracked with the Dark or Echo Visors due to optical
camouflage or sonic patterns. Hold L to lock on to your target so you can
always be facing it. Tap B while locked on for your Strafe Dash move so you
can circle the enemy and avoid most attacks thrown your way. Dark World enem-
ies are weak to the Light Beam, Light World creatures are weak to the Dark
Beam, and everything is weak to the Annihilator Beam, but you can defeat some
enemies with tactics apart from just firing beams or missiles. Knowing how to
defeat an enemy quickly may often make the difference between a quick kill
and one that takes extra time. Some enemies or objects can by their very nat-
ure hinder your abilities - Diligence Drones can interfere with your systems
no matter what Visor you use and the Rezbits can actually infect your Power
Suit with a computer virus, rendering you unable to function for a short time
while you reset. Lastly, a feature that was present in the original demo that
seems to have been removed from the final product is Ing Possession - in the
demo, Warrior Ing would charge you and attempt to take over your Power Suit.
This doesn't seem to occur in the final game, but oh well, it would've been
a nice feature for you to have to battle for control over yourself.
==================
== 8. WALKTHROUGH:
==================
With the first game, I wrote two separate walkthroughs - a Regular Route one
and a specialized Speed Run one that utilized most of the Sequence Breaking
maneuvers beneficial to a 100% game. With this guide, I have opted to simply
write a single guide that incorporates both the standard route and directions
for quick completion of objectives. Part of this is due to the fact that a lot
of Sequence Breaking tricks found in the first game do not carry over to this
one and that many tricks that are in this game just aren't viable for a 100%
game. This walkthrough goes mostly by the intended route, but is also written
in such a manner that you will be moving quickly through most areas while still
collecting all of the items and scans. Boss strategies are simplified with the
fastest method of beating them provided, and any specialized Sequence Breaking
that still allows for 100% completion is provided in subdivided sections within
the main walkthrough.
With all of that in mind, this walkthrough is broken into segments that com-
prise the major regions of the game: Temple Grounds, Agon Wastes, Torvus Bog,
Sanctuary Fortress, and finally, the path to the Sky Temple. Further into the
walkthrough, the regions are subdivided into sections based on what item you're
trying to acquire, and each time you travel between regions or take a path be-
tween Light and Dark Aether, a small "Mission Outlook" is provided to give you
an idea of what your objectives are and what items and scans you'll acquire for
that particular area.
LOG BOOK ENTRIES
----------------
Every single creature, item, or object you need to scan for Log Book complet-
ion will be annotated in the walkthrough when you first encounter that par-
ticular scan. One-time scans will be capitalized with astersisks around them
(*) to make them easier to spot. Limited scans, meaning those that appear for
a short while, will be marked with double asterisks (**), but you should
still scan them the first time you see them.
ITEM NUMBERING
--------------
Every item - Modules, Energy Tanks, Ammo Expansions, Pirate Data, Luminoth
Lore, and Trooper Logs - is numbered within the walkthrough segments. While
this was originally designed so that I could keep track of what items had
been acquired during the writing process, I found that it also makes for a
handy reference tool for the player utilizing this guide to make sure they're
"on track", so to speak. This numbering format lists the item or scan with
the amount you currently have divided by the end total to be found, i.e.
"[ENERGY TANK (01/14)]" or "[LUMINOTH LORE: "TITLE" (01/41)]", etc.
HARD MODE
---------
As a general rule, Hard Mode only increases the strength of the enemies and
bosses in the game, and doubles the amount of damage you receive from enemy
attacks (which makes Dark Aether at times an unbearable pain). Therefore, the
individual walkthroughs will not cover Hard Mode, but each boss section will
have an additional strategy part that covers what to expect from each battle.
With all of that covered, the walkthrough itself begins below. Watch the open-
ing cinematic to see as Samus arrives on Aether to investigate the disappear-
ance of the GFS Marine ship. After your ship enters Aether's atmosphere and
finishes its rather spectacular crashing sequence, the game will begin.
8A. ARRIVAL AT THE TEMPLE GROUNDS
---------------------------------
This section details the first part of this walkthrough as you arrive on the
planet Aether, explore the Temple Grounds for the GFS Ship Tyr, and locate
the Great Temple before heading off to Agon Wastes.
: =TEMPLE GROUNDS= :
___________________________________________________________________________
| =MISSION OUTLOOK= |
| OBJECTIVES |
| ---------- |
| 1. Investigate area and locate members of GFMC Trooper Squad Bravo. |
| |
| ITEMS |
| ----- |
| 1. Upgrades: Missile Launcher |
| 2. Modules: None |
| 3. Supplies: None |
| 4. Ammunition: None |
| 5. Temple Keys: None |
| |
| SCANS |
| ----- |
| 1. T. Logs: GSGT C. Benet, SPC B. Reevs, PFC M. Veroni, PFC L. |
| Brouda, SPC M. Angseth, CAPT A. Exeter, LCPL J. Brode, |
| PFC G. Haley, PFC S. Milligan, SPC F. Triplette, PFC I.|
| Crany, PFC E. Denys |
| 2. P. Data: None |
| 3. L. Lore: None |
| 4. Scans: Samus' Gunship**, GF Gate VI, Worker Splinter, Bomb |
| Slot, Dark Trooper, Splinter Cocoon, Green Kralee, GF |
| Bridge, GF Gate MK VII, *Growler Class Turret*, G.F.S. |
| Tyr, Dark Splinter, Kinetic Orb Cannon, War Wasp, War |
| Wasp Hive |
|_________________________________________________________________________|
After you touch down in the Landing Site, you'll emerge from your ship. Begin
by spinning around and scanning your ship for the ["SAMUS'S GUNSHIP"**] Log
Book entry. This also gives you a chance to see how your Scan Visor works
now - objects that you can scan for the Log Book are fully colored red as
opposed to a red square symbol, and other items are colored blue. Items that
you've already scanned will then be colored green. Scan your ship now while
it's in its repair sequence - once it finishes you won't get the Log entry
for some reason. Once you've got it, turn and head towards the webbing that's
in front of you. Lock on and shoot it with the Power Beam, and head through
the blue door. Midway into the next area, you'll reach a fork. You can't take
the left-hand path yet, so head to the right and drop into Hive Chamber A.
Activate the Scan Visor and scan the gate in front of you to add ["GF GATE MK
VI"] to your Log Book, then scan the console to its left. Shoot the two lock
mechanisms that activate after the scan, and morph/roll through the next area
when you've cleared enough room. You'll end up in another tunnel; run forward
while holding L (in other words, move sideways to the left) to spot another
terminal. Scan it to activate the gate in front of you, and again, roll on
through when you have enough room. There is a Map Station (you can't scan
these for the Log Book this time) just ahead of you, so use it if you really
want a map of the area, and proceed around the bend into the next room.
Hive Tunnel is a sight indeed. Try to ignore the multiple GFMC Troopers hang-
ing from the ceiling as you try to scan one of the scurrying rodents to add a
["WORKER SPLINTER"] to your Log Book. Shoot the webbing at the far end and
take the blue door into the Command Chamber. Scan the Trooper by the green
gate for ["GSGT C. BENET"]'s Log Entry, then scan the other Trooper near the
left-hand corner for ["SPC B. REEVS"]'s entry. Morph under the passage and
locate the Morph Ball tunnel leading into the next area of the room. Roll to
the center structure, unmorph to scan the ["BOMB SLOT"], the morph and bomb
yourself (Y in Morph Ball mode) into the Slot, and set another Bomb to acti-
vate it. After the lock in the next room is disabled, roll out of the slot
and a cutscene will trigger where some of the dead Troopers are possessed by
a mysterious black energy. Quickly scan one of them for the ["DARK TROOPER"]
entry, then save some time by just hightailing it into the Morph Ball tunnel.
More Troopers will zombify in the next room, but you can roll past them, too,
and scan the gate next to Benet. This will open up a new passage full of more
Dark Troopers, but you should have the Charge Beam ready for these - there's
too many for you to just bypass. Blast them away and run into Hive Chamber B.
As you reach Hive Tunnel B, a very odd sight awaits you. You'll see an image
of what appears to be you, clad in a black and blue Power Suit. Watch as this
"dark" Samus opens a portal and disappears. Since you have no other options,
head into the room and follow whatever went through into the portal. You'll
be warped to the twisted dimension known as Dark Aether. Here, the atmosphere
is poison, the terrain very unwelcoming. As you emerge, you'll see this Dark
Samus absorbing a very familiar bluish substance - Phazon! Unfortunately, as
you're busy putting the pieces to this puzzle together, your dark version
fires a single shot at the globe of light surrounding you. The crystal then
shatters, and the Dark Samus leaves you to the vicious Warrior Ing horde that
is waiting above. You manage to escape back to the portal, but not before the
Ing have their way with you, and steal much of your Power Suit in the entire
process. Safely (mostly) back in the regular world, you'll receive a damage
report that specifies your Space Jump, Bombs, Power Bombs, Missile Launcher,
Boost Ball, and Grapple Beam have all been stolen from you. Also, you're be-
ginning to understand it all - a creature that feeds on Phazon that somehow
resembles you... somehow, Metroid Prime survived when she assimilated your
Phazon Suit back on Tallon IV! Now that your situation has gotten incredibly
worse, pick up the pieces, dust yourself off, and move on. The end of Hive
Chamber B has two Morph Ball tunnels obscured by some sac-like creatures.
Blast them and take the only available one to reach Hive Chamber C. Blast
some Dark Troopers if you feel like taking out your aggression from the Ing
encounter, then head through the blue door just around the corner (there is
a Save Station in this room located behind some crates; blast them to reveal
the pathway). The first door, though, leads to the Hive Transport Area. Scan
the elevator console to your left, and step aboard to reach the upper area of
the Temple Grounds.
Upon emerging in the Industrial Grounds, run forward and scan the red panel
near a corner to move a large crate from your path. Move into the new area
a bit slowly so you can scan the ["SPLINTER COCOON"] on the wall before it
breaks. Also scan the ["GREEN KRALEE"] crawling about, and when the cocoons
do rupture, scan a ["WORKER SPLINTER"] before dispatching them. When they're
gone, head up and around through a pathway to reach a bridge. Scan it to add
the ["GFS BRIDGE"] entry to your Log Book, then scan the panel nearby to act-
ivate two locking mechanisms. Shoot them to lower the bridge, and continue on
into the Collapsed Tunnel. Before entering the Morph Ball passage, scan the
dead trooper to your right for ["PFC M. VERONI"]'s entry. The next door
after the tunnel will lead out into the Temple Assembly Site, where you'll be
greeted by one of those awe-inspiring cutscenes. As you move forward, you'll
find a new kind of enemy. Scan one of them for the ["SPLINTER"] entry, then
ignore them and scan the panel on the side of the room with the violet holo-
gram. The sequence will lower the crate from before to where you can lock on
to a weak part of the cable and shoot it down to create a bridge to the next
area. Head on through into Dynamo Chamber to reach a new gate. Scan it for
the ["GF GATE MK VII"] entry, then scan a panel nearby to move it out of the
way. After this point, you can't go back until quite a bit later in the game,
so if you missed any scans, you'll have to wait awhile.
More Splinters will attack in the Communication Area; pay them no mind as you
run to the rear of the area to find another trooper. Scan it for ["PFC L.
BROUDA"]'s Log entry, then scan the nearby panel to activate the automated
distress signal (too bad the atmosphere's interfering). The commotion will
arouse some Dark Troopers when you enter the next area down the hall, but
come on, they're rather slow getting up, and you can easily make it to the
door before they realize where you've gone. Take out the Splinters from
around the corner in Trooper Security Station, and DO NOT shoot the turret
until you've scanned it for the [*"GROWLER CLASS TURRET"*] entry as this is
the only time in the game it will ever appear. After the coast is clear, roll
into a small tunnel to your right to reach the other side of the gate. Scan
the console as well as the trooper for ["SPC M. ANGSETH"]'s entry - hmm, it
seems she has a case of hero worship - then return and roll under the slight-
ly-malfunctioning gate. Deal with a few more Splinters and continue on out to
the GFMC Compound.
************************************************************************
= SEQUENCE BREAK =
BREAK TYPE: Extra Item/Respawn Glitch
ACQUISITION: Extra Missile Expansion (101%)
TECHNIQUES: Ghetto Jump
------------------------------------------------------------------------
There is a way to get your first upgrade twice and have a few extra Miss-
iles on hand. Near where you come in, look at the wall to your left.
There is a slight indentation that isn't just graphical, it is actually
a formation in the rock. You can Ghetto Jump here - it might take a few
tries - and shove yourself up onto the rock above you. Head across, drop
down and grab the Missile Launcher from the storage crate without trigg-
ering the cutscene. Go towards the edge of the cliff where the scene
would normally occur, and head into GFMC Compound the normal way. This
time, the cutscene will occur, and the storage crate will respawn after-
wards, giving you a chance to grab 10 Missiles instead of 5.
This only affects you for the duration of the game up until such time as
you collect the last Missile Expansion. Your count won't go above 255,
but at the end of the game, it will track your item completion status as
101%.
NOTE: The rest of this walkthrough will assume you did not do this trick,
so as not to screw up the item numbering for the rest of the Missile
Expansions.
************************************************************************
Moving into this area normally, you'll soon reach a cutscene where Samus
investigates the main computer of the GF ship, and sees a video recording of
the events that transpired before the troopers were all savagely killed. Once
you're done, run around grabbing all the Log Book entries from the dead GF
Troopers first. They include the entries for ["CAPT A. EXETER"], ["LCPL J.
BRODE"], ["PFC G. HALEY"], ["PFC S. MILLIGAN"], and ["SPC F. TRIPLETTE"].
Afterwards, be sure to scan the ship itself to add the ["G.F.S. TYR"] entry
to the Log Book, then return to that giant yellow crate and blast it open
with a Charge Beam shot to find the [MISSILE LAUNCHER (005/255)]. Collecting
it will give you five Missiles, and awaken some of those nasty creatures that
decimated the Marine squadron. Scan the ["DARK SPLINTER"] first, then method-
ically take them down with Charge Beam shots. When they've been eliminated,
you can proceed.
Once you've destroyed all the Dark Splinters, head up the ramp into the GFS
ship and hop out through the hole in the side to reach a high ledge. Head
around the bend and scan the ["KINETIC ORB CANNON"] on the floor, then scan
the panel to activate it. Morph into the hologram to rocket across the way
to reach a red door. Use the nearby crates if you're out of Missiles, and
let one fly at the door to shatter the protective blast shield. Head through
the Morph Ball tunnel inside to emerge in an area with yet another dead
trooper (which makes you wonder if the GF Troopers can use the Morph Ball).
Scan it to retrieve ["PFC I. CRANY"]'s entry, then head into the next area,
a rather short room called Sacred Bridge. The last of the Trooper Logs lies
in a corner to the left - scan ["PFC E. DENYS"]' entry, then roll down the
tunnel to the right and scan the ["WAR WASP"] swarm that attacks you. Elimin-
ate them and scan a panel above you to activate another Orb Cannon. Use it to
fly up to the other side, and continue on into Sacred Path. Fight off some
Wasps near the doorway and add the ["WAR WASP HIVE"] to your Log Book before
obliterating it, then turn to the left-hand wall and (scan it if you need to
find the exact weak point) fire a Missile to shatter part of it. Now hop down
and run to the far-right corner. Turn to an alcove to find a panel; scan it
to activate a Kinetic Orb Cannon, then use that to launch yourself at the
cracked wall. The blast will shatter the remainder of the wall, and you can
use a set of metallic tracks to wind around to a blue door on the far end of
the room. Head inside and scan the elevator to take you to the Great Temple.
: =GREAT TEMPLE= :
___________________________________________________________________________
| =MISSION OUTLOOK= |
| OBJECTIVES |
| ---------- |
| 1. Investigate the Great Temple area. |
| |
| ITEMS |
| ----- |
| 1. Upgrades: None |
| 2. Modules: Energy Transfer Module, Violet Translator Module |
| 3. Supplies: None |
| 4. Ammunition: None |
| 5. Temple Keys: None |
| |
| SCANS |
| ----- |
| 1. T. Logs: <COMPLETED> |
| 2. P. Data: None |
| 3. L. Lore: Origins |
| 4. Scans: Sandbat, *Alpha Splinter*, *Dark Alpha Splinter*, Ener-|
| gy Controller, U-Mos (Luminoth) |
|_________________________________________________________________________|
Upon arriving, head out the door into Transport A Access. As you run forward,
you'll have a chance to scan a ["SANDBAT"] as a swarm of them flies forward.
Don't worry if you don't get them here, they appear quite often in the game,
and you can scan them then. At this point, you can save your game by rolling
into a hole in the left-hand wall. Remember this spot, as you can gain some
Missiles after you have the Morph Ball Bombs. For now, save and head into the
Temple Sanctuary.
As you enter this area, a group of Worker Splinters will drop from the ceil-
ing and be transformed by the Ing into Dark Splinters. You'll have to battle
them quickly, so strafe around the interior of the area while popping off
charged Power Beam shots at them to take them down quickly. After you've
taken out all of the Dark Splinters, a cutscene will take over. Have the Scan
Visor ready to scan the [*"ALPHA SPLINTER"*] because it will immediately
attack. This is similar to the Plated Beetle fight from the first game, so
stay locked on while peppering it with Charge Beam fire and dash out of the
way when it trembles, because it is about to execute a fast leaping attack.
After playing with it for a bit, the Ing will arrive and make this battle a
bit more difficult.
MINI-BOSS BATTLE: DARK ALPHA SPLINTER
-------------------------------------
The Dark Alpha Splinter is a beefed up version of its former self, but at
least it has an energy meter for you to track the damage you're inflicting
on it. Read below for Normal and Hard Mode strategies for dealing with this
mini-boss.
[NORMAL MODE]
Just like with the Alpha Splinter, you want to scan this one quickly to get
the [*"DARK ALPHA SPLINTER"*] entry before it begins attacking. You can use
the remaining Missiles you have to inflict some decent damage, but you'll
end this fight faster with charged shots. When it's far on the other side
of the room, it's a good idea to pepper it with the Power Beam, and save
the Charge Beam for when it leaps across the room. Just like with the orig-
inal version, this one'll charge when it rears back and shakes, so get out
of the way, as this version can kill you with but a few hits.
[HARD MODE]
This battle doesn't change much, except for the fact that the Dark Alpha
Splinter moves around a bit more and hurts you a LOT more if you get hit by
its charge attack.
Defeating the Dark Alpha Splinter reveals a curious new item. Approach it and
it will swirl around in the air before crashing directly into you. Your Suit
systems inform you that you have assimilated an "Unknown Technology", but it
doesn't appear to be harmful (for the record, this item does not count tow-
ards your 100% item rating). After you regain control, head forward to the
blue door to enter the Controller Transport to reach the Main Energy Con-
troller above you. As you enter, stay near the door and scan the ["ENERGY
CONTROLLER"] in the distance for your Log Book. Approaching it will trigger
the next cutscene where you are introduced to the last Sentinel of the Lum-
inoth race, U-Mos.
U-Mos will relate to you the tale of the great war going on, and through the
use of nifty hand-generated holograms, show you a Phazon meteor smashing into
Aether that created a dark twin copy, as well as the Ing race that the impact
spawned. After telling his story, U-Mos will beg your assistance, since you
have unwittingly recovered their stolen Energy Transfer Module. With it, U-
Mos says, you can venture into Dark Aether and take the energy from their
temples and restore it to Light Aether. Since you have nothing better do do
anyway, and since there's an evil version of you running around and a race
of giant spiders that stole your gear, why not? U-Mos gives you a Luminoth
[TRANSLATOR MODULE (1/4)] that will enable you to, for now, decode Violet
Luminoth Holograms. Once the cutscene is over, scan U-Mos for the ["U-MOS
(LUMINOTH)"] entry to your Log Book, then scan the Violet Hologram near the
door for your first entry of [LUMINOTH LORE: "ORIGINS" (01/41)]. Return via
the elevator down to the Temple Sanctuary, and scan the Violet Hologram near-
by to reach Transport B Access which leads back down to the Temple Grounds.
: =TEMPLE GROUNDS= :
___________________________________________________________________________
| =MISSION OUTLOOK= |
| OBJECTIVES |
| ---------- |
| 1. Locate pathway to Agon Wastes. |
| |
| ITEMS |
| ----- |
| 1. Upgrades: None |
| 2. Modules: None |
| 3. Supplies: Energy Tank (x1) |
| 4. Ammunition: Missile Expansion (x1) |
| 5. Temple Keys: None |
| |
| SCANS |
| ----- |
| 1. T. Logs: <COMPLETED> |
| 2. P. Data: None |
| 3. L. Lore: J-Fme's Testament, Our Heritage |
| 4. Scans: None |
|_________________________________________________________________________|
When you re-emerge in the Temple Assembly Site, avoid the Dark Splinters and
make a beeline for the red door across the room. Shatter it with a Missile
and head inside to grab the [ENERGY TANK (01/14)], then exit and take the
blue door to your right back through the Collapsed Tunnel into Industrial
Site. Once back here, run down and scan the large gate with the violet holo-
gram to unlock a new path, then scan the dead Luminoth on the ground for
another piece of [LUMINOTH LORE: "J-FME'S TESTAMENT" (02/41)]. Head through
the blue door and go down the tunnel (use the Morph Ball to roll for a faster
trip), and go through the next blue door. Scan the console to activate the
transport and head into the small alcove to your left, shooting away the web-
bing to reveal a [MISSILE EXPANSION (010/255)]. Exit the alcove and head out
to the edge of the cliff and scan the Violet Hologram for the next entry of
[LUMINOTH LORE: "OUR HERITAGE" (03/41)]. When you've scanned it, hop onto the
hologram and take the transport down to the Agon Wastes.
8B. THE DESERTS OF AGON
-----------------------
This section details the second part of this walkthrough as you explore the
wastelands of Agon and its twisted dark counterpart, the Dark Agon Wastes.
You will infiltrate the Space Pirate facilities and have your first run-ins
with the dreaded Ing Horde as you attempt to claim Dark Agon's energy. From
this point forward, the walkthrough will sub-divide into smaller sections
based on item acquisition.
THE MORPH BALL BOMB
===================
This subsection will go over your recovery of your Morph Ball Bomb powers.
: =AGON WASTES= :
__________________________________________________________________________
| =MISSION OUTLOOK= |
| OBJECTIVES |
| ---------- |
| 1. Conduct initial reconnaissance of Agon Wastes. |
| |
| ITEMS |
| ----- |
| 1. Upgrades: Morph Ball Bomb |
| 2. Modules: None |
| 3. Supplies: None |
| 4. Ammunition: None |
| 5. Temple Keys: None |
| |
| SCANS |
| ----- |
| 1. T. Logs: <COMPLETED> |
| 2. P. Data: None |
| 3. L. Lore: None |
| 4. Scans: Agon Bearerpod, Lumite, Sandgrass, Sandigger, Pirate |
| Trooper, Brizgee, Shriekbat, *Alpha Sandigger*, *Bomb |
| Guardian* |
|________________________________________________________________________|
From the elevator room, turn and scan one of the nearby plants to add the
["AGON BEARERPOD"] to your Log Book, then head into the next area. Scan a
["LUMITE"] as it flies around as well as the ["SANDGRASS"] at the far end,
then take the blue door into Mining Plaza, where a cutscene will introduce
you to your new desert-like environment. When you've regained control, move
forward a little bit to make a ["SANDIGGER"] emerge from the ground. You
can easily defeat these by firing charged shots at them, but it's not worth
the time. Bypass it and run across the desert, then fire a Missile at the
red shield to access Save Station A so you can save your progress. In here,
you can also scan for the Sandbats if you didn't get them earlier. Return
to the Mining Plaza and start making your way up the platforms lining the
back of the area. Along the way, you'll have to fire Missiles at the Brin-
stone columns to collapse them. The fallen columns will create bridges
across the area that you can use to travel. Work your way around to the
very top of the area and take the bridge to the blue door leading to Mining
Station Access. Roll through the Morph Ball tunnel to reach the door lead-
ing into the expansive Mining Station A, where you'll meet some of your old
"friends".
Walk into the area and you'll alert some pesky Space Pirates hanging out in
the area. Scan one to add the ["PIRATE TROOPER"] entry to your Log Book,
then methodically take them out. Once they've been eliminated, scan around
on an upper ledge to capture a scan of a ["BRIZGEE"], then flip to your Map
and find where the red door is in the room. Make your way there using the
ledges in the room, and head into Temple Access. Inch around the corner to
scan a ["SHRIEKBAT"] from the ceiling, then blast them as they fly towards
you. Head through the next door to reach the Agon Temple. There aren't any
doors for you to access yet, so just head on into the middle of the arena
to take on another Alpha-type creature. This one's a gigantic Sandigger,
and you must get a lock quick if you want the [*"ALPHA SANDIGGER"*] entry
because it will disappear quickly. After popping off a few shots at it,
dark energy will swarm and transform this into another mini-boss.
MINI-BOSS BATTLE: BOMB GUARDIAN
-------------------------------
This Dark Alpha Sandigger has been possessed by the punk Ing who stole
your Morph Ball Bomb, and it's time to get it back. This battle is pretty
easy; read below for Normal and Hard Mode strategies for eliminating this
Sub-Guardian.
[NORMAL MODE]
Start off with a quick scan to add the new [*"BOMB GUARDIAN"*] entry to
the Log Book, then lock onto it. This sub-boss can be incredibly easy to
defeat if you know precisely what to do. You'll first lock onto the head;
this isn't what you want, so quickly strafe dash around until you get a
lock on its tail. Fire charged Power Beam shots at it while avoiding the
Bombs it deposits around the playing field, and stop when you stun the
creature. Quickly switch locks to its head and fire a regular Power Beam
shot, two half-charged shots (when you barely see energy charging in your
Arm Cannon), then a fully-charged shot. Done just right, this should cut
off 50% of the Bomb Guardian's total health. I'm not sure how it works,
but the damage detection on this particular sub-guardian is pretty odd.
Take advantage of it while you can. After the Bomb Guardian recovers,
repeat the strategy over again and finish it off.
[HARD MODE]
The Bomb Buardian will take more damage here, so it probably will take
you four or so rounds to actually take it out. During this fight, you
will want to avoid being in front of the Bomb Guardian if it hasn't been
stunned, because it will execute a very quick charging attack at you.
Stay behind it and when it's stunned, attack it from the side so that it
can't "see" you for an easier victory. Make sure you get that fully-
charged shot in, otherwise the Bomb Guardian will rear up and literally
spew Morph Ball Bombs all over the arena.
Taking down the Bomb Guardian will restore your [MORPH BALL BOMB] powers.
Grab the item and use them to blast the Talloric Alloy gate out of the way
so you can reach the door at the end of the room that leads to the Agon
Energy Controller.
THE SPACE JUMP
==============
This subsection will go over your recovery of your Space Jump powers.
: =AGON WASTES= :
__________________________________________________________________________
| =MISSION OUTLOOK= |
| OBJECTIVES |
| ---------- |
| 1. Locate portal to Dark Aether. |
| |
| ITEMS |
| ----- |
| 1. Upgrades: None |
| 2. Modules: Amber Translator Module |
| 3. Supplies: None |
| 4. Ammunition: Missile Expansion (x1) |
| 5. Temple Keys: None |
| |
| SCANS |
| ----- |
| 1. T. Logs: <COMPLETED> |
| 2. P. Data: None |
| 3. L. Lore: Saving Aether, Light of Aether |
| 4. Scans: Dark Pirate Trooper, Pillbug |
|________________________________________________________________________|
Once the obstruction is out of the way, enter the blue door and use a Bomb
Jump to reach the Bomb Slot on the central structure. This will activate a
device that rotates the walls and takes you to the Agon Energy Controller.
Enter the area and you'll find a dead Luminoth and a glowing hologram. Scan
the hologram to activate a recording where the dead Luminoth Sentinel tells
you of the nearby portal to Dark Aether, and how you must recover three
keys to access its Dark Temple in order to reclaim Agon's energy. After the
message is finished, you will receive an upgrade to your [TRANSLATOR MOD-
ULE (2/4)] that allows you to decode Amber-colored Luminoth Holograms. Use
your new module to scan the nearby wall for the [LUMINOTH LORE: "SAVING
AETHER" (04/41)], then go back down to the Agon Temple.
Now the Temple has some War Wasps in here, but you can easily evade them by
heading straight across to the blue door. Don't explore the other sides
yet, because you don't have the Dark or Light Beams to access the two other
pathways. Exit the Temple and return back to Mining Station A. Make your
way up the ledges and go through the blue door that you didn't go through
earlier. This will take you into a small room with a Kinetic Orb Cannon.
Use the Cannon to shoot you up and through the small maze, then as you get
to the other side, roll behind the dead Luminoth to find a [MISSILE EXPAN-
SION (015/255). Head through the next door to reach Portal Terminal, where
you'll fight some more Space Pirates. Just as quickly though, they'll be
possessed by the Ing, so scan one quickly for the ["DARK PIRATE TROOPER"]
entry. These are a bit tougher than regular Pirate Troopers, so utilize
effective cover while taking them out.
Defeating them will activate a Bomb Slot at the far end of the room. Head
down this long area and go into the small passage on the left to find the
[LUMINOTH LORE: "LIGHT OF AETHER" (05/41)], then head up the ramp and look
at the portal structure. It doesn't have any power yet, so you need to Bomb
Jump into the Bomb Slot so you can turn the power on. This will in turn
cause conveyor belts on the walls to start moving. There is a slightly
faster method to accomplishing your next task, but it involves jumping from
a platform at the Morph Ball Tunnel and mid-air morphing to fall into it.
It's a bit tricky, but doable after some practice. If you want to do this
the normal way, use the Morph Ball to ride the conveyor belts to reach the
Morph Ball Tunnel, then navigate the maze and use Bombs to get the debris
out of the way. Scan the Tunnels for the ["PILLBUG"] crawling around first,
since you can't scan while in Morph Ball mode. As you navigate the tunnel,
you have to activate platforms as you go. This will cause some War Wasps
to come out as well, but you can keep moving to avoid them. Moving all of
the platforms into place causes sunlight to stream through the lenses into
the portal. Do this for the other side of the wall as well, and once both
lenses have been activated, the portal to Dark Aether will activate. Fall
out of the tunnel and head inside the portal to reach this dark area.
: =DARK AETHER= :
__________________________________________________________________________
| =MISSION OUTLOOK= |
| OBJECTIVES |
| ---------- |
| 1. Conduct reconnaissance of Dark Aether and recover the Space Jump. |
| |
| ITEMS |
| ----- |
| 1. Upgrades: Space Jump Boots |
| 2. Modules: None |
| 3. Supplies: None |
| 4. Ammunition: None |
| 5. Temple Keys: None |
| |
| SCANS |
| ----- |
| 1. T. Logs: <COMPLETED> |
| 2. P. Data: None |
| 3. L. Lore: None |
| 4. Scans: Bladepod, Light Crystal, Light Beacon, Inglet, Night- |
| barb, Warrior Ing, Lightbringer, *Jump Guardian*, |
| Light Portal |
|________________________________________________________________________|
In Dark Aether, you'll encounter a room similar to Portal Terminal, yet
still different. You'll find for the first time that Dark Aether is like
a mirror of Light Aether, as many rooms between the worlds are more or less
identical save for certain terrain features. As you look around, you'll
see half-spheres of light and sparkling balls hanging in the air. Run from
your starting point to one of the permanent Light Zones and scan the crys-
tal for the ["LIGHT CRYSTAL"] entry, then scan one of the sparkling balls
for the ["LIGHT BEACON"] entry. Light Zones are permanent, and Light Beac-
ons are temporary and have to be charged with Beam weapons. Scan the large
weed-looking objects for the ["BLADEPOD"] entry and shoot them if you need
refills. At this stage of the game, Dark Aether's atmosphere will drain
your health very quickly, so you need to move from safe zone to safe zone
to recover lost health. As you look out across this area, you'll see two
pathways off to the left and the right, just like in Light Aether. Take the
easier left-hand path for more Log Book entries, but if you want, you can
take a quick detour on the right-hand path to grab an item upgrade a little
bit earlier.
********************************************************************
= SEQUENCE BREAK =
BREAK TYPE: Early Item/Boss Trick
ACQUISITION: Space Jump Boots
TECHNIQUES: Double Bomb Jump-Morph, Ghetto Jump
--------------------------------------------------------------------
You're here in Dark Aether to acquire the Space Jump Boots anyway,
but this small break speeds the process along a little bit. You have
to be pretty proficient with Double Bomb Jump-Morph techniques and
basic Ghetto Jumping techniques to pull it off, though. Head through
Portal Site and veer off to the right. Shoot the Light Beacon above
the path to the right-hand side to give yourself a safe zone, and
position yourself in Morph Ball form just below the rocks. Execute a
Double Bomb Jump and unmorph at the peak of the jump while holding
forward on the Control Stick and you should barely balance on the
ledge above you. Continue on through this short area to reach the
next room - you need to be fast with this as there are very few safe
zones. Look to your left to see a Bladepod and Ghetto Jump against
the wall to land on top of it. Now look to the ledge in front of you,
and L-Lock Spring Jump to land on it. Keep running to the next door
and you'll reach Judgment Pit. Move to the left to the find a safe
zone and look out across the expansive room. Now, remember that this
is the Dark Aether version of Mining Station A, so figure where the
Luminoth statue would be in that world and you'll have the approxi-
mate location of where the as yet-unformed Jump Guardian is. Fire
until your shots stop bouncing off the ground and the walls and you
will have the precise location you need. The idea here is that you
can damage the Jump Guardian even though (a) he's not there, and (b)
the fight hasn't started. Fire 25 fully-charged blasts, then jump
down into the room to "trigger" the fight. When the Jump Guardian
actually spawns, it will only have enough health left that you can
kill it with one charged blast. Scan it before killing it, then
collect the Space Jump Boots and return the way you came back to
Portal Site. Before leaving Dark Aether, make a quick run along the
normal path to get the remaining Log Book and activate the Bomb
Slot.
********************************************************************
Going the "regular" route, you should head to the right-hand side and act-
ivate the Bomb Slot to trigger a similar occurrence back in Light Aether.
The gate in front of you will lower and allow you to proceed into the next
area. In this next room is a safe zone and some black puddles moving about
on the floor. Scan one when it solidifies for the ["INGLET"] Log Book entry
and shoot them with rapid-fire Power Beam shots. Keep going past there to
reach the next area where you can find a Save Station if you need it, then
scan for a ["NIGHTBARB"] in the swarm above you. Once you get past this
area, you'll reach Duelling Range, Dark Aether's version of Mining Plaza.
Once you enter the first safe zone, you'll encounter a large Ing that looks
like the ones who stole your gear at the beginning. Scan this to add the
["WARRIOR ING"] to your Log Book, then focus on striking its red/yellow eye
to inflict damage. The Warrior Ing is very common in Dark Aether but won't
take much to defeat. Its primary attacks are generating dimensional lasers
that you can strafe from or trying to melee attack you with its legs. Fire
upon it as quickly as you can to defeat it and track it when it dissolves
into a puddle form. The Warrior Ing can't enter the safe zone, but it will
get as close as it possibly can. Eliminate it, and start making your way
up the ledges around the room. There are no safe zones here, which makes
this trip hazardous, but there is a ["LIGHTBRINGER"] you can scan, which
is more or less a portable safe zone. Follow it as it walks up the path so
you can stay safe and recover energy while you reach the next safe zone.
Follow it to another Lightbringer, and take this path to a blue door at the
end. Go through the Morph Ball Tunnel and you'll reach the Judgment Pit.
MINI-BOSS BATTLE: JUMP GUARDIAN
-------------------------------
How you defeat this boss depends on what route you took earlier. Getting
to this room via the small sequence break described above lets you fire
upon the Jump Guardian before the battle begins, making the actual fight
much easier. Otherwise you have to deal with its normal complement of
attacks. Read below for Normal and Hard Mode strategies for dealing with
this Sub-Guardian.
[NORMAL MODE]
If you used the sequence break, wait for it to jump down, scan it for the
[*"JUMP GUARDIAN"*] entry, and fire another charged shot to kill it. If
you're doing this the normal way, you'll have to contend with the normal
Warrior Ing attacks, plus watch out for its incredibly agile leaping pow-
ers (it did steal the Space Jump, after all). Fire Missiles or charged
shots at its eye and stop if the eye glows blue because it's about to
Space Jump. Follow where it goes and rapid-fire the Power Beam. Strafe
about to avoid its dimensional lasers and keep moving about the safe zone
to try and avoid its melee attacks. If it jumps and lands again on the
ground, jump to avoid its Wave Quake attack. Keep firing upon it and it
will eventually die. Keep in mind that if you forget to scan it, you can
do so immediately after the final hit, since it takes about six or seven
seconds to actually "die".
[HARD MODE]
If you used the sequence break, you have to fire about 50 charged shots
at its invisible form to bring it down to where you only have to fire a
single shot after the battle actually starts. This in of itself wastes
all the time that you would've saved by coming here faster, but whatever.
It keeps you from having to fight a very agile mini-boss. The battle is
exactly the same, although as you whittle the Jump Guardian's health down
it will leap around a lot more and try to attack you with more melee
attacks. Watch out for its Wave Quake attack and you shouldn't have too
many problems.
Along with some health and ammo refills, the boss leaves behind the [SPACE
JUMP BOOTS] upgrade that was stolen from you. Now that you have your trusty
double jump back, you can start really reaching some more areas. Use your
new item to exit out of the room via the lower blue door (don't bother with
the red door just yet), and return to Portal Site. If you used the sequence
break to get the jump on the Jump Guardian, remember that you still have to
access the Bomb Slot to your right and go through the next two rooms to get
the Inglet, Nightbarb, Warrior Ing, and Lightbringer scans. Once you're
done and back in Portal Site to exit, some Dark Troopers will show up to
mess with your day. They're fast, but if you race across the room and Space
Jump to the platform, you can pull out the Scan Visor, scan the portal for
the ["LIGHT PORTAL"] entry and activate the portal before they get to you.
Enter the now-active portal to return to the safety of Light Aether.
THE DARK BEAM
=============
This subsection will go over your further exploration of Agon Wastes, more
encounters with Space Pirates, and your first encounter with Dark Samus
before you find the Luminoth's Dark Beam weapon.
: =AGON WASTES= :
__________________________________________________________________________
| =MISSION OUTLOOK= |
| OBJECTIVES |
| ---------- |
| 1. Investigate Space Pirate facilities. |
| |
| ITEMS |
| ----- |
| 1. Upgrades: Dark Beam |
| 2. Modules: None |
| 3. Supplies: Energy Tank (x2) |
| 4. Ammunition: Missile Expansion (x3) |
| 5. Temple Keys: None |
| |
| SCANS |
| ----- |
| 1. T. Logs: <COMPLETED> |
| 2. P. Data: Phazon Operations, Local Conflict, Great Discoveries, |
| Rift Portal, Phazon Raids, The Hunter, Security Breach|
| 3. L. Lore: Paradise, Cataclysm |
| 4. Scans: Blueroot Tree, Pirate Skiff**, Vigilance Class Turret,|
| Aether, Dark Aether, Humility Class Turret, Pirate |
| Aerotrooper, *Dark Samus 1* |
|________________________________________________________________________|
Upon returning to Light Aether, some regular Pirate Troopers will appear to
challenge you. Take them out and head to the left-hand side of the room
where the transparent Bomb Slot is. Just like in Dark Aether, a gate has
now been lowered, and you have a new path to take. Enter Transport Access
and use the Bomb Slot in here to grab a [MISSILE EXPANSION (020/255)]. Head
into the next room to reach an upper area of Save Station A where you'll
find a strange plant on the ground. Scan it for the ["BLUEROOT TREE"] entry
in your Log Book, then roll through the Sandbat-infested tunnel to reach
the part that leads out to Mining Plaza. Scan the Amber Hologram to access
the Agon Wastes Map Station, or head up the ledges like you did the first
time. On your way up, scan another hologram for the [LUMINOTH LORE: "PARA-
DISE" (06/41)], then proceed past the Sandbats to the central bridge. Head
into Mining Station Access like before, but this time drop a Bomb on the
block in the center of the passage to drop to another [ENERGY TANK (02/14)]
at the bottom. Head into Mining Station A, take out any Pirate Troopers if
they've respawned, and scan the Amber Hologram to enter a room with another
MISSILE EXPANSION (025/255)]. To get out of Mining Station A, you have to
go back to the Luminoth statue and Space Jump to the ledge aboe it. This
will take you to a walkway with a [LUMINOTH LORE: "CATACLYSM" (07/41)] and
a control panel to open a gate. Head through here and you'll find more Pi-
rate Troopers next to some containers holding Phazon. You know from your
last adventure that Phazon is very volatile, so take this to heart and
blast the containers to annihilate the Phazon and the Pirate Troopers. Con-
tinue through the rest of this area to reach the Central Mining Station, a
large open area with with Pirate Troopers, doors, and some large turrets.
Here is your opportunity for another extremely out-of-sequence item acquis-
ition (although it doesn't do you much good at the moment).
********************************************************************
= SEQUENCE BREAK =
BREAK TYPE: Early Item
ACQUISITION: Beam Ammo Expansion
TECHNIQUES: Ghetto Jump, L-Lock Spring Space Jump
--------------------------------------------------------------------
This small sequence break allows you to grab an early Beam Ammo Ex-
pansion. While it does you no good at the moment, you will be able
to carry 100 units instead of 50 once you acquire the first Beam.
To do this, enter Central Mining Station and take out the waves of
Space Pirates that attack except for the last one (you need the two
Turrets in place). If you destroy them, you have to backtrack two
room so the Turrets will respawn. Now go to one of the turrets and
look for slightly-slanted ledges next to the structures that house
the turrets. Ghetto Jump against them until you can hop on top of
it, then Space Jump up to reach the ledge above you. Hop into one
of the turrets and use it to blast away the Space Pirate generators
in the room. Destroying the one next to the back-left wall will ex-
pose an area behind the rock where the Space Pirates were working.
Hop down and use the Skiff knocked loose from the wall as a perch,
then Space Jump to reach this area. Eliminate the Pirates and you
will be able to bypass the shielded area via a small Morph Ball
Tunnel in the wall. Head through here to claim the Beam Ammo Expan-
sion like normal.
Alternatively, you can Ghetto Jump from slants near the entrance and
use the terrain of the room to get to a set of computer terminals to
reach the Morph Ball Tunnel, but this is generally a bit more diff-
icult. The easiest method is the one outlined first. Make sure if
you're doing this for a full 100% game that you get the necessary
Log Book scans along the way (the Pirates, the turrets, the Pirate
Data, and the Luminoth Lore entries).
********************************************************************
Approaching Central Mining Station the "normal" way, on the other hand,
doesn't require such trickery to get an early item. Enter the area and you
will have to deal with a few waves of Pirate Troopers. Have the Scan Visor
active to try and get the ["PIRATE SKIFF"**] entry now; the only other time
this appears is in Torvus Bog's Torvus Temple area. Eliminate the Pirate
Troopers however you see fit, then scan the turrets at the top of the room
for the [*"VIGILANCE CLASS TURRET"*] entry. Eliminate the turrets and all
of the Pirates to eliminate a set of lasers that block the lower door off.
Enter the door to reach an empty room, and use Bombs to break through parts
of the floor to reach a Morph Ball Tunnel. Take this tunnel and you'll end
up in the Command Center where you have an electrical maze, a Dark Portal,
and multiple Pirate Troopers. Roll through the small electrical maze, being
sure to move only when it's safe and take the right-hand tunnel to reach a
[MISSILE EXPANSION (030/255)] near the center of the maze. Return to the
rest of the tunnel and navigate your way to the exit near the upper-right
corner. Your arrival out of the maze will alert the Pirate Troopers left in
the room. Take them out as you can, and begin scanning the computer termin-
als for more Log Book entries: [PIRATE DATA - "LOG 4.468.1: PHAZON OPERAT-
IONS" (01/10)], [PIRATE DATA - "LOG 4.885.3: LOCAL CONFLICT" (02/10)],
[PIRATE DATA - "LOG 5.008.6: GREAT DISCOVERIES" (03/10)], [PIRATE DATA -
"LOG 5.442.1: RIFT PORTAL" (04/10)], and [PIRATE DATA - "LOG 6.221.7: PHA-
ZON RAIDS" (05/10)]. Also scan the spherical objects to gain the ["DARK
AETHER"] and ["AETHER"] Research scans. Read all of the information about
the Space Pirate operation, then head to the elevator to the right of the
portal to reach the upper area of the room. Take out the Pirate Troopers as
you come across them, then go through the next door to find Dark Samus once
again. She is in another area that you can't reach, so wait her out and
then continue along your way. Take the tunnel to your right to reach the
large chamber at the top of the Command Center. Scan the terminals in here
to unlock the large gate, then return back to the main area of the Command
Center. Go through the newly-revealed door, and scan one of the new ["HUM-
ILITY CLASS TURRET"] mechanoids for the Log Book. Take them out with char-
ged shots, then use the Morph Ball to get past the moving laser puzzle.
The next room will be the Biostorage Area, and you'll have your first run-
in with the Metroids that the Space Pirates managed to take from Tallon IV
before they escaped. Like the first time you found them in the last game,
they won't break out of tanks in here, so you needn't worry. Walk past the
tanks and around the large one to find [PIRATE DATA - "LOG 6.362.2: THE
HUNTER" (06/10)]. Continue along your path into the next area, take out
another Humility Class Turret, and use the Bomb Slot nearby to rotate a set
of metal bars that block access to another door. Enter this door to reach
Bioenergy Production, where you'll meet another group of specialized Space
Pirates. Scan one for the ["PIRATE AEROTROOPER"] entry, then take them down
with charged shots and Missiles. Get out of the way because they will try
suicide moves when defeated. Afterwards, a set of controls will turn on,
and you'll have to solve a small, but irritating, puzzle. There are three
sets of terminals and three sets of movable platforms in this room. You
have panels and controls to use to move them. The end goal is to arrange
the platforms so you can (a) reach an Energy Tank at one end, and (b) reach
the exit at the other end. Start off going for the Energy Tank - scan the
panel on the left to lower a platform; scan the one on the right to raise
a platform. Lower one platform on the left, two in the middle, and then
lower all three on the right. Then use the Space Jump to ascend the ledges
to claim the [ENERGY TANK 03/14)] at the top. Jump down and reverse the
entire sequence to reach the door on the other side.
Once you've completed this bout of irritation, make your way through the
door and into a small Morph Ball maze. Go slowly through the lasers so you
don't get hit until you reach the end. There is a Save Station nearby that
you might want to use. By the save station is another terminal that you can
scan for another Log Book entry, [PIRATE DATA - "LOG 6.713.5: SECURITY BRE-
ACH" (07/10). Head into the next room, Sand Processing, and take out the
two Turrets on the ceiling. Fire a Missile at the sloped wall on the far
left to expose a new path, then take this to reach the Main Reactor. There
is a lot of Phazon in here along with some music that tells you something
big is about to happen, so just get it over with and drop down to the lower
levels of the Main Reactor.
BOSS BATTLE: DARK SAMUS (FIRST FIGHT)
-------------------------------------
This is the first time you'll actually fight Dark Samus, so it starts off
pretty easy. She has a limited number of attacks at this point, and you
have more than enough room to maneuver. Read below for Normal and Hard
Mode strategies for eliminating her.
[NORMAL MODE]
Start the ceremonies off by scanning her to add [*"DARK SAMUS 1"*] to the
Log Book, then work on tracking her as she zips around the room. Dark
Samus can effortlessly break your lock-on, so don't get frustrated. In
this battle, using the Radar can really help in locating where Dark Samus
is if you can't see her. Dark Samus has a limited repertoire of attacks
at this point in the game. Early on, she'll use a Phazon spread that is
pretty easy to avoid, or she'll create a Phazon shield that damages you
if you're near her. As the battle progresses, she'll start attacking the
pillars in the room trying to destroy them - just run away if she starts
directly attacking one of them. Keep your Charge Beam active so you can
fire off shots when you have the opportunity - after you've taken off a
significant amount of her health, a cutscene will take place where she
powers up with Phazon energy. Charged shots seem to do less damage, so
rapid-firing the Power Beam works best for quick and easy damage. She
also gains a Shinespark-ish move where she hurls herself at you with fer-
ocious speed. Stay away from her except to attack, and you'll take her
down with minimal effort.
[HARD MODE]
Attacking from far away is your best bet here because of the amount of
damage she can inflict on you. She is a bit faster and attacks more freq-
uently, but the main idea is still the same. Stay away from her and keep
your finger near the L Button to reacquire your lock-on when she starts
dashing. Using the Morph Ball to get away from her rocketing attack also
seems to work fairly well. Keep attacking while effectively dodging to
make this fight easier.
Defeating Dark Samus causes her to destabilize. She shatters all of the
Phazon tanks in the room as she disperses, giving you a chance to scan it
for the ["PHAZON"] entry in your Log Book. After this is over, you can use
an elevator in the corner of the room and you can reach the upper levels of
the Reactor Core. Take the door to reach a small storage room where you can
claim the [DARK BEAM] upgrade. Remember, this weapon operates on an Ammo
system, so don't go firing it wildly. If you got that Early Beam Ammo Exp-
ansion, you'll have 100 units instead of 50, giving you a slight edge. Be-
fore leaving the room, scan the nearby consoles to download another piece
of Log Book data: [PIRATE DATA - "LOG 6.989.8: SHADOW WAR" (08/10)]. Now
use your new Beam to return to the Reactor Core.
THE LIGHT BEAM
==============
This subsection will go over your further exploration of Agon Wastes, more
encounters with Space Pirates, and your first encounter with Dark Samus
before you find the Luminoth's Dark Beam weapon.
: =AGON WASTES= :
__________________________________________________________________________
| =MISSION OUTLOOK= |
| OBJECTIVES |
| ---------- |
| 1. Investigate Space Pirate facilities. |
| |
| ITEMS |
| ----- |
| 1. Upgrades: None |
| 2. Modules: None |
| 3. Supplies: None |
| 4. Ammunition: Missile Expansion (x1) |
| 5. Temple Keys: None |
| |
| SCANS |
| ----- |
| 1. T. Logs: None |
| 2. P. Data: Federation Attack |
| 3. L. Lore: None |
| 4. Scans: Pirate Grenadier, Tallon Metroid |
|________________________________________________________________________|
Now that you have the Dark Beam, use it to open the door that goes back out
to Reactor Core and follow the path to reach a gate with a crystal. Shoot
this crystal to cover it with dark energy, which will open the gate. Taking
this path will take you to the other side of Security Station B. Scan the
terminals in this room to collect another Log Book entry: [PIRATE DATA -
"LOG 7.013.6: FEDERATION ATTACK" (09/10)]. Open the two gates in this room
so you can get back to Command Center and take out the Space Pirates. This
time there is a new breed, so scan one of them for the ["PIRATE GRENADIER"]
entry, then move in close to take them out so they can't use their ranged
weapons. Once they're gone, head through into Biostorage Station where the
Metroids will break out of their storage tanks. Scan one for the ["TALLON
METROID"] entry, then use the charged Dark Beam and a Missile to take them
out. Head to the upper level and enter the black door to find a room with
a [MISSILE EXPANSION (035/255), then return to Command Center. This time,
scan the ["DARK PORTAL"] for the Log Book, then activate it with the Dark
Beam and return to Dark Aether.
: =DARK AGON WASTES= :
__________________________________________________________________________
| =MISSION OUTLOOK= |
| OBJECTIVES |
| ---------- |
| 1. Continue reconnaissance of Dark Aether. |
| |
| ITEMS |
| ----- |
| 1. Upgrades: Light Beam |
| 2. Modules: None |
| 3. Supplies: None |
| 4. Ammunition: None |
| 5. Temple Keys: Dark Agon Temple Key #1 & #2 |
| |
| SCANS |
| ----- |
| 1. T. Logs: <COMPLETED> |
| 2. P. Data: None |
| 3. L. Lore: None |
| 4. Scans: Dark Preed, Nullified Crystal, Light Lift Crystal, |
| Dark Lift Crystal, Ingclaw, Energized Crystal, Ener- |
| gized Beacon, Nullified Beacon, *Webling*, *Ing Web- |
| trap*, Darkling Tentacle |
|________________________________________________________________________|
This Dark Portal takes you to Doomed Entry. This room has plenty of enemies
you've encountered already, but there is a new scan to get. Look in the
air and scan a ["DARK PREED"] for the Log Book, then work your way around
the room using the platforms. Along the way, you will find a safe zone that
has been disabled because the crystal is covered in dark energy. Scan this
one for the Log Book to get the ["NULLIFIED CRYSTAL"] entry; you can turn
any Light Crystal into this form by using the Dark Beam. Restore it to
its normal state using the Power Beam and you can use it to recover energy.
Make your way to the Luminoth statue on the nearby ledge and fire a Missile
at it to destroy it. Scan the crystal that is revealed for the ["LIGHT LIFT
CRYSTAL"] entry. Firing the Dark Beam at this gives you a new scan, ["DARK
LIFT CRYSTAL"] and a platform to step on. Jump to the now accessible ledge
and jump to reach the [DARK AGON TEMPLE KEY (1/3)]. Don't take the door
right behind the key's location yet; instead follow the ledges around to
another black door. There is a Warrior Ing in the next room, so kill it
quickly and move onto Dark Oasis. There is a white door in here that you
can't use yet since you haven't found the Light Beam. Instead, ignore the
doors on the sides here and proceed into the next room you can reach. This
room has a few more Lift Crystals that you need to use to reach the top
area where the exit door is. Use the Save Station along the way, and you'll
reach a room with a Morph Ball Tunnel and a small Phazon pit. Bomb Jump
over the small gap so you don't hit the Phazon, and continue on into Phazon
Site.
This large room has multiple floating platforms and a few doors. The exit
out of this room requires you to scan three consoles to unlock a door. Scan
the first one by heading across the ground level and destroying the crates
stacked against a wall. Ascend the ledges in the room and you'll find the
second one along the side wall. Finally, use the moving platforms to ride
to a small alcove where you'll find the third one. The unlocked door leads
into Watering Hole, where you will find a large pool of Dark Water that
you want to avoid. Use the platforms along the walls to navigate, but stop
and scan an ["INGCLAW"] from a distance, then move quickly past them so
you don't take a lot of damage from the toxic gas. Lumites also occupy this
room, but if you keep moving, you shouldn't get hurt too much. Exit this
room on the opposite side and you'll reach the Feeding Pit. This room will
trade Lumites for Nightbarbs, but is also filled with pillars that you need
to raise and lower to move on. Make your way around the room to the final
pillar, then use the handy Lock-On Ladder Jump by locking onto the Lift
Crystal, then jump towards it. Use your Space Jump after the lock gives you
a quick boost and you should make it on top of the pillar without having to
lower it. Jump to the ledge and enter the Ing Cache to find a dead Luminoth
along with the powerful [LIGHT BEAM] upgrade! From here on out, remember
that if you destroy creatures with the Light Beam, you get Dark Ammo and
vice-versa.
Exit this room back to the Feeding Pit to find numerous Lumites flying
around. Stop at the first Light Crystal you see and fire the Light Beam at
it to energize it. Scan this as a ["ENERGIZED CRYSTAL"] for the Log Book
and also let some of the Lumites kill themselves. Do the same thing for the
first Light Beacon you see, and use your alternating Beams to get the
["ENERGIZED BEACON"] and ["NULLIFIED BEACON"] entries. Use the Light Beam
to open the white door that leads to a small passage blocked by spidery-
looking Ing. Scan them for the [*"WEBLING"*] entry (I think these are one-
time scans; I don't recall seeing them elsewhere in the game), then fire at
the eyes with the Light Beam and move on. This will take you back to Doomed
Entry; ascend the ledges to where you got the first Dark Agon Temple Key
and head into the black door you bypassed earlier. You'll have to fight
through some Dark Splinters in the next hallway, but if you move quickly,
you won't take that much damage. Ahead lies the Battleground, where you'll
find another key, but five Warrior Ing decide they don't want you to have
it and they'll hide it. This begins a short mini-boss fight.
MINI-BOSS BATTLE: WARRIOR ING CADRE
-----------------------------------
This is nothing terribly difficult, really. Five Warrior Ing will take
you on all at one time, but now you have the powerful Light Beam to help
you out. This battle is the same for Normal and Hard Mode with the sole
exception of damage ratios, so one strategy is provided. First off, scan
the locked door in this room for the [*"ING WEBTRAP"*] entry; this is the
ONLY time in the entire game this will appear, so make sure to get it.
After you do, turn to the battle at hand. All five Warrior Ing will att-
ack at the same time; employ the same tactic you used in the first game's
Hive Mecha fight by constantly spinning around while targeting the near-
est threat. Fire the charged Light Beam when you lock onto a Warrior Ing
as this will immediately kill it, and use your charge to tractor in any
ammo refills it leaves behind. Do the same for the Bladepods in the room
if you get low. Keep firing for all five of the Warrior Ing and you'll
quickly beat them.
Finishing all five of the Warrior Ing off will reveal the second [DARK AGON
TEMPLE KEY (2/3)]. Now that you have two of the three, take the lower path
out of this room to reach an area full of lashing tentacles. Scan one of
these as a ["DARKLING TENTACLE"], then use regular Power Beam shots to make
them retract into the wall (just like a Reaper Vine). Return through here
back to Doomed Entry and take the black door at the top into Dark Oasis.
Since you now you have the Light Beam and can open white doors, take the
white door in here to find an Ammo Station. After you leave, head to the
end of this area and you'll find a Light Portal that you can use to return
to Light Aether's Reactor Core.
: =AGON WASTES= :
Back in the Reactor Core, use the nearby Save Station to save your game.
THE DARK SUIT
=============
This subsection will go over your last exploration of Agon Wastes and your
venture into Dark Aether to find the last Dark Agon Temple Key and confront
the guardian of the Dark Agon Temple, Amorbis.
: =AGON WASTES= :
__________________________________________________________________________
| =MISSION OUTLOOK= |
| OBJECTIVES |
| ---------- |
| 1. None. |
| |
| ITEMS |
| ----- |
| 1. Upgrades: None |
| 2. Modules: None |
| 3. Supplies: Energy Tank (x1) |
| 4. Ammunition: Beam Ammo Expansion (x1), Missile Expansion (x1) |
| 5. Temple Keys: None |
| |
| SCANS |
| ----- |
| 1. T. Logs: <COMPLETED> |
| 2. P. Data: Two Hunters |
| 3. L. Lore: J-Stl's Testament |
| 4. Scans: None |
|________________________________________________________________________|
From the Reactor Core, you can backtrack to the Command Center and from
there, take the upper white door out to the top level of Central Mining
Station. If, however, you used the sequence break from earlier to get the
Beam Ammo Expansion, you don't need to do this step. If you didn't get it,
follow along. You'll emerge on the same level as the Vigilance Class Turr-
ets. This time around, you can man them and fire at the large Space Pirate
generators in the room. After destroying the, hop down and head for the
back-left wall where you just exposed a Space Pirate computer room. Use a
Space Jump from the nearby Skiff and get to the area where the Pirates
were hiding, and you can enter a room to scan for the final [PIRATE DATA -
"LOG 7.159.9 - TWO HUNTERS" (10/10)]. You'll see the item you're trying to
get behind a shield, so use the nearby Morph Ball Tunnel to reach the area
behind the shield to claim the [BEAM AMMO EXPANSION (1/4)]. While you're
in here, scan the dead Luminoth for the [LUMINOTH LORE: "J-STL'S TESTAMENT"
(08/41)] as well. Now return to Mining Station A, where some Pirate Aero-
troopers will be waiting for you. Take cover near the entrance and pick
them off to avoid their suicide dives, and return to Agon Temple. Once in
the Temple, go to the left and enter the black door to reach Mine Shaft.
This Morph Ball maze leads nowhere if you go to the bottom, but for now,
roll through it until you see an opening in the ceiling. Be wary of the
Pillbugs rolling around here as you use a series of regular and Double Bomb
Jumps to navigate the upper part of this maze. Near the end, after the
breakable blocks, hold left on the Control Stick to enter a hidden passage
where you have to execute more Bomb Jumps. Finish this puzzle to claim the
[ENERGY TANK (04/14)], then backtrack out of this maze to reach the Agon
Temple again. Now return through Mining Station A and Portal Access to get
to Portal Terminal, then activate the Dark Portal.
: =DARK AGON WASTES= :
__________________________________________________________________________
| =MISSION OUTLOOK= |
| OBJECTIVES |
| ---------- |
| 1. Return the Dark Temple Keys and defeat the Dark Guardian. |
| |
| ITEMS |
| ----- |
| 1. Upgrades: Dark Suit |
| 2. Modules: None |
| 3. Supplies: None |
| 4. Ammunition: Missile Expansion (x1) |
| 5. Temple Keys: Dark Agon Temple Key #3 |
| |
| SCANS |
| ----- |
| 1. T. Logs: <COMPLETED> |
| 2. P. Data: <COMPLETED> |
| 3. L. Lore: None |
| 4. Scans: *Amorbis 1*, *Amorbis 2* |
|________________________________________________________________________|
You'll return to Dark Aether via Portal Site, where you first explored the
Dark World. Head into the left-hand path and take it to Duelling Range,
where you first fought a Warrior Ing. There is a black door here that leads
to more or less a dead end, but you can drop off the ledge where you enter
and collect another [MISSILE EXPANSION (040/255)]. Now you have only one
Dark Temple Key left to collect. From Duelling Range, go to Judgment Pit
and take the paths you took earlier to reach the pathway leading to the
Dark Agon Temple. Once you get inside, head to the left and enter the door
there to claim the final [DARK AGON TEMPLE KEY (3/3)]. Now that you have
found all three keys, you can move to the red swirling light in front of
the gateway to the Dark Temple. Open the gate and jump down to the nearby
Safe Zone to see a large darksphere in front of you. As you approach it,
worms will leap out of the ground, and the first major boss fight will be-
gin.
BOSS BATTLE: AMORBIS
--------------------
Amorbis is the dark guardian of Dark Agon Wastes. This is a hive-mind
group of worms that can attack one at a time or in groups before mounting
a combined assault from its central darksphere. Read below for Normal and
Hard Mode strategies for taking this boss out.
[NORMAL MODE]
This battle takes place in multiple phases. During the first phase, you
will fight a single Amorbis as it leaps around its lair. When you get the
chance, activate the Scan Visor so you can grab this boss' first entry,
[*"AMORBIS 1"*]. You have to do it while the worm is just leaping out of
the ground and follow its trajectory. Where Amorbis comes out of the
ground is a bit random, but know that if you see dirt shaking nearby,
you need to move out of the way. When you get a lock on its head, rapid-
fire the Power Beam, use Missiles, or the charged Light Beam for much
quicker damage. This will break part of Amorbis' armor off and force it
into its second phase where it attaches to the central darksphere. As
soon as it does, scan it again for the second entry, [*"AMORBIS 2"*], and
fire another charged Light Beam shot at its head to damage its armored
version. The armor will break off, the worm will screech, and it will
begin a suction-like attack. As counterintuitive as this sounds, morph
into a ball and let it suck you up, then detonate a Morph Ball Bomb while
you're in its belly to get out and inflict significant damage. Now, the
fight will go back into its first phase, but you'll have two Amorbis to
deal with. Repeat the same exact strategy as before, detonating Bombs in
each of the worm's bellies to reach the third phase where - you guessed
it - you tackle all three Amorbis. If you keep up the attack, you'll keep
Amorbis from using a spinning laser attack that takes up a lot of time
and keeps you on your toes. Also keep in mind that Amorbis can spit dark
globules and take out your safe zone - if this happens, quickly fire at
the crystal with the Power or Light Beam to re-energize it. Simply take
out all three worms when they are attached to the darksphere to win this
battle.
[HARD MODE]
This battle isn't too different overall. The phases remain the same, al-
though Amorbis takes a larger beating and attacks more frequently. Keep
a close eye on your safe zone because you'll probably have to restore it
once or twice. Space Jump over the rotating laser attack it uses in its
darksphere phase, and use the same steps as in Normal Mode to eliminate
this boss.
Destroying the Amorbis cracks open the giant darksphere and reveals your
most valuable upgrade yet - the [DARK SUIT]. This item drastically reduces
the damage you take in Dark Aether, taking your energy away at a rate pro-
portional to how quickly you gain it back when in a safe zone (approximate-
ly one unit per second), and halves the amount of damage you receive from
enemy attacks. This alone lets you survive longer and longer between safe
zones. Once the cinematic is done, you have two options: recover Dark Agon
Wastes' energy and return it to its Energy Controller, or simply leave.
Collecting the energy isn't actually required, although not collecting Dark
Agon's prevents sonic emitters from appearing later in the game in the Min-
ing Plaza (and preventing you from getting an Energy Tank). Of course, for
100%, you could always cheat and use the 101% Glitch to grab the Missile
Launcher twice and make up that extra 1%, but that's beside the point. To
exit Dark Agon Temple without collecting the energy, go back to the entry
point and nullify the Light Crystal. This gives you something of a platform
to stand on, at which point you can just Space Jump to the ring above you
and exit. Now exit Dark Agon Wastes, go to the Great Temple, and head to
Torvus Bog without speaking to U-Mos (which isn't required in any form of
the game anyway). But if you're going the regular way, head through the
door that is accessible to you to find the Dark Agon Energy Controller.
Activate the Bomb Slot to reach the next area, then approach the large ball
of red energy. A cutscene will take over whereby you absorb Dark Agon's
energy into your Energy Transfer Module, then you will regain control and
you can leave. As you reenter Dark Agon Temple, three Warrior Ing will
challenge you, but I recommend just running and Space Jumping past them to
exit the Temple. From here, backtrack along the route you took when you
came to Dark Agon Wastes the first time (via Judgment Pit back to Portal
Site) and use the Light Portal to return to Aether. In Portal Site you'll
have to deal with three Dark Pirate Troopers, but again, you can just ig-
nore these because you can move faster than they can. Activate the portal
and return to Light Aether.
: =AGON WASTES=:
__________________________________________________________________________
| =MISSION OUTLOOK= |
| OBJECTIVES |
| ---------- |
| 1. Return energy to Agon Temple. |
| |
| ITEMS |
| ----- |
| 1. Upgrades: None |
| 2. Modules: None |
| 3. Supplies: None |
| 4. Ammunition: None |
| 5. Temple Keys: None |
| |
| SCANS |
| ----- |
| 1. T. Logs: <COMPLETED> |
| 2. P. Data: <COMPLETED> |
| 3. L. Lore: None |
| 4. Scans: None |
|________________________________________________________________________|
Back in Light Aether, return to Agon Temple and return the energy to Agon's
Energy Controller. The Luminoth Sentinel will thank you for restoring the
energy and direct you to the Torvus Bog. But first, you need to pay U-Mos
a visit, so head back for the Great Temple in Temple Grounds. Backtrack the
same way you initially came, back to the Main Plaza to the Transport to
Temple Grounds.
: =TEMPLE GROUNDS= :
__________________________________________________________________________
| =MISSION OUTLOOK= |
| OBJECTIVES |
| ---------- |
| 1. Return to the Great Temple for your next mission. |
| |
| ITEMS |
| ----- |
| 1. Upgrades: None |
| 2. Modules: None |
| 3. Supplies: None |
| 4. Ammunition: Missile Expansion (x3) |
| 5. Temple Keys: None |
| |
| SCANS |
| ----- |
| 1. T. Logs: <COMPLETED> |
| 2. P. Data: <COMPLETED> |
| 3. L. Lore: None |
| 4. Scans: *Dark Missile Trooper* |
|________________________________________________________________________|
From here, return to Industrial Site. You don't want to hit the Great Tem-
ple just yet, though. First, head back towards the Landing Site, this time
scanning the Luminoth Hologram that accesses a new part of the Hive Cham-
ber areas. As you reach another pit, jump down and another Dark Trooper
battle will begin. This is a different kind of Trooper, though - scan it
for the [*"DARK MISSILE TROOPER"*] entry, then take it out with Missiles
of your own. Once you've beaten it, you will be rewarded with a [MISSILE
EXPANSION (045/255)]. Now head through the remainder of the Hive Chamber
rooms, ignoring all enemies or Dark Troopers as you come across them until
you get back to Hive Chamber B (where you found the first Dark Portal).
There are two Morph Ball Tunnels here; you used one to get around the gate
the first time through here, but now that you have your Bombs back, you
can use one against the small Talloric Alloy grate and access the Tunnel to
reach another [MISSILE EXPANSION (050/255)]. The only place left to go to
now is the Temple Assembly Site. As you enter this room, look to the right
for a small block. Space Jump on top of this, then jump again to reach the
nearby ledge with two crates. Follow this path along the edge of the room
to reach a Morph Ball Tunnel that leads to yet another [MISSILE EXPANSION
(055/255)]. Now you can take the elevator nearby that leads up to the Great
Temple.
: =GREAT TEMPLE= :
__________________________________________________________________________
| =MISSION OUTLOOK= |
| OBJECTIVES |
| ---------- |
| 1. See U-Mos for further mission data. |
| |
| ITEMS |
| ----- |
| 1. Upgrades: None |
| 2. Modules: None |
| 3. Supplies: None |
| 4. Ammunition: Missile Expansion (x1) |
| 5. Temple Keys: None |
| |
| SCANS |
| ----- |
| 1. T. Logs: <COMPLETED> |
| 2. P. Data: <COMPLETED> |
| 3. L. Lore: None |
| 4. Scans: Harmony Class Drone |
|________________________________________________________________________|
As you make your way to the Great Temple via Transport B Access, you can
find Morph Ball tunnels in the wall. Use your Morph Ball and Bombs to nav-
igate through the puzzle to reach another [MISSILE EXPANSION (060/255)],
then drop down and enter the Temple Sanctuary. Take the elevator up to the
Main Energy Controller and speak to U-Mos for your next mission directive.
He thanks you for returning Agon Wastes' energy, but warns that the Ing
will now be seeking revenge for your actions. He also informs you that he
has monitored an increase in Ing activity in the Torvus Bog area, so that
is where you ned to go next. Once you're finished with U-Mos, take the ele-
vator back down to the Temple Sanctuary and scan the Amber Hologram that
leads to another Transport Access. In this hallway, you'll find a new scan
entry - the ["HARMONY CLASS DRONE"] which is really just a renamed Pulse
Bombu from the first game. It acts the same as its earlier version by
hurtling at you if your Beam is charged, so ignore it for now and make your
way to the Transport leading back down to the Temple Grounds.
: =TEMPLE GROUNDS= :
__________________________________________________________________________
| =MISSION OUTLOOK= |
| OBJECTIVES |
| ---------- |
| 1. Locate pathway to Torvus Bog. |
| |
| ITEMS |
| ----- |
| 1. Upgrades: None |
| 2. Modules: None |
| 3. Supplies: None |
| 4. Ammunition: None |
| 5. Temple Keys: None |
| |
| SCANS |
| ----- |
| 1. T. Logs: <COMPLETED> |
| 2. P. Data: <COMPLETED> |
| 3. L. Lore: None |
| 4. Scans: None |
|________________________________________________________________________|
Returning to Temple Grounds, you'll end up in a new area, Meeting Grounds.
In front of you is a large half-pipe with several War Wasps. Run past them
and bypass the green door since you can't open it to reach Hall of Eyes.
You can't get out of this room because of another green door, but there is
a Dark Portal that you can use to reach Dark Aether.
: =SKY TEMPLE GROUNDS= :
__________________________________________________________________________
| =MISSION OUTLOOK= |
| OBJECTIVES |
| ---------- |
| 1. Locate pathway to Torvus Bog. |
| |
| ITEMS |
| ----- |
| 1. Upgrades: None |
| 2. Modules: None |
| 3. Supplies: None |
| 4. Ammunition: None |
| 5. Temple Keys: None |
| |
| SCANS |
| ----- |
| 1. T. Logs: <COMPLETED> |
| 2. P. Data: <COMPLETED> |
| 3. L. Lore: None |
| 4. Scans: None |
|________________________________________________________________________|
The Dark Portal takes you to the Sky Temple Grounds, Dark Aether's equiva-
lent of Temple Grounds and home to the most powerful of the Ing. However,
you can't venture to the Sky Temple yet. For now, head through the blue
door to reach Abandoned Base. This is a very large room with very few safe
zones, but even with the Dark Suit, you still need to be careful. There are
plenty of Inglets about as well as a few Ingclaws. After a short distance,
you will encounter criss-crossing laser beams - these are ["CORRUPTED SEN-
TREYES"]; scan them for the Log Book and then shoot them to make them re-
tract their beams briefly so you can pass thrugh the area. At the end of
this room, you'll run into a dead end. There is a platform here that you
can activate by using four Bomb Slots. The problem is that walls come down
after each Slot activation that can block your path. Start off with your
back to the platform and bypass the first Bomb Slot. Activate the others
as you go in a circle and finally activate the first one last to solve the
puzzle and unlock the platform. Jump on it now and recover energy in the
safe zone as it moves through the room. Fire the Power Beam at the oncoming
swarms of Nightbarbs until you reach the end, where you'll find a Light
Portal above you. Open it and return to Light Aether.
: =TEMPLE GROUNDS= :
__________________________________________________________________________
| =MISSION OUTLOOK= |
| OBJECTIVES |
| ---------- |
| 1. Locate pathway to Torvus Bog. |
| |
| ITEMS |
| ----- |
| 1. Upgrades: None |
| 2. Modules: None |
| 3. Supplies: None |
| 4. Ammunition: None |
| 5. Temple Keys: None |
| |
| SCANS |
| ----- |
| 1. T. Logs: <COMPLETED> |
| 2. P. Data: <COMPLETED> |
| 3. L. Lore: None |
| 4. Scans: None |
|________________________________________________________________________|
This room is the same as the Abandoned Base, except without the Nightbarbs
and poisonous atmosphere. Head through here and take out the Space Pirates
that come out to attack as you come across them. At the end of this area,
you'll find a series of dark crystals. Use the Light Beam on them to move
them into positions so you can advance. The last one requires you to use
a platform suspended over some water in order to reach it. Activate it like
you have the others and you'll reach a continuation of the path with some
War Wasps. Take them out and advance to the next door that leads to the
Transport to Torvus Bog.
8C. THE SWAMPS OF TORVUS
------------------------
This section details the third part of this walkthrough as you explore the
Torvus Bog region of Aether and its twisted dark counterpart, the Dark Torvus
Bog as you attempt to claim Dark Torvus' energy. You will take on stronger
Ing during this section and accumulate a number of upgrades as you go back
and forth out of this region.
THE SUPER MISSILE
=================
This subsection will go over your initial exploration of the Torvus Bog
region and your acquisition of the Super Missiles on your way to the Torvus
Temple.
: =TORVUS BOG= :
__________________________________________________________________________
| =MISSION OUTLOOK= |
| OBJECTIVES |
| ---------- |
| 1. Conduct initial reconnaissance of Torvus Bog. |
| |
| ITEMS |
| ----- |
| 1. Upgrades: None |
| 2. Modules: None |
| 3. Supplies: None |
| 4. Ammunition: None |
| 5. Temple Keys: None |
| |
| SCANS |
| ----- |
| 1. T. Logs: <COMPLETED> |
| 2. P. Data: <COMPLETED> |
| 3. L. Lore: S-Dly's Testament |
| 4. Scans: Torvus Hanging Pod, Torvus Bearerpod, Shredder, Hyd- |
| ling, Shrieker, Sentinel Crystal, Grenchler |
|________________________________________________________________________|
Torvus Bog is very much the opposite of Agon Wastes, and much of this area,
like Phendrana Drifts in the first game, is underwater. For now, your ex-
ploration of this region will be somewhat limited to just the upper section
of the Bog. Start off heading across the first room and you'll find a Save
Station to your left. Exit this room and look at the sacs hanging from the
trees - scan these as a ["TORVUS HANGING POD"] for the Log Book, and scan
the nearby dead Luminoth to decode the [LUMINOTH LORE: S-DLY'S TESTAMENT"
(09/41)]. Also scan the ground-based plants for the ["TORVUS BEARERPOD"]
entry. In front of you, there is a lake with a suspended metallic bridge
that connects two tunnels. As you approach this lake, enemies similar to
Shriekbats will emerge from the water; quickly scan these for the ["SHREDD-
ER"] entry, and eliminate them with the Power Beam. At this point, you can
try to Space Jump to the metal bridge, but you can't explore any further,
so drop below and head underwater. Remember that like all Metroid games,
underwater exploration is limited until you have a specific upgrade, so for
now your movement will be sluggish and your visibility significantly re-
duced. Head to the left and go through the black door to reach the Path of
Roots; in here you'll find another creature to scan - get the ["HYDLING"]
entry and move on through the tunnel to get out of the water. Through the
next door is Great Bridge, an aptly-named room because there is a gigantic
bridge leading into a large building. As you cross the area, new enemies
will burst through the ground - quickly scan one to get the ["SHRIEKER"]
entry, then fire at them rapidly to take them out. Once you eliminate all
of them, the doors will unlock and you can make your way across the room.
Scan the red crystals on the walls first for the ["SENTINEL CRYSTAL"] Log
Book entry, then head through the red door to reach Portal Chamber. There
is a Missile Expansion here, but you can't get it yet. Instead, head into
the next area, and you'll wind up back in Torvus Lagoon, but on the other
side of the gate. Scan the control panel to lower the gate and extend the
walkway so that both sides are now open. You can now access the white door
on the right-hand side that leads through Ruined Alcove into Forgotten
Bridge.
Immediately after entering, you'll be attacked by two snarling beasts.
Scan one for the ["GRENCHLER"] entry, and you'll learn that these are more
or less like Baby Sheegoths from the first game. Lock on and strafe around
so you're behind it, and shatter its protective shell with a few Missiles,
then attack the soft fleshy part to kill the beast. Take both of these
enemies out while watching out for their biting attacks, you can reach the
large bridge that crosses the room. You'll see a Missile Expansion off in
the distance, but there's no way to get it just yet. For now, follow the
bridge to a Dark Portal and activate it to have your first experience with
the dark counterpart of this area.
: =DARK TORVUS BOG= :
__________________________________________________________________________
| =MISSION OUTLOOK= |
| OBJECTIVES |
| ---------- |
| 1. Conduct initial reconnaissance of Dark Torvus Bog. |
| |
| ITEMS |
| ----- |
| 1. Upgrades: None |
| 2. Modules: None |
| 3. Supplies: None |
| 4. Ammunition: None |
| 5. Temple Keys: None |
| |
| SCANS |
| ----- |
| 1. T. Logs: <COMPLETED> |
| 2. P. Data: <COMPLETED> |
| 3. L. Lore: None |
| 4. Scans: Dark Sentinel Crystal, Ingsphere Cache |
|________________________________________________________________________|
Your first visit to Dark Torvus Bog will be sufficiently brief. Scan the
blue crystals nearby to add the ["DARK SENTINEL CRYSTAL"] to your Log Book,
then do the same for the bluish blobs - scan one to get the ["INGSPHERE
CACHE"] entry. Activate the nearby Bomb Slot to rotate the bridge, then use
the Light Portal to return to Torvus Bog.
: =TORVUS BOG= :
__________________________________________________________________________
| =MISSION OUTLOOK= |
| OBJECTIVES |
| ---------- |
| 1. Locate the Torvus Temple area. |
| |
| ITEMS |
| ----- |
| 1. Upgrades: Super Missile |
| 2. Modules: Emerald Translator Module |
| 3. Supplies: Energy Tank (x1) |
| 4. Ammunition: Missile Expansion (x1) |
| 5. Temple Keys: None |
| |
| SCANS |
| ----- |
| 1. T. Logs: <COMPLETED> |
| 2. P. Data: <COMPLETED> |
| 3. L. Lore: Dark Aether |
| 4. Scans: Dark Pirate Commando, Sporb |
|________________________________________________________________________|
Since you activated the Bomb Slot in Dark Aether, the bridge has rotated
in Light Aether as well. But right afterwards, Space Pirates appear in the
area. These are no ordinary Space Pirates either; scan one to identify it
as a ["DARK PIRATE COMMANDO"], and then find some place to hide. These are
nearly impossible to defeat at this point because they are like the Chozo
Ghosts in that they appear, attack, then disappear, but more rapidly. These
Ing-possessed Pirates have dark energy shots and EMP grenades that can
quickly eat away at your energy, so hide somewhere and wait for them to
get bored and leave. Once they disappear, return to the bridge where you
can head across to grab the [MISSILE EXPANSION (065/255)], then take the
next door to reach Abandoned Worksite. This area requires you to use the
Morph Ball to get through, but first target the plant on the wall. Scan it
for the ["SPORB"] entry, thn fire a Missile or the Light Beam at it to get
rid of it; otherwise it will grab you from out of the tunnel while you roll
through it. Make it to the end and go through the white door to reach the
upper section of Great Bridge. Scan the nearby panel to activate a Kinetic
Orb Cannon and use it to launch you across to the bridge. Cross the bridge
and use the Morph Ball tunnel to reach a black door leading to a hallway in
Temple Access. There are three circles here on this path; use a Bomb on the
first one to fall through and grab an [ENERGY TANK (05/14)]. Now return to
the top level of Great Bridge and return via the black door. This time go
through the entire tunnel and take it to reach Torvus Temple. As you enter
the large area, a Pirate Skiff will appear (this is your second and last
opportunity to scan it if you didn't get the one in Central Mining Station
earlier!). The Skiff will proceed to drop off three waves of Space Pirates,
including regular Troopers and Aerotroopers. Defeat them with the charged
Dark Beam and use the crates around you if you need refills. Once all of
the Pirates are gone, a laser gate on the far side will open, revealing the
[SUPER MISSILE CHARGE COMBO] upgrade. Now that you have this, you can open
any green doors you see in the environment. Take the item and use the small
platform to ride to the top of the area. Open the green door and head into
the Torvus Energy Controller. Once you activate the Bomb Slot, you'll end
up in an area like in Agon Wastes, with a dead Luminoth and a console. Scan
the panel to hear from the deceased Sentinel about how the Ing took over
Torvus. He will warn you of the dangers to come, and how the water of the
dark world is poisonous. After his message is complete, you will receive
an update to your [TRANSLATOR MODULE (3/4)] that allows you to decode Emer-
ald colored Luminoth Holograms. Afterwards, scan the hologram on the wall
for the [LUMINOTH LORE: "DARK AETHER" (10/41)]. Leave the Energy Controller
and return to Torvus Temple.
THE BOOST BALL
==============
This subsection will go over further exploration of Torvus Bog and your
venture into its dark equivalent to recover your Boost Ball ability.
: =TORVUS BOG= :
__________________________________________________________________________
| =MISSION OUTLOOK= |
| OBJECTIVES |
| ---------- |
| 1. Investigate branching pathways from the Temple. |
| |
| ITEMS |
| ----- |
| 1. Upgrades: None |
| 2. Modules: None |
| 3. Supplies: None |
| 4. Ammunition: Missile Expansion (x1) |
| 5. Temple Keys: None |
| |
| SCANS |
| ----- |
| 1. T. Logs: <COMPLETED> |
| 2. P. Data: <COMPLETED> |
| 3. L. Lore: Our War Begins |
| 4. Scans: Pirate Commando |
|________________________________________________________________________|
Back in Torvus Temple, ignore the Shriekers as you leap down to the bottom
of the area. In the middle of the room is an Emerald Hologram; scan it to
lower a small transport down to the basement. Here you have a set of four
pathways that lead to different areas. There is a green door that leads
back through Temple Access to Great Bridge, an Emerald Hologram that leads
to a new area of Torvus Bog, a blue door inside of a Morph Ball Tunnel that
will take you to the Underground Transport (and down to the subterranean
levels), and a purple door that you can't yet access will reveal a Trans-
port back to Agon Wastes. If you want the Map for Torvus Bog, take the
green door leading back to Great Bridge and scan the Emerald Hologram to
reveal the Map Station. Once you have it, return to the Temple and go back
to the lower area with the branching paths. Scan the Emerald Hologram to
open a pathway via the Underground Tunnel to a new side of Torvus Bog. As
you enter this room, a Grenchler will charge down the pathway. This is a
bit difficult due to the cramped quarters, but try to get behind it to take
it down. Once you've defeated it, roll underneath the door you came in
through to find a hidden [MISSILE EXPANSION (070/255)]. Go down the tunnel
towards the next door and you'll find two Sporbs; eliminate them with the
Light Beam and head towards the next area. Before going through the door,
turn to the back wall and scan the Hologram for the [LUMINOTH LORE: "OUR
WAR BEGINS" (11/41)]. Once you've gotten it, take the door to reach Torvus
Grove. As soon as you enter, you'll be set upon by a new kind of Space Pir-
ate, so scan one to learn that it is a ["PIRATE COMMANDO"]. These are like
the dark versions you faced in Forgotten Bridge, except they (a) don't have
the ability to teleport and (b) they won't disappear, so you have to defeat
them. Freeze them with a charged Dark Beam and shatter them with a Missile
to end the fight and unlock the door. This door leads to the Meditation
Vista, but dead ends because of the expansive gap. For now, use the Dark
Portal to travel to Dark Aether.
: =DARK TORVUS BOG= :
__________________________________________________________________________
| =MISSION OUTLOOK= |
| OBJECTIVES |
| ---------- |
| 1. Recover Boost Ball powers and search for Dark Temple Keys. |
| |
| ITEMS |
| ----- |
| 1. Upgrades: Boost Ball |
| 2. Modules: None |
| 3. Supplies: None |
| 4. Ammunition: None |
| 5. Temple Keys: Dark Torvus Temple Key #1 |
| |
| SCANS |
| ----- |
| 1. T. Logs: <COMPLETED> |
| 2. P. Data: <COMPLETED> |
| 3. L. Lore: None |
| 4. Scans: Hunter Ing, *Boost Guardian* |
|________________________________________________________________________|
The portal takes you to Gloom Vista, a room with nothing in it. Go through
the door to reach Polluted Mire, where you'll encounter the only enemies
worse than a pack of Warrior Ing - the transphasic ["HUNTER ING"]. Scan one
for the Log Book, then attack them with charged Light Beam shots when they
are solid and do your best to avoid the incredible reach of the tentacles.
These Ing will follow you no matter where you go, so try to eliminate them
quickly. Once you have defeated the Hunter Ing, you can use a set of plat-
forms on the trees to reach a black door leading to Dark Falls. In here is
a Save Station that you may want to use. Travel through this room to reach
Dark Forgotten Bridge, although you'll be in a separate area from the rest
of the room. Take out the two Lightflyers in here and enter the door at the
end to reach the Dark Arena Tunnel. Travel through the Morph Ball Tunnel to
reach the large open Dark Torvus Arena. As you look down, a gigantic Warr-
ior Ing will shriek and transform into a black ball and shoot through a
Morph Ball Tunnel. Looks like you've found the Ing who mugged you for the
Boost Ball. Head down to the Arena and stand in a safe zone until your
energy is full, then roll through the tunnel after the Ing to begin the
next mini-boss battle.
MINI-BOSS BATTLE: BOOST GUARDIAN
--------------------------------
Welcome to your own personal hell. This battle is easily one of the most
irritating in the whole game, probably due to the fact that there is not
one single safe zone in this entire fight. Read below for Normal and Hard
Mode strategies for eliminating this Sub-Guardian.
[NORMAL MODE]
Just like the Jump Guardian, this one is a gigantic Warrior Ing, although
the space afforded to you in the Jump Guardian fight is not given to you
here. The Boost Guardian starts off in his solid phase, but won't remain
like it for long. Scan it quickly for the [*"BOOST GUARDIAN"*] entry,
then try to fire a charged Light Beam shot at its eye from close range
so the scattershot hits directly. If you can get more than one shot in,
excellent. Shortly after this, the Boost Guardian will dissolve and start
moving about the floor. Use the Morph Ball here and try to follow it
around, setting Morph Ball Bombs to damage both the Guardian and to de-
stroy any of the Inglets that pop up. Destroy these quickly so you have
less threats to worry about, and tractor in any refills left behind.
Eventually, the Boost Guardian will assume its own Morph Ball form and
start rocketing around the room - you cannot damage it during this phase,
so your best bet is to Space Jump atop the pillars so it can't run into
you. As the pillars are destroyed, charge up because they leave behind
Ultra Energy units worth a full Energy Tank which you definitely will
need. Keep striking the Boost Guardian when you can to force it back into
its Warrior Ing form and resume firing with the Light Beam. About six
charged shots will finally bring it down.
(I feel that I should point out for the record, and for the sake of all
that is amusing in this world, that using some extremely off-the-wall
sequence breaking to get the Screw Attack without the Boost Ball can net
you an early Power Bomb Expansion, which will kill the Boost Guardian in
one hit. It's quite funny to watch, really.)
[HARD MODE]
Pray to whoever you call God to make it through. Not only are you taking
damage faster in Dark Aether than you would in Normal Mode, and not only
are there Inglets constantly popping up to fire at you, but the Boost
Guardian itself is an unforgiving, unholy amalgation of everything that
can be called evil. Expect to lose at least two of your Energy Tanks in
the first phase before you even get a chance to counterattack. You need
to make sure every single shot counts. For this fight, I would recommend
staying out of Morph Ball form when the Guardian is moving about in its
"dissolved" state; instead jump around while manually aiming to fire some
Light Beam shots at it since you can't lock on. You simply take too much
damage from contact with the puddle form to make setting Morph Ball Bombs
very viable. Make sure to grab the energy refills whenever you get the
opportunity, and just try to keep inflicting as much damage as you poss-
ibly can per round to eventually (hopefully) win.
Although it should be said that the cruelest fate this game can inflict
on you at this point is a victory over the Boost Guardian, only to have
your energy run out during its incredibly lengthy death animation...
not that this has ever happened or anything.
Defeating the Boost Guardian returns your [BOOST BALL] upgrade. Now you can
charge speed boosts again and navigate half-pipes. Quickly collect all of
the energy refills you can, then return through the small tunnel to the
large open area of Dark Torvus Arena. Use the half-pipe structure here to
Boost back and forth until you can claim the first [DARK TORVUS TEMPLE KEY
(1/3)] high on the ledge. Now backtrack through Dark Arena Tunnel to Dark
Falls and use the Save Station. Once you've saved, go back through Polluted
Mire to Gloom Vista, and use the portal there to return to Light Aether.
THE SEEKER MISSILE
==================
This subsection will go over continued investigation of Torvus Bog along
with a return back through Temple Grounds to collect an item that allows
you to explore the lower depths of Torvus.
: =TORVUS BOG= :
__________________________________________________________________________
| =MISSION OUTLOOK= |
| OBJECTIVES |
| ---------- |
| 1. Continue exploration of Torvus Bog and Dark Torvus Bog. |
| |
| ITEMS |
| ----- |
| 1. Upgrades: None |
| 2. Modules: None |
| 3. Supplies: None |
| 4. Ammunition: None |
| 5. Temple Keys: None |
| |
| SCANS |
| ----- |
| 1. T. Logs: <COMPLETED> |
| 2. P. Data: <COMPLETED> |
| 3. L. Lore: None |
| 4. Scans: Krocuss, Spinner |
|________________________________________________________________________|
As you reenter Torvus Grove, you will find another half-pipe by the door
that leads to Underground Tunnel. Use the Boost Ball to reach the top to
find a walkway that runs along the top of the room. Take them around to
the black door and enter Grove Access. In here you'll find small creatures
crawling on the floors and walls. Scan one of them for the ["KROCUSS"]
entry, then continue into Forgotten Bridge. This door leads you to the in-
side of a metal tunnel where you will find a device that you can use the
Boost Ball in. Scan it for the ["SPINNER"] entry, the morph and Boost in-
side the device to open up a gate to the main area of this room. There is
a red door that leads into Plaza Access, which is a room with various tunn-
els. When you reach the red tunnel, you need to use Bomb Jumps to navigate
your way to two Bomb Slots. Activate each so you can access a new part of
the area, and use another Bomb Jump to reach the tunnel atop the second
ledge. Roll down this new area and use the half-pipe to Boost to a [MISSILE
EXPANSION (075/255)]. There is nothing you can access yet in Torvus Plaza,
so return to Forgotten Bridge and go to the Dark Portal underneath the gate
you opened a moment ago.
: =DARK TORVUS BOG= :
__________________________________________________________________________
| =MISSION OUTLOOK= |
| OBJECTIVES |
| ---------- |
| 1. Continue exploration of Torvus Bog and Dark Torvus Bog. |
| |
| ITEMS |
| ----- |
| 1. Upgrades: None |
| 2. Modules: None |
| 3. Supplies: Energy Tank (x1) |
| 4. Ammunition: None |
| 5. Temple Keys: Dark Torvus Temple Key #2 |
| |
| SCANS |
| ----- |
| 1. T. Logs: <COMPLETED> |
| 2. P. Data: <COMPLETED> |
| 3. L. Lore: None |
| 4. Scans: None |
|________________________________________________________________________|
The portal once again returns you to Dark Forgotten Bridge. Hop up to the
bridge and use a Super Missile to open the gree door that leads into the
Brooding Ground. You'll find a Light Lift Crystal in here that you need to
shoot it with the Light Beam to make it rise so that you can reach an upper
ledge. Jump to the ledge and then drop down to reach a door leading to Ven-
omous Pond. Once you reach this area, you will see the second Dark Torvus
Temple Key high on a ledge. First, though, you'll have to tangle with a
Hunter Ing. Wait until it is hovering close to the Light Lift Crystal in
the middle of the Dark Water, then energize the crystal with the Light Beam
to kill (or at least severely damage) the Hunter Ing. Once it's gone, head
through the red door to reach a Save Station. At this point, this walk-
through will assume that you are going to utilize the sequence break below
for the second Dark Temple Key. Although once you have the Grapple Beam,
you will be returning to this room anyway as you head for the Dark Temple,
so being unable to get this item now really won't affect your game in any
way.
********************************************************************
= SEQUENCE BREAK =
BREAK TYPE: Early Item
ACQUISITION: Dark Torvus Temple Key #2
TECHNIQUES: Ghetto Jump, L-Lock Spring Space Jump
--------------------------------------------------------------------
Getting this key before the Grapple Beam is actually pretty easy if
you know exactly what to do. From the Save Station door, look down
and just to the right to see some Ingsphere Caches. You can jump on
top of these to reach the tallest one. The spot you have to stand on
is very, very small, so you might have a bit of trouble actually
reaching it unless you try a Ghetto Jump. Once you manage to balance
on it, look up to the left towards the Dark Temple Key. Just at the
edge of the platform is a small part that is a bit lower than the
rest of it. Lock your view on this, then make a long L-Lock Spring
Space Jump (like leaping off the rock spire in the first game's Geo-
thermal Core for early acquisition of the Plasma Beam) towards the
small lowered part. Release L at the peak of your second jump to
give yourself a bit of a bounce, and you should just barely catch
the edge of the platform. Hold forward on the Control Stick to bal-
ance, then jump up to grab the second [DARK TORVUS TEMPLE KEY (2/2)]
a little bit early. Ordinarily this would be most helpful if you
intended on skipping the Grapple Beam item, but it never hurts to
try and grab things early when you can.
********************************************************************
Once you have the second Key (if not, just get it later after you have the
Grapple Beam), take the white door to reach the lower levels of the Dark
Torvus Temple. There are two paths to take here since you obviously won't
be able to access the actual Temple just yet. Take the blue door off to the
left to reach an Ammo Station, then head into the green door at the end of
the Morph Ball Tunnel for an [ENERGY TANK (06/14)]. Grab it, then backtrack
to Venomous Pond and take the black door to reach Portal Chamber. This is
nearly identical to the room of the same name in Light Aether, with the
exception that you can reach a Light Portal here. Navigate the Morph Ball
section, then use a series of platforms to reach another tunnel that leads
to the portal.
: =TORVUS BOG= :
__________________________________________________________________________
| =MISSION OUTLOOK= |
| OBJECTIVES |
| ---------- |
| 1. Continue exploration of Torvus Bog and Dark Torvus Bog. |
| |
| ITEMS |
| ----- |
| 1. Upgrades: None |
| 2. Modules: None |
| 3. Supplies: None |
| 4. Ammunition: Missile Expansion (x1) |
| 5. Temple Keys: None |
| |
| SCANS |
| ----- |
| 1. T. Logs: <COMPLETED> |
| 2. P. Data: <COMPLETED> |
| 3. L. Lore: None |
| 4. Scans: None |
|________________________________________________________________________|
Entering the portal takes you to the opposite side of Portal Chamber in
Torvus Bog, the side you couldn't reach before. From where you get dropped
off, simply grab the [MISSILE EXPANSION (080/255)], then take the portal
back to Dark Aether.
: =DARK TORVUS BOG= :
__________________________________________________________________________
| =MISSION OUTLOOK= |
| OBJECTIVES |
| ---------- |
| 1. Continue exploration of Torvus Bog and Dark Torvus Bog. |
| |
| ITEMS |
| ----- |
| 1. Upgrades: None |
| 2. Modules: None |
| 3. Supplies: None |
| 4. Ammunition: None |
| 5. Temple Keys: None |
| |
| SCANS |
| ----- |
| 1. T. Logs: <COMPLETED> |
| 2. P. Data: <COMPLETED> |
| 3. L. Lore: None |
| 4. Scans: None |
|________________________________________________________________________|
There is nothing else to do in Dark Torvus Bog for now, so return to Dark
Forgotten Bridge via Brooding Ground and use the Light Portal to return to
Light Aether.
: =TORVUS BOG= :
__________________________________________________________________________
| =MISSION OUTLOOK= |
| OBJECTIVES |
| ---------- |
| 1. Continue exploration of Torvus Bog and Dark Torvus Bog. |
| |
| ITEMS |
| ----- |
| 1. Upgrades: None |
| 2. Modules: None |
| 3. Supplies: None |
| 4. Ammunition: None |
| 5. Temple Keys: None |
| |
| SCANS |
| ----- |
| 1. T. Logs: <COMPLETED> |
| 2. P. Data: <COMPLETED> |
| 3. L. Lore: None |
| 4. Scans: None |
|________________________________________________________________________|
The only thing left for you to do in Torvus Bog at this point is to return
to the Underground Transport and try to explore more of the lower levels.
However, if you do this now, you will be blocked by a purple door that you
can't open or a blue door that leads to Hydrodynamo Station, which in turn
leads to another purple door. Since you need to get the item that allows
you to first open these purple doors, take the white door to Ruined Alcove
and return to Torvus Lagoon. From here, go to Temple Transport Access and
take the Transport back to Temple Grounds.
: =TEMPLE GROUNDS= :
__________________________________________________________________________
| =MISSION OUTLOOK= |
| OBJECTIVES |
| ---------- |
| 1. Locate specialized Luminoth Missile technology. |
| |
| ITEMS |
| ----- |
| 1. Upgrades: Seeker Missile Launcher |
| 2. Modules: None |
| 3. Supplies: None |
| 4. Ammunition: None |
| 5. Temple Keys: None |
| |
| SCANS |
| ----- |
| 1. T. Logs: <COMPLETED> |
| 2. P. Data: <COMPLETED> |
| 3. L. Lore: The World Warped, Age of Anxiety |
| 4. Scans: None |
|________________________________________________________________________|
Backtrack to Path of Eyes and look near the door to find a Morph Ball Tunn-
el. Enter it and take the rather nice shortcut to the end of the room, and
scan the Emerald Hologram for the [LUMINOTH LORE: "THE WORLD WARPED" (12/
41)] entry, then use the Dark Beam to move a platform out of your way. Use
a Super Missile to open the green door that leads into Hall of Eyes, and
take this to reach Meeting Grounds. Locate the large half-pipe and quickly
Boost up it before the War Wasps target you, and you'll find another Morph
Ball Tunnel next to another entry of [LUMINOTH LORE: "AGE OF ANXIETY" (13/
41)]. Take the Morph Ball Tunnel down to a section of crumbling blocks and
get across them with the Boost Ball. Follow this path through a new part of
Temple Transport C (along with a few other areas) before finally rolling
over the purple door (the kind you couldn't open in Hydrodynamo Station).
This circuitous path takes you to the lowest levels of the Great Temple, to
an area called the Hall of Honored Dead. This room is filled with large
statues of Luminoth war heroes along with a floor-based concentric ring
puzzle and four Spinners. To solve this puzzle, you need to use the Spinn-
ers to rotate sections of the floor. Each Spinner controls two sections of
the ring, but there are five rings to manipulate. Solve the puzzle by work-
ing from the outer ring to the inner ring, using the four Spinners in this
order: Violet/Cobalt/Amber/Crimson, then reverse the order and use them
again (Crimson/Amber/Cobalt/Violet) to align all five rings correctly. This
causes the outermost ring to rise up and the Luminoth statues will focus
lasers on the cage in the center of the room. The cage will break, reveal-
ing the [SEEKER MISSILE LAUNCHER] upgrade. In addition to providing you
another expansion to your Missile complement (085/255)], you can hold the
Y Button to "charge" your Launcher. When this happens, move the targeting
reticle over up to five points to simultaneously launch a Missile spread
that will "seek" towards the highlighted points. The Seeker Missiles also
open purple doors, which you'll have to do in order to exit this area.
Target the five points on the door and fire the Seeker Missiles to open it,
then head back out of the Hall of Honored Dead via a new route.
THE GRAVITY BOOST
=================
This subsection will cover your return to Torvus Bog to explore the lower
levels to find the Gravity Boost upgrade.
: =TEMPLE GROUNDS = :
__________________________________________________________________________
| =MISSION OUTLOOK= |
| OBJECTIVES |
| ---------- |
| 1. Return to Torvus Bog. |
| |
| ITEMS |
| ----- |
| 1. Upgrades: None |
| 2. Modules: None |
| 3. Supplies: None |
| 4. Ammunition: None |
| 5. Temple Keys: None |
| |
| SCANS |
| ----- |
| 1. T. Logs: <COMPLETED> |
| 2. P. Data: <COMPLETED> |
| 3. L. Lore: M-Dhe's Testament |
| 4. Scans: None |
|________________________________________________________________________|
As you make your way out of the Hall of Honored Dead via the Path of Honor,
you will have two pathways out of the area. There is a Morph Ball Tunnel
that leads back to Meeting Grounds via Service Access, but you can also
head to the blue door to access the Landing Site on an upper ledge that
you couldn't reach before. Scan the dead Luminoth on the ground to gain the
[LUMINOTH LORE: "M-DHE'S TESTAMENT" (14/41)], then hop down to your Gun-
ship to save your game and refill all energy and ammunition. Keep in mind
that this is the last chance you will have to scan your ship for its Log
Book entry; once you return back to Torvus Bog and acquire the Dark Visor,
scanning your ship will only tell you the repair status. Once you have
finished, hop back to the ledge you came from either by Space Jumping off
your ship or using the moveable ledge below it, and go through Service
Access to Meeting Grounds. Return through Hall of Eyes and use the short-
cut through Path of Eyes to return to the Transport to Torvus Bog.
: =TORVUS BOG =:
__________________________________________________________________________
| =MISSION OUTLOOK= |
| OBJECTIVES |
| ---------- |
| 1. Return to Torvus Bog. |
| |
| ITEMS |
| ----- |
| 1. Upgrades: None |
| 2. Modules: None |
| 3. Supplies: None |
| 4. Ammunition: None |
| 5. Temple Keys: None |
| |
| SCANS |
| ----- |
| 1. T. Logs: <COMPLETED> |
| 2. P. Data: <COMPLETED> |
| 3. L. Lore: None |
| 4. Scans: None |
|________________________________________________________________________|
You'll return to Torvus Bog the same way you came in initially. Go along
the path from Torvus Lagoon through Path of Roots into the Great Bridge
area, then take the bridge back to Torvus Temple. Enter the elevator in
the middle to travel to the lower level, and locate the purple door. Take
out the five sub-locks with the Seeker Missiles and enter the next area
to reach a Transport to Agon Wastes.
: =AGON WASTES =:
__________________________________________________________________________
| =MISSION OUTLOOK= |
| OBJECTIVES |
| ---------- |
| 1. Return to Torvus Bog. |
| |
| ITEMS |
| ----- |
| 1. Upgrades: None |
| 2. Modules: None |
| 3. Supplies: None |
| 4. Ammunition: None |
| 5. Temple Keys: None |
| |
| SCANS |
| ----- |
| 1. T. Logs: <COMPLETED> |
| 2. P. Data: <COMPLETED> |
| 3. L. Lore: None |
| 4. Scans: None |
|________________________________________________________________________|
The transport takes you to a room located just off of Transport Center. Use
the Seeker Missiles to open the door and you'll find yourself high on the
ledge. Across from you is a Dark Portal that you need to reach, and below
you is a half-pipe that you can use the Boost Ball in. Accelerate until you
have enough speed to reach the ledge on the other side, then head to Dark
Aether.
: =DARK AGON WASTES = :
__________________________________________________________________________
| =MISSION OUTLOOK= |
| OBJECTIVES |
| ---------- |
| 1. Return to Torvus Bog. |
| |
| ITEMS |
| ----- |
| 1. Upgrades: None |
| 2. Modules: None |
| 3. Supplies: None |
| 4. Ammunition: Missile Expansion (x1) |
| 5. Temple Keys: None |
| |
| SCANS |
| ----- |
| 1. T. Logs: <COMPLETED> |
| 2. P. Data: <COMPLETED> |
| 3. L. Lore: None |
| 4. Scans: None |
|________________________________________________________________________|
Easy Expansions are the best. Your next [MISSILE EXPANSION (090/255)] is
sitting directly in front of you. Grab it, then return to Light Aether.
: =AGON WASTES= :
__________________________________________________________________________
| =MISSION OUTLOOK= |
| OBJECTIVES |
| ---------- |
| 1. Return to Torvus Bog. |
| |
| ITEMS |
| ----- |
| 1. Upgrades: None |
| 2. Modules: None |
| 3. Supplies: None |
| 4. Ammunition: None |
| 5. Temple Keys: None |
| |
| SCANS |
| ----- |
| 1. T. Logs: <COMPLETED> |
| 2. P. Data: <COMPLETED> |
| 3. L. Lore: None |
| 4. Scans: None |
|________________________________________________________________________|
Now back in Transport Center, simply boost into the half-pipe to go back
to the Transport to Torvus Bog so you can explore the subterranean level.
: =TORVUS BOG= :
__________________________________________________________________________
| =MISSION OUTLOOK= |
| OBJECTIVES |
| ---------- |
| 1. Explore the underwater Hydrodynamo Area. |
| |
| ITEMS |
| ----- |
| 1. Upgrades: None |
| 2. Modules: None |
| 3. Supplies: None |
| 4. Ammunition: Missile Expansion (x1) |
| 5. Temple Keys: None |
| |
| SCANS |
| ----- |
| 1. T. Logs: <COMPLETED> |
| 2. P. Data: <COMPLETED> |
| 3. L. Lore: Recovering Energy, The New Terror, G-Sch's Testament, |
| New Weapons |
| 4. Scans: Preed, Blogg, Bloggling |
|________________________________________________________________________|
Returning to the Underground Transport, roll through the Morph Ball Tunnel
to reach the blue door that leads down to Hydrodynamo Station. This is a
large cylinder-shaped room that is mostly underwater, although the part you
enter in on is still above the water. If you look at the map, you will see
that the shaft runs down the center and there are three doors leading off
to different areas that you will need to explore. For now, however, Space
Jump up the ledges surrounding the upper part of the room. On your ascent,
you'll find Puffer-like enemies; scan one for the ["PREED"] Log Book entry,
then make your way to the top to reach a red door that leads to a Save
Station. After you're finished, drop back to the metallic walkway above the
waterline.
********************************************************************
= SEQUENCE BREAK =
BREAK TYPE: Early Items
ACQUISITION: Grapple Beam, Gravity Boost
TECHNIQUES: Underwater Dash (x2), Ghetto Jump
--------------------------------------------------------------------
Normally, acquiring the Gravity Boost and the Grapple Beam items re-
quire lengthy circuits around the tunnels leading away from Hydro-
dynamo Station to reach the Gathering Hall, Catacombs, and Training
Chamber by way of the East, West, and South Transit Tunnels. This
allows you to eliminate much of the trip by taking advantage of an
underwater glitch to reach the areas much earlier than intended, and
is a great time-saver in 100% item or scan runs since you'll be able
to get the items/scans from the other rooms eventually anyway. Read
below for breakdowns on what to do during each trip - since both
items are located in relative proximity to each other, these two
breaks can be done at the same time.
GRAPPLE BEAM
------------
Start off heading for the Grapple Beam. Enter the water in Hydro-
dynamo Station and move around the top ring until you find the
black door. Line yourself up with the platform in front of the
door by looking below you, and jump off into the water while both
holding L and using the Control Stick to move to the left. Press
R and B to slowly turn, then use your second jump after you have
reached approximately a 30 degree turn, then release the Control
Stick while continuing to hold L, R, and B. For the second jump,
release L and R only after tapping B. If you execute this correct-
ly, you'll fly through the water at high speed, although because
of your viewing angle, it is difficult to map a trajectory. The
timing of this is key - using your second jump too soon gives you
height and you crash into the ring above you. Using it too late
and your second jump doesn't work because your underwater mobil-
ity is affected. Once this works, scan the console and use the
Kinetic Orb Cannon to return yourself to the top of the room.
Drop back down and execute the exact same sequence to reach the
console by the white door. Scan it after the Underwater Dash and
enter the white door to eventually reach the Gathering Hall. Use
the Bomb Slot in here to reach the Dark Portal to travel to Dark
Aether's Crypt. From here, defeat the Dark Pirate Troopers that
are going to get in your path, then stand on the Spinner. Ghetto
Jump from the Spinner as you try to land atop the laser emitter
in the center. This takes a bit of practice. Once you are on top,
Space Jump to reach the white door at the top which will take you
through the Crypt Tunnel into the Undertemple Shaft. From here,
follow the same steps you would normally to make the bridge con-
nect to Sacrificial Chamber Tunnel, and head into Sacrificial
Chamber to fight the mini-boss and recover the Grapple Beam. Once
you're done, return to Light Aether and go back to Hydrodynamo
Station.
GRAVITY BOOST
-------------
From here, it's incredibly simple. Since you've already scanned
the first two consoles, just drop to the bottom of Hydrodynamo
Station and scan the third console to raise the floor and expose
the Hydrodynamo Shaft. From here, just head through the adjoining
chambers to grab the Gravity Boost from the Storage Room. This
in turn opens up a chance for you to skip the mini-boss fight,
but that will be covered below during the "actual" path to the
Hydrodynamo Shaft below.
********************************************************************
Assuming you're not attempting to get the Grapple Beam or the Gravity Boost
earlier than intended, drop from the metallic walkway into the water, but
jump towards the central structure to land on a smaller circular platform.
Although your vision is blurred, you can still rotate around the ledge to
see three doors on ledges around the room. To get to these, you need to
scan consoles to extend ledges. Right now, drop to the very bottom of the
Hydrodynamo, where you'll encounter a few large aquatic predators. Scan one
for the ["BLOGG"] entry, then lock onto one and wait for it to open its
mouth and charge at you. When this happens, fire a charged shot or a Miss-
ile and then strafe out of the way quickly. Once the Bloggs are eliminated,
you can scan a control panel to extend a ledge in front of the purple door.
Each control panel also unlocks one of three locks at the bottom of this
chamber. To reach the top again, roll into the central tube to reach a Kin-
etic Orb Cannon that fires you all the way to the top. Drop back into the
water and head to the ledge with the purple door. Jump to it and grab the
[MISSILE EXPANSION (095/255)], then use the Seeker Missiles to open the
door that leads into Training Access. Follow the path upwards and you'll
see some ominous-looking blue sparkling particles. Enter the door to reach
the Training Chamber and your fears will be confirmed when Dark Samus re-
forms in front of you. She'll laugh evilly at you, then burst into small
particles again and vanish. Don't worry about it now; you'll fight her
again soon enough.
For now, drop into the water and fight two more Bloggs to restore power to
a Spinner in front of the large Luminoth statue. Using this Spinner rotates
sections of the floor with Morph Ball Tunnels in them. Connect the red sec-
tions first and drop into the tunnel underneath the floor to reach a black
door. Before going through it, scan the nearby Hologram for the [LUMINOTH
LORE: "RECOVERING ENERGY (15/41)], then head through the door to reach
Transit Tunnel East. This room has a series of Morph Ball pipes that you
can reach with the Kinetic Orb Cannon. Once you reach Catacombs, drop into
the water and fight two more Bloggs, then head across the room and locate
the small ledge that you can use to get back above the water. Here you'll
find a gray door and a black door. The gray one leads to Transit Tunnel
South, but you can't open it yet, so head for the black door instead. Above
the underwater Dark Portal you can find another Luminoth Hologram; scan it
for the [LUMINOTH LORE: "THE NEW TERROR" (16/41)], then scan the dead Lum-
inoth by the door for a second [LUMINOTH LORE: "G-SCH'S TESTAMENT (17/41).
After getting these two scans, enter the black door to reach Catacombs
Access, which leads back to Hydrodynamo Station.
Reenter the area and you'll find another control panel you can scan that
extends a ledge in front of you and release the second lock. The Bloggs in
this room have been replaced with smaller versions, so scan one to get the
["BLOGGLING"] entry and take them out with simple charged shots. Go through
the door you entered the first time to return to Training Chamber and use
the Spinner this time to connect the blue Morph Ball Tunnel sections. Drop
into the floor and travel to the white door, which leads into Transit Tunn-
el West. This is another long tunnel with Morph Ball pipes, but strong fans
create currents that block your forward motion. There are a series of Bomb
Slots here for you to use that reverse the direction of the currents and
allow you to move on. Reach the door at the other end to enter the Gather-
ing Hall. This room is like Catacombs, but the Luminoth statue has a large
laser beam currently focused on a section of rock. Since there's nothing to
do on the upper level, head underwater again and fight another Blogg. Once
you defeat it, you will find another Dark Portal protected by a gate. Scan
the Luminoth Hologram opposite this for another [LUMINOTH LORE: "NEW WEAP-
ONS" (18/41)], then look at the surface of the water. There are some large
floating platforms that you can shoot with the Dark Beam to make them flip
(almost like Puddle Spores). Flip them over, then head above the water and
use them to cross to the other side where you can reach the platform with
the laser and a transparent Spinner. Obviously this means that you have a
trip to Dark Aether coming up so you can use the Spinner for something.
Head to the other side of the room where the gray door is to find a Bomb
Slot; activating it will remove the gate over the Dark Portal, so drop into
the water and enter the Portal.
: =DARK TORVUS BOG= :
__________________________________________________________________________
| =MISSION OUTLOOK= |
| OBJECTIVES |
| ---------- |
| 1. Activate device to move laser in Gathering Hall. |
| |
| ITEMS |
| ----- |
| 1. Upgrades: None |
| 2. Modules: None |
| 3. Supplies: None |
| 4. Ammunition: None |
| 5. Temple Keys: None |
| |
| SCANS |
| ----- |
| 1. T. Logs: <COMPLETED> |
| 2. P. Data: <COMPLETED> |
| 3. L. Lore: None |
| 4. Scans: None |
|________________________________________________________________________|
The portal takes you to the Crypt, which looks like the Gathering Hall ex-
cept that it isn't underwater. There are several Dark Pirate Commandos that
you have to deal with in this room, so either find a place to hide until
they disappear, or make a quick break for the central laser and use the
Spinner to move the laser beam. Of course, at this point, you could opt to
go for the Grapple Beam by Ghetto Jumping off the Spinner to land on top
of the laser emitter (and from there take the white door to Undertemple
Shaft to the Sacrificial Chamber - for a more detailed explanation, read
the Sequence Break section further above), but if you're interested in pro-
ceeding normally, just move the laser and return to the Light Portal to get
back to Light Aether.
: =TORVUS BOG= :
__________________________________________________________________________
| =MISSION OUTLOOK= |
| OBJECTIVES |
| ---------- |
| 1. Explore lower Hydrochamber and retrieve Luminoth technology. |
| |
| ITEMS |
| ----- |
| 1. Upgrades: Gravity Boost |
| 2. Modules: None |
| 3. Supplies: None |
| 4. Ammunition: None |
| 5. Temple Keys: None |
| |
| SCANS |
| ----- |
| 1. T. Logs: <COMPLETED> |
| 2. P. Data: <COMPLETED> |
| 3. L. Lore: None |
| 4. Scans: *Alpha Blogg* |
|________________________________________________________________________|
Returning to the Gathering Hall, you will see that the laser has moved and
cracked a part of the wall, revealing a Missile Expansion. However, you
still can't get it because it is behind a forcefield. But you can access a
Kinetic Orb Cannon that shoots you to a ledge with a white door that takes
you to Gathering Access. Take this to reach the final part of Hydrodynamo
Station, where you can scan the third and final console. This extends the
bridge in front of you and releases the final lock at the bottom of the
central shaft. This in turn disables the Kinetic Orb Cannon at the bottom,
but raises the bottom out and exposes a new area. Fall to the bottom and
enter the blue door to reach the Hydrodynamo Shaft. As you make your way
down the series of ledges, you can shoot a school of Hydlings for energy
and ammo refills, and you can look to your left to see a gigantic creature
swimming in a cage. Scan this now to get the [*"ALPHA BLOGG"*] Log Book
entry so you don't have to during the upcoming fight, and head through the
door at the bottom to reach Main Hydrochamber. This room contains a ledge
that you can't reach, but has a blue door at the bottom that leads to the
Hydrochamber Storage where you can finally find the [GRAVITY BOOST] up-
grade. Grabbing this adds the necessary shielding to your suit that allows
you to freely navigate underwater and adds special thrusters that let you
drift upward after an underwater Space Jump. Once you have this item, you
can leave this room and return to the Main Hydrochamber. Immediately, the
walls will rotate to lock you in, and the next mini-boss fight will begin.
********************************************************************
= SEQUENCE BREAK =
BREAK TYPE: Boss Skip
ACQUISITION: Gravity Boost w/o Alpha Blogg
TECHNIQUES: Bomb Space Jump
--------------------------------------------------------------------
This break allows you to get out of the Alpha Blogg battle once you
have picked up the Gravity Boost. If you're doing this for a 100%
scan game, you needn't worry since you can scan the Alpha Blogg as
it swims around in its chamber. To do this, lock onto the Alpha
Blogg as it starts its opening attack. Lure it over to where it is
directly beneath the first platform, then stand still so it will
prepare its charging attack. Dodge the small sonic bursts and dash
out of the way as it hurtles towards you. When it gets stuck in the
wall, morph against the wall and press towards it. Execute a Bomb
Jump and hit X to try and trigger an instant unmorph. If it works,
then just Space Jump and activate the Gravity Boost to make it to
the first platform, then Space Jump and Gravity Boost a second time
to reach the second ledge. Exit the Main Hydrochamber and proceed
back to Hydrodynamo Station as you would normally.
********************************************************************
Of course, if you feel like fighting the Alpha Blogg or can't get the Bomb
Space Jump to work, just read below for the mini-boss strategy.
MINI-BOSS BATTLE: ALPHA BLOGG
-----------------------------
The Alpha Blogg, like the Alpha Splinter before it, is simply a large
Blogg. It has a number of potent sonic and biting attacks and it will
charge at you often. Read below for Normal and Hard Mode strategies for
eliminating this mini-boss.
[NORMAL MODE]
You should stay as far away from the Alpha Blogg as possible in order to
have enough time to dodge its array of attacks. Usually it will fire off
sonic blasts across the screen that will cause your Visor to blur and
temporarily disable your weapons. The attack you want to watch out for
most, however, is its charge move. It will telegraph this attack by mov-
ing its jaws around a few times, then fly across the screen. Before you
dodge, you need to either fire a Super Missile directly at the open mouth
or use charged Dark Beam shots - the Dark Beam inflicts the most damage,
but it's also harder to hit with. Keep circling the room taking advantage
of your opportunities to attack, and this mini-boss will fall before too
long.
[HARD MODE]
The Alpha Blogg is a little bit quicker in this mode, although its attack
patterns remain the same. You, of course, will take more damage from its
charge attack, and its sonic blasts will render you useless for a longer
period of time. Continue to use charged Dark Beam blasts when its about
to charge, and you shouldn't have too many problems defeating it.
Defeating the Alpha Blogg will unlock the walls and stop the rotors from
turning. Use your Gravity Boost to ascend through the water to the first
ledge you see. Continue Boosting to each additional ledge to reach the door
at the top that leads back to the bottom of Hydrodynamo Shaft.
THE GRAPPLE BEAM
================
This subsection will go over your investigation of the remainder of the
lower regions of Torvus Bog, including your trips into Dark Aether to re-
cover your Grapple Beam ability.
: =TORVUS BOG= :
__________________________________________________________________________
| =MISSION OUTLOOK= |
| OBJECTIVES |
| ---------- |
| 1. Explore Undertemple and recover Grapple Beam. |
| |
| ITEMS |
| ----- |
| 1. Upgrades: None |
| 2. Modules: None |
| 3. Supplies: None |
| 4. Ammunition: None |
| 5. Temple Keys: None |
| |
| SCANS |
| ----- |
| 1. T. Logs: <COMPLETED> |
| 2. P. Data: <COMPLETED> |
| 3. L. Lore: None |
| 4. Scans: None |
|________________________________________________________________________|
Use the Hydlings to refill any lost energy or ammo as you reenter Hydro-
dynamo Shaft. Before going up, though, turn and look above the door that
leads to the Main Hydrochamber. There is a ledge above you that you can now
reach with the Gravity Boost that leads to a Dark Portal.
: =DARK TORVUS BOG= :
__________________________________________________________________________
| =MISSION OUTLOOK= |
| OBJECTIVES |
| ---------- |
| 1. Explore Undertemple and recover Grapple Beam. |
| |
| ITEMS |
| ----- |
| 1. Upgrades: None |
| 2. Modules: None |
| 3. Supplies: None |
| 4. Ammunition: None |
| 5. Temple Keys: Dark Torvus Temple Key #3 |
| |
| SCANS |
| ----- |
| 1. T. Logs: <COMPLETED> |
| 2. P. Data: <COMPLETED> |
| 3. L. Lore: None |
| 4. Scans: None |
|________________________________________________________________________|
As you enter Undertemple Access, you'll practically run right into the last
[DARK TORVUS TEMPLE KEY (3/3)]. Grab it, then head right back through the
portal since there is nothing else you can do in this part of Dark Aether.
: =TORVUS BOG= :
__________________________________________________________________________
| =MISSION OUTLOOK= |
| OBJECTIVES |
| ---------- |
| 1. Explore Undertemple and recover Grapple Beam. |
| |
| ITEMS |
| ----- |
| 1. Upgrades: None |
| 2. Modules: None |
| 3. Supplies: Energy Tank (x1) |
| 4. Ammunition: None |
| 5. Temple Keys: None |
| |
| SCANS |
| ----- |
| 1. T. Logs: <COMPLETED> |
| 2. P. Data: <COMPLETED> |
| 3. L. Lore: None |
| 4. Scans: Dark Blogg |
|________________________________________________________________________|
Now that you have all three Dark Torvus Temple Keys, you can go to the Dark
Torvus Temple and challenge the boss, but you should first make a circuit
around the remainder of the lower level to acquire the Grapple Beam. It is
entirely possible to defeat the Chykkas without it, but it does make the
fight much easier, and you need the Grapple Beam eventually anyway. To get
to where you need to go, you can go to the top of Hydrodynamo Station to
save, or continue your exploration of the side paths since your movement in
water is no longer hindered. Start off in Hydrodynamo Station and take the
blue door into Training Access and head to the Training Chamber. As you
enter, the Bloggs (or Blogglings, depending on the weather) will
be possessed by the Ing. Scan this new creature for the ["DARK BLOGG"]
entry, then defeat them like normal Bloggs. The benefit you have this time
is that Dark Bloggs lose their sonic abilities, so all you have to worry
about is the charging attack. On the other hand, you have to face both of
them at the same time. Try to keep both in sight and dodge when one flies
at you. Once they're defeated, use the Spinner to move the floor sections
to again connect the red track. Drop into the Morph Ball Tunnel to go back
to Transit Tunnel East to reach the Catacombs. Since you now have the Grav-
ity Boost, navigation through here is much easier. When you reach the area
with the vertical tubes, roll as far left as you can to reach a Bomb Slot.
Activate it, then roll to the right past two tubes and use an Underwater
Double Bomb Jump by slightly altering the timing of your Bomb placement
(set the second just before the apex of your first jump, and the third be-
fore the apex of your second jump) to reach a second Bomb Slot. Activate
this one and roll left past two more tubes, then use another Underwater DBJ
before the timer expires to reach a platform with an [ENERGY TANK (07/14)].
Once you have it, continue on through the rest of the Transit Tunnel to
reach the Catacombs. In here, you'll fight two Grenchlers. Defeat them
either in the water or above it, then use the Gravity Boost to reach a Bomb
Slot underwater that will remove the barrier over a nearby Dark Portal.
: =DARK TORVUS BOG= :
__________________________________________________________________________
| =MISSION OUTLOOK= |
| OBJECTIVES |
| ---------- |
| 1. Explore Undertemple and recover Grapple Beam. |
| |
| ITEMS |
| ----- |
| 1. Upgrades: Grapple Beam |
| 2. Modules: None |
| 3. Supplies: None |
| 4. Ammunition: Missile Expansion (x1) |
| 5. Temple Keys: None |
| |
| SCANS |
| ----- |
| 1. T. Logs: <COMPLETED> |
| 2. P. Data: <COMPLETED> |
| 3. L. Lore: None |
| 4. Scans: Dark Grenchler |
|________________________________________________________________________|
The Dark Portal takes you to the Dungeon where you'll meet Ing-possessed
versions of the regular Grenchlers. Scan one for the Log Book as a ["DARK
GRENCHLER"], then fight them as you would a regular one, substituting the
Light Beam for the Dark Beam here. Once they're gone, take the black door
to reach Undertransit Two, which is sort of like Transit Tunnel East back
in Light Aether, only here you need to maneuver through the tunnels while
avoiding being crushed by giant pistons. Get past this area and you'll find
a black door leading to the Sacrificial Chamber, Dark Torvus' version of
the Training Chamber. There are two floors to this room - you need to reach
the upper area since you enter on the lower floor. First take out the Hunt-
er Ing by energizing a safe zone, then work on making your way towards the
white door on the other side. This door takes you to Undertransit One,
another set of Morph Ball Tunnels, only these are more horizontal than the
vertical ones you've seen before. There are three tunnels layered on top of
each other with invisible breaks that will drop you to the pipe below. Use
the window sections in each pipe to keep track of your location. As you
make your way through using Bomb Jumps, go as far left as you can outside
the Light Zone and you can use a Bomb Jump to go right to reach a [MISSILE
EXPANSION (100/255)]. Go left where the path "splits" to reach the end of
this tunnel that leads to the Crypt. This time, you'll enter the room on
the upper portion that leads to a large laser emitter. Now there are two
ways to go about getting out of this room. The first one is to go normally
and use the Dark Beam on the crystal to lower the energy shield, which in
turn will cause platforms to come out of the walls and trigger a Dark Pir-
ate Trooper fight. You can then use these platforms to navigate the room
to reach the white door at the top. The second method is a bit faster:
there is a Spinner next to the laser emitter - stand on the Spinner and try
to Ghetto Jump off of it to land on top of the emitter. Balance on it, then
rotate and Space Jump to the white door. Take this to reach the Crypt Tunn-
el, a room filled with Darkling Tentacles. Get through this room to reach
the Undertemple Shaft - Dark Torvus' version of Hydrodynamo Station.
This room is laid out the same as Hydrodynamo Station with the absence of
any water. Drop to the bottom and ignore the Hunter Ing as you use the
ledges to reach a Kinetic Orb Cannon. Have it fire you to the top of the
room, where you can use the red door to reach a Save Station if you need to
save. Drop down from the top to the metal walkway lining the room, and fall
into the small opening to reach a small walkway going into the cage in the
center of the Shaft. There is a dead Luminoth here, but it doesn't hold a
Lore entry, so ignore it; instead, activate the Bomb Slot to rotate part of
the walkway over to a new door. Take the walkway to the newly-accessible
blue door to reach Sacrificial Chamber Tunnel, a room with many Ingsphere
Caches as well as patches of Venom Weed. Use the Caches to refill Light
Beam Ammo and energy, then proceed past the Venom Weed to reach Sacrificial
Chamber, where you'll fight the next mini-boss.
MINI-BOSS BATTLE: GRAPPLE GUARDIAN
----------------------------------
The Grapple Guardian is what would seem to be an Alpha Grenchler (though
no such scan exists for the Log Book) that has been possessed by the Ing
who stole your Grapple Beam abilities. Read below for Normal and Hard
Mode strategies for eliminating this Sub-Guardian.
[NORMAL MODE]
Although this Grenchler is larger than the others, it still has a weak-
ness in its back shell. The Grapple Guardian will use charging and biting
attacks as well as the Grapple Beam which can latch onto anything made of
metal (i.e. you). Start off scanning it to add the [*"GRAPPLE GUARDIAN"*]
entry to the Log Book; doing so also exposes its weak point in its eye.
Fire at the eye to work on stunning the creature; when you successfully
stun it, lock on and strafe-dash around to the Guardian's back and pound
at its shell with a Super Missile or regular Missiles - whichever you can
get out faster. What you should do next is try to stand near one of the
two power generators in this chamber and bait the Grapple Guardian into
using its Grapple attack so it gets stuck to the metallic object. If you
do this and don't get grabbed by the beam, you can get behind the beast
and fire away with the Light Beam for heavy damage. If you do get caught
in the Grapple Beam, fire at its eye directly with a Super Missile to
free yourself. After inflicting enough damage, the Grapple Guardian's
outer shell will break and its attack pattern will change. Instead of the
natural shell, the creature will surround its vulnerable spot with Grapp-
le energy and its only weak spot will be its eye. Fire at this rapidly
with the Power Beam or Missiles to stun it, then switch to the Light Beam
and again rapidly pound away at its eye to cause damage. After a few more
rounds, the Grapple Guardian will succumb to your onslaught and you'll be
victorious.
[HARD MODE]
Like other bosses which go through "phases", nothing changes much except
for the amount of damage you receive and what you must dish out to the
Guardian in return. The Grapple Guardian is much more protective in this
mode of its rear shell and takes a lot more punishment overall before
being stunned. Its weak point is also vulnerable for a shorter amount of
time, meaning this battle is going to be prolonged. Try to force the
Guardian to latch to the power generators as much as possible so you can
have the most time possible to attack its shell. Once you destroy the
shell, strafe back and forth while firing Missiles until you can inflict
damage, at which point spam away on the Light Beam. Resort to Super Miss-
iles if you run out of ammo, and you'll eventually beat it.
The Grapple Guardian leaves behind your [GRAPPLE BEAM] upgrade for you to
return to your inventory, and the floor you're on will descend to the lower
level that you first entered on. Of course, this is a means to an end to
get you reacquainted with your swinging abilities, so climb up the nearby
debris pile and look at the ceiling. Scan the ["GRAPPLE POINT"] up at the
top, then wait for the icon to glow and press L to use the Grapple Beam to
attach to the point. Swing to the ledge across from you, then return to the
Undertemple Shaft. You're finished exploring this area for now, and since
you have all of the necessary equipment to go to the Dark Torvus Temple
(unless you didn't get the second Dark Temple Key from Venomous Pond earli-
er with the L-Lock Spring Space Jump trick, in which case you can grab it
on your way to the Dark Temple). First, though, return to Crypt by way of
Undertransit One and use the Light Portal to go back to Light Aether.
THE DARK VISOR
==============
This subsection will go over your return to the Dark Torvus Temple to fight
the guardian, the Chykkas, for Dark Torvus' energy controller.
: =TORVUS BOG= :
__________________________________________________________________________
| =MISSION OUTLOOK= |
| OBJECTIVES |
| ---------- |
| 1. Return Dark Temple Keys to Dark Torvus Temple. |
| |
| ITEMS |
| ----- |
| 1. Upgrades: None |
| 2. Modules: None |
| 3. Supplies: None |
| 4. Ammunition: Missile Expansion (x3) |
| 5. Temple Keys: None |
| |
| SCANS |
| ----- |
| 1. T. Logs: <COMPLETED> |
| 2. P. Data: <COMPLETED> |
| 3. L. Lore: The Ing Attack |
| 4. Scans: Dark Grenchler |
|________________________________________________________________________|
The portal takes you back to the Gathering Hall. Make your way back to
Hydrodynamo Station and return to Torvus Temple. From there, make your way
back to Great Bridge, where you'll have to engage a few more Dark Pirate
Commandos. Head through the white door to reach Abandoned Worksite, and use
either the Grapple Point (easier) or some small indentations in the walls
(harder) to reach a [MISSILE EXPANSION (105/255)]. If you use the Space
Jump method, you can get this at any time, technically, but having the
Grapple Beam makes it much easier. Once you've grabbed it, return to Great
Bridge and take the blue door to reach Path of Roots. In here is an Emerald
Hologram; scan it for the [LUMINOTH LORE: "THE ING ATTACK" (19/41)], then
work your way around the room to the other side behind the Sporb, where you
can use the Grapple Point to grapple over to another [MISSILE EXPANSION
(110/255)]. Now take the door back to Torvus Lagoon. Head to the side you
started on and go under the water, then turn until you see a small alcove
by some Venom Weed. Use the Gravity Boost to float over the Venom Weed and
you can grab a third [MISSILE EXPANSION (115/255)]. Now take the pathway
to Forgotten Bridge and use the Dark Portal.
: =DARK TORVUS BOG= :
__________________________________________________________________________
| =MISSION OUTLOOK= |
| OBJECTIVES |
| ---------- |
| 1. Return Dark Temple Keys to Dark Torvus Temple. |
| |
| ITEMS |
| ----- |
| 1. Upgrades: Dark Visor |
| 2. Modules: None |
| 3. Supplies: None |
| 4. Ammunition: Beam Ammo Expansion (x1) |
| 5. Temple Keys: None |
| |
| SCANS |
| ----- |
| 1. T. Logs: <COMPLETED> |
| 2. P. Data: <COMPLETED> |
| 3. L. Lore: None |
| 4. Scans: *Chykka Larva*, *Dark Shredder*, *Chykka Adult*, *Dark|
| Chykka*, *Chykling* |
|________________________________________________________________________|
Back in Dark Forgotten Bridge, take the door into Brooding Ground and use
it to access Venomous Pond. From here, go through the black door into Port-
al Chamber and head into Poisoned Bog. Another Hunter Ing awaits you in
this room, but you can try to ignore it as you Space Jump up to a ledge
with a purple door. Open it with the Seeker Missiles and head into Cache A
to claim a [BEAM AMMO EXPANSION (2/4)], increasing your ammo count to 150
units! Backtrack out of Poisoned Bog and return to Venomous Pond. If you
didn't get the Dark Torvus Temple Key earlier, grapple across to it now
since you're right next to the entrance to Dark Torvus Temple. If you do
already have it, then simply visit the Save Station first, then enter the
white door to reach Dark Torvus Temple Access. From here, proceed down the
hallway to reach the Dark Temple. There will be a swirling red light for
you to stand in that will begin the sequence of returning the three Dark
Temple Keys to their places. After they are all in place, the gate will
unlock and you can proceed into the Temple area. Dark Water will pour into
the room, raising the platform you're standing on. After the water stops,
you'll see a gigantic cocoon suspended on the wall in front of you. Its
held in place by four supports which you have to knock down with either the
Seeker Missiles or take them down with charged Power Beam shots. This is
also the exact point where you can trigger the "Floaty Jump" glitch (temp-
orary moon jump-like effect) by standing in the Dark Water when you break
the final support. After all four are broken, the cocoon falls into the
water and breaks, beginning the next major boss fight.
BOSS BATTLE: CHYKKAS
--------------------
The Chykkas are the dark guardians of Dark Torvus Bog. This is a three-
part boss battle with five different Log Book scans. Read below for Nor-
mal and Hard Mode strategies for taking this group of bosses out.
[NORMAL MODE]
This battle proceeds in a series of individual phases, during which time
you fight different forms and mutations of the Chykkas. The first phase
will be against the infant version, the Chykka Larva. Below is an explan-
ation of each phase and what you need to do in each one.
1. PHASE 1: CHYKKA LARVA
After the cocoon drops into the water, it will break and release the
large water-based infant version. Scan it as it swims around for the
[*"CHYKKA LARVA"*] entry, then focus on tracking it as it moves around
the central platform you're standing on. As it swims around, a new
kind of creature will spring out of the water - scan one of them for
the [*"DARK SHREDDER"*] entry, then fire the Power Beam at them for
health and ammo refills. Eventually, the Chykka Larva will do one of
two things - either leap high in the air and crash back into the Dark
Water or it will mount the platform and try to attack you directly. If
it leaps, target its stomach and fire away with regular Light Beam
shots. Don't waste time charging because you'll probably miss, and you
want to cause rapid damage during this phase. If it mounts the plat-
form, you'll probably be ensnared by its tongue and get dragged tow-
ards it. Fire charged Light Beam shots at it this time to get it to
let you go (or fire a Super Missile directly into its mouth). Watch
out for the splashing Dark Water and move left and right to avoid the
acid bursts that it spits. This phase ends when you've completely de-
pleted the Chykka Larva's health meter.
2. PHASE 2: CHYKKA ADULT
With the death of the infant, a new Chykka monster bursts out of a
cocoon on the wall as the large central platform splits into three
smaller platforms. Lock on and scan the new Chykka for the [*"CHYKKA
ADULT"*] entry, then focus on targeting this aerial form. The Chykka
Adult resembles a large dragonfly and hovers back and forth while
either charging at you or spitting a wide swath of acid at you. The
Chykka Adult is a creature of light (why it lives in the Dark World is
a mystery) and is therefore weak to the Dark Beam. Your best bet is
to get in close because the Dark Beam's slow rate of fire coupled with
the Chykka Adult's fast rate of speed can make you easily miss, and
you don't want to waste Beam Ammo. After you've dealt enough damage to
the Chykka Adult, you'll stun it and it will remain suspended in the
air. You have a very limited amount of time to find the nearest Grapp-
le Point, swing over to the Chykka Adult so that you're facing it, and
target the four glowing red points on its wings with the Seeker Miss-
ile. Target all four of the points and hit them simultaneously to in-
jure the Chykka Adult.
3. PHASE 3: DARK CHYKKA
Injuring the Chykka Adult causes it to fall into the Dark Water. It
will emerge after being possessed by the Ing and become a new scan
entry. Scan it quickly for the [*"DARK CHYKKA*] entry and you'll find
that this form is much easier. Now you can just target its enlarged
thoracic sac and pound away with the Light Beam to rapidly cause dam-
age. During this phase, the Dark Chykka will periodically release
a swarm of enemies from its thorax - scan one for the [*"CHYKLING"*]
entry and fire at them while alternating your Beams to collect Ammo
for both beams. After whittling down its energy a bit more, you'll
injure the Dark Chykka enough that the Ing possession will end and
you'll reset to Phase 2 against the regular Chykka Adult.
4. PHASE 4: ALTERNATING CHYKKA AND DARK CHYKKA
The fight will start again with Phase 2. Damage the Chykka Adult until
you stun it again, then grapple over and target its wings with the
Seeker Missiles. Injuring it again will cause the Ing to repossess the
creature and turn it back into Dark Chykka. Pummel away at it now with
the Light Beam until you eventually kill this monster.
[HARD MODE]
This battle proceeds in the same order as the Normal Mode fight, only
all of the Chykka forms will cause much more damage to you. The Chykka
Larva will mount the platform and try to eat you more often, and it is
harder to avoid its acidic attacks. Once you fight the Adult, you must be
quicker on the draw because the Chykka Adult will stay stunned for a much
shorter period of time and it will be much harder to actually hit. Iron-
ically, the Dark Chykka phase is still the easiest because you can pound
away with Light Beam shots to cause massive damage. You will probably
have to go three alternating rounds between the Adult and its Dark vers-
ion, though, before completely depleting its health.
Defeating all of the Chykkas causes the center platform to return to one
piece and reveals a new upgrade in the middle. Claim the [DARK VISOR] and
you'll be able to view objects that are in dimensional flux or invisible
to the current timespace - basically a cooler X-Ray Visor. You'll use this
item immediately as a series of ledges rises up within the Dark Temple,
but become invisible. Navigate the ledges up to reach the door at the top,
and head into the Energy Controller to take Dark Torvus' energy. Remember
that if you're going for 100%, Dark Agon's and the Ing Hive's energy is all
that you need to take (Dark Agon's to spawn sonic emitters later in Mining
Plaza and the Ing Hive's for the Light Suit). Dark Torvus' energy doesn't
seem to affect anything, so you can just enter the Controller which is two
"rooms" away from the Dark Torvus Temple (thus reloading the room), and
go back without doing anything. This way you don't have to make the lengthy
side trip back to Torvus Temple (or for that matter, to the Great Temple);
you can head straight to Sanctuary Fortress. Whatever you decide to do,
exit the Dark Torvus Temple and backtrack through Venomous Pond to Dark
Forgotten Bridge and use the portal there to return to Light Aether.
: =TORVUS BOG= :
__________________________________________________________________________
| =MISSION OUTLOOK= |
| OBJECTIVES |
| ---------- |
| 1. Return energy to Torvus Temple. |
| |
| ITEMS |
| ----- |
| 1. Upgrades: None |
| 2. Modules: None |
| 3. Supplies: None |
| 4. Ammunition: None |
| 5. Temple Keys: None |
| |
| SCANS |
| ----- |
| 1. T. Logs: <COMPLETED> |
| 2. P. Data: <COMPLETED> |
| 3. L. Lore: None |
| 4. Scans: None |
|________________________________________________________________________|
You'll emerge in Forgotten Bridge. Fight any Dark Pirate Commandos or Dark
Pirate Troopers that appear in this area using your new Dark Visor. This
helps immensely against the Dark Commandos since you can now see when they
phase out of normal space. Backtrack to Torvus Temple and restore the ener-
gy to the Temple and the Luminoth Sentinel will thank you for your courag-
eous efforts. Now it's time to leave this place and return to U-Mos for
your next goal. Start off heading back to the entrance to Torvus Bog by
way of Great Bridge. Some Dark Pirate Commandos will lock you in, so dust
them off with the Dark Visor and Light Beam. Once you're done, backtrack
to Torvus Lagoon and head for the Transport to Temple Grounds.
: =TEMPLE GROUNDS= :
__________________________________________________________________________
| =MISSION OUTLOOK= |
| OBJECTIVES |
| ---------- |
| 1. Return to the Great Temple for your next mission. |
| |
| ITEMS |
| ----- |
| 1. Upgrades: None |
| 2. Modules: None |
| 3. Supplies: None |
| 4. Ammunition: None |
| 5. Temple Keys: None |
| |
| SCANS |
| ----- |
| 1. T. Logs: <COMPLETED> |
| 2. P. Data: <COMPLETED> |
| 3. L. Lore: None |
| 4. Scans: None |
|________________________________________________________________________|
Exit Torvus Bog back into Temple Grounds and make your way through the
large room back into the Meeting Grounds. Here, deal with a few more Dark
Pirate Commandos and take the elevator up to the Great Temple.
: =GREAT TEMPLE= :
__________________________________________________________________________
| =MISSION OUTLOOK= |
| OBJECTIVES |
| ---------- |
| 1. Speak to U-Mos for your next mission. |
| |
| ITEMS |
| ----- |
| 1. Upgrades: None |
| 2. Modules: None |
| 3. Supplies: None |
| 4. Ammunition: Missile Expansion (x1) |
| 5. Temple Keys: None |
| |
| SCANS |
| ----- |
| 1. T. Logs: <COMPLETED> |
| 2. P. Data: <COMPLETED> |
| 3. L. Lore: None |
| 4. Scans: None |
|________________________________________________________________________|
Return to the Temple Sanctuary and take the elevator up to the Main Energy
Controller to meet once more with U-Mos. He'll tell you that the final
Energy Controller lies high in the Luminoth's Sanctuary Fortress - the site
of their final stand against the Ing. He warns you that once the machines
served the Luminoth - now many of them serve the Ing and will view you as
an enemy. Finish listening to him and return to the Temple Sanctuary to
unlock the Emerald Hologram that leads into Transport A Access. There is
a Save Station to the right here - use it if you want, but you should first
look for a small pile of rocks. Set a Morph Ball Bomb and roll underneath
the Save Station for a [MISSILE EXPANSION (120/255)]. Once you're finished
saving your game, continue back down to Temple Grounds.
: =TEMPLE GROUNDS= :
__________________________________________________________________________
| =MISSION OUTLOOK= |
| OBJECTIVES |
| ---------- |
| 1. Return to the Great Temple for your next mission. |
| |
| ITEMS |
| ----- |
| 1. Upgrades: None |
| 2. Modules: None |
| 3. Supplies: None |
| 4. Ammunition: Missile Expansion (x1) |
| 5. Temple Keys: None |
| |
| SCANS |
| ----- |
| 1. T. Logs: <COMPLETED> |
| 2. P. Data: <COMPLETED> |
| 3. L. Lore: The Sky Temple |
| 4. Scans: Luminoth Turret |
|________________________________________________________________________|
This transport takes you to Sacred Path near what you explored at the start
of the game. Eliminate the War Wasps in here and proceed towards Sacred
Bridge. Earlier in the game you had to use this bridge to proceed, but now
that the bridge is up, you can't seem to get past it. Unless, that is, you
look at it with the Dark Visor to see five controls around the bridge.
Target each with the Seeker Missile and fire simultaneously to release the
locks and bring the bridge back down. This will take you back to the GFMC
Compound, where some nosy Space Pirates are prowling around. Eliminate
them quickly and stand on the upper part of the cliff near the yellow door
and look out so that you're facing the front part of the GFMC ship. You
can use a long L-Lock Spring Space Jump out towards the ship and barely
catch the edge; hold forward as you land if you manage to get on top of
the ship, and you can traverse the length of it to find a [MISSILE EXPAN-
SION (125/255)] at the end. If you can't make it, come back here after you
have the Screw Attack and get it then. Drop down to ground level and scan
the Emerald Hologram to open the path to Fortress Transport Access. Just
inside the door is a powerful ["LUMINOTH TURRET"]. These are like the Auto
Defense Turrets from the first game and pack a bit of a punch, so hide be-
hind a wall and inch out only to fire Missiles at it. Destroy it, then
move on to find a strange column of yellow light. Standing in it seems to
do nothing, so ignore it for now and scan the hologram at the end for the
[LUMINOTH LORE: "THE SKY TEMPLE" (20/41)]. Proceed on through the next door
to reach the Transport leading to the Sanctuary Fortress.
8D. THE FORTRESS IN THE SKY
---------------------------
This section details the fourth part of this walkthrough as you make your way
through the aerial Sanctuary Fortress and its twisted dark counterpart, the
Ing Hive as you attempt to claim the Hive's energy. The strongest mechanoids
and Ing dwell in this region, but fortunately you will accumulate a number of
powerful upgrades during this part.
THE SPIDER BALL
===============
This subsection will go over your initial exploration of Sanctuary Fortress
and your recovery of your Spider Ball ability.
: =SANCTUARY FORTRESS= :
__________________________________________________________________________
| =MISSION OUTLOOK= |
| OBJECTIVES |
| ---------- |
| 1. Conduct initial reconnaissance of Sanctuary Fortress. |
| |
| ITEMS |
| ----- |
| 1. Upgrades: None |
| 2. Modules: None |
| 3. Supplies: None |
| 4. Ammunition: Missile Expansion (x1) |
| 5. Temple Keys: None |
| |
| SCANS |
| ----- |
| 1. T. Logs: <COMPLETED> |
| 2. P. Data: <COMPLETED> |
| 3. L. Lore: None |
| 4. Scans: Octopede, Rezbit, Quad MB, Quad CM |
|________________________________________________________________________|
As you get off the Transport into Sanctuary Entrance, you'll find yourself
in a room surrounded by advanced Luminoth technology. Head down the long
hallway and you'll find more Luminoth Turrets Take them out and scan the
nearby panel to rotate the large ring. Keep going down the hallway and get
past the Serenity Class Drones, then use the Spinner to rotate a second
ring. After rotating the ring, you'll be able to proceed into the large
open area of the Sanctuary Entrance. In the distance is the actual Fortress
itself, but you have to cross a large bridge to get there first. The bridge
is littered with storage crates and Phazon containers. As you reach the
halfway point, a large group of Pirate Commandos will appear. Use the near-
by crates as cover while you take them down - try shooting the containers
with Phazon for some easy kills. After you eliminate all of them, head to
the other side and you can enter the main fortress. Inside the door, you'll
find your first new enemy - scan one for the ["OCTOPEDE"] entry and shoot
them to make them self-destruct. Head through the white door to reach Power
Junction, then take this short tunnel into the Reactor Access. Here you'll
see large robots docked in the walls. You won't have to fight these yet,
but in order to proceed, you need to use the Dark Visor to see a set of
Seeker Missile targets on a high bridge. Activate them and a new robotic
enemy will emerge. Scan this quickly as a ["REZBIT"], then charge the Dark
Beam and fire when its close. The Rezbits can be dangerous because they
phase in and out of normal timespace, can shield themselves, and as a last
resort, can transmit a computer virus into your Power Suit. This virus is
cool to witness at least once, because you enter a debug mode where a lot
of interesting text scrolls across your Visor. To clear the virus, press
L, R, and B at the same time to "reboot" your systems. Avoid this attack
by freezing the Rezbit with the Entangler, then fire a Missile to shatter
it. After its been defeated, jump up to the bridge and head into the Reac-
tor Core.
In here, you'll face another new kind of mechanoid. This four-legged robot
has two parts - the ["QUAD MB"] (Main Body) and the ["QUAD CM"] (Command
Module. Start off targeting the head and use charged shot. After you have
destroyed it, wait for the main body to use a spinning attack and use the
Boost Ball to rocket into its legs to stun it. After stunning the Quad,
roll underneath it and set a Bomb to destroy it. Once its gone, you can
proceed through the Reactor Core via one of two paths. On the left-hand
side is a Cobalt Hologram that you can't access yet, so take the right-hand
path to a Save Station. Use it, then go back to the main section of the
Reactor. Take the ledges up while engaging or avoiding the Rezbits. At the
top are two doors - you can't open the yellow one yet, so head into the
blue door to reach the Mingyro Chamber. This room contains a set of spinn-
ing concentric rings on the other side of the glassed in control chamber.
Scan the nearby console to find a code that will enable you to turn off
the Minigyro. The code is "AMBER COBALT CRIMSON EMERALD". By now in the
game, you should know that these are more specific names for certain colors
of doors, holograms, and such. Use the nearby Morph Ball Tunnel to gain
access to the Minigyro, and activate the four colored Bomb Slots in the
correct order (yellow/blue/red/green) to stop the spinning rings, which
lets you access the next door leading to the Hall of Combat Mastery. This
room is guarded by two Quads, so take them out as you explore the winding
passages. There is a door that leads to a small transport, but it is pro-
tected by a forcefield at the moment. There is also a Missile Expansion
hidden in a network of Morph Ball Tunnels. Ordinarily this requires you to
have the Spider Ball, but you can grab it early by standing atop a computer
console almost directly across from the Expansion. Space Jump to the left
corner towards the largest opening in the Morph Ball Tunnel, then at the
last second, mid-air morph by pressing X to stuff yourself into the Tunnel,
where you can simply roll down and Bomb Jump up to grab the [MISSILE EXPAN-
SION (130/255)] much earlier than intended. For now, there is nothing else
to do in this room, so take the small tunnel to reach a portal generator
on the other side. Scan to activate it, and head for your first trip to
the dark version of the Fortress, the Ing Hive.
: =ING HIVE= :
__________________________________________________________________________
| =MISSION OUTLOOK= |
| OBJECTIVES |
| ---------- |
| 1. Conduct initial reconnaissance of the Ing Hive. |
| |
| ITEMS |
| ----- |
| 1. Upgrades: None |
| 2. Modules: None |
| 3. Supplies: None |
| 4. Ammunition: Missile Expansion (x1) |
| 5. Temple Keys: None |
| |
| SCANS |
| ----- |
| 1. T. Logs: <COMPLETED> |
| 2. P. Data: <COMPLETED> |
| 3. L. Lore: None |
| 4. Scans: Ingworm Cache, Dark Tallon Metroid, Dark Diligence |
| Drone |
|________________________________________________________________________|
The portal takes you to the dark version of Hall of Combat Mastery, the
Culling Chamber. In here, you'll find another form of Ing storage. Scan it
for the ["INGWORM CACHE"] entry, then shoot to destroy it and collect any
refills. Go through the blue door to reach Hazing Cliff, where you'll find
an Ing-possessed Metroid - scan it for the Log Book as a ["DARK TALLON MET-
ROID"], then kill it quickly with charged Light Beam shots. Along the left-
hand side of this chamber is a walkway. Take it to reach the other side to
find a short tunnel that is guarded by a new enemy. Scan it for the ["DARK
DILIGENCE DRONE"] entry, then fire charged Light Beam shots to destroy
them. After they're gone, proceed into the small nook to grab the [MISSILE
EXPANSION (135/255)], then return to Culling Chamber. and enter the main
part of the room. There are several Warrior Ing in here, so eliminate them
with the charged Light Beam. There is a black door here that leads to a
transport to the another area of the Hive. You'll also see the first Hive
Temple Key in the same network of Morph Ball Tunnels where you got the last
Missile Expansion, although this one requires the Spider Ball.
********************************************************************
= SEQUENCE BREAK =
BREAK TYPE: Item Skip
ACQUISITION: Hive Temple Keys (x3)
TECHNIQUES: Bomb Space Jump + Screw Attack (at Hive Temple)
--------------------------------------------------------------------
This sequence break will allow you to cut a lot of time off from
your quest through Sanctuary Fortress and the Ing Hive. Because the
Temple Keys don't count for percent, you don't have to get them.
The Ing Hive is the only dark temple that you can access without the
Temple Keys. To do this, simply ignore all directions from here on
acquiring the Dark Temple Keys. Once you have collected the other
items, proceed to the Hive Temple Access. Back up against the wall
and morph so that the camera doesn't swing around. You need to exe-
cute a "Bomb Space Jump", where you bomb jump and get an instant
unmorph. Upon instantly returning to HUD view, jump and then Space
Jump to get extra height. At the peak, Screw Attack forward - your
"quadruple" jump will carry you over the gate and allow you to get
into the Hive Temple. You won't be taking this route to exit the
Temple, so leaving this gate in place is of no consequence.
********************************************************************
Remember this for later if you plan on skipping collection of the Hive Tem-
ple Keys. Now take the black door to Central Hive East Transport, which
will take you towards the Hive Dynamo Works. This area has a large pit in
it that you can cross with the Grapple Beam, but you need to first take out
a swarm of Nightbarbs, or they'll knock you off the Grapple Point. After
you reach the other side, you'll find a Light Portal protected by a force-
field. Switch to the Dark Visor and you'll see five targets across the pit
near you. Charge up the Seeker Missiles and use them to hit the five tar-
gets to unlock the forcefield. This part is made a bit tricky by the swarm
of Nightbarbs, so take most of them out if you need to. Once the forcefield
is down, activate the portal and return to Light Aether.
: =SANCTUARY FORTRESS= :
__________________________________________________________________________
| =MISSION OUTLOOK= |
| OBJECTIVES |
| ---------- |
| 1. Explore the secondary area of the Fortress. |
| |
| ITEMS |
| ----- |
| 1. Upgrades: Spider Ball |
| 2. Modules: Cobalt Translator Module |
| 3. Supplies: None |
| 4. Ammunition: Missile Expansion (x1) |
| 5. Temple Keys: None |
| |
| SCANS |
| ----- |
| 1. T. Logs: <COMPLETED> |
| 2. P. Data: <COMPLETED> |
| 3. L. Lore: Agon Falls, C-Rch's Testament |
| 4. Scans: Diligence Class Drone, Mechlops, Dark Quad MB, Dark |
| Quad CM, Mekenobite, *Spider Guardian* |
|________________________________________________________________________|
The portal takes you to the regular Dynamo Works, although this area does
not have a pit like its dark version. Go through the nearby black door to
reach the Dynamo Access, where you'll find a new enemy, although one you've
seen in the Ing Hive. This is a regular ["DILIGENCE CLASS DRONE"] that you
can get rid of with the Dark Beam. Proceed onwards and scan beneath the
floor for the ["MECHLOPS"] crawling about, then look at the floor and find
the gap that leads to the underground area. Navigate this by setting Bombs
for the Mechlops to pick up, then roll to the exit on the other side of the
room. Eliminate a few more Diligence Class Drones and you'll reach a door
leading to the large Main Gyro Chamber. Like the Minigyro, this area has
a color puzzle for you to solve. There are two massive concentric rings
spinning within the chamber; you can't go anywhere but down for now, but
it takes you to a relative dead end. Instead, look for the Morph Ball Tunn-
el by the window and take it to reach another area. Take the next Morph
Ball Tunnel to reach a control chamber looking out towards the Main Gyro.
If you need to save, go through the red door to reach the Save Station,
then return to this small chamber and activate the nearby Bomb Slot.
Activating the Bomb Slot triggers a grid of crimson, emerald, and cobalt
circles to appear in front of the window. You have to fire at the gray
ones to get the colored ones to move around so that you have all the crim-
son circles on the top row, all the emerald ones in the middle, and all of
the cobalt ones on the bottom. Fire at the gray ones to solve the top row
first, then do the middle and the bottom. Completing the grid raises a
second Bomb Slot; activate this to cause the outer Gyro ring to stop mov-
ing. Now you can go through the first Morph Ball Tunnel and access the Gyro
itself. Navigate the outer rign to reach a ledge on the other side that
leads to another control room. In here, use the Spinner to open a gate that
connects the two sides, then use the nearby elevator to reach a door at the
top of the Main Gyro. This leads into the Temple Access corridor.
In this corridor, you'll encounter another Quad, but this one is slightly
different than the previous ones you've faced. With this one, you must take
out the Main Body first, or else the Command Module will continually regen-
erate. Once you've destroyed the Quad, you can enter the Sanctary Temple.
This large open area is like the other Temples, except patrolled by some
machines. Dropping into the area will trigger a cutscene where the two
Quads are possessed by the Ing. Take a moment to scan them for the Log Book
for the ["DARK QUAD CM"] and ["DARK QUAD MB"] entries, then proceed to
handle them like you would ordinary Quads by taking out the Command Module
with the Light Beam and boosting into the Main Body when it glows red.
Once you've taken them out, you'll see components of a large unfinished
mechanoid in this area. Use the platforms in front of you along with the
Grapple Beam to work your way to the topmost platform in the room, then
Grapple again across the chasm to the blue door across from you. Enter and
use a Bomb Jump to reach the Bomb Slot on the central structure like the
previous two Energy Controllers. This will rotate the walls and take you up
to the Sanctuary Energy Controller, where you'll find another dead Luminoth
and a glowing hologram. Scan the hologram to activate a recording where the
dead Luminoth Sentinel tells you how this fortress once was a Luminoth
sanctuary, but now the Ing have taken control of many of the mechanoids.
After the message is finished, you will receive an upgrade to your [TRANS-
LATOR MODULE (4/4)] that allows you to decode Cobalt-colored Luminoth Holo-
grams. Use your new module to scan the wall for another [LUMINOTH LORE:
"AGON FALLS" (21/41)], then return back down to Sanctuary Temple. From the
exit, use the Grapple Beam to cross back to the middle platform, then inch
forward until you barely see a spidery mechanical creature below you. Scan
it as a ["MEKENOBITE"], then continue grappling over to the platform with
the Cobalt Hologram. Scan it to reveal a new door that leads into Worker's
Path. Jump from platform to platform as you go towards the door at the end,
then go down and scan a panel to turn on a Kinetic Orb Cannon. Let the
cannon boost you to the far side of the room, then ascend the next set of
ledges to reach the Dynamo Works. In here, you'll see some Morph Ball Tunn-
els with an entrance, but first, stop and scan for the creature crawling
around inside. This is the [*"SPIDER GUARDIAN"*], and this is your only
chance to scan it. Drop into the passage to start the next mini-boss fight.
MINI-BOSS BATTLE: SPIDER GUARDIAN
---------------------------------
This mutated Pillbug has been possessed by the Ing thug who jacked your
Spider Ball abilities earlier in the game. This fight is a bit tough be-
cause it takes place entirely in Morph Ball form. Read below for Normal
and Hard Mode strategies for handling this Sub-Guardian.
[NORMAL MODE]
First off, take the lay of the land. This is a complex network of tunnels
that spans four rooms. Each room has Bomb Slots in it along with electric
barriers that the Spider Guardian seems to be avoiding. Look at the size
of the ledges - some are thick while others are thin. The Spider Guardian
has a forcefield surrounding it that can damage you if you're too close;
this goes for thin walls too. If the forcefield can extend through a wall
and touch you, you need to move out of the way. Some rooms are larger
than they initially appear, requiring you to use the X Button to zoom in
and out of the viewable field. Finally, this battle will move through a
series of "phases" as you force this Guardian from room to room to its
ultimate demise. Below is a list of what you must do in each room to fin-
ish this fight.
1. PHASE 1: REGULAR LEDGES/SINGLE BOMB SLOT
This one's fairly simple. Start at the edge of the lowest platform in
the middle. When the Spider Guardian approaches, drop two bombs so you
can stun it, then use your third to escape into the safe passage on
the left. When you stun it and cause it to turn green, platforms will
appear that let you reach the first Bomb Slot. Bomb Jump your way up
the rest of the way and roll right to reach the Slot. Jump into it,
set your Bomb to activate it, and DON'T move. Let the Guardian collide
with the first electric field, then follow it into the next room.
2. PHASE 2: HALF-PIPE/SINGLE BOMB SLOT
You'll make liberal use of the Boost Ball in this one. The trick here
is to wait until the Guardian begins approaching whichever side of the
half-pipe you're on, then fall down while dropping bombs in the hopes
that you stun it. Once you do, boost up to the upper-left part of the
room and roll to the next Bomb Slot. Activate it and drop as quickly
as you can to the bottom of the half-pipe so the Guardian doesn't hit
you. Once the Guardian collides with this electric field, boost again
up the half-pipe to follow it into the next room.
3. PHASE 3: HALF-PIPE REDUX
This room has another half-pipe. This time, though, boost to the top-
most area and wait by the break in the platform. When the Guardian
starts its approach, drop down while setting Bombs and repeat until
the Guardian has been stunned. Boost up to the top again, and quickly
navigate your way to the Bomb Slot in the center. Activate it and like
with the last room, drop to the bottom of the half-pipe until it has
fled into the next room.
4. PHASE 4: MOVING GATES/THREE BOMB SLOTS
This is the hardest room because there are three Bomb Slots that must
be activated in a specific order to make the Spider Guardian go in
certain directions. You also have to watch where you are and keep an
eye on where the Spider Guardian is before activating a slot so that
you have enough time to get out of the way while still leaving enough
time for the Guardian to run into an electric barrier. For the first
one, drop to the bottom and wait just below the gap in the middle
platform. From here, drop Bombs to stun the Guardian, and use your
remaining one to boost up to the ledge. Waiting in the center also
keeps you from being hit by the Guardian's energy field. When you stun
the Spider Guardian, activate the first Bomb Slot after the Guardian
is on the right-hand side of the screen, but traveling left. This will
force it to the next level and cause it to hit the first energy gener-
ator. When the Guardian has returned to the bottom, repeat the same
steps, but make sure the Guardian is on the left-hand side traveling
right before attempting to activate the second Slot in the upper right
corner. Then repeat those two steps and hightail it to the Bomb Slot
in the upper left corner. If you do this before the platforms retract,
the Guardian will race into the third electric barrier and will fin-
ally die.
[HARD MODE]
There is actually nothing different about this fight except for how much
damage the Spider Guardian will inflict on you. It takes the same number
of phases and the same amount of damage from each electric barrier. Your
secondary focus in this fight aside from moving the Spider Guardian where
you need it to go should be not getting struck by the mini-boss itself.
Defeating the Spider Guardian reveals an exit out of this fourth room of
the Dynamo Works that leads directly to the [SPIDER BALL] upgrade. Use your
new ability to navigate back out of this area and look for a Spider Ball
Track near the junction of the third and fourth rooms. Head up and go left
to find a [MISSILE EXPANSION (140/255)], then return to Dynamo Access. Scan
the ["SPIDER BALL TRACK"] here for your Log Book, then use it to reach a
door above you. There is a dead Luminoth here, so scan it for the [LUMINOTH
LORE: "C-RCH'S TESTAMENT" (22/41)]. At this point, you can either take the
blue door to reach Central Area to Transport East and return to the Hall of
Combat Mastery for your next "real" objective, or if you feel like taking
a side trip for another early item, return to the Main Gyro Chamber and
take the white door to reach Watch Station Access.
********************************************************************
= SEQUENCE BREAK =
BREAK TYPE: Early Item
ACQUISITION: Screw Attack
TECHNIQUES: Freeze/WSA Dash, Roll Jump, Mid-Air Morph
--------------------------------------------------------------------
This sequence break is pretty tricky to pull off because it requires
a number of special moves, but it allows you to cross the expansive
Watch Station Access (which is normally crossable only from the opp-
osite side after you scan to lower Grapple Points. Accessing Watch
Station in this manner in turn allows you to access the Vault and
grab the Screw Attack much earlier than intended. For 100% scan
runs such as this one, this break isn't recommended since you waste
more time going back for things you missed, but for pure speed runs,
it saves quite a bit of time.
Once you get into Watch Station Access, there are two methods for
crossing the gap - the Freeze Dash or the Roll Jump. Both techniques
if executed correctly will get you enough distance when triggering
a Terminal Fall to respawn on the other side. For the Freeze Dash,
head into the room and jump to a small ledge on the left-hand side.
Turn around so you're facing the door and fully scan it. While hol-
ding the scan, jump backwards while holding L, then rotate the Con-
trol Stick back-left, hold it, then rotate it back down. Now in a
fluid motion before the small "freeze" occurs, hold R and rotate
the stick to the back-left position again. After the freeze and
you start flying backwards, use your second jump for extra distance
to continue your trajectory while not letting go of any buttons you
have held down. The end goal of this technique is to trigger the
"Terminal Fall" state (where your crosshairs disappear) after you
cross the second Grapple Point (or in other words, about 70% of the
way across). This will respawn you on the other side - grab the
Energy Tank and proceed into Watch Station.
The second method is the Roll Jump. This is executed differently,
and is more difficult to pull off while getting the required dis-
tance, but it's not as control-sensitive as the Freeze Dash. Start
near the door and morph. Roll off the right-hand side of the ledge
and hit X to umorph as soon as half of the Morph Ball is covered
by the ledge. This *should* trigger the "instant unmorph", after
which you can use your Space Jump to cross approximately 65% of
the gap and respawn on the opposite side. Head into Watch Station
and navigate the room like normal (or take advantage of a tricky
set of maneuvers to bypass the Spider Ball Tracks) to enter the
Vault and grab the Screw Attack.
********************************************************************
If not using the Watch Station Access trick, proceed through Dynamo Access
back to the transport and go to the Hall of Combat Mastery.
THE POWER BOMB
==============
This subsection will cover your return to the accursed Dark Torvus Bog area
to fight the last of the Ing Sub-Guardians so you can reclaim your Power
Bomb abilities.
: =SANCTUARY FORTRESS= :
__________________________________________________________________________
| =MISSION OUTLOOK= |
| OBJECTIVES |
| ---------- |
| 1. Leave Sanctuary Fortress and return to Temple Grounds. |
| |
| ITEMS |
| ----- |
| 1. Upgrades: None |
| 2. Modules: <COMPLETED> |
| 3. Supplies: None |
| 4. Ammunition: None |
| 5. Temple Keys: None |
| |
| SCANS |
| ----- |
| 1. T. Logs: <COMPLETED> |
| 2. P. Data: <COMPLETED> |
| 3. L. Lore: The Final Crusade |
| 4. Scans: None |
|________________________________________________________________________|
Scan the hologram on the wall for another [LUMINOTH LORE: "THE FINAL CRU-
SADE" (23/41)], then take the Dark Portal to return to the Ing Hive.
: =ING HIVE= :
__________________________________________________________________________
| =MISSION OUTLOOK= |
| OBJECTIVES |
| ---------- |
| 1. None. |
| |
| ITEMS |
| ----- |
| 1. Upgrades: None |
| 2. Modules: <COMPLETED> |
| 3. Supplies: None |
| 4. Ammunition: None |
| 5. Temple Keys: Ing Hive Temple Key #1 |
| |
| SCANS |
| ----- |
| 1. T. Logs: <COMPLETED> |
| 2. P. Data: <COMPLETED> |
| 3. L. Lore: None |
| 4. Scans: None |
|________________________________________________________________________|
Upon your return to Culling Chamber, you can now get the first of the three
Temple Keys. Use the nearby Spider Ball Track and maneuver across to reach
the Morph Ball Tunnel maze where the first [HIVE TEMPLE KEY (1/3)] sits in
the wall. After grabbing it, exit out and return to Light Aether.
: =SANCTUARY FORTRESS= :
__________________________________________________________________________
| =MISSION OUTLOOK= |
| OBJECTIVES |
| ---------- |
| 1. Return to Temple Grounds. |
| |
| ITEMS |
| ----- |
| 1. Upgrades: None |
| 2. Modules: <COMPLETED> |
| 3. Supplies: Energy Tank (x1) |
| 4. Ammunition: None |
| 5. Temple Keys: None |
| |
| SCANS |
| ----- |
| 1. T. Logs: <COMPLETED> |
| 2. P. Data: <COMPLETED> |
| 3. L. Lore: None |
| 4. Scans: Ingsmasher |
|________________________________________________________________________|
Returning to the Hall of Combat Mastery, you can now make your way towards
the exit. In doing so, you will most likely cause one of the dormant stat-
ues to suddenly come to life. As it does, scan one for the ["INGSMASHER"]
entry, then treat it like an Elite Pirate from the first game. Fire Super
Missiles at its head, but not when its hand glow purple or white - during
this phase it can only be damaged by opposite polarity beams. Finish it off
with about four Super Missiles, and head out of this area into the Reactor
Core. This time, Rezbits will be occupying the area, so try not to get in-
fected with their annoying virus as you drop to the bottom where the Kinet-
ic Orb Cannon is. Use the Cannon and hold R as you to fly to attach to the
large golden sphere, then navigate the surface when the electrical current
isn't crackling. At the very top, align yourself on the red crystal and use
the Boost Ball to rocket to the next sphere. Continue to repeat this for
every single sphere in the room, being mindful of the electrical currents
on every other orb. At the very top, roll and Bomb Jump to claim the [ENER-
GY TANK (08/14)], then drop back down and go to the opposite end of the
room with the Cobalt Hologram. This unlocks the door to the Sanctuary Map
Station, so download the map if you need it. There is nothing else you can
do in Sanctuary Fortress right now, so take the door that leads out to the
Sanctuary Entrance.
As you reach the bridge, however, Dark Samus appears and completely oblit-
erates your route of escape. She really must hate you or something... But
what Dark Samus didn't count on was the network of Spider Ball Tracks that
line the remains of the bridge. Roll to the left and attach to the Spider
Ball Track, then use the Boost Ball to jump from Track to Track until you
get to the Temple Grounds side once again. Take out the Luminoth Turrets
again as you head back to the Transport to Temple Grounds.
: =TEMPLE GROUNDS= :
__________________________________________________________________________
| =MISSION OUTLOOK= |
| OBJECTIVES |
| ---------- |
| 1. Return to Torvus Bog. |
| |
| ITEMS |
| ----- |
| 1. Upgrades: None |
| 2. Modules: <COMPLETED> |
| 3. Supplies: None |
| 4. Ammunition: None |
| 5. Temple Keys: None |
| |
| SCANS |
| ----- |
| 1. T. Logs: <COMPLETED> |
| 2. P. Data: <COMPLETED> |
| 3. L. Lore: None |
| 4. Scans: None |
|________________________________________________________________________|
There is nothing to do here except to return to the Great Temple so you
can take its pathway to Torvus Bog. Back in the GFMC Compound, though, you
can make another attempt at that Missile Expansion atop the GFS Tyr if you
couldn't get it earlier. Backtrack via Sacred Bridge and Sacred Path to
get back to the Great Temple.
: =GREAT TEMPLE= :
__________________________________________________________________________
| =MISSION OUTLOOK= |
| OBJECTIVES |
| ---------- |
| 1. Return to Torvus Bog. |
| |
| ITEMS |
| ----- |
| 1. Upgrades: None |
| 2. Modules: <COMPLETED> |
| 3. Supplies: None |
| 4. Ammunition: None |
| 5. Temple Keys: None |
| |
| SCANS |
| ----- |
| 1. T. Logs: <COMPLETED> |
| 2. P. Data: <COMPLETED> |
| 3. L. Lore: None |
| 4. Scans: None |
|________________________________________________________________________|
*yawn* Go to Temple Transport C and take it down to Temple Grounds.
: =TEMPLE GROUNDS= :
__________________________________________________________________________
| =MISSION OUTLOOK= |
| OBJECTIVES |
| ---------- |
| 1. Return to Torvus Bog. |
| |
| ITEMS |
| ----- |
| 1. Upgrades: None |
| 2. Modules: <COMPLETED> |
| 3. Supplies: Energy Tank (x1) |
| 4. Ammunition: None |
| 5. Temple Keys: None |
| |
| SCANS |
| ----- |
| 1. T. Logs: <COMPLETED> |
| 2. P. Data: <COMPLETED> |
| 3. L. Lore: None |
| 4. Scans: None |
|________________________________________________________________________|
Back in the Meeting Grounds, head along the same path you took earlier to
reach Torvus Bog. Once you get to the Path of Eyes, though, you can open
a green door that you couldn't access the first time. Use the Kinetic Orb
Cannon to blast you far across a gap to reach a ledge. After you land, use
the Grapple Beam to grapple across another gap to reach the [ENERGY TANK
(09/14)], then return to Path of Eyes and continue on through to the Trans-
port to Torvus Bog.
: =TORVUS BOG= :
__________________________________________________________________________
| =MISSION OUTLOOK= |
| OBJECTIVES |
| ---------- |
| 1. Locate source of explosive energy in Dark Torvus Bog. |
| |
| ITEMS |
| ----- |
| 1. Upgrades: None |
| 2. Modules: <COMPLETED> |
| 3. Supplies: None |
| 4. Ammunition: None |
| 5. Temple Keys: None |
| |
| SCANS |
| ----- |
| 1. T. Logs: <COMPLETED> |
| 2. P. Data: <COMPLETED> |
| 3. L. Lore: None |
| 4. Scans: None |
|________________________________________________________________________|
At this point in the walkthrough, you have undoubtedly noticed that in the
areas where you're backtracking, I am no longer giving explicit directions.
Especially in the case of Torvus Bog; you should be as familiar with this
region as you are the back of your hand. Return to Torvus Temple via the
same exact way you've taken before and use the elevator down to the lowest
levels. Go to Hydrodynamo Station and go down even further to reach the
Main Hydrochamber where you fought the Alpha Blogg (or not, if you skipped
the fight). There is an alcove in here that you can reach with the Gravity
Boost that contains a Spider Ball Track. Roll up it to find a Dark Portal
that goes to the dark version of this area, the Undertemple.
: =DARK TORVUS BOG: =
__________________________________________________________________________
| =MISSION OUTLOOK= |
| OBJECTIVES |
| ---------- |
| 1. Reclaim the Power Bomb. |
| |
| ITEMS |
| ----- |
| 1. Upgrades: Power Bomb |
| 2. Modules: <COMPLETED> |
| 3. Supplies: None |
| 4. Ammunition: None |
| 5. Temple Keys: None |
| |
| SCANS |
| ----- |
| 1. T. Logs: <COMPLETED> |
| 2. P. Data: <COMPLETED> |
| 3. L. Lore: None |
| 4. Scans: *Power Bomb Guardian* |
|________________________________________________________________________|
Well, that was easy. This takes you directly to the next mini-boss fight.
MINI-BOSS BATTLE: POWER BOMB GUARDIAN
-------------------------------------
The Power Bomb Guardian fight is a bit difficult. This is a gigantic dark
Sporb that has been possessed by the Ing who took your Power Bomb capa-
bility, and spits rapid-fire Power Bombs instead of acid darts. Read be-
low for Normal and Hard Mode strategies for taking the Sub-Guardian down.
[NORMAL MODE]
The Power Bomb Guardian isn't too much of a terror in this round. You
have to, of course, use the Spider Ball to navigate the winding Spider
Ball Tracks around the pillar to reach four Bomb Slots located at the
top. Like with the Spider Ball Guardian, these Slots control an energy
field that, when activated, send surges through the Power Bomb Guardian's
body that causes damage. There are safe zones located on the track it-
self, but your path is complicated not only by the constant stream of
Power Bombs, but by Inglets that pop up from time to time. You can set
your own regular Bombs to try and get energy refills from the Inglets,
but this only slows you down. Try and get to the top as fast as you can,
using Bomb Jumps when necessary to reach higher portions of the Track.
Once you activate a Bomb Slot, it will send an electrical surge through
the Power Bomb Guardian and take off a significant chunk of its health.
Try to stay attached to the track and let go of R here and there to drop
to lower portions to confuse the Inglets. If the Guardian manages to
get a Power Bomb next to you, just drop off the track - these will dis-
lodge you anyway, but you'll also take a good amount of damage from being
struck by the blast radius. Just play this battle safe and try to get to
the remaining Bomb Slots as fast as you can. After the third one has been
destroyed, the Guardian will take to firing flurries of Power Bombs -
when this happens, wait out the Power Bomb attack, then make a break as
fast as you can for the final slot. Once you trigger the final slot, a
part of the ceiling will come down and crush the offending Sporb.
[HARD MODE]
Prepare for some degree of frustration. The Guardian doesn't let up in
its streams of Power Bombs much, and it seems to have a bit more accuracy
when launching them directly at you. Still, play it safe and try to use
Inglets for refills - you can stand at the bottom and shoot them off with
your beam if need be, then tractor in the refills. As before, wait for
a flurry of Power Bombs to stop before making a run for one of the Bomb
Slots. As before, trigger all four Slots to defeat this mini-boss.
Defeating the Power Bomb Guardian will reveal your reward at the top. Use
the Spider Ball tracks again to reach the top of the area to claim the
[POWER BOMB (02/10)] upgrade. This only gives you two Power Bombs at the
moment, and you'll be putting them to use right away. Drop to the bottom
and use a Power Bomb on the yellow door to reach Undertemple Access. Get
past the Darkling Tentacles and use your other Power Bomb to open the next
door. Use the Kinetic Orb Cannon to reach the top of this area, then drop
and grapple across to the white door to head to the Crypt. There is a light
portal here that you can take to get out of Dark Torvus Bog.
THE ECHO VISOR
==============
This subsection will cover your return to Sanctuary Fortress for further
exploration of the area, along with your second fight with Dark Samus.
: =TORVUS BOG= :
__________________________________________________________________________
| =MISSION OUTLOOK= |
| OBJECTIVES |
| ---------- |
| 1. Locate pathway back to Sanctuary Fortress. |
| |
| ITEMS |
| ----- |
| 1. Upgrades: None |
| 2. Modules: <COMPLETED> |
| 3. Supplies: None |
| 4. Ammunition: Missile Expansion (x2) |
| 5. Temple Keys: None |
| |
| SCANS |
| ----- |
| 1. T. Logs: <COMPLETED> |
| 2. P. Data: <COMPLETED> |
| 3. L. Lore: None |
| 4. Scans: None |
|________________________________________________________________________|
This returns you to the Gathering Hall. Defeat some enemies to refill your
Power Bombs, then set one in the floor to destroy it. This reveals a small
curved area with a plug - destroy this with another Power Bomb and the
water will drain from the room. Now you have a viable half-pipe to use, so
use the Boost Ball to latch onto Spider Ball Tracks on the sides of this
room. These will lead to two Bomb Slots that you have to activate to remove
a forcefield. Once its gone, head to the platform with the laser with the
Grapple Beam, then jump to the [MISSILE EXPANSION (145/255)]. Exit this
room via the white door and go through the Transit Tunnel to reach the
Training Chamber. There will probably be Dark Bloggs in here; if you can,
ignore them and roll up the Spider Ball Tracks just to the left of the
Luminoth statue to find a Bomb Slot. Activate it to move the statue forward
which will in turn reveal another [MISSILE EXPANSION (150/255)]. Collect it
and locate the yellow door. If you have Power Bombs left, open it. If not,
destroy the Bloggs/Dark Bloggs to hopefully grab a refill. Once you open
the yellow door, you'll locate a Transport leading to Sanctuary Fortress.
: =SANCTUARY FORTRESS= :
__________________________________________________________________________
| =MISSION OUTLOOK= |
| OBJECTIVES |
| ---------- |
| 1. Determine source of sonic emissions. |
| |
| ITEMS |
| ----- |
| 1. Upgrades: None |
| 2. Modules: <COMPLETED> |
| 3. Supplies: None |
| 4. Ammunition: None |
| 5. Temple Keys: None |
| |
| SCANS |
| ----- |
| 1. T. Logs: <COMPLETED> |
| 2. P. Data: <COMPLETED> |
| 3. L. Lore: Torvus Falls |
| 4. Scans: None |
|________________________________________________________________________|
This Transport takes you to Research Access, a hallway that is filled with
irritating Octopedes. Eliminate them and enter Main Research, where you'll
have to deal with two Quads. There is a [LUMINOTH LORE: "TORVUS FALLS" (24/
41)] entry here; scan it for the Log Book before continuing. Now take the
Spider Ball Track across the room and up to the door to Transit Station.
Have your beam charged as you enter because a Luminoth Turret will be right
inside the entrance. In here, use a Power Bomb to destroy a Denzium panel
near the middle of the room. This will reveal a Dark Portal that you can
take to reach the Ing Hive again. You're about to go on a joy-ride of some
back and forth portals.
: =ING HIVE= :
__________________________________________________________________________
| =MISSION OUTLOOK= |
| OBJECTIVES |
| ---------- |
| 1. Determine source of sonic emissions. |
| |
| ITEMS |
| ----- |
| 1. Upgrades: None |
| 2. Modules: <COMPLETED> |
| 3. Supplies: None |
| 4. Ammunition: None |
| 5. Temple Keys: None |
| |
| SCANS |
| ----- |
| 1. T. Logs: <COMPLETED> |
| 2. P. Data: <COMPLETED> |
| 3. L. Lore: None |
| 4. Scans: Dark Ingsmasher |
|________________________________________________________________________|
This takes you to Hive Portal Chamber. Once you enter, you'll awaken anot-
her sleeping statue. This one, however, is dark and much more deadly. Scan
it as a ["DARK INGSMASHER"] and get ready to attack. These are much more
powerful than regular Ingsmashers because they are not only stronger due
to Ing possession, but they can use shoulder-mounted rocket launchers and
jump to create Wave Quakes. They can also sucker punch you, so keep your
distance and fire Super Missiles or the Light Beam when you get the chance.
Just like their light cousins, they are weak to opposite polarity beams
when their fists glow purple or white. Eliminate this enemy and you'll find
a Light Portal behind where it broke out from.
: =SANCTUARY FORTRESS= :
__________________________________________________________________________
| =MISSION OUTLOOK= |
| OBJECTIVES |
| ---------- |
| 1. Determine source of sonic emissions. |
| |
| ITEMS |
| ----- |
| 1. Upgrades: None |
| 2. Modules: <COMPLETED> |
| 3. Supplies: None |
| 4. Ammunition: None |
| 5. Temple Keys: None |
| |
| SCANS |
| ----- |
| 1. T. Logs: <COMPLETED> |
| 2. P. Data: <COMPLETED> |
| 3. L. Lore: None |
| 4. Scans: None |
|________________________________________________________________________|
This takes you to an alcove in Transit Station, but there is a small Morph
Ball tunnel near the grate that will take you to another Dark Portal.
: =ING HIVE= :
__________________________________________________________________________
| =MISSION OUTLOOK= |
| OBJECTIVES |
| ---------- |
| 1. Determine source of sonic emissions. |
| |
| ITEMS |
| ----- |
| 1. Upgrades: None |
| 2. Modules: <COMPLETED> |
| 3. Supplies: None |
| 4. Ammunition: None |
| 5. Temple Keys: None |
| |
| SCANS |
| ----- |
| 1. T. Logs: <COMPLETED> |
| 2. P. Data: <COMPLETED> |
| 3. L. Lore: None |
| 4. Scans: None |
|________________________________________________________________________|
Take the nearby Spider Ball Track to reach another Light Portal. *sigh* Go
through it to get back to Sanctuary Fortress.
: =SANCTUARY FORTRESS= :
__________________________________________________________________________
| =MISSION OUTLOOK= |
| OBJECTIVES |
| ---------- |
| 1. Determine source of sonic emissions. |
| |
| ITEMS |
| ----- |
| 1. Upgrades: None |
| 2. Modules: <COMPLETED> |
| 3. Supplies: None |
| 4. Ammunition: Power Bomb Expansion (x2) |
| 5. Temple Keys: None |
| |
| SCANS |
| ----- |
| 1. T. Logs: <COMPLETED> |
| 2. P. Data: <COMPLETED> |
| 3. L. Lore: Twilight, S-Jrs's Testament |
| 4. Scans: *Dark Samus 2* |
|________________________________________________________________________|
Good Lord. Take the next Spider Ball Track up and across the ceiling to
drop into another section of the Transit Station. This time, you can claim
a [POWER BOMB EXPANSION (03/10)] and be done with this irritating section.
Leave Transit Station to return to the top of Main Reactor. Drop down from
this area to the bottom and head back for the Sanctuary Entrance. Before
you get very far, the doors will lock and you'll fight two Ingsmashers,
though fortunately, only one at a time. Destroy them both and head out to
Sanctuary Entrance. Go down and to the right to find a rocky area. Destroy
it with a Power Bomb, then scan and ride the elevator up to the next level.
Scan the panel here, then ride back down and use the now-activated Kinetic
Orb Cannon to fire you off to a platform in the distance. Use the Spider
Ball and the Bombs to navigate to the top where you'll find a turret that
you can jump into. Turn to the left and fire at the wall on the right-hand
side to break it, then turn the cannon to the side that Temple Grounds is
on and fire again to break another section of the wall. Exit out of the
turret and use the Spider Ball Track to reach another Kinetic Orb Cannon
that will fire you back to your starting point. Now go to the right-hand
section (left from the door into Sanctuary Fortress) to examine the newly-
revealed area. Jump up the ledges to reach a Cobalt Hologram - scan it for
the [LUMINOTH LORE: "TWILIGHT" (25/41)] entry, then you'll reach another
Spider Ball Track. Follow this one up to reach another dead Luminoth - scan
it for the [LUMINOTH LORE: "S-JRS'S TESTAMENT" (26/41)], and look nearby
for another Kinetic Orb Cannon. Use it to fire yourself across the entire
gap through the second wall you destroyed, where you'll find another [POWER
BOMB EXPANSION (04/10)]. Now drop down and use the Spider Ball Tracks and
the Boost Ball to return to the Sanctuary Fortress side. Enter the door
again and make your way towards the Main Gyro Chamber.
As you make your way back through these areas, some Ingsmashers may come to
life and attack. Unless the doors lock, you won't be required to fight with
them, so for now just evade and continue on your path. Once you get to the
Hall of Combat Mastery, use the Spider Ball Tracks on the walls to reach
the second level of the area, which you can take to reach the Main Gyro
Chamber. Take the elevator down to the lowest level so you can scan the
Luminoth Hologram for the [LUMINOTH LORE: "SHATTERED HOPE" (27/41] entry,
then head to the top and go through the white door to reach a glassed-in
area away from spinning rings of concentric circles. Detonate a Power Bomb
to take out some pillars on the floor and raise a Bomb Slot. Activate this
to initiate another colored circle puzzle. Like before, shoot the circles
to make them rotate, and get each group the same color. When this happens,
a second Bomb Slot will rise; activate this one to cause the inner ring of
the Gyro to stop moving. It's at something of an angle, but you can still
use it to cross. Head into the Gyro itself and use the Spider Ball Tracks
along the ring to reach the other side. Your path is blocked by glass, but
it's cracked slightly. Charge the Boost Ball and rocket off from the ring
to break through and you'll be able to reach the next yellow door. Open it
with a Power Bomb and proceed into Checkpoint Station.
As soon as you enter, you'll witness Dark Samus wasting a group of Pirate
Troopers. Head to the right to enter a small hallway stacked with crates
and use them to refill any health or ammo you need. Go through the gate to
reach where Dark Samus was, but she'll be gone by this point. Follow her
through the next passage into Aerie Transport Station, and approach the
center of the room to start the next battle. Dark Samus will lock you in
and the elevator will start to rise - for now, at least, you have to battle
her inside the elevator shaft.
BOSS BATTLE: DARK SAMUS (SECOND FIGHT)
--------------------------------------
Seems Dark Samus is itching for a rematch, and this time she's not as
easy to beat. She has all her attacks from the last round, plus a number
of new ones. Read below for Normal and Hard Mode strategies for eliminat-
ing this second version.
[NORMAL MODE]
Remember that this is a new scan entry, so get [*"DARK SAMUS 2"*] for the
Log Book and immediately lock onto her. This part of the battle is in
extremely cramped quarters as you rise up the elevator shaft. She mostly
defends herself with a Phazon Shield, and she is pretty much invulnerable
to attack if she has it up. Once she drops it, though, let loose with
regular Light Beam shots or Super Missiles. Her new attacks that she uses
are a large sweeping beam attack that you can dodge by Space Jumping over
it, or a charged attack that will temporarily freeze you. Escape this one
by rapidly pressing B, because she'll follow up with a dash attack. Your
goal right now should be to hold her off, because soon you'll be in a new
area with more room to maneuver.
Once the elevator stops and reaches the Aerie, she'll add two extra moves
to her repertoire - she'll copy your Boost Ball or cloak herself, a move
that forces you to track her with the Dark Visor. For being a technical
"dark creature", Dark Samus is incredibly weak to the Dark Beam. The
charged version will bind her with dark energy and slow her down a great
deal, though regular shots can be effective too. Keep this beam armed
while you try to hide behind the columns to keep her retaliatory attacks
from hitting you, and keep whittling away at her until she engages her
cloak. Track her with the Dark Visor and use a Super Missile to force her
back into the visible spectrum. Switch back to the Dark Beam and keep on
pummeling her to end up victorious.
[HARD MODE]
Dark Samus is quite a pain this time around, because the ratio of damage
is so unbalanced. Keep moving around, using the Boost Ball to get away
from most of her attacks and fire the Dark Beam whenever you have the
chance to get up in her face or the Light Beam if you have to attack from
a distance. Space Jump around to dodge her own Boost Ball attack and keep
your beam charged. Try to get in close a couple of times to pound her
with charged Dark Beam Entanglers if you can to slow her down enough for
you to keep the advantage.
Defeating her again causes her to fall backwards through the glass, though
it's impossible to determine if she too sustains Terminal Falls only to re-
spawn elsewhere. But now that she's out of your hair for the moment, follow
the path outside of the Aerie to reach a narrrow walkway. Go along this
path and you'll reach a Dark Portal.
: =ING HIVE= :
__________________________________________________________________________
| =MISSION OUTLOOK= |
| OBJECTIVES |
| ---------- |
| 1. Determine source of sonic emissions. |
| |
| ITEMS |
| ----- |
| 1. Upgrades: None |
| 2. Modules: <COMPLETED> |
| 3. Supplies: None |
| 4. Ammunition: None |
| 5. Temple Keys: None |
| |
| SCANS |
| ----- |
| 1. T. Logs: <COMPLETED> |
| 2. P. Data: <COMPLETED> |
| 3. L. Lore: None |
| 4. Scans: None |
|________________________________________________________________________|
Use the nearby safe zone to recharge energy if you need it, then take the
exact reverse path to reach the dark world version of the Aerie. This one
has a Spider Ball Track that goes over the wall; take this to reach a Spin-
ner in the middle of the room. Rotate the Spinner until the two rings line
up in position, then use the Spider Ball Track to go up again. Ride it
until you can Boost off to a ledge that holds a Light Portal. Boost to it
and return to Light Aether to see what all this work did.
: =SANCTUARY FORTRESS= :
__________________________________________________________________________
| =MISSION OUTLOOK= |
| OBJECTIVES |
| ---------- |
| 1. Determine source of sonic emissions. |
| |
| ITEMS |
| ----- |
| 1. Upgrades: Echo Visor |
| 2. Modules: <COMPLETED> |
| 3. Supplies: None |
| 4. Ammunition: None |
| 5. Temple Keys: None |
| |
| SCANS |
| ----- |
| 1. T. Logs: <COMPLETED> |
| 2. P. Data: <COMPLETED> |
| 3. L. Lore: None |
| 4. Scans: None |
|________________________________________________________________________|
Arriving back in the Aerie, you'll see that the Spinning and Boosting has
lowered a platform to the center of the room. Space Jump to it to claim
the [ECHO VISOR], an upgrade that lets you "see" sound much like sonar -
you send out sonic pulses and see them as they return to create a real-time
imaging system. Activate your Visor in here and you'll notice three icons
that resemble padlocks - these are sonic locks that must be disabled by
firing at the sonic emitters. Look around to see three more icons that have
waves emanating from them - fire at these to deactivate the sonic locks and
you can proceed out of the Aerie back to Checkpoint Station. This area also
has a sonic lock, so find it and unlock the door to get out of this area
and back to the Main Gyro Chamber.
THE SCREW ATTACK
================
This subsection will cover the rest of your exploration of Sanctuary Fort-
ress as you reach the outer areas to find the powerful Screw Attack.
: =SANCTUARY FORTRESS= :
__________________________________________________________________________
| =MISSION OUTLOOK= |
| OBJECTIVES |
| ---------- |
| 1. Find advanced Luminoth/Chozo technology. |
| |
| ITEMS |
| ----- |
| 1. Upgrades: None |
| 2. Modules: <COMPLETED> |
| 3. Supplies: None |
| 4. Ammunition: Missile Expansion (x1) |
| 5. Temple Keys: None |
| |
| SCANS |
| ----- |
| 1. T. Logs: <COMPLETED> |
| 2. P. Data: <COMPLETED> |
| 3. L. Lore: None |
| 4. Scans: None |
|________________________________________________________________________|
Use the nearby Save Station, then take the upper white door to reach Temple
Access. In here is a gate that requires you to use the Dark Visor and the
Seeker Missiles. Trigger the locks on the game to activate a Kinetic Orb
Cannon. Use the Cannon and activate the Echo Visor to find a sonic emitter.
Activate this one, then drop and utilize the Kinetic Orb Cannon a second
time to be shot to an area with a [MISSILE EXPANSION (155/255)]. Use the
Spinner to get out of this area and return to Temple Access. Exit back to
the Main Gyro Chamber and take the black door this time to go back to Dyn-
amo Works and take the portal to reach the Ing Hive.
: =ING HIVE= :
__________________________________________________________________________
| =MISSION OUTLOOK= |
| OBJECTIVES |
| ---------- |
| 1. Find advanced Luminoth/Chozo technology. |
| |
| ITEMS |
| ----- |
| 1. Upgrades: None |
| 2. Modules: <COMPLETED> |
| 3. Supplies: None |
| 4. Ammunition: None |
| 5. Temple Keys: Hive Temple Key #2 |
| |
| SCANS |
| ----- |
| 1. T. Logs: <COMPLETED> |
| 2. P. Data: <COMPLETED> |
| 3. L. Lore: None |
| 4. Scans: None |
|________________________________________________________________________|
Head to Hive Dynamo Access. You'll have to use the Echo Visor here to find
a group of sonic locks. Disable them to open the gate, and proceed into
Hive Gyro Chamber. This version has a large magnetic sphere that is surr-
ounded by moving platforms. Jump onto the ledges and use the Spider Ball to
attach to the central sphere. There are Darkling Tentacles that will emerge
from the sphere and knock you off, so either use Bombs or Power Bombs to
get ride of them. At the top of the sphere is a Spider Ball Track that will
lead to a concentric ring. Attach to this ring, and then use the Boost Ball
to fly across to the other side, collecting the [HIVE TEMPLE KEY (2/2)] in
the process. Now, the top door in this room leads to the Hive Temple; if
you're skipping the keys, remember that after getting the Screw Attack, you
can head directly here and bypass the gate to reach the Hive Temple. None
of the other doors here lead to anything useful (except the red door; it
goes to a Save Station) unless you're up for a bit of random exploration.
For now, simply return to Hive Dynamo Works and use the portal to get back
to Light Aether.
: =SANCTUARY FORTRESS= :
__________________________________________________________________________
| =MISSION OUTLOOK= |
| OBJECTIVES |
| ---------- |
| 1. Find advanced Luminoth/Chozo technology. |
| |
| ITEMS |
| ----- |
| 1. Upgrades: None |
| 2. Modules: <COMPLETED> |
| 3. Supplies: None |
| 4. Ammunition: Missile Expansion (x1) |
| 5. Temple Keys: None |
| |
| SCANS |
| ----- |
| 1. T. Logs: <COMPLETED> |
| 2. P. Data: <COMPLETED> |
| 3. L. Lore: None |
| 4. Scans: *Caretaker Class Drone* |
|________________________________________________________________________|
You'll now proceed through the rest of Sanctuary Fortress towards where the
Screw Attack is located. Return to Main Research, take out the Quads and
use the Spider Ball Tracks on the wall. Dodge the robots and other hazards
along the path to reach a [MISSILE EXPANSION (160/255)], then head to the
central structure. There will be a large machine in the middle of the room
now; scan it for the [*"CARETAKER CLASS DRONE"*] Log Book entry, then look
for a green gate. This locks you from further access into the area because
of sonic interference, so use the Echo Visor to disable the sonic emitters
and reveal a Dark Portal.
: =ING HIVE= :
__________________________________________________________________________
| =MISSION OUTLOOK= |
| OBJECTIVES |
| ---------- |
| 1. Find advanced Luminoth/Chozo technology. |
| |
| ITEMS |
| ----- |
| 1. Upgrades: None |
| 2. Modules: <COMPLETED> |
| 3. Supplies: None |
| 4. Ammunition: None |
| 5. Temple Keys: None |
| |
| SCANS |
| ----- |
| 1. T. Logs: <COMPLETED> |
| 2. P. Data: <COMPLETED> |
| 3. L. Lore: None |
| 4. Scans: None |
|________________________________________________________________________|
This takes you to Staging Area, where almost immediately you'll be besieged
by two Hunter Ing. You can try to ignore them as you proceed across the
area to reach another gate with sonic emitters, but the expansive reach of
their tentacles can make this pretty difficult. You can also wait until
they're close to you and energize a nearby light beacon to make them leave
you alone. Disable the sonic emitters to reveal a control panel; scan this
to open up a section of the floor by the central shaft, and go down to find
a portal that will return you to Sanctuary Fortress.
: =SANCTUARY FORTRESS= :
__________________________________________________________________________
| =MISSION OUTLOOK= |
| OBJECTIVES |
| ---------- |
| 1. Find advanced Luminoth/Chozo technology. |
| |
| ITEMS |
| ----- |
| 1. Upgrades: None |
| 2. Modules: <COMPLETED> |
| 3. Supplies: Energy Tank (x1) |
| 4. Ammunition: Missile Expansion (x1), Beam Ammo Expansion (x1) |
| 5. Temple Keys: None |
| |
| SCANS |
| ----- |
| 1. T. Logs: <COMPLETED> |
| 2. P. Data: <COMPLETED> |
| 3. L. Lore: Sanctuary Falls |
| 4. Scans: None |
|________________________________________________________________________|
This deposits you in the central cylinder of Main Research. Roll up the
nearby Spider Ball tracks and prepare to fight another mini-boss in Morph
Ball form.
MINI-BOSS BATTLE: CARETAKER CLASS DRONE
---------------------------------------
Hopefully you scanned this the first time you saw it, because you're out
of chances now. The Caretaker Class Drone is a bit of a nuisance because
it requires a number of steps apart from just inflicting damage to be
defeated. Read below for Normal and Hard Mode strategies for eliminating
this mini-boss.
[NORMAL MODE]
You have to force the Caretaker Class Drone to three different levels and
repeat a certain sequence of steps each time in order to defeat it. The
Drone starts off spinning its robotic arms around the shaft trying to
knock you off. Avoid these and watch for a red pole to extend from the
bottom of the Drone. You need to rocket across the shaft with the Boost
Ball and collide with this pole in order to effect damage. Be wary of the
spinning arms - you'll take damage if you get knocked off, but you'll
fall into a pit of crackling electricity that you have to Bomb Jump out
of. Do your best to avoid this while waiting for the red pole to appear.
After striking it three times, a larger red cylinder will extend from the
middle of this drone. Boost into this to destroy it, and the Drone will
ascend to the second level. Repeat the same process as before, except now
you need to watch where you Boost to; the ring isn't complete this time
and is now broken into segments. Line up your Boosting so you don't fall
below, and hit the red pole three times and the red cylinder once to move
the Drone to the third level. This level is a little bit harder because
the ring is now broken into four segments. Again, line up your Boosts
effectively and repeat the entire process again to destroy the Drone.
[HARD MODE]
Nothing changes in this fight except for the amount of damage you take
from being struck by the Caretaker Class Drone's attacks.
Defeating the Drone causes it to crash to the floor below, but opens up the
upper path out of Main Research. Take the Morph Ball Tunnel nearby to get
to a ledge high above you, and take it to Central Area Transport West. This
tall shaft has a number of Kinetic Orb Cannons that you will use to reach
the top. First, though, you have to disable a set of sonic emitters that
are blocking the entrance. Switch to the Echo Visor and disable the emitt-
ers, then roll into the first cannon; it will fire you to a second one,
which will then fire you to a third, which will fire you to a fourth until
you finally reach the top. Before proceeding, though, drop back down the
tunnel to reach a small maze. Roll left at first, then right at each fork
in the path to reach a [MISSILE EXPANSION (165/255)], then fall to the
bottom. Use the Kinetic Orb Cannons again to reach the top, then go through
the door into Watch Station. This room is guarded by two Rezbits. Before
eliminating them, decide how you are going to proceed through the room. The
normal method uses Spider Ball Tracks that start near the white door lead-
ing to Watch Station Access. Before navigating the Spider Ball Track, scan
the Cobalt Hologram for another [LUMINOTH LORE: "SANCTUARY FALLS" (28/41)],
then enter Watch Station Access and grab the nearby [ENERGY TANK (10/14)]
just down and to your left in a small alcove. Return to Watch Station and
ride the Spider Ball Track up to the top and use a Bomb Jump to reach the
next section of Track. Take this to reach a Kinetic Orb Cannon that you can
use to reach yet another section of Track. Follow this while navigating the
rotating gears, using Bomb Jumps to move between the two after passing the
red poles. Bomb Jump from the second gear to reach another section of Spid-
er Ball Track that you can freely navigate across. First, roll towards the
bottom-left corner to see another Spider Ball Track below you. Drop onto
it and you'll reach two more turning gears that you have to navigate. Once
you get past them, you'll see a Morph Ball Tunnel leading off to the right.
Follow this path to reach another Tunnel, and you'll reach a small chamber
containing a [BEAM AMMO EXPANSION (3/4)]. Now exit out, cross Watch Station
back to the white door and repeat the process all the way to the section of
Spider Ball Track after the first two gears. Move to the bottom-right cor-
ner this time to drop into a Bomb Slot. Activate it to remove the gate over
the Dark Portal below you.
The faster method is a lot trickier, but circumvents the Spider Ball Tracks
in favor of using a Rezbit. This also skips the path to the Beam Ammo Ex-
pansion, so if you're going for 100%, this path is pretty useless to you
since you have to use the Tracks at some point to collect this Expansion.
Anyway, start off leaving one of the Rezbits alive, and lure it over to the
area near the gate covering the Dark Portal. Wait for it to activate its
shield, then pop it with the charged Dark Beam before it releases its virus
attack. Space Jump on top of the shields, then Space Jump up to the nearest
Spider Ball Track - you can stand on the lowest corner of the track. Jump
up to the higher portion on the right, then face the room (with your back
to the Bomb Slot). Now Space Jump backwards and execute a mid-air-morph at
the last second to get the Bomb Slot to "grab" you. Activate the Bomb Slot
and drop down to enter the now-revealed Dark Portal.
: =ING HIVE= :
__________________________________________________________________________
| =MISSION OUTLOOK= |
| OBJECTIVES |
| ---------- |
| 1. Find advanced Luminoth/Chozo technology. |
| |
| ITEMS |
| ----- |
| 1. Upgrades: None |
| 2. Modules: <COMPLETED> |
| 3. Supplies: None |
| 4. Ammunition: None |
| 5. Temple Keys: None |
| |
| SCANS |
| ----- |
| 1. T. Logs: <COMPLETED> |
| 2. P. Data: <COMPLETED> |
| 3. L. Lore: None |
| 4. Scans: None |
|________________________________________________________________________|
The portal takes you to Aerial Training Site, the dark world's counterpart
of Watch Station. Almost immediately, you will be able to see the third
Hive Temple Key on a high platform. Right now, defeat the Dark Pirate Comm-
andos, then take the blue door on the far side to reach Judgment Drop. This
area is full of Dark Preeds. Shooting them works best for a safe crossing,
but it is possible to swing across with the Grapple Beam if you do it fast
enough. Cross the gap, then Space Jump off the platform, using your second
jump to curve back to the ledge below you, and take the portal back to
Light Aether.
: =SANCTUARY FORTRESS= :
__________________________________________________________________________
| =MISSION OUTLOOK= |
| OBJECTIVES |
| ---------- |
| 1. Find advanced Luminoth/Chozo technology. |
| |
| ITEMS |
| ----- |
| 1. Upgrades: None |
| 2. Modules: <COMPLETED> |
| 3. Supplies: None |
| 4. Ammunition: None |
| 5. Temple Keys: None |
| |
| SCANS |
| ----- |
| 1. T. Logs: <COMPLETED> |
| 2. P. Data: <COMPLETED> |
| 3. L. Lore: None |
| 4. Scans: None |
|________________________________________________________________________|
Back in Grand Abyss, you can utilize the platforms to your left and right
to reach the top level and use the blue door to reach the Vault. This area
is wide open like the last two areas, but has an item locked in a cage in
the center. To get the item, you will be doing a lot of back and forth be-
tween the two portals in this room. Start off by activating the nearby Bomb
Slot to make lasers fire from the four turrets. Go to the lower level to
find a control panel that you can scan to lower a bridge. Take the bridge
to reach the Dark Portal.
: =ING HIVE= :
__________________________________________________________________________
| =MISSION OUTLOOK= |
| OBJECTIVES |
| ---------- |
| 1. Find advanced Luminoth/Chozo technology. |
| |
| ITEMS |
| ----- |
| 1. Upgrades: None |
| 2. Modules: <COMPLETED> |
| 3. Supplies: None |
| 4. Ammunition: None |
| 5. Temple Keys: None |
| |
| SCANS |
| ----- |
| 1. T. Logs: <COMPLETED> |
| 2. P. Data: <COMPLETED> |
| 3. L. Lore: None |
| 4. Scans: Dark War Wasp |
|________________________________________________________________________|
In Vault Attack Portal, no such bridge exists like in Sanctuary Fortress.
Instead, use the Grapple Beam to cross the gap quickly. When you land, turn
and scan a ["DARK WAR WASP"] for the Log Book. Get this now, because this
is the only room in which they appear. They'll attack ruthlessly, too, so
you want to Grapple and scan one quickly. After getting the scan, use the
machine to activate another portal going back to Sanctuary Fortress.
: =SANCTUARY FORTRESS= :
__________________________________________________________________________
| =MISSION OUTLOOK= |
| OBJECTIVES |
| ---------- |
| 1. Find advanced Luminoth/Chozo technology. |
| |
| ITEMS |
| ----- |
| 1. Upgrades: None |
| 2. Modules: <COMPLETED> |
| 3. Supplies: None |
| 4. Ammunition: None |
| 5. Temple Keys: None |
| |
| SCANS |
| ----- |
| 1. T. Logs: <COMPLETED> |
| 2. P. Data: <COMPLETED> |
| 3. L. Lore: None |
| 4. Scans: None |
|________________________________________________________________________|
This portal takes you to the opposite side of the Vault. Now there are some
platforms that you can use to reach the laser turrets, but be wary of the
Rezbits. Quickly L-Lock Spring Space Jump to each platform and activate a
Spinner before the Rezbits attack in order to rotate the turrets so that
they point towards the cage in the center. To unlock it, you need to fire
the lasers again, which requires you to go to the Bomb Slot at the start.
*sigh* Go back through the portal you exited a moment ago.
: =ING HIVE= :
__________________________________________________________________________
| =MISSION OUTLOOK= |
| OBJECTIVES |
| ---------- |
| 1. Find advanced Luminoth/Chozo technology. |
| |
| ITEMS |
| ----- |
| 1. Upgrades: None |
| 2. Modules: <COMPLETED> |
| 3. Supplies: None |
| 4. Ammunition: None |
| 5. Temple Keys: None |
| |
| SCANS |
| ----- |
| 1. T. Logs: <COMPLETED> |
| 2. P. Data: <COMPLETED> |
| 3. L. Lore: None |
| 4. Scans: None |
|________________________________________________________________________|
Grapple across the gap in Vault Attack Portal to reach the first portal you
took. Take it to go back to Light Aether.
: =SANCTUARY FORTRESS= :
__________________________________________________________________________
| =MISSION OUTLOOK= |
| OBJECTIVES |
| ---------- |
| 1. Collect advanced Luminoth/Chozo technology. |
| 2. Find final Hive Temple Key |
| |
| ITEMS |
| ----- |
| 1. Upgrades: Screw Attack |
| 2. Modules: <COMPLETED> |
| 3. Supplies: None |
| 4. Ammunition: None |
| 5. Temple Keys: None |
| |
| SCANS |
| ----- |
| 1. T. Logs: <COMPLETED> |
| 2. P. Data: <COMPLETED> |
| 3. L. Lore: None |
| 4. Scans: None |
|________________________________________________________________________|
Activate the Bomb Slot a second time to cause the turrets to fire lasers
at receptor crystals atop the central cage. This lifts the cage from the
center platform. Finally, you can Space Jump to the platform and collect
the [SCREW ATTACK] upgrade! With this item in hand, your jumping prowess is
enhanced with not only a third jump, but you can add up to four extra hor-
izontal jumps while spinning with charged energy. Immediately use the Screw
Attack to exit the vault by crossing the gap to the door leading back into
Grand Abyss. Again utilize the Screw Attack to cross the large gap here and
return to Watch Station. This time, you'll fight a couple of Pirate Aero-
troopers - for a fun time, Screw Attack into them. Otherwise, eliminate
them how you see fit.
THE ANNIHILATOR BEAM
====================
This subsection will cover the tasks you need to finish up in Sanctuary
Fortress and the Ing Hive as you prepare to fight the dark guardian, Quad-
raxis.
: =SANCTUARY FORTRESS= :
__________________________________________________________________________
| =MISSION OUTLOOK= |
| OBJECTIVES |
| ---------- |
| 1. Collect final Hive Temple Key. |
| |
| ITEMS |
| ----- |
| 1. Upgrades: None |
| 2. Modules: <COMPLETED> |
| 3. Supplies: None |
| 4. Ammunition: None |
| 5. Temple Keys: None |
| |
| SCANS |
| ----- |
| 1. T. Logs: <COMPLETED> |
| 2. P. Data: <COMPLETED> |
| 3. L. Lore: None |
| 4. Scans: None |
|________________________________________________________________________|
Now you need to recover the final Hive Temple Key. Since you've already
seen where it is, you can simply use the portal here in Watch Station to
return to the Ing Hive.
: =ING HIVE= :
__________________________________________________________________________
| =MISSION OUTLOOK= |
| OBJECTIVES |
| ---------- |
| 1. Collect final Hive Temple Key. |
| |
| ITEMS |
| ----- |
| 1. Upgrades: None |
| 2. Modules: <COMPLETED> |
| 3. Supplies: None |
| 4. Ammunition: Missile Expansion (x1) |
| 5. Temple Keys: Hive Temple Key #3 |
| |
| SCANS |
| ----- |
| 1. T. Logs: <COMPLETED> |
| 2. P. Data: <COMPLETED> |
| 3. L. Lore: None |
| 4. Scans: Wall Jump Surface |
|________________________________________________________________________|
In Aerial Training Site, jump to the platform in the middle of the area.
You should be able to see another ledge on the wall that leads towards a
door. Enter the door to find a long vertical shaft. Scan the black and gold
walls here to learn that this is a ["WALL JUMP SURFACE"] that can interact
with your new Screw Attack. Wall Jump up this shaft by backing up a bit,
then Space Jump and activate the Screw Attack. Connecting with this sur-
face will cause you to stick much like the Spider Ball, except now you have
to reverse your jump and press B to continue Screw Attacking. Keep doing
this until you have reached the top and you'll find the final [HIVE TEMPLE
KEY (3/3)] right in your path. There is also a control panel here that you
can scan that will lower the remaining walls in Aerial Training Site. Use
the Screw Attack to cross the long gap to reach where the portal is, and
you'll find another Wall Jump Surface; use this one to reach the [MISSILE
EXPANSION (170/255)] at the top. Drop back down and use the Light Portal to
return to Sanctuary Fortress.
: =SANCTUARY FORTRESS= :
__________________________________________________________________________
| =MISSION OUTLOOK= |
| OBJECTIVES |
| ---------- |
| 1. Return Temple Keys to Hive Temple. |
| |
| ITEMS |
| ----- |
| 1. Upgrades: None |
| 2. Modules: <COMPLETED> |
| 3. Supplies: None |
| 4. Ammunition: None |
| 5. Temple Keys: None |
| |
| SCANS |
| ----- |
| 1. T. Logs: <COMPLETED> |
| 2. P. Data: <COMPLETED> |
| 3. L. Lore: None |
| 4. Scans: None |
|________________________________________________________________________|
Back in Watch Station, head across to the white door and enter Watch Stat-
ion Access. If you haven't already grabbed the Energy Tank, do so now. You
can either scan the nearby console to lower a set of Grapple Points that
will let you cross, but since you have the Screw Attack, simply use that to
cross the large gap. Take the door back to Main Gyro Chamber and return
through Dynamo Access, into Dynamo Works, then take the portal back to the
Ing Hive.
: =ING HIVE= :
__________________________________________________________________________
| =MISSION OUTLOOK= |
| OBJECTIVES |
| ---------- |
| 1. Return Temple Keys to Hive Temple and defeat Quadraxis. |
| |
| ITEMS |
| ----- |
| 1. Upgrades: Annihilator Beam |
| 2. Modules: <COMPLETED> |
| 3. Supplies: None |
| 4. Ammunition: None |
| 5. Temple Keys: None |
| |
| SCANS |
| ----- |
| 1. T. Logs: <COMPLETED> |
| 2. P. Data: <COMPLETED> |
| 3. L. Lore: None |
| 4. Scans: *Quadraxis*, *Damaged Quadraxis*, *Shielded Head Mod- |
| ule*, *Stunned Head Module*, *Final Head Module*, Ing-|
| storm, Super Crystal, Super Beacon |
|________________________________________________________________________|
From Hive Dynamo Works, head to the Hive Gyro Chamber and enter the far
blue door to restock Ammo at the Hive Ammo Station, then use the nearby
Save Station. Go back to Hive Gyro Chamber and take the uppermost door to
reach the Hive Temple Access. Step into the swirling red light (or use a
Bomb Space Jump and Screw Attack over the gate if you skipped collecting
the keys) here to return the Hive Temple Keys to their places to unlock the
path leading into the Hive Temple. Enter the next door and take the elevat-
or down, where a cutscene will introduce the guardian of the Ing Hive.
BOSS BATTLE: QUADRAXIS
----------------------
Quadraxis is simply a gigantic Quad. Like the battle against the Boost
Guardian, there are no safe zones in the battle arena; instead you'll
rely on refills that it spews out from time to time to refill your health
meter. Read below for Normal and Hard Mode strategies for taking this
boss down.
[NORMAL MODE]
Like previous fights, this battle takes place in multiple phases, and the
gigantic Quadraxis has different scan entries for each phase. Start the
battle off by scanning the large mechanoid for the [*"QUADRAXIS"*] entry,
then set to work on defeating it. Below is a list of the phases you'll
go through and what to do during each one.
1. PHASE 1: MOBILE QUADRAXIS
Quadraxis begins the fight as a gigantic four-legged mechanoid. Your
biggest concern in this phase should be the ranged attacks Quadraxis
can generate as opposed to being stomped on. Each of its four append-
ages terminate in small claws; from time to time these claws will
generate a red orb that you can Boost into to gain health and ammo re-
fills. During this phase, Quadraxis has a number of attacks. The first
is a powerful laser that knocks out your targeting and firing capabil-
ities for about five seconds. Quadraxis will also lock onto you for a
powerful direct missile attack; if you see red lasers lock in on your
location, wait a second and Boost out of the way to avoid getting hit
with this. The third attack is a vortex move where Quadraxis rapidly
spins around and sucks you in - you can avoid this by repeatedly using
the Boost Ball to stay away. Its final attack is to directly fire
matter/anti-matter streams at you. To defeat this form, look at its
knee joints. One of them will glow blue, and you can lock-on to this
and fire charged Light Beam shots to damage it. Once you disable a
knee, it will spew out health and ammo refills; collect them and lock
onto the next glowing knee. Once you have disabled all four knees,
this battle will move to the next phase.
2. PHASE 2: STUNNED AND SHIELDED HEAD MODULE
This phase contributes three Log Book entries - start off scanning the
collapsed main body for the [*"DAMAGED QUADRAXIS"*] entry, then scan
the floating head module for the [*"SHIELDED HEAD MODULE"*] entry.
In this phase, you have to disable sonic emitters that are sending
real-time data from the body to the head. The easiest method of doing
this is to use the Echo Visor to target the antennae on top of the
main body. The fastest method, however, involves you Space Jumping on
top of a disabled knee joint, using the Echo Visor to plot your path,
then using the Screw Attack to pass just over the antennae array. This
unconventional approach does disable all of the antennae in a single
hit, which then renders the Head Module vulnerable. Once you have
eliminated the antennae, scan the head module again for the [*"STUNNED
HEAD MODULE"*] entry and switch to the Echo Visor to use either Super
Missiles or the charged Light Beam to directly attack the array on top
of the head module. Quadraxis will summon Dark Quads to protect it
during this phase, but by staying atop a knee joint as much as possi-
ble, you can avoid their attacks. Eventually the shield will recover
and you'll have to repeat the sequence again. Getting proficient at
using the Screw Attack method greatly simplifies this phase. Once you
have reduced Quadraxis down to about 30% health, the final phase will
begin after the entire shielding is destroyed.
3. PHASE 3: FINAL HEAD MODULE
After the shield has been demolished, your final scan, [*"FINAL HEAD
MODULE"*], reveals that the head itself is now vulnerable to direct
attack. After the scan is complete, switch to the Power Beam so you
can use Super Missiles. Quadraxis' final form will relentlessly use
matter/anti-matter and missile attacks that are difficult to avoid.
Keep your distance and fire two Super Missiles to stun it - this will
cause it to start floating in place. Locate the nearest leg to the
head and use the Spider Ball Tracks to roll up to the knee. Boost off
from the leg while holding R to attach to the head module, and roll to
the front where there are two Bomb Slots. Detonate a Bomb in one of
them to cause significant damage and restart this phase. Repeat the
same sequence of steps to deal the deathblow to Quadraxis.
[HARD MODE]
This version of Quadraxis doesn't bring much of anything new to the bat-
tle. Like all major boss fights, all that changes here is the speed and
frequency of Quadraxis' attacks and the amount of damage it inflicts on
you and what you have to do to damage it. Quadraxis takes much more of a
pounding, so consider using the Screw Attack during Phase 2 to disable it
much faster. Phase 3 changes nothing about the battle, as you must still
only deal two Morph Ball Bombs' worth of damage to finish it off.
Quadraxis' destruction rewards you with the powerful [ANNIHILATOR BEAM],
a weapon that uses a combination of light and dark energy. Because of its
nature, this weapon will work on both dark and light creatures, although
it consumes 1 unit of each type of Ammo. This weapon is also capable of
triggering certain Key Emitters that radiate sonar waves. Lastly, you don't
need to lock on with this weapon; shots will automatically travel to the
nearest enemy. Now that you have the most powerful beam weapon in the game,
it's time to put it to use.
A large platform rises from the center of the Hive Temple. Use the Spider
Ball Track to roll up it, then Screw Attack to the gray door on the other
side. The Annihilator Beam will open gray doors, so head inside to reach
the Hive Energy Controller. It should be noted for the record that while it
was possible to bypass collecting the energy from Dark Torvus Bog and Dark
Agon Wastes, it is not possible to do so here. You could return all the
way to U-Mos and he'd simply stare at you. Returning Sanctuary's energy is
the trigger point for the Light Suit, so you sort of need to collect this
one. Anyway, activate the Bomb Slot to take you to the actual Energy Con-
troller, then approach the large ball of red energy. A cutscene will take
over whereby you absorb the energy from the Ing Hive into your Energy Tran-
sfer Module. Now that you have stolen the energy from the three Dark Sub-
Controllers, the Ing will be hotter on your trail. Exit back to the Hive
Temple and use the Screw Attack to reach the central platform, then turn
left to and Screw Attack again to reach another gray door. This leads into
Aerial Training Access, where a new enemy crops up. Scan this as an ["ING-
STORM"] and Screw Attack through it, otherwise you'll take a lot of damage
passing through the cloud. A gate closes on you, preventing you from taking
this path back to the Hive Temple, but that shouldn't matter since you're
on your way out. Exit to Aerial Training Site and use your new Beam to
easily eliminate the Dark Pirate Commandos. While in here, find some light
crystals and light beacons and hit them with your new Annihilator Beam to
transform them into new scannable entries - the ["SUPER CRYSTAL"] and the
["SUPER BEACON"], respectively. Doing this draws the Ing to the powerful
energy (and their subsequent demise), which means you should make a habit
of using these as your primary weapons for the rest of the time you're in
Dark Aether. Use the Light Portal in this area to return to Light Aether.
: =SANCTUARY FORTRESS= :
__________________________________________________________________________
| =MISSION OUTLOOK= |
| OBJECTIVES |
| ---------- |
| 1. Return Hive Energy to Sanctuary Fortress. |
| |
| ITEMS |
| ----- |
| 1. Upgrades: None |
| 2. Modules: <COMPLETED> |
| 3. Supplies: None |
| 4. Ammunition: Missile Expansion (x1), Power Bomb Expansion (x1) |
| 5. Temple Keys: None |
| |
| SCANS |
| ----- |
| 1. T. Logs: <COMPLETED> |
| 2. P. Data: <COMPLETED> |
| 3. L. Lore: None |
| 4. Scans: None |
|________________________________________________________________________|
Now that you're back in Main Research, take the nearby Spider Ball Track
to reach the blue door that leads to Sentinel's Path. There are a few Mek-
enobites lurking on the ceiling; target them with the Seeker Missiles to
eliminate them before it becomes a drawn out battle. Now, remember the door
that closed on you in Aerial Training Access as you were leaving the Hive
Temple? There is a similar door here that must be disabled by firing at
sonically-charged Key Emitters. Switch to the Echo Visor to find an orange
colored icon that depicts sound waves. Fire at this with the Annihilator
Beam and you'll hear a series of tones. You must now replicate this sound
pattern by firing at the Key Emitters in the proper sequence. If you mess
up, just start over until you unlock the gate, which in turn reveals a
[MISSILE EXPANSION (175/255)]. Continue on down the path to reach the Sanc-
tuary Temple, then Screw Attack across the gap to reach the path leading to
the Energy Controller. Transfer the energy to this Controller and the Lum-
inoth Sentinel will thank you for your efforts. Now it's time to leave this
place and return to U-Mos. Start off heading back through the Main Gyro
Chamber. Drop to the bottom and use the Echo Visor and Annihilator Beam to
complete another sonic Key Emitter puzzle. After you key in the correct
combination, pass through the gate and use the Kinetic Orb Cannon to rocket
yourself into a glowing sphere in the center of the room. This allows you
to collect another [POWER BOMB EXPANSION (05/10)]. From here, backtrack
through the rest of Sanctuary Fortress to Sanctuary Entrance. Screw Attack
across the gap and return to the Temple Grounds.
8E. PATH TO THE SKY TEMPLE
--------------------------
This section details the fifth part of this walkthrough as you make your way
back towards U-Mos for the final mission. You will backtrack through all of
Aether's regions now to find the Sky Temple Keys so you can access the final
Ing stronghold.
THE SUNBURST & THE LIGHT SUIT
=============================
This subsection will go over the steps needed to acquire the Sunburst and
the Light Suit while doing some some assorted hunting and gathering.
: =TEMPLE GROUNDS= :
__________________________________________________________________________
| =MISSION OUTLOOK= |
| OBJECTIVES |
| ---------- |
| 1. Return to the Great Temple. |
| |
| ITEMS |
| ----- |
| 1. Upgrades: None |
| 2. Modules: <COMPLETED> |
| 3. Supplies: None |
| 4. Ammunition: None |
| 5. Temple Keys: None |
| |
| SCANS |
| ----- |
| 1. T. Logs: <COMPLETED> |
| 2. P. Data: <COMPLETED> |
| 3. L. Lore: None |
| 4. Scans: None |
|________________________________________________________________________|
Upon arriving back in the Temple Grounds area, proceed back through to
reach the GFMC Compound. Ascend the ledges and find the yellow door. Set a
Power Bomb to break the shield and reach the Grand Windchamber. This very
large room consists of four platforms with a large caged structure in the
center. Your goal is to reach the Dark Portal in here, but first, take out
the two Pirate Aerotroopers. Afterwards, Screw Attack over to the platform
with the Dark Portal.
: =SKY TEMPLE GROUNDS= :
__________________________________________________________________________
| =MISSION OUTLOOK= |
| OBJECTIVES |
| ---------- |
| 1. None. |
| |
| ITEMS |
| ----- |
| 1. Upgrades: None |
| 2. Modules: <COMPLETED> |
| 3. Supplies: None |
| 4. Ammunition: None |
| 5. Temple Keys: None |
| |
| SCANS |
| ----- |
| 1. T. Logs: <COMPLETED> |
| 2. P. Data: <COMPLETED> |
| 3. L. Lore: None |
| 4. Scans: None |
|________________________________________________________________________|
The Ing Windchamber area is quite similar to its Light Aether counterpart,
except for the fact that each of the four platforms have Spinners and Kin-
etic Orb Cannons. Move to each Spinner and move the central rings so that
they all match a single color (Amber or Cobalt), then use the Screw Attack
to reach the central platform. Use the Seeker Missiles to hit the four tar-
gets simultaneously to extend two platforms across the room. Now repeat
this entire sequence again, this time arranging the central rings so that
they are the opposite of whatever color you did the first time. Use the
Seeker Missiles to hit a new set of targets to move two new ledges into
place. Now return to the portal and go back to Light Aether.
: =TEMPLE GROUNDS =:
__________________________________________________________________________
| =MISSION OUTLOOK= |
| OBJECTIVES |
| ---------- |
| 1. Return to the Great Temple. |
| |
| ITEMS |
| ----- |
| 1. Upgrades: Sunburst, Light Suit |
| 2. Modules: <COMPLETED> |
| 3. Supplies: None |
| 4. Ammunition: Missile Expansion (x1), Power Bomb Expansion (x1) |
| 5. Temple Keys: None |
| |
| SCANS |
| ----- |
| 1. T. Logs: <COMPLETED> |
| 2. P. Data: <COMPLETED> |
| 3. L. Lore: D-Isl's Testament |
| 4. Scans: None |
|________________________________________________________________________|
All of your work in Dark Aether has extended a series of platforms here in
the Grand Windchamber. Return to the platform with the Kinetic Orb Cannon
and have it shoot you to the central structure, where you can collect the
[SUNBURST CHARGE COMBO] upgrade. This amplifies the Light Beam by generat-
ing a huge burst of light energy, although it uses 5 Missiles plus 30 units
of light Beam Ammo. After this, some more Dark Pirate Commandos will show
up, so defeat them and then return via the Windchamber Gateway to the GFMC
Compound. At this point, if you
haven't already gotten the Missile Expansion atop the GFS Tyr, get it now
since you have the Screw Attack. With this in hand, head into the Commun-
ication Area. Ignore the War Wasps and find the pillar that you can Space
Jump to. Follow it around to reach a blue door leading to Storage Cavern A.
Morph and boost down the incline to reach another dead Luminoth.
Scan the body to add the [LUMINOTH LORE: "D-ISL'S TESTAMENT" (29/41)] entry
to your Log Book, then head back to the Communication Area. One level below
you, search for a glass dome covering some rock. Destroy it with a Bomb to
get a [MISSILE EXPANSION (180/255)], then take the normal exit out of here
to reach Dynamo Chamber. (Note: if you are out of Power Bombs here, you'll
have to rely on the Splinters and the War Wasps to give you some refills).
Use a Power Bomb on the first grate, then go into the tunnel and find the
cracked wall. Detonate a Power Bomb here to clear the path to another [POW-
ER BOMB EXPANSION (06/10)], then head into Temple Assembly Site.
Make a run for the door that leads to Temple Transport B and take this up
into the Great Temple. Head into the Main Energy Controller to speak with
U-Mos again. He'll thank you for your valiant efforts, but laments that one
Dark Controller still remains in Dark Aether. Makes sense - if there is
energy still remaining in the Great Temple and Dark Aether hasn't complete-
ly destabilized following your actions in the last three Dark Temples, then
the dark version of the Temple must still contain some of Aether's planet-
ary energy. U-Mos asks you to take on this final task, which of course, you
basically have no choice in. To aid you in your task, he presents to you
the ultimate in Luminoth style - the [LIGHT SUIT]. This upgrade renders you
invulnerable to the caustic effects of Dark Aether's atmosphere, allows you
to explore the poisonous Dark Water, and gives you the ability to travel
along thos yellow beams of light you've seen before to reach different
areas around Aether. In order to unlock the Sky Temple, he says, nine keys
must be found throughout the dark regions. Bid adieu to U-Mos and begin
your final quest by hopping into the Light Warp. When prompted, select Agon
Wastes as your destination.
THE DARKBURST & THE SONIC BOOM
==============================
This subsection will go over your collection of the last two Charge Combo
attacks, the Darkburst and the Sonic Boom, along with the first group of
Sky Temple Keys.
: =AGON WASTES= :
__________________________________________________________________________
| =MISSION OUTLOOK= |
| OBJECTIVES |
| ---------- |
| 1. Recover the Sky Temple Keys from Dark Agon Wastes. |
| |
| ITEMS |
| ----- |
| 1. Upgrades: None |
| 2. Modules: <COMPLETED> |
| 3. Supplies: None |
| 4. Ammunition: None |
| 5. Temple Keys: None |
| |
| SCANS |
| ----- |
| 1. T. Logs: <COMPLETED> |
| 2. P. Data: <COMPLETED> |
| 3. L. Lore: The Stellar Object |
| 4. Scans: Kralee |
|________________________________________________________________________|
Your warp point will set you down in the Agon Energy Controller. Head back
to Agon Temple and take the black door to reach the Mineshaft again. You
should have collected the Energy Tank in here earlier, but if you didn't,
grab it now and drop to the bottom of the room. Open the purple door with
the Seeker Missiles and head into Mining Station B, where a gigantic blade
hangs in the center of the room. Take this opportunity to scan a ["KRALEE"]
for the Log Book - this is the only room you can find them in, although
they never disappear. Find the Bomb Slot and activate it to make the blade
begin to spin. A timer will start, so quickly go through the nearby passage
to find a half-pipe and a control panel. Scan it to activate a Kinetic Orb
Cannon. Quickly shoot yourself to a high ledge where you can find a second
Bomb Slot; activate this to raise the blade, so that it destroys an entire
section of the rock and reveals a Dark Portal. Scan the nearby Luminoth
Hologram for the [LUMINOTH LORE: "THE STELLAR OBJECT" (30/41)], then use
the half-pipe to reach the top of the blade, from which you can Space Jump
to reach the Dark Portal.
: =DARK AGON WASTES= :
__________________________________________________________________________
| =MISSION OUTLOOK= |
| OBJECTIVES |
| ---------- |
| 1. Recover the Sky Temple Keys from Dark Agon Wastes. |
| |
| ITEMS |
| ----- |
| 1. Upgrades: None |
| 2. Modules: <COMPLETED> |
| 3. Supplies: None |
| 4. Ammunition: None |
| 5. Temple Keys: None |
| |
| SCANS |
| ----- |
| 1. T. Logs: <COMPLETED> |
| 2. P. Data: <COMPLETED> |
| 3. L. Lore: None |
| 4. Scans: None |
|________________________________________________________________________|
This portal takes you to Trial Grounds. Drop down and go through a cracked
part of the wall to reach the main area, then use the Space Jump to reach
a series of ledges that leads to a Morph Ball Tunnel that leads to Dark
Transit Station. Navigate through this tunnel while Boosting to avoid the
Nightbarbs and you'll find a Light Portal on the Duelling Range side behind
a gate.
: =AGON WASTES= :
__________________________________________________________________________
| =MISSION OUTLOOK= |
| OBJECTIVES |
| ---------- |
| 1. Recover the Sky Temple Keys from Dark Agon Wastes. |
| |
| ITEMS |
| ----- |
| 1. Upgrades: Darkburst |
| 2. Modules: <COMPLETED> |
| 3. Supplies: Energy Tank (x1) |
| 4. Ammunition: Missile Expansion (x6), Power Bomb Expansion (x1) |
| 5. Temple Keys: None |
| |
| SCANS |
| ----- |
| 1. T. Logs: <COMPLETED> |
| 2. P. Data: <COMPLETED> |
| 3. L. Lore: B-Stl's Testament |
| 4. Scans: Metroid Coccon, Infant Tallon Metroid |
|________________________________________________________________________|
You'll end up in a new area of the Mining Plaza, although you can't really
go anywhere but back through Transit Station to return to Mining Station B.
Once you do, however, you'll emerge right in front of the [DARKBURST CHARGE
COMBO] upgrade. This amplifies the Dark Beam by generating a huge cloud of
slow-moving dark energy that acts like a black hole, although it uses 5
Missiles plus 30 units of Dark Beam ammo. Right after you grab this item,
you'll take on two Pirate Aerotroopers that have been apparently sent to
stop you. Eliminate them, then use the Scan Visor to spot another weakened
section of the wall. Head over here and use a Power Bomb on the wall to
destroy it, then enter the white door to reach Storage A, which contains
another [MISSILE EXPANSION (185/255)]. You're finished with this side of
the map now, so return via the Mineshaft back to Agon Temple and backtrack
to Mining Plaza near the start. In this room you need to now use your Echo
Visor to locate three sonic emitters in the room. These aren't like the
last few you found that required you to harmonize a sound frequency, you
can just shoot these to disable them. Once you disable all three, a group
of lenses will move into position (like in Portal Terminal) and focus a
ray of sunlight towards a gate. The gate will open for you, but it's high
up on the mountain. Climb up the walls in this area until you reach where
you found one of the Amber Lore Holograms, and Screw Attack over to the
newly revealed opening to claim the [ENERGY TANK (11/14)]. Drop down and
head through the next passage into Mining Station A. Eliminate any enemies
that show up here, and scan for the wall made of Denzium. Use a Power Bomb
to break through and reveal a Kinetic Orb Cannon. Hold R while using the
cannon, then navigate the Spider Ball Tracks to reach another [MISSILE EX-
PANSION (190/255)]. Now navigate your way to Central Mining Station, where
you originally found J-Stl. Remember this area, as it is the location of
your first Sky Temple Key in Dark Aether. For that matter, every area
where you have found a deceased Luminoth that you scanned for the Log Book
will have an accompanying key in that area of the dark world. For now,
instead of heading to Command Chamber, head into Bioenergy Production,
where you got an Energy Tank earlier in the game. There is another item to
grab here now that you have the Boost Ball and Spider Ball upgrades.
Eliminate the Tallon Metroids flying about in here before moving on. There
is a lengthy Spider Ball and Boost Ball puzzle in here, but you can circum-
vent it by leaping up the platforms (they should be in the same position
from earlier). Space Jump to the topmost one and use the Map to align a
trajectory towards the green door. Space Jump out so that you clear the
rock face, then crank the Control Stick to steer your Screw Attack towards
the ledge. Land on it, open the green door with a Super Missile, and head
inside to claim another [MISSILE EXPANSION (195/255)]. Now exit here and
go forward (or backward) about two rooms to reset Bioenergy Production. Go
back and you should have cocoons on the walls now. Scan one for the ["MET-
ROID COCOON"] Log Book entry, then approach one so it ruptures and little
infant Metroids come out. Scan one of these as an ["INFANT TALLON METROID"]
and then leave the room and return to Main Reactor (where you fought Dark
Samus the first time).
This time, use the Spider Ball Track to reach a small nook leading to a
dead Luminoth. Scan the body for the [LUMINOTH LORE: "B-STL'S TESTAMENT"
(31/41)], then look around the corner for another Spider Ball Track and
roll up to a series of moving magnetic platforms. The trick to this is you
need to boost from track to track in the split moment that the platform
across from you and the one you're on line up. Complete this bit of trick-
ery and Boost through to a small catwalk with a glass dome. Bomb the dome
to uncover another [MISSILE EXPANSION (200/255)], then drop down and take
the main elevator back to the upper floor. Take the blue door at the far
end to reach Sand Processing. Eliminate the turrets, then use the half-pipe
to boost up to a Morph Ball Tunnel. Roll through and scan the console to
activate the nearby Bomb Slot, then use it to drain the sand. Drop back
down and claim the [MISSILE EXPANSION (205/255)], then return to the Main
Reactor and go back up to B-Stl's body and take the nearby door out into
the wide-open Sandcanyon. Ignore the Kinetic Orb Cannon and instead Screw
Attack out to the large platform in the center. Detonate a Power Bomb near
its base to collapse it, then grab the [POWER BOMB EXPANSION (07/10)] from
the newly-revealed opening. Before leaving, head to the other side of the
Sandcanyon and enter the door to reach Ventilation Area A. In here, use a
series of Double Bomb Jumps past the Pillbugs to reach another [MISSILE EX-
PANSION (210/255)]. Now go back to the Command Center and activate the dark
portal to return to Dark Agon Wastes.
: =DARK AGON WASTES= :
__________________________________________________________________________
| =MISSION OUTLOOK= |
| OBJECTIVES |
| ---------- |
| 1. Recover the Sky Temple Keys from Dark Agon Wastes. |
| |
| ITEMS |
| ----- |
| 1. Upgrades: Sonic Boom |
| 2. Modules: <COMPLETED> |
| 3. Supplies: None |
| 4. Ammunition: Missile Expansion (x2), Power Bomb Expansion (x1) |
| 5. Temple Keys: Sky Temple Key #1, #2 |
| |
| SCANS |
| ----- |
| 1. T. Logs: <COMPLETED> |
| 2. P. Data: <COMPLETED> |
| 3. L. Lore: None |
| 4. Scans: Flying Ing Cache**, Dormant Ingclaw |
|________________________________________________________________________|
Returning to Doomed Entry, take the white door into Feeding Pit Access and
drop into the Dark Water in the Feeding Pit to find another [POWER BOMB
EXPANSION (08/10)] tucked away in a small nook. Exit from the water and go
to the Watering Hole, and from there into Phazon Site. Multiple Dark Tall-
on Metroids occupy this area, so try using the Screw Attack to take them
out quickly. Now, remember the platform-hopping episode you went through
earlier to scan a console? Repeat that process again, except this time use
the Screw Attack to reach the ledge with the gray door. Open it with the
Annihilator Beam and head inside to claim the powerful [SONIC BOOM CHARGE
COMBO], your final upgrade of the game! This is the most powerful Charge
Combo Enhancement because it combines light and dark energy into a sonic-
charged burst. However, it is pretty costly - it uses 5 Missiles and 30
units of EACH type of Beam Ammo.
When you're done celebrating your latest find, exit and take the blue door
after the elevator to reach Bitter Well. Head into the Save Station and
save if you want, then go into the Hall of Stairs and make your way into
Dark Oasis. Detonate a Power Bomb on the wall across from the blue door and
eliminate the lurking Hunter Ing. Once its gone, drop into the Dark Water
and enable your Scan Visor. You'll see a strange floating red object here.
Shoot it with the Power Beam; the resulting interference will overload your
Visor. Switch back to the Combat Visor and you'll see a whitish sort of
floating sac. Scan this to find it is a ["FLYING ING CACHE"**], then blast
it into oblivion with a single charged Power Beam. Its destruction reveals
[SKY TEMPLE KEY #2 (1/9)]. Grab it and exit the Dark Water, then return to
Doomed Entry and take the other door to reach Battleground. From the ent-
rance, look to the left and right and scan one of the creatures on the wall
for the ["DORMANT INGCLAW"] entry, then supercharge a Light Crystal so if
any Warrior Ing find you, they can die. Space Jump on top of the Ingclaw to
your right, then use the Screw Attack to reach the ledge that had two Warr-
ior Ing on it when you entered. Kill them if they for some reason didn't
move, then Screw Attack again over to the final ledge where you'll find a
second Flying Ing Cache. Bag this one and grab [SKY TEMPLE KEY #1 (2/9)],
then make a few last detours. Take the door you didn't earlier to reach
Warrior's Walk. Drop Bombs on the metallic grating and drop into the pit
of Phazon. Quickly roll to another [MISSILE EXPANSION (215/255)] at the
far end of the grate, then Bomb Jump back out to safety. Finally, go back
to Judgment Pit and ignore (or massacre) the Warrior Ing on your way to
Junction Site. This room has a strange looking stone structure with a Morph
Ball Tunnel inside. Enter the structure and use the Spider Ball Track to
reach a Bomb Slot. Activate the Bomb Slot to reveal another [MISSILE EXPAN-
SION (220/255)]. Now drop down and continue on your way back to Portal Site
so you can return to Light Aether.
: =AGON WASTES= :
__________________________________________________________________________
| =MISSION OUTLOOK= |
| OBJECTIVES |
| ---------- |
| 1. Return to Torvus Bog. |
| |
| ITEMS |
| ----- |
| 1. Upgrades: <COMPLETED> |
| 2. Modules: <COMPLETED> |
| 3. Supplies: None |
| 4. Ammunition: None |
| 5. Temple Keys: None |
| |
| SCANS |
| ----- |
| 1. T. Logs: <COMPLETED> |
| 2. P. Data: <COMPLETED> |
| 3. L. Lore: None |
| 4. Scans: None |
|________________________________________________________________________|
Exit out of Portal Terminal and return to Mining Station A. From here, head
back to Agon Temple and visit the Agon Energy Controller. Take the Light
Warp and when prompted, select Torvus Bog.
: =TORVUS BOG= :
__________________________________________________________________________
| =MISSION OUTLOOK= |
| OBJECTIVES |
| ---------- |
| 1. Search for the Sky Temple Keys. |
| |
| ITEMS |
| ----- |
| 1. Upgrades: <COMPLETED> |
| 2. Modules: <COMPLETED> |
| 3. Supplies: Energy Tank (x2) |
| 4. Ammunition: Power Bomb Expansion (x1) |
| 5. Temple Keys: None |
| |
| SCANS |
| ----- |
| 1. T. Logs: <COMPLETED> |
| 2. P. Data: <COMPLETED> |
| 3. L. Lore: None |
| 4. Scans: None |
|________________________________________________________________________|
You'll emerge in Torvus Temple. Head out of here and make your way back to
Great Bridge. Once again, the doors will lock and *sigh* Dark Pirate Comm-
andos will appear. After you've defeated them, go to the end of the bridge
to find some Denzium. Use a Power Bomb to blow it apart, and head into the
Morph Ball Tunnel to find a [POWER BOMB EXPANSION (09/10)]. Continue taking
the Tunnel to reach Forgotten Bridge. Before exploring Dark Torvus Bog in
search of the keys, though, make your way to Torvus Plaza by way of the en-
closed walkway on the right. Take the Morph Ball Tunnel to reach the Plaza
and prepare to navigate a lengthy and frustrating maze. Of course, you
could trigger the Floaty Glitch during the Chykka fight and get this item
before leaving Torvus the first time, but assuming you didn't, you have to
take the regular path to reach the Energy Tank at the end. Fortunately,
there is a slight shortcut to get this, but it requires a bit of trickery
with the Boost Ball. Use the Boost Ball in the half-pipe at the bottom to
rocket to the Spider Ball Tracks on the side of the room. Roll along them
until you reach a section that you have to Bomb Jump to. Bomb Jump to the
track above you and hold as far back as you can so that it looks like you
are barely latched onto the Track. This next move is referred to as the
"Stickyboost"; as you're barely holding to the track, charge a quick Boost
to throw yourself just slightly up - hold up on the Control Stick to help
this along. Hit X as soon as you go up to unmorph, and you should land on
top of the Spider Ball Track. Now rotate a full 180 degrees and simply
Screw Attack to the platform while spacing out your jumps to get the [ENER-
GY TANK (12/14)]. The regular method of getting this is much more frustrat-
ing since it involves multiple Spider Ball Tracks, multiple Bomb Jumps, and
multiple Sporbs. Navigate to the end successfully and you'll reach a Kinet-
ic Orb Cannon that launches you to the Tank. However you get it is up to
you; once you have it, leave Torvus Plaza and return to Forgotten Bridge.
Take the other door that leads into Torvus Grove. As soon as you enter this
room, the doors will lock and you'll have to fight some Dark Pirate Comman-
dos. Eliminate them and head to the central tree, then use a Power Bomb to
break the roots so that it crashes through a wall and reveals a hidden
[MISSILE EXPANSION (225/255)]. Now go through the next door to reach the
Meditation Vista. This large expanse has a platform floating off way in the
distance. Wait until you see the platform off to your left, then make a
long Screw Attack out as you try to land on it. This may take you a couple
of tries (and a few Terminal Falls), but once you land on the platform, let
it carry you to the [ENERGY TANK (13/14)]. Once you have it, Screw Attack
back to where the portal generator is, then scan it and head to Dark Torvus
Bog.
: =DARK TORVUS BOG= :
__________________________________________________________________________
| =MISSION OUTLOOK= |
| OBJECTIVES |
| ---------- |
| 1. Search for the Sky Temple Keys. |
| |
| ITEMS |
| ----- |
| 1. Upgrades: <COMPLETED> |
| 2. Modules: <COMPLETED> |
| 3. Supplies: None |
| 4. Ammunition: Power Bomb Expansion (x1) |
| 5. Temple Keys: Sky Temple Key #3 |
| |
| SCANS |
| ----- |
| 1. T. Logs: <COMPLETED> |
| 2. P. Data: <COMPLETED> |
| 3. L. Lore: None |
| 4. Scans: Dark Phlogus |
|________________________________________________________________________|
In Gloom Vista, take the nearby door to reach Polluted Mire, then backtrack
to Dark Forgotten Bridge. Some more Dark Pirate Commandos will attack you
here, but you can ignore them and instead head for the yellow door. Open it
with a Power Bomb and head into Putrid Alcove. In here you'll find what
appears to be the only ["DARK PHLOGUS"] in the entire game. Scan it for the
Log Book, then shoot it to make it flip over. Before it turns back, find a
weakened area of the wall and shatter it with a Power Bomb to reveal the
final [POWER BOMB EXPANSION (10/10).] of the game. Continue into Poisoned
Bog and super-charge the Light Crystals to easily do away with the Hunter
Ing, then drop into the Dark Water below and turn on the Dark Visor to spot
the Flying Ing Cache. Follow it into its alcove, then shoot it and switch
back to the Combat Visor to destroy it and claim [SKY TEMPLE KEY #3 (3/9)].
Now return to Dark Forgotten Bridge and activate the portal to return to
Light Aether.
: =TORVUS BOG= :
__________________________________________________________________________
| =MISSION OUTLOOK= |
| OBJECTIVES |
| ---------- |
| 1. Search for the Sky Temple Keys. |
| |
| ITEMS |
| ----- |
| 1. Upgrades: <COMPLETED> |
| 2. Modules: <COMPLETED> |
| 3. Supplies: None |
| 4. Ammunition: None |
| 5. Temple Keys: None |
| |
| SCANS |
| ----- |
| 1. T. Logs: <COMPLETED> |
| 2. P. Data: <COMPLETED> |
| 3. L. Lore: None |
| 4. Scans: None |
|________________________________________________________________________|
Return the way you initially came to Torvus Temple and use the elevator in
the middle to go down. Take the door that leads to Hydrodynamo Station and
take the same path into the Hydrodynamo Shaft that leads to the Dark Portal
going to the Undertemple.
: =DARK TORVUS BOG= :
__________________________________________________________________________
| =MISSION OUTLOOK= |
| OBJECTIVES |
| ---------- |
| 1. Search for the Sky Temple Keys. |
| |
| ITEMS |
| ----- |
| 1. Upgrades: <COMPLETED> |
| 2. Modules: <COMPLETED> |
| 3. Supplies: None |
| 4. Ammunition: Missile Expansion (x1) |
| 5. Temple Keys: None |
| |
| SCANS |
| ----- |
| 1. T. Logs: <COMPLETED> |
| 2. P. Data: <COMPLETED> |
| 3. L. Lore: None |
| 4. Scans: None |
|________________________________________________________________________|
Hop off the ledge from the portal area and locate the Wall Jump Surfaces
nearby. Use them to Screw Attack up to a high ledge to claim the hidden
[MISSILE EXPANSION (230/255)], then use the portal again to go back.
: =TORVUS BOG= :
__________________________________________________________________________
| =MISSION OUTLOOK= |
| OBJECTIVES |
| ---------- |
| 1. Search for the Sky Temple Keys. |
| |
| ITEMS |
| ----- |
| 1. Upgrades: <COMPLETED> |
| 2. Modules: <COMPLETED> |
| 3. Supplies: None |
| 4. Ammunition: None |
| 5. Temple Keys: None |
| |
| SCANS |
| ----- |
| 1. T. Logs: <COMPLETED> |
| 2. P. Data: <COMPLETED> |
| 3. L. Lore: None |
| 4. Scans: None |
|________________________________________________________________________|
Go back to Hydrodynamo Station and take the black door to reach Catacombs.
There is a portal here that you can use to easily transport to Dark Aether
for your next key.
: =DARK TORVUS BOG= :
__________________________________________________________________________
| =MISSION OUTLOOK= |
| OBJECTIVES |
| ---------- |
| 1. Search for the Sky Temple Keys. |
| |
| ITEMS |
| ----- |
| 1. Upgrades: <COMPLETED> |
| 2. Modules: <COMPLETED> |
| 3. Supplies: None |
| 4. Ammunition: None |
| 5. Temple Keys: Sky Temple Key #4 |
| |
| SCANS |
| ----- |
| 1. T. Logs: <COMPLETED> |
| 2. P. Data: <COMPLETED> |
| 3. L. Lore: None |
| 4. Scans: Watchdrone |
|________________________________________________________________________|
This portal drops you off in Dungeon, Dark Aether's version of Catacombs.
You have to break through the metal grating and take out two Dark Grench-
lers (ignoring them isn't recommended since they will follow you). Once
they're gone, drop into the Dark Water and look around. There are Light
Beacons above the water along with some grates. Shoot through the grates to
trigger the Light Beacons as you navigate the underwater hallways. At the
end you will find a strange black metallic object. Scan this to add the
["WATCHDRONE"] entry to your Log Book. These indestructible drones only
move in the presence of bright light, so it's a good thing you triggered
those safe zones. Move past them to reach a smaller cave where you can turn
on the Dark Visor to find the Flying Ing Cache. Expose it, then destroy it
to claim [SKY TEMPLE KEY #4 (4/9)]. Move the Watchdrones again as you exit,
then jump out of the water and use the portal to return to Light Aether.
: =TORVUS BOG= :
__________________________________________________________________________
| =MISSION OUTLOOK= |
| OBJECTIVES |
| ---------- |
| 1. Search for the Sky Temple Keys. |
| |
| ITEMS |
| ----- |
| 1. Upgrades: <COMPLETED> |
| 2. Modules: <COMPLETED> |
| 3. Supplies: None |
| 4. Ammunition: Missile Expansion (x1) |
| 5. Temple Keys: None |
| |
| SCANS |
| ----- |
| 1. T. Logs: <COMPLETED> |
| 2. P. Data: <COMPLETED> |
| 3. L. Lore: None |
| 4. Scans: None |
|________________________________________________________________________|
Back in Catacombs, you can gather the last of the Expansions in Torvus Bog
before leaving the area for good. Take the gray door out of this room to
reach Transit Tunnel South. Navigate the underwater Morph Ball Tunnel and
activate the Bomb Slot to make water flow through the chamber. Use under-
water Double Bomb Jumps by varying your timing to reach two additional Bomb
Slots. Activate these to force water into all chambers, then use the water
currents to reach one last [MISSILE EXPANSION (235/255)]. Now return the
way you came and return to Torvus Temple. Go to the Energy Controller and
use the Light Warp to go back to Sanctuary Fortress.
: =SANCTUARY FORTRESS= :
__________________________________________________________________________
| =MISSION OUTLOOK= |
| OBJECTIVES |
| ---------- |
| 1. Search for the Sky Temple Keys. |
| |
| ITEMS |
| ----- |
| 1. Upgrades: <COMPLETED> |
| 2. Modules: <COMPLETED> |
| 3. Supplies: None |
| 4. Ammunition: Missile Expansion (x1) |
| 5. Temple Keys: None |
| |
| SCANS |
| ----- |
| 1. T. Logs: <COMPLETED> |
| 2. P. Data: <COMPLETED> |
| 3. L. Lore: None |
| 4. Scans: None |
|________________________________________________________________________|
From the Sanctuary Temple, Screw Attack directly across back to the Temple
Access. From here, return to the Main Gyrochamber and access Dynamo Works,
then take Central Area Transport East through the Hall of Combat Mastery to
the Reactor Core. In here, head into the Sanctuary Map Station to find a
Light Warp. Use it to travel to a new chamber where you'll find a [MISSILE
EXPANSION (240/255)]. Exit the Light Warp and return to the Hall of Combat
Mastery and use the Dark Portal here to travel to the Ing Hive.
: =ING HIVE= :
__________________________________________________________________________
| =MISSION OUTLOOK= |
| OBJECTIVES |
| ---------- |
| 1. Search for the Sky Temple Keys. |
| |
| ITEMS |
| ----- |
| 1. Upgrades: <COMPLETED> |
| 2. Modules: <COMPLETED> |
| 3. Supplies: None |
| 4. Ammunition: None |
| 5. Temple Keys: Sky Temple Key #5 |
| |
| SCANS |
| ----- |
| 1. T. Logs: <COMPLETED> |
| 2. P. Data: <COMPLETED> |
| 3. L. Lore: None |
| 4. Scans: None |
|________________________________________________________________________|
You'll warp to the Culling Chamber after exiting the Dark Portal. Take the
path across Unseen Way to reach the Hive Reactor, where you'll probably
be engaged by another Dark Ingsmasher. Ignore it and head for the yellow
door and open it with a Power Bomb to reach Hive Reactor Access. There are
multiple Nightbarbs in this area along with a Nullified Crystal; energize
or super-charge it to kill most of them, then proceed across the center
platform to the other side. There's another Ing Larva Swarm here, so try to
Screw Attack through them to avoid taking a lot of damage. Hive Entrance is
on the other side, which is where you'll find your next Sky Temple Key for
this area. Cruelly, the Sky Temple Key is located above you, but first you
have to reach it. Look across the large gap to see a Light Warp, then Screw
Attack across the large gap. This is a tricky expanse that requires you to
stretch out your jumps as much as possible. Reach the platform on the other
side and take the Light Warp to reach a platform above you. Now use the
Screw Attack again to cross back to where you came from, and you'll reach
the high ledge where the Flying Ing Cache awaits. Expose and destroy it to
grab [SKY TEMPLE KEY #5 (5/9)], then prepare yourself for a bit of a tricky
return. The ledge you're on extends farther out than the one below you,
making jumping down an impossibility. But you can face backwards, jump out
and fall, using your Space Jump to carry you forward, and then finally use
your Screw Attack to carry you the rest of the way that you need to go.
This takes a bit of practice, but it saves time Screw Attacking back and
forth again. Now that you have this Sky Temple Key, go back the way you
came to Culling Chamber and use the portal to go back.
: =SANCTUARY FORTRESS= :
__________________________________________________________________________
| =MISSION OUTLOOK= |
| OBJECTIVES |
| ---------- |
| 1. Search for the Sky Temple Keys. |
| |
| ITEMS |
| ----- |
| 1. Upgrades: <COMPLETED> |
| 2. Modules: <COMPLETED> |
| 3. Supplies: None |
| 4. Ammunition: None |
| 5. Temple Keys: None |
| |
| SCANS |
| ----- |
| 1. T. Logs: <COMPLETED> |
| 2. P. Data: <COMPLETED> |
| 3. L. Lore: None |
| 4. Scans: None |
|________________________________________________________________________|
From the Hall of Combat Mastery, take Central Transport Area East to return
to Dynamo Works. You need to reach the tunnels that the Spider Guardian was
in, but you can't do so from this side. Proceed back into the Main Gyro-
chamber, and take the path to Sanctuary Temple, then go through Worker's
Path to reach Dynamo Works and enter the Morph Ball Tunnels. Go through the
maze until you reach Dynamo Storage (where you got the Spider Ball). Use a
Power Bomb to open the yellow door and reveal another Dark Portal.
: =ING HIVE= :
__________________________________________________________________________
| =MISSION OUTLOOK= |
| OBJECTIVES |
| ---------- |
| 1. Search for the Sky Temple Keys. |
| |
| ITEMS |
| ----- |
| 1. Upgrades: <COMPLETED> |
| 2. Modules: <COMPLETED> |
| 3. Supplies: None |
| 4. Ammunition: None |
| 5. Temple Keys: Sky Temple Key #6 |
| |
| SCANS |
| ----- |
| 1. T. Logs: <COMPLETED> |
| 2. P. Data: <COMPLETED> |
| 3. L. Lore: None |
| 4. Scans: None |
|________________________________________________________________________|
This brings you to Hive Cache 2. Go through the Morph Ball Tunnel that's in
front of you to reach a short ledge with a large pit. The Flying Ing Cache
is far on the other side, and Screw Attacking from your present location is
impossible. Go to your left and use the red Spider Ball Tracks to reach a
moving magnetic sphere. Boost to it and navigate across to the red dot,
then watch for the second magnetic sphere. When it lines up with the first
one, Boost off to attach to the second one and go to another red dot. Boost
off of this one to reach another Spider Ball Track, which will take you up
and around to the ledge where the Flying Ing Cache is. Expose and destroy
it to claim [SKY TEMPLE KEY #6 (6/9)], then simply Screw Attack across the
gap to reach where you came from. Go through the tunnel and use the portal
to return to Light Aether.
: =SANCTUARY FORTRESS =:
__________________________________________________________________________
| =MISSION OUTLOOK= |
| OBJECTIVES |
| ---------- |
| 1. Search for the Sky Temple Keys. |
| |
| ITEMS |
| ----- |
| 1. Upgrades: <COMPLETED> |
| 2. Modules: <COMPLETED> |
| 3. Supplies: None |
| 4. Ammunition: None |
| 5. Temple Keys: None |
| |
| SCANS |
| ----- |
| 1. T. Logs: <COMPLETED> |
| 2. P. Data: <COMPLETED> |
| 3. L. Lore: None |
| 4. Scans: None |
|________________________________________________________________________|
You've now collected the Sky Temple Keys from all of the three major areas
of Aether, so your only remaining task is to explore the Sky Temple Grounds
for the remaining ones. Exit out of Dynamo Storage and go back through
Worker's Path to Sanctuary Temple. Go to the Energy Controller and use it
to transport back to the Main Energy Controller in the Great Temple.
: =GREAT TEMPLE= :
__________________________________________________________________________
| =MISSION OUTLOOK= |
| OBJECTIVES |
| ---------- |
| 1. Search for the Sky Temple Keys. |
| |
| ITEMS |
| ----- |
| 1. Upgrades: <COMPLETED> |
| 2. Modules: <COMPLETED> |
| 3. Supplies: None |
| 4. Ammunition: None |
| 5. Temple Keys: None |
| |
| SCANS |
| ----- |
| 1. T. Logs: <COMPLETED> |
| 2. P. Data: <COMPLETED> |
| 3. L. Lore: None |
| 4. Scans: None |
|________________________________________________________________________|
Your final Sky Temple Keys are located in the Temple Grounds. From the Main
Energy Controller, take Temple Transport A to reach the Temple Grounds.
: =TEMPLE GROUNDS= :
__________________________________________________________________________
| =MISSION OUTLOOK= |
| OBJECTIVES |
| ---------- |
| 1. Search for the Sky Temple Keys. |
| |
| ITEMS |
| ----- |
| 1. Upgrades: <COMPLETED> |
| 2. Modules: <COMPLETED> |
| 3. Supplies: Energy Tank (x1) |
| 4. Ammunition: None |
| 5. Temple Keys: None |
| |
| SCANS |
| ----- |
| 1. T. Logs: <COMPLETED> |
| 2. P. Data: <COMPLETED> |
| 3. L. Lore: None |
| 4. Scans: None |
|________________________________________________________________________|
The Transport deposits you in Sacred Path once more. Follow it back to the
GFMC Compound and head back towards the entrance to Sanctuary Fortress. At
the end of the hallway in Fortress Transport Access, you'll find a Light
Warp. Take it to go to another room with the final [ENERGY TANK (14/14)].
Grab it, then backtrack into the GFMC Compound. Now return to Sacred Path
and use the Dark Portal to reach Sky Temple Grounds.
: =SKY TEMPLE GROUNDS= :
__________________________________________________________________________
| =MISSION OUTLOOK= |
| OBJECTIVES |
| ---------- |
| 1. Search for the Sky Temple Keys. |
| |
| ITEMS |
| ----- |
| 1. Upgrades: <COMPLETED> |
| 2. Modules: <COMPLETED> |
| 3. Supplies: None |
| 4. Ammunition: Missile Expansion (x1), Beam Ammo Expansion (x1) |
| 5. Temple Keys: Sky Temple Key #7 |
| |
| SCANS |
| ----- |
| 1. T. Logs: <COMPLETED> |
| 2. P. Data: <COMPLETED> |
| 3. L. Lore: None |
| 4. Scans: None |
|________________________________________________________________________|
This portal drops you off in the aptly-named Profane Path. You will have a
group of Dark Pirate Commandos in here, so finish them off and switch to
the Echo Visor to find a group of Key Emitters near where the transport to
the Great Temple would be in the Light World - it's a hole covered with
Ingworms here if you need a reference. Shoot it with the Annihilator Beam,
then replicate the Key sequence to unlock the gate and reveal your final
[BEAM AMMO EXPANSION (4/4)], which brings your ammo count up to 250. Your
next task is to take the dark path through to where Storage Cavern A would
be in Light Aether. Start off heading to Phazon Pit and take out the Dark
Tallon Metroid before grappling across the pit. Head into Phazon Grounds,
where you will encounter a great number of Dark Tallon Metroids. There are
invisible platforms in here that lead across the gap, but you can also use
the Screw Attack to get across and probably wipe out multiple Dark Tallon
Metroids in the process. Get across to the cliff, where you will find a
[MISSILE EXPANSION (245/255)] hidden in an alcove. Drop down to the lower
level and exit out into Reliquary Access. There are more Ingstorms in here,
but not much maneuvering room so just Boost through them. Take the white
door into Reliquary Grounds, where a pack of Warrior Ing will attack. There
are no beacons or crystals here, but you can either Screw Attack through
them or vaporize them with the Annihilator Beam. Head through the next door
to finally reach the Ing Reliquary, where the Flying Ing Cache awaits over
where D-Isl's body would be in Storage Cavern A. Expose and destroy it to
claim [SKY TEMPLE KEY #7 (7/9)]. Now, ready for the good news? Did you see
any portals on your way here? No? Of course not, so backtrack all the way
back to Profane Path and use the portal there to return to Light Aether.
: =TEMPLE GROUNDS= :
__________________________________________________________________________
| =MISSION OUTLOOK= |
| OBJECTIVES |
| ---------- |
| 1. Search for the Sky Temple Keys. |
| |
| ITEMS |
| ----- |
| 1. Upgrades: <COMPLETED> |
| 2. Modules: <COMPLETED> |
| 3. Supplies: None |
| 4. Ammunition: None |
| 5. Temple Keys: None |
| |
| SCANS |
| ----- |
| 1. T. Logs: <COMPLETED> |
| 2. P. Data: <COMPLETED> |
| 3. L. Lore: None |
| 4. Scans: None |
|________________________________________________________________________|
Now that you're back in Sacred Path, you have to find a way to get to the
Dark Aether version of the Landing Site. Head back into the elevator to
reach the Great Temple.
: =GREAT TEMPLE= :
__________________________________________________________________________
| =MISSION OUTLOOK= |
| OBJECTIVES |
| ---------- |
| 1. Search for the Sky Temple Keys. |
| |
| ITEMS |
| ----- |
| 1. Upgrades: <COMPLETED> |
| 2. Modules: <COMPLETED> |
| 3. Supplies: None |
| 4. Ammunition: None |
| 5. Temple Keys: None |
| |
| SCANS |
| ----- |
| 1. T. Logs: <COMPLETED> |
| 2. P. Data: <COMPLETED> |
| 3. L. Lore: None |
| 4. Scans: None |
|________________________________________________________________________|
Take Temple Transport C to return to the other side of Temple Grounds.
: =TEMPLE GROUNDS= :
__________________________________________________________________________
| =MISSION OUTLOOK= |
| OBJECTIVES |
| ---------- |
| 1. Search for the Sky Temple Keys. |
| |
| ITEMS |
| ----- |
| 1. Upgrades: <COMPLETED> |
| 2. Modules: <COMPLETED> |
| 3. Supplies: None |
| 4. Ammunition: None |
| 5. Temple Keys: None |
| |
| SCANS |
| ----- |
| 1. T. Logs: <COMPLETED> |
| 2. P. Data: <COMPLETED> |
| 3. L. Lore: None |
| 4. Scans: None |
|________________________________________________________________________|
Temple Transport C drops you off in Meeting Grounds. Eliminate any Dark
Pirate Commandos in your path and head into Hall of Eyes. Navigate through
the path here to reach a Dark Portal to go to Sky Temple Grounds.
: =SKY TEMPLE GROUNDS= :
__________________________________________________________________________
| =MISSION OUTLOOK= |
| OBJECTIVES |
| ---------- |
| 1. Search for the Sky Temple Keys. |
| |
| ITEMS |
| ----- |
| 1. Upgrades: <COMPLETED> |
| 2. Modules: <COMPLETED> |
| 3. Supplies: None |
| 4. Ammunition: Missile Expansion (x1) |
| 5. Temple Keys: Sky Temple Key #8 |
| |
| SCANS |
| ----- |
| 1. T. Logs: <COMPLETED> |
| 2. P. Data: <COMPLETED> |
| 3. L. Lore: None |
| 4. Scans: None |
|________________________________________________________________________|
This portal takes you to Base Access. Navigate back through it to reach War
Ritual Grounds. There is a purple door in here that you need to open at the
end, so switch on the Dark Visor to find the five points around the door,
then blast them with the Seeker Missiles to open it up and grab the [MISS-
ILE EXPANSION (250/255)], then head down the small hallway to reach a blue
door leading to Shrine Access. This area is filled with Corrupted Sentreyes
that you either need to shoot at or boost through. At the end of the hall-
way, there are two doors - the purple one leads to the Sky Temple Gateway,
but you're not ready to go there yet. Head the other way to the green door
that leads to the Defiled Shrine. Open the door with a Super Missile and
scan for the Flying Ing Cache. Once its in sight, expose and destroy it to
find [SKY TEMPLE KEY #8 (8/9)]. This area, too, is a dead end, so backtrack
to the portal in Base Access and return to Light Aether.
: =TEMPLE GROUNDS= :
__________________________________________________________________________
| =MISSION OUTLOOK= |
| OBJECTIVES |
| ---------- |
| 1. Search for the Sky Temple Keys. |
| |
| ITEMS |
| ----- |
| 1. Upgrades: <COMPLETED> |
| 2. Modules: <COMPLETED> |
| 3. Supplies: <COMPLETED> |
| 4. Ammunition: None |
| 5. Temple Keys: None |
| |
| SCANS |
| ----- |
| 1. T. Logs: <COMPLETED> |
| 2. P. Data: <COMPLETED> |
| 3. L. Lore: None |
| 4. Scans: None |
|________________________________________________________________________|
Returning to Hall of Eyes, you need to get over to the third side of the
map. Once more, head to the Great Temple.
: =GREAT TEMPLE= :
__________________________________________________________________________
| =MISSION OUTLOOK= |
| OBJECTIVES |
| ---------- |
| 1. Search for the Sky Temple Keys. |
| |
| ITEMS |
| ----- |
| 1. Upgrades: <COMPLETED> |
| 2. Modules: <COMPLETED> |
| 3. Supplies: <COMPLETED> |
| 4. Ammunition: None |
| 5. Temple Keys: None |
| |
| SCANS |
| ----- |
| 1. T. Logs: <COMPLETED> |
| 2. P. Data: <COMPLETED> |
| 3. L. Lore: None |
| 4. Scans: None |
|________________________________________________________________________|
This time, use Temple Transport B to go down to the Temple Assembly Site.
Head for the door that you used the very first time you came to this area
and you'll find a section of rock with a purple crystal on it. Fire at the
crystal with the Light Beam to engage it and make it move from your path.
This exposes a Dark Portal that leads to this side of Sky Temple Grounds.
: =SKY TEMPLE GROUNDS= :
__________________________________________________________________________
| =MISSION OUTLOOK= |
| OBJECTIVES |
| ---------- |
| 1. Search for the Sky Temple Keys. |
| |
| ITEMS |
| ----- |
| 1. Upgrades: <COMPLETED> |
| 2. Modules: <COMPLETED> |
| 3. Supplies: <COMPLETED> |
| 4. Ammunition: Missile Expansion (x1) |
| 5. Temple Keys: Sky Temple Key #9 |
| |
| SCANS |
| ----- |
| 1. T. Logs: <COMPLETED> |
| 2. P. Data: <COMPLETED> |
| 3. L. Lore: None |
| 4. Scans: None |
|________________________________________________________________________|
This portal takes you to the Plain of Dark Worship. Far across the area
from you is an Ingworm tower. Run up to it and you'll find the final [MISS-
ILE EXPANSION (255/255)] of the game simply sitting in an alcove. With this
item in hand, you should now receive the in-game notification that you have
collected 100% of the Item Pickups. You should now have 14 Energy Tanks,
255 Missiles, 10 Power Bombs, and 250 units of Beam Ammo, in addition to
all of your Translator Modules and Suit Upgrades. Hightail it out of this
wide-open area back to where the portal is. Instead of taking it, however,
continue down the hall to reach a purple door. Open it with the Seeker
Missiles and head into Lake Access. There's a lot of Venom Weed in here, so
shoot it to make it retract, then Boost across the floor to the blue door
leading to Accursed Lake. In here, use the Annihilator Beam to super-charge
the light beacon so you don't have to deal with the Hunter Ing, then use
the Dark Visor to spot platforms leading to the final Flying Ing Cache.
There's a catch with this one, though - after you destroy it, the Key will
float to the middle of the lake. Head to the ledge where you activated the
Light Beacon and Screw Attack out to the middle of the lake to collect [SKY
TEMPLE KEY #9 (9/9)], the final Key of the game. Now it's time for a quick
breather, so head back to the Plain of Dark Worship and use the portal to
return to Light Aether.
: =TEMPLE GROUNDS= :
__________________________________________________________________________
| =MISSION OUTLOOK= |
| OBJECTIVES |
| ---------- |
| 1. Search for the Sky Temple Keys. |
| |
| ITEMS |
| ----- |
| 1. Upgrades: <COMPLETED> |
| 2. Modules: <COMPLETED> |
| 3. Supplies: <COMPLETED> |
| 4. Ammunition: <COMPLETED> |
| 5. Temple Keys: <COMPLETED> |
| |
| SCANS |
| ----- |
| 1. T. Logs: <COMPLETED> |
| 2. P. Data: <COMPLETED> |
| 3. L. Lore: None |
| 4. Scans: None |
|________________________________________________________________________|
It's time to head back to your Gunship, so head up Temple Transport B to
reach the Great Temple...
: =GREAT TEMPLE = :
__________________________________________________________________________
| =MISSION OUTLOOK= |
| OBJECTIVES |
| ---------- |
| 1. Search for the Sky Temple Keys. |
| |
| ITEMS |
| ----- |
| 1. Upgrades: <COMPLETED> |
| 2. Modules: <COMPLETED> |
| 3. Supplies: <COMPLETED> |
| 4. Ammunition: <COMPLETED> |
| 5. Temple Keys: <COMPLETED> |
| |
| SCANS |
| ----- |
| 1. T. Logs: <COMPLETED> |
| 2. P. Data: <COMPLETED> |
| 3. L. Lore: None |
| 4. Scans: None |
|________________________________________________________________________|
... and immediately take Temple Transport C back down to Temple Grounds.
: =TEMPLE GROUNDS: =
__________________________________________________________________________
| =MISSION OUTLOOK= |
| OBJECTIVES |
| ---------- |
| 1. Search for the Sky Temple Keys. |
| |
| ITEMS |
| ----- |
| 1. Upgrades: <COMPLETED> |
| 2. Modules: <COMPLETED> |
| 3. Supplies: <COMPLETED> |
| 4. Ammunition: <COMPLETED> |
| 5. Temple Keys: <COMPLETED> |
| |
| SCANS |
| ----- |
| 1. T. Logs: <COMPLETED> |
| 2. P. Data: <COMPLETED> |
| 3. L. Lore: None |
| 4. Scans: None |
|________________________________________________________________________|
In Meeting Grounds, take the small tunnel through Service Access to easily
reach the a door leading to the upper area of the Landing Site again.
8F. THE ING STRONGHOLD
----------------------
This section details the sixth and final part of this walkthrough. Now that
you have all of the upgrades and the nine Sky Temple Keys, it is time to
assault the Sky Temple.
: =TEMPLE GROUNDS= :
___________________________________________________________________________
| =MISSION OUTLOOK= |
| OBJECTIVES |
| ---------- |
| 1. Return the Sky Temple Keys. |
| |
| ITEMS |
| ----- |
| 1. Upgrades: <COMPLETED> |
| 2. Modules: <COMPLETED> |
| 3. Supplies: <COMPLETED> |
| 4. Ammunition: <COMPLETED> |
| 5. Temple Keys: <COMPLETED> |
| |
| SCANS |
| ----- |
| 1. T. Logs: <COMPLETED> |
| 2. P. Data: <COMPLETED> |
| 3. L. Lore: None |
| 4. Scans: None |
|_________________________________________________________________________|
From your Gunship, return via Service Access to the Meeting Grounds. Avoid
the Dark Pirate Commandos here and run for the door at the end of the tunnel
to reach the Hall of Eyes. Take the portal here to reach Dark Aether for the
last time.
: =SKY TEMPLE GROUNDS= :
___________________________________________________________________________
| =MISSION OUTLOOK= |
| OBJECTIVES |
| ---------- |
| 1. Return the Sky Temple Keys. |
| 2. Explore the Sky Temple and seize the final Energy Controller. |
| |
| ITEMS |
| ----- |
| 1. Upgrades: <COMPLETED> |
| 2. Modules: <COMPLETED> |
| 3. Supplies: <COMPLETED> |
| 4. Ammunition: <COMPLETED> |
| 5. Temple Keys: <COMPLETED> |
| |
| SCANS |
| ----- |
| 1. T. Logs: <COMPLETED> |
| 2. P. Data: <COMPLETED> |
| 3. L. Lore: A-Kul's Testament, B-Stl's Key, J-Stl's Key, J-Fme's |
| Key, M-Dhe's Key, D-Isl's Key, C-Rch's Key, S-Jrs's |
| Key, G-Sch's Key, S-Dly's Key |
| 4. Scans: None |
|_________________________________________________________________________|
Returning to Base Access, make your way back through War Ritual Grounds to
the Shrine Access. The first time in here, you used the green door to access
the dark version of Landing Site. This time, head the opposite direction and
use the Seeker Missiles on the purple door to enter the Gateway Access. Take
this short tunnel to reach the Sky Temple Gateway, where you'll find a beam
of swirling red ligh near the center of area. Don't enter this light yet,
because you'll lose the chance for the final Luminoth Lore scans. Start off
scanning the dead Luminoth for the [LUMINOTH LORE: "A-KUL'S TESTAMENT" (32/
41)], then move to each of the nine pillars in the room and scan each one for
the following Log Book scans: [LUMINOTH LORE: "B-STL'S KEY" (33/41)], [LUM-
INOTH LORE: "J-STL'S KEY" (34/41)], [LUMINOTH LORE: "J-FME'S KEY" (35/41)],
[LUMINOTH LORE: "M-DHE'S KEY" (36/41)], [LUMINOTH LORE: "D-ISL'S KEY" (37/
41)], [LUMINOTH LORE: "C-RCH'S KEY" (38/41)], [LUMINOTH LORE: "S-JRS'S KEY"
(39/41)], [LUMINOTH LORE: "G-SCH'S KEY" (40/41)], and the final entry, [LUM-
INOTH LORE: "S-DLY'S KEY" (41/41)]. Now that your Luminoth Lore database is
complete, all that is left to complete the Log Book are the final creature
entries. Now step into the red light to return the nine Sky Temple Keys to
their positions. This will in turn open up a Light Warp that leads to the
inner depths of the Sky Temple. Enter the warp and you'll be taken to where
the last Energy Controller is.
: =SKY TEMPLE= :
___________________________________________________________________________
| =MISSION OUTLOOK= |
| OBJECTIVES |
| ---------- |
| 1. Defeat the leader of the Ing and recover the Sky Temple's energy. |
| 2. Defeat Dark Samus and return the energy to the Great Temple. |
| |
| ITEMS |
| ----- |
| 1. Upgrades: <COMPLETED> |
| 2. Modules: <COMPLETED> |
| 3. Supplies: <COMPLETED> |
| 4. Ammunition: <COMPLETED> |
| 5. Temple Keys: <COMPLETED> |
| |
| SCANS |
| ----- |
| 1. T. Logs: <COMPLETED> |
| 2. P. Data: <COMPLETED> |
| 3. L. Lore: <COMPLETED> |
| 4. Scans: *Emperor Ing Head*, *Emperor Ing Body*, *Emperor Ing |
| Eye*, *Emperor Ing Chrysalis*, *Mutated Emperor Ing*, |
| *Dark Samus 3*, *Dark Samus 4* |
|_________________________________________________________________________|
As you arrive in the Sky Temple Energy Controller, you'll find yourself in a
mockery of the Great Temple - the room itself is reversed and upside-down!
You'll see the final energy controller directly in front of you, but before
you can claim it, large dark tentacles come through the ceiling, envelop the
energy, and take it away. Make your way along the platforms in the walls to
reach a Save Station. but do note that if you plan on using this save file
for any further exploration of planet Aether, do NOT use this since you will
be unable to return to Light Aether now that you're in the Sky Temple. Don't
worry about the final bosses - if you die after defeating the first one, you
will restart as if you had just beaten it. Once you're done saving or not
saving, use the Screw Attack to cross the large gap and reach a blue door. In
here, use the Wall Jump Surfaces and the Screw Attack to ascend the vertical
tunnel and you'll reach the path to the Sanctum. Hop over the small lip in
front of the door and head inside. This final room is covered in Phazon and
you will see the energy controller sitting below you. Drop down to recover
it, but of course, the master of the Ing Horde will challenge you for it.
BOSS BATTLE: EMPEROR ING
------------------------
The Emperor Ing looks rough and tough, but there is an easy way to take the
boss out. This boss has four distinct phases which can be a bit stressful,
but within each phase are certain weaknesses you can take advantage of.
Remember that there are five separate scans for this boss as well. Read be-
low for Normal and Hard Mode strategies for handling this boss.
[NORMAL MODE]
Before beginning, note that this strategy is written with the speediest
possible victory in mind. With that said, some of this requires some advan-
ced moves that you wouldn't normall use when fighting this boss. Your met-
hod of attack will vary during each of the four separate phases.
1. PHASE 1: EMPEROR ING HEAD AND BODY
This first form is relatively simple. At this point, it alternates be-
tween Phase 1 and 2 depending on how you're damaging it. The first form
is that of a gigantic trunk with a rotating head and a collection of
large black tentacles. Scan the first two forms for Log Book entries:
[*"EMPEROR ING HEAD"*] and [*"EMPEROR ING BODY"*], then use the Power
Beam and Missiles to start taking out the tentacles. These can slap you,
come through dimensional rifts for melee strikes, create a large Dark-
burst attack, spin around the room, forcing you to Space Jump over them,
or slam the ground. Bide your time during this phase and attack them as
needed until you see them rise into the air. Morph and when they slam
the ground, detonate a Power Bomb to take out multiple tentacles at a
single time. Eliminate any that are left over to force the Emperor Ing
into its second phase.
2. PHASE 2: EMPEROR ING EYE
When all tentacles have been eliminated, the shielding over the head
retracts, giving you a target and a new Log Book entry. Scan it quickly
for the [*"EMPEROR ING EYE"*] entry, then manually aim at the small
slit between the two core halves. You cannot lock onto this part, so it
has to be done manually. From a distance, fire Super Missiles at the
exposed core, or try to get up close and use a Sonic Boom if you have
Beam Ammo you can spare. This form will take four Super Missiles or four
Sonic Booms to defeat, but you'll probably have to go a few rounds.
Watch out for its powerful laser attack - this cancels out any attack
you're using and forces you backwards into the Phazon lining the area.
After a while, the Eye will close up and you'll go back to Phase 1 of
this form. When this happens, set a Power Bomb almost immediately as the
Emperor's first attack is almost always a ground-pounding move. Force it
back into its exposed eye phase and deplete its health meter to move the
fight to Phase 3.
3. PHASE 3: EMPEROR ING CHRYSALIS
During this phase, the Emperor Ing seals itself inside a regenerative
shell which you cannot attack directly. On top of that, the room begins
to fill with poison gas, so quickly scan this for your fourth Log Book
entry, [*"EMPEROR ING CHRYSALIS"*], then morph and use the Spider Ball
to attach to its magnetically-charged surface. There are eleven weak
spots on this shell's armor that you have to set Morph Ball Bombs in
(Power Bombs don't work here, sorry). This is somewhat complicated by
the fact that Inglets swarm all over the shell and can knock you off in-
to the gas, but you can bomb them to get health and ammo refills. Find
the yellowish spots on the armored shell and wait if you can. When the
purple bubbles start emerging, set three Bombs and move out of the way
to keep a tentacle from hitting you. Your Bombs should destroy the ten-
tacle and take out the yellowish weak spot with it. Focus on the spots
near the bottom of the shell first since the poison gas rises as you
inflict more and more damage. After destroying all eleven, the gas will
recede, the Chrysalis will crack open, and you'll advance the battle to
its final phase against the healed and Phazon-enhanced Emperor Ing.
4. PHASE 4: MUTATED EMPEROR ING
The regeneration shell turned the Emperor into a gigantic Warrior Ing,
although the little Warriors look cute by comparison. Scan it quickly
for the [*"MUTATED EMPEROR ING"*] Log Book entry, then lock onto its
mouth. There are two ways to go about this fight - one of them feels
almost like you're cheating because it is quite literally a one-hit kill
while the other is the more normal method. The Emperor Ing has a number
of attacks it will use during this final phase, but what it uses depends
on the color of its "heart". When its orange, it uses charging attacks,
jumping attacks, and swiping attacks. In its orange phase, it is mostly
shielded, and you have to use Super Missiles to break the shield. After
it is broken, the heart will turn either white or purple. When it's in
the purple phase, it will use a Darkburst attack that freezes you along
with its other moves, and can only be harmed with the Light or Annihilat-
or Beam. When the heart turns white, it will attack with all of its mel-
ee style attacks, but it will also create a super-sized version of the
Warrior Ing's dimensional beam attack, and can only be harmed by the
Dark or Annihilator Beam. Make it easy and use the Super Missiles to
break its orange shield, then pump away with the Annihilator in whatever
phase it switches to until the shield is repaired. If you see it scrape
its hind legs, get out of the way because it will charge and trample
you like Metroid Prime did. There is another weak point in its back that
can fire upon if you get directly behind it, too. If you begin to run
low on Beam Ammo, the Emperor Ing will help you along by creating a
swarm of white Ingstorm creatures that you can rapidly kill for multiple
health and ammo refills. Keep this up while switching weapons depending
on its colors to take this final form down.
The one-hit kill method, though, is much more fun. Stay far enough away
from the Emperor Ing so that you bait it into its Space Jump attack
(telegraphed by it bouncing up and down on its hind legs). RIGHT as it
leaps, Space Jump forward and Screw Attack in such a way that you go
under the Emperor Ing, but not so much that you hit it directly. The
Screw Attack's hitbox is rather large, and as you know, if you hit a
solid object, you usually bounce off. This trick makes you use the Screw
Attack so that its hitbox passes right through the Emperor Ing's hitbox
without causing you to ricochet off. Like the Boost Ball trick from the
first game, this has a quirky effect of causing infinite damage. In this
case, you get a one-hit kill. Sometimes it doesn't drain all of the Em-
peror's health, but it's significant enough that you can easily end this
battle with a few shots from your Annihilator Beam.
[HARD MODE]
To be quite honest, not a whole lot changes in this battle except for the
timing. In its first phase, the eye stays vulnerable for maybe 10 seconds
at most. The Chrysalis form is essentially unchanged, but the Mutated Emp-
eror Ing will go nuts with charging and melee attacks. You'll probably want
to practice and take advantage of the Screw Attack kill method if you want
to get rid of its final form very quickly. Play a balanced offense and de-
fense in this battle, because the Emperor Ing can inflict a lot of damage
in a short amount of time.
Delivering the final blow to the Emperor Ing causes it to collapse and die.
This will reveal the final sphere of Dark Aether's planetary energy, and a
cutscene will take over as Samus claims the energy. This immediately renders
Dark Aether completely unstable. Your HUD informs you that the planetary con-
dition is now critical and you have exactly eight minutes to hightail it out
of there - all of this set to a nice remix of the classic Metroid "Escape!"
theme music. Leap up the platforms that are revealed in the room and Screw
Attack to the Sanctum's exit. Fall down the Wall Jump tunnel and return via
the Light Warp back to the Sky Temple Gateway.
Of course, it's not over yet. As you're about to make your way to the portal
leading back to Aether, a large wall of Phazon springs up in front of you.
Turning, you see Dark Samus once again, itching for one last rematch. She
looks quite different now, as either the Phazon absorption or the repeated
beatings you've handed out have rendered her armor translucent; her body now
little more than a skeleton - it actually looks rather cool. Don't worry
about her looks, though - you have only about seven minutes left to finish
her off and escape Dark Aether.
BOSS BATTLE: DARK SAMUS (FINAL FIGHT)
-------------------------------------
This final battle contributes the final two entries to your Log Book. Dark
Samus has saved all of her most powerful attacks for this final form, which
means you should do the same and dish out your most powerful attacks in
order to bring her down quickly. Read below for Normal and Hard Mode strat-
egies for finishing her off.
[NORMAL MODE]
The important thing to remember, Log Book-wise, is that there is no cut-
scene to separate her battle phases, so just remember that you can scan her
for the [*"DARK SAMUS 3"*] entry now, and get [*"DARK SAMUS 4"*] after she
turns bright blue (after about 1/3 of her health is gone - after you so so,
you should get the in-game notification that you have completed 100% of the
Log Book!). Start this fight off by locking on and pounding away at her
with whatever you have left of the Annihilator Beam. Her attacks during
this phase pretty much consist of everything she's used before (except for
her Boost Ball attack), although now they hurt much more because she uses
pure Phazon as her beam attack. If you see her charge up and glow bright
blue while remaining stationary, break your lock-on and run directly behind
her to avoid her large range Phazon Sweep, then resume your lock-on and
keep peppering her. Like before, she'll continue to move and break your
lock-on every now and then, but not as often as before. After she finishes
the beam attack, she'll likely phase out of normal timespace, and you'll
have to track her with the Echo Visor. You can try to circumvent this by
having your Power Beam charged and letting her chomp on a Super Missile
right as she starts to turn invisible - this will usually force her back
into a visible mode. If she does manage to engage her cloak, switch to the
Echo Visor and use Super Missiles when she is in range of your fire. One or
two of these should force her back into her visible mode. At this point,
resume attacking with the Annihilator Beam or Super Missiles.
Once she rises into the air and glows bright blue, this signifies the start
of her second phase. Scan her now - if you've followed this guide correct-
ly, you'll be notified that you've completed the Log Book. Yay. Focus more
on defeating Dark Samus right now. At this stage of the battle, Dark Samus
has overdosed on Phazon and can no longer be harmed by any of your weapons.
She does periodically expel Phazon, which you can absorb and trigger a sort
of Hyper Mode like from the first game. Switch to the Dark Beam at this
point - surprisingly, the Dark+Phazon combination seems to inflict much
more damage than the Power Beam. Watch for her Phazon Shield to burst and
expel small Phazon Comets - release your lock on her and freely move your
reticle across the screen to absorb these into your Arm Cannon, then lock
back onto Dark Samus and fire them back at her to inflict heavy damage. If
you get lucky, she'll repeat this twice in a row, otherwise she'll just re-
sort to firing normal Phazon spreads that you can't absorb. Switch to the
Power Beam and charge it up when her bubble contracts and she drops to the
ground. As soon as she rises from her kneeling position, fire a Super Miss-
ile at her from close range and this will immediately force her back into
her Phazon Shield phase. At this point, go back to the Dark Beam and wait
for more Phazon Comets. Repeat this until you've depleted her entire health
meter to finish this fight.
[HARD MODE]
Just like with the Emperor Ing fight, hardly anything changes about this
fight except for damage ratios. She inflicts more damage to you and you
have to fire a lot more to damage her. Once she moves into her final phase,
though, everything seems to be the same as far as how much damage your Dark
Phazon bursts inflict on her. Keep moving more to avoid her long range
attacks and you shouldn't really have any problems. Once you run out of
Beam Ammo (and you will here), resort to wasting your Missiles using Super
Missiles and Seeker Missiles - you're not going to need them after this
battle, so feel free to go nuts.
Defeating Dark Samus for the last time results in a rather spectacular ending
cinematic. Dark Samus crashes to the ground, venting Phazon like a sieve, and
struggles to claw her way towards Samus, presumably trying to absorb the
Light Suit as she did the Phazon Suit when she was Metroid Prime. She fails
to make it quite that far and destabilizes completely right before reaching
Samus' location. Just then, an earthquake rattles the entire area, and Samus
finds herself trapped in the area by a vicious pack of Warrior Ing. As she is
about to engage them, the Phazon wall behind her shatters and reveals the
portal exit. Samus turns and makes a break for the portal, scanning it as she
runs towards it. With the Warrior Ing in hot pursuit, she Space Jumps right
into the portal to escape. As the portal begins to collapse, the screams of
the Ing can be heard as their world folds in on itself. As this occurs, the
skies of Aether stop shifting between light and dark. Samus returns to the
Great Temple, where U-Mos has awakened the other Luminoth. She relinquishes
the Light Suit back to the Energy Controller, and gives a friendly wave as
the Luminoth salute her in gratitude for saving their world. Depending on
your item percentage at the end, you'll see one of three epilogue scenes (but
this WAS a guide for 100%):
1. ENDING 1 (1% - 74% ITEMS COLLECTED)
Samus returns to the Landing Site and boards her Gunship before taking off
for her next mission. After the credits, Samus is shown in a victory pose
with the "MISSION FINAL" screen.
2. ENDING 2 (75% - 99% ITEMS COLLECTED)
Samus returns to the Landing Site and prepares to board her Gunship. Be-
fore entering, though, she removes her helmet and clears her mind so that
her entire Power Suit vanishes. Clothed only in her bodysuit, she turns to
look at the camera before boarding her ship. After the credits, Samus is
shown in a victory pose with the "MISSION FINAL" screen.
3. ENDING 3 (100% ITEMS COLLECTED)
Samus returns to the Landing Site and prepares to board her Gunship. Be-
fore entering, though, she removes her helmet and clears her mind so that
her entire Power Suit vanishes. Clothed only in her bodysuit, she turns to
look at the camera before boarding her ship. After the credits, Samus is
shown in a victory pose with the "MISSION FINAL" screen. After the screen
is over, a cutscene plays in outer space, away from Aether. Blue particles
begin to coalesce together and Dark Samus revives, although she is now
a much brighter blue than before. This foreshadows her inevitable return,
of course, in METROID PRIME 3: CORRUPTION.
After all of these endings are completed, I like to believe Samus takes a
relaxing ride in her Gunship as its on autopilot, and heads into the back to
make a hot pot of coffee. But that's just me.
=====================
== 9. ITEM LOCATIONS:
=====================
The walkthrough itself covers the location of each individual item in the game,
but a section is provided here in case you are missing particular Expansions,
Energy Tanks, or other items. It is broken down by Item Category, then further
subdivided into the regions of Aether. But first, here is a quick explanation
of how items are recorded in your completion total.
49x MISSILE EXPANSIONS
+ 14x ENERGY TANKS
+ 8x POWER BOMB EXPANSIONS
+ 7x BEAM ENHANCEMENTS
+ 4x MORPH BALL ENHANCEMENTS
+ 4x MOVEMENT SYSTEM ENHANCEMENTS
+ 4x BEAM AMMO EXPANSIONS
+ 4x TRANSLATOR MODULES
+ 2x MISSILE LAUNCHERS
+ 2x VISOR ENHANCEMENTS
+ 2x ARMOR ENHANCEMENTS
---------------------
100 ITEMS TOTAL
Item totals include 255 Missiles (49 expansions + 2 Launcher Upgrades), 10 Pow-
er Bombs (2 initial + 8 expansions), 250 units of Beam Ammo (50 to start with
plus 4 expansions for 250 units), and 14 Energy Tanks. The Translator Modules
also count, but are given to you through the course of the game. The remaining
Power Suit upgrades are split across different categories and round out the
total. Unlike the first METROID PRIME, the Temple Keys don't count towards the
item percentage, because 18 extra keys would throw you over 100 items. Read
below for a comprehensive listing of each item in the game, broken down by type
and then by planetary region.
ENERGY TANKS (14)
=================
You have a maximum total of 14 Energy Tanks. Each Tank you acquire adds 100
units of energy to your meter (and of course, another percentage point to
your item totals).
TEMPLE GROUNDS
--------------
01. STORAGE CAVERN B
You'll find this one after acquiring the Missile Launcher. Find the
nearby red door and blast the lock off of it to grab the Tank.
02. WINDCHAMBER GATEWAY
First, move the motivator unit out of the way that covers a green door
in Path of Eyes. Open it and launch yourself across the giant chasm
with the Kinetic Orb Cannon, then use the Grapple Beam to swing to the
far platform holding the Tank.
03. FORTRESS TRANSPORT ACCESS
You will need the Light Suit for this one. After you've acquired the
Suit, return here and travel along the Light Warp to reach a room with
the Tank.
AGON WASTES
-----------
04. MINING STATION ACCESS
Roll into this room and detonate a Morph Ball Bomb on the center block.
Drop into the hole and use the Kinetic Orb Cannon to rocket you up
through the rest of the shaft and directly into this Tank.
05. BIOENERGY PRODUCTION
Use the controls to raise and lower platforms in the room, and scan the
panels to lower one on the left, two in the middle, and all three on
the right-hand side. Then run to the platforms and simply Space Jump to
the Tank.
06. MINE SHAFT
Technically you need the Boost Ball, but the blocks crumble slow enough
for you to make it past without needing the extra speed. Start near a
block that you can Bomb Jump to that leads into a small passage. Quick-
ly roll left over the collapsing blocks, and stop when you reach the
vertical stack. Fall through and hold left to roll into a hidden pass-
age, then do two Bomb Jumps up through the holes to reach the Tank.
07. MINING PLAZA
You need the Echo Visor in order to pinpoint three sonic devices. Once
they have been activated, the solar panels will focus an energy beam
into part of the cliff. Screw Attack to the now open area for the Tank.
TORVUS BOG
----------
08. TEMPLE ACCESS
After heading through the dark door leading to Torvus Temple, set a
Morph Ball Bomb over the first circular grate on the ground. Drop into
the hole to claim the Tank.
09. TRANSIT TUNNEL EAST
Find the Bomb Slot at the left-hand end of this area and activate it.
Now roll to the right past two tubes and use an Underwater DBJ to reach
another Bomb Slot. Activate it, and roll two tubes over to the left and
use another Underwater DBJ to reach the Tank.
10. MEDITATION VISTA
Look out into the distance and find the moving platform. Time a Screw
Attack so you land on the platform, and just ride it to the Tank.
11. TORVUS PLAZA
This one normally requires an intricate Spider Ball/Boost Ball puzzle,
but it can be gotten a bit easier. Go up the halfpipe and attach to the
track, then go to the end and hold B just enough to register a Boost.
Let go of B and R and you should attach to the end of the second part
of track. If you're careful, you can boost along the ground to reach
the third part of track. Go up the third part, go the end, and charge
about half of a Boost to reach the area where the large flower is. From
here you can try and Space Jump or Screw Attack to the Tank. If this is
too hard, you can always use the track puzzle like normal. Of course,
there's also the third method which utilizes the "Floaty Jump" move
if you glitched yourself during the Chykka fight. Whichever method is
best for you.
DARK TORVUS BOG
---------------
12. CACHE B
This one's very easy. Before entering the teleport to reach the boss
battle with Chykka, roll through the red tunnel and blast the door with
a Super Missile to reach the Tank.
SANCTUARY FORTRESS
------------------
13. REACTOR CORE
Starting from the ground, use the Kinetic Orb Cannon to fly to a round
Spider Ball module. Roll up and jump to a second orb above you (watch
out for the electricity), and then boost to another orb. Now work your
way around from orb to orb, launching from the red dots on each before
you get crackled with electricity to reach the Tank at the end.
14. WATCH STATION ACCESS
Another very easy one, you can just head through the door in Watch
Station Access and drop down on the ledge below to snag the Tank, then
scan a panel to lower some Grapple Points so you can easily traverse
between here and Main Gyro. If you're skilled with dashes, you can also
use a Roll Jump or the slightly-harder WSA Dash technique to get this
before the Grapple Beam (and also get the Screw Attack early).
MISSILE EXPANSIONS (49)
=======================
You have a maximum total of 49 Missile Expansions in addition to two Launcher
upgrades (the main one plus the Seekers), resulting in a net total of 255
Missiles. Each additional Expansion is another 5 Missiles (and of course,
another percentage point to your item totals).
TEMPLE GROUNDS
--------------
01. TRANSPORT TO AGON WASTES
Shoot a path through the green Luminoth Webbing off to the left of the
transport to find the Expansion.
02. TEMPLE ASSEMBLY SITE
From the door that leads to the elevator, hop onto a short pillar near
the metallic structure, then leap to the cliff. Follow the path around
and into the tunnel to claim the Expansion.
03. GFMC COMPOUND
From the ledge where the Power Bomb Door is, use a long L-Lock Spring
Space Jump to land atop the ship (or Screw Attack over to it). Run
along the top and you'll find the Expansion near the back of the ship.
04. HIVE CHAMBER A
Starting from the Landing Site, come back the way you came through the
Temple Grounds to reach this area. Inside, use a charged Dark Beam and
a Missile to put down the Dark Missile Trooper, who will give you the
Expansion for your effort.
05. HIVE CHAMBER B
Next to the Morph Ball tunnel is a blocked passage. Blow the grate off
with a Morph Ball Bomb and roll down the tunnel to find the Expansion.
06. COMMUNICATION AREA
Use the Space Jump to reach the highest ledge, then find a small glass
dome and use a Morph Ball Bomb to blow away the glass - you'll drop
onto the Expansion.
SKY TEMPLE GROUNDS
------------------
07. WAR RITUAL GROUNDS
Switch on the Dark Visor and use it along with the Seeker Missiles to
find the five blast points around a door. Blast it open and claim the
Expansion inside.
08. PLAIN OF DARK WORSHIP
From Temple Assembly Site, use the Light Beam to move a Watchdrone out
of the way, then enter the Dark Portal. Trek across the vast plain to
the Ingworm hive at the end of the area and grab the Expansion just
inside an alcove.
09. PHAZON GROUNDS
You can either use the Dark Visor to spot invisible platforms and navi-
gate that way, or use the Screw Attack to reach the Expansion in the
far-away cliff. As an added bonus, the Screw Attack will also help to
clear out any pesky Dark Tallon Metroids flying about.
GREAT TEMPLE EXPANSIONS
-----------------------
10. TRANSPORT B ACCESS
Look at the elevator in the room and face away from it while looking
for a Morph Ball passage in the wall. Enter it and use Bomb Jumps to
reach the Expansion.
11. TRANSPORT A ACCESS
Right inside the entrance, locate a Morph Ball tunnel leading to a Save
Station. Bomb the wall behind the Station and roll around down a new
path to the Expansion.
AGON WASTES EXPANSIONS
----------------------
12. SAND CACHE
Visit the Agon Energy Controller and have your translator updated, then
go to the top of Mining Station A and scan the amber-colored Luminoth
script. Go through the blue door to find the Expansion.
13. PORTAL ACCESS A
Use the Orb Cannons to navigate the small puzzle, then roll behind the
last Cannon to reach the Expansion behind the dead Luminoth.
14. TRANSPORT CENTER
After you get back from the first run through Dark Aether, go through
the door to your left (Portal Terminal) and activate the new Bomb Slot
to gain access to the Expansion.
15. COMMAND CENTER
Roll through the morph ball maze and hang a right at the fork to find
the Expansion around a bend (same location as in the demo).
16. STORAGE B
After getting the Dark Beam upgrade, go back to Biostorage Station and
kill the Tallon Metroids. Afterwards, go through the dark door near the
top.
17. VENTILATION AREA A
Roll right to reach a block you can Bomb Jump on top of. Kill the Pill-
bug, and jump up two levels to find the Expansion off to the left.
18. MAIN REACTOR
Start at the bottom and work your way up the Spider Ball track (the one
on the far wall, and carefully use the Boost Ball to leap between the
Spider Ball tracks. A good idea is to launch in the instant that both
platforms stop moving. When you reach the end, boost through the final
opening, then detonate a Bomb on the glass dome for the Expansion.
19. SAND PROCESSING
Use the half-pipe to gain access to a small tunnel that leads to a room
with machinery controls. Scan them to start a process that drains the
sand, then roll back out and collect the now-accessible Expansion.
20. STORAGE C
Starting in Bioenergy Production, scan the consoles to raise the three
platforms in the middle of the area, then roll to the Spider Ball track
behind one of the consoles, and travel up and around. Boost from track
to track until you reach the middle, then boost again to get to a track
on the middle platform. Roll around to the other side and boost to the
ledge with the green door. Use a Super Missile to open it and claim the
Expansion inside.
21. MINING STATION A
Locate the weak section of the wall and detonate a Power Bomb, then use
the Kinetic Orb Cannon to blast yourself to a crane with Spider Ball
tracks. Bomb Jump and drop between the segments to reach the Expansion
to the left.
22. STORAGE A
Journey to Mining Station B and use a Power Bomb on the weakened wall.
Use the Light Beam on the door and grab the Expansion from inside.
DARK AGON WASTES
----------------
23. CROSSROADS
Use the Boost Ball to reach the top of a half-pipe in Transport Center
(Light Aether), then enter the Dark Portal and grab the Expansion since
it's directly in front of you.
24. WARRIOR'S WALK
Scan the floor to find that it's weak to explosive blasts. Use Bombs to
blow it apart, then use the Morph Ball to scoot quickly across the
Phazon pit to reach the Expansion at the far end.
25. JUNCTION SITE
Use a Bomb Jump to reach the Spider Ball track, then activate the Bomb
Slot at the top of the room to rotate the entire area. Afterwards, the
Expansion is easy pickings.
26. ING CACHE 4
Starting from Duelling Range, head through the dark door near the bot-
tom, then walk forward a bit and turn around to see a Morph Ball tunnel.
Roll inside to grab the Expansion.
TORVUS BOG
----------
27. FORGOTTEN BRIDGE
Activate the Bomb Slot in Dark Aether's version of the area (Dark Forg-
otten Bridge), then return to Light Aether and simply walk to the now-
accessible Expansion.
28. UNDERGROUND TUNNEL
Enter the room via Torvus Temple, and roll under the grating near the
door to grab this Expansion.
29. HYDRODYNAMO STATION
After activating the first lock point in the room, use the Kinetic Orb
Cannon to reach the top, then use the Map to position yourself directly
above the dark door. Fall down, morph, and roll off the edge of the
platform while curving your fall to land on the ledge. The Expansion is
right above you.
30. ABANDONED WORKSITE
Another one you can get one of two ways. Both methods involve entering
this area from the side of Great Bridge. You can either wait until you
have the Grapple Beam and swing over, or use well-timed Space Jumps off
of narrow alcoves in the walls to reach it.
31. PORTAL CHAMBER
In Dark Aether, get to Portal Chamber and go to the area near the next
room (Poisoned Bog). Double Bomb Jump up to a hole in the rock, then
roll through the nearby Morph Ball tunnel. Ride a piston down and use
the nearby Light Portal to return to Light Aether to get the Expansion.
32. PATH OF ROOTS
Enter from the Great Bridge area and work your way around to the other
side behind the Sporb, then use the Grapple Beam to swing across a gap
to the visible Expansion.
33. TORVUS LAGOON
Once you have the Gravity Boost, jump into the water at the front of
this room and turn around so you're facing a small alcove. Use the
Gravity Boost to leap over the Venom Weed and float to the Expansion.
34. GATHERING HALL
Once you have the Power Bombs, return here and use two of them to drain
the water from the room. Then use the half-pipe to boost up to the
Spider Ball tracks in the ceiling. Maneuver around while boosting to
other sections to activate two Bomb Slots. The second one will extend a
platform that you can use once you've grappled to the ledge below it.
Once you're done, just Space Jump to the ledge to get the Expansion.
35. TORVUS GROVE
Go to the giant weakened tree and detonate a Power Bomb at the base of
each trunk part to make the tree crash into a nearby wall. The destroy-
ed wall will then reveal the Expansion.
36. PLAZA ACCESS
When you reach the red tunnel, you need to use Bomb Jumps to navigate
your way to two Bomb Slots. Activate each so you can access a new part
of the area, and use another Bomb Jump to reach the tunnel atop the
second ledge. Roll down this new area and use the half-pipe to boost to
the Expansion.
37. TRANSIT TUNNEL SOUTH
In this giant maze, first activate the bottom-most Bomb Slot, then jump
up so you're above the yellow orb. Double Bomb Jump up and hang a right
to reach another Bomb Slot. Activate it and use Bomb Jumps and the
water current to reach the Expansion.
38. TRAINING CHAMBER
You have to first kill the Dark Bloggs, then locate the Spider Ball
track underwater. Roll along and boost to another track, then roll un-
til you reach a collection of tracks. Drop from the very center to land
on a ledge, then activate the Bomb Slot to reveal the Expansion.
DARK TORVUS BOG
---------------
39. UNDERTRANSIT ONE
In this tunnel, it's at the farthest-left-hand point just outside the
Light Zone. Use a series of Bomb Jumps to reach it.
40. UNDERTEMPLE
From the Main Hydrochamber, take the Dark Portal and travel to Under-
temple by way of a near-hidden Spider Ball track. Here, find the wall
that you can Wall Jump on, and bounce your way up to the Expansion.
SANCTUARY FORTRESS
------------------
41. DYNAMO WORKS
After beating the Spider Guardian, use the Spider Ball to locate a path
leading up at the junction between the third and fourth rooms. Spider
Ball up and around to find the Expansion.
42. HALL OF COMBAT MASTERY
You can get this one of two ways. The first is by navigating the blue
Spider Ball track and using the Bomb Slots, Morph Ball passages, and
Bomb Jumps to eventually reach the item, or by starting outside the
puzzle across from the Expansion. Space Jump on top of the two computer
monitors attached to a wall, face the Spider Ball track at the left-hand
corner, and look down a bit. Space Jump out so that you go pretty far,
but don't hit the ceiling, and just as you begin your second jump, hit
X to morph and try to squeeze into the Morph Ball passage. It's a very
tricky jump, but it's far quicker.
43. MAIN RESEARCH
Use the tricky Spider Ball tracks in the walls while avoiding the clank-
ing machinery parts to reach the Expansion in the center of the maze.
44. CENTRAL AREA TRANSPORT WEST
From the top of the room, carefully drop down one level and look for
three holes in the floor. Fall down the far left-hand tunnel and then
take a right at the next fork. Take another right after that to reach
the Expansion.
45. SENTINEL'S PATH
Equip the Echo Visor and use the Annihilator Beam on the Echo Door.
Listen to the sound wave returns, then shoot the Key Emitters in the
correct order to gain access to this Expansion.
46. TEMPLE ACCESS
Another fun one. Drop to the bottom and use the Dark Visor + Seeker
Missiles to locate an activation key for a Kinetic Orb Cannon. Use the
cannon, then use the Echo Visor to locate a sonic mechanism. Shoot it,
then run back to the Orb Cannon and use it again to reach the Expan-
sion. To get out of the room, use the nearby Spinner device.
47. SANCTUARY MAP STATION
With the Light Suit equipped, step into the Light Warp to reach a small
room containing the Expansion.
ING HIVE
--------
48. AERIAL TRAINING SITE
Near the Light Portal, look for the Wall Jump surfaces and simply Wall
Jump your way to the Expansion.
49. HAZING CLIFF
Enter here via Culling Chamber, and take out the Dark Diligence Drones
with your charged Light Beam, then Screw Attack over the gap to reach
the tunnel with the Expansion.
POWER BOMB EXPANSIONS (8)
=========================
Once you defeat the Power Bomb Guardian, you will have two Power Bombs with
which you can use to collect eight more expansions, leading up to a total of
10 Power Bombs. Retro Studios seems to have learned their lesson from the
last game - almost every Expansion requires a Power Bomb to get to it, so
there is very little chance of acquiring these early. Each additional Expan-
sion is one more Power Bomb (and of course, another percentage point to your
item totals).
TEMPLE GROUNDS
--------------
01. DYNAMO CHAMBER
Use a Power Bomb to shatter the Mark VII security gate, then use anot-
her Power Bomb to break a weakened wall that will reveal the Expansion.
AGON WASTES
-----------
02. SANDCANYON
Enter this area and Screw Attack out to the middle platform. Use a
Power Bomb to blow apart a structure near the base of the tower, and
the tower will fall into the chasm, revealing an Expansion.
DARK AGON WASTES
----------------
03. FEEDING PIT
Once you have the Light Suit, you can drop into the poison water and
walk to the back area of the lake to find the Expansion tucked away in-
side a small alcove.
TORVUS BOG
----------
04. GREAT BRIDGE
Use the Kinetic Orb Cannon to blast you to the other side of the room,
and drop a Power Bomb near a collection of Denzium blocking access to
a red tunnel. Roll inside to reach the Expansion.
DARK TORVUS BOG
---------------
05. PUTRID ALCOVE
Enter Dark Aether to reach Dark Forgotten Bridge, then take the path to
reach this room. Shoot the Dark Phlogus to make it flip over, then jump
into the water to its left and use a Power Bomb to crack the wall hid-
ing the Expansion.
SANCTUARY FORTRESS
------------------
06. SANCTUARY ENTRANCE
Take a path to the left of the entrance and use a Power Bomb to shatter
a glass pane that leads to a hologram. Use it to activate a Kinetic Orb
Cannon nearby, then use the Cannon while holding R to latch onto the
Spider Ball track on the turret stand. Roll up and enter the turret,
then point it first at the wall on the mountain across from you, then
at a cracked portion of the Fortress entrance, and finally a spiked
outcropping on the right side of the Fortress. Exit the turret and take
newly-cleared paths to reach a Spider Ball track that leads to another
Kinetic Orb Cannon. Use it to blast across the expanse and land in an
alcove with the Expansion.
07. TRANSIT STATION
Go through Transit Station in Light Aether and use a Power Bomb to shat-
ter a glass pane leading to a Dark Portal. Take it, and kill the Dark
Ingsmasher to reach another Light Portal. Enter it, and roll through a
tunnel to find another portal to Dark Aether. Next, use a nearby Spider
Ball track to find yet another Light Aether portal, then use a final
track to reach the Expansion.
08. MAIN GYRO CHAMBER
Drop to the bottom of the Gyro Chamber and switch to the Echo Visor.
Use the Annihilator Beam to begin a sonic wave sequence, then hit the
Key Emitters in the proper pattern (2, 1, 3, 3) to reach the room with
the Expansion.
BEAM AMMO EXPANSIONS (4)
========================
Upon getting the Dark and Light Beams, you'll have 50 units of each to play
around with. There are four Expansions hidden throughout the planet that will
eventually bring your total ammo count to 250. Most of these are fairly easy
to find. Each additional Expansion is another 50 units (and of course, anot-
her percentage point to your item totals).
SKY TEMPLE
----------
01. PROFANE PATH
When you reach this area, find the Echo Visor door, and solve the Key
Emitter puzzle to reach the Expansion.
AGON WASTES
-----------
02. CENTRAL MINING STATION
There are two ways to get this Expansion. First, use the white door
leading out of Command Center to reach the upper part of this room,
then use one of the Vigilance Turrets to blast away the three wind gen-
erators, part of the skiff storage, and a gray generator on the right
side of the room. Drop down to the skiff, and use it to work your way
around to a tunnel leading to the Expansion. The second way is to use
Ghetto Jumps up around the slanted walls near the Turrets to work your
way up to the uppermost ledge. Doing it this way, you can acquire the
Expansion before you even have the Dark Beam.
DARK TORVUS BOG
---------------
03. CACHE A
Go to Poisoned Bog and use the Seeker Launcher to blast open the purple
door. The Expansion awaits you on the other side.
SANCTUARY FORTRESS
------------------
04. WATCH STATION
Roll up the Spider Ball track on the side of the room to reach a Kinet-
ic Orb Cannon and ue it to blast you to a set of Spider Ball tracks on
the other side of the room. Now launch from the moving tracks, setting
Bombs when you pass sets of red bars to reach more moving tracks. When
you reach a large section of tracks, roll to the far-left and drop to
another track, and repeat the moving track bit to reach a tunnel high
up. As you roll through, take the avenue that goes away from the camera
to reach the Expansion.
DARK TEMPLE/SKY TEMPLE KEYS (18)
================================
In order to progress through the game, you must locate a total of 18 Dark
Temple Keys - 3 for each Dark Temple and 9 for the Sky Temple. None of these
will count towards your Item Percentage, but they must be found nonetheless.
The only exception is the Ing Hive, because you can use a Bomb Space Jump
and a Screw Attack to clear the Temple Gateway. Below is a quick reference
list for the locations for the Dark Temple and Sky Temple Keys.
DARK AGON WASTES
----------------
01. DARK AGON TEMPLE KEY #1
Area: DOOMED ENTRY
When entering Doomed Entry, you can use a Space Jump from the middle
platform to reach the Key on a high ledge at the back of the room.
02. DARK AGON TEMPLE KEY #2
Area: BATTLEGROUND
This key is protected by six Warrior Ing. Upon entering the room, drop
to the center arena and battle the Ing to reclaim the Key. Note that
this is also the only time you can scan an [*"ING WEBTRAP"*].
03. DARK AGON TEMPLE KEY #3
Area: TRIAL TUNNEL
On your way to Amorbis, hang a left inside the Dark Agon Temple. The
Key is in the room behind the blue door on the left-hand side of the
Temple.
04. SKY TEMPLE KEY #1 (KEY OF J-STL)
Area: BATTLEGROUND
This is in the Dark Counterpart of Central Mining Station. Find the
Ingclaw to the right of the green door and Space Jump on top of it.
From here, find the ledge with the two Warrior Ing, then just Screw
Attack over to the ledge, where you can find the Flying Ing Cache.
Blast it using the Dark Visor, then destroy its visible form to find
the Key.
05. SKY TEMPLE KEY #2 (KEY OF B-STL)
Area: DARK OASIS
This is in the Dark counterpart of the Main Reactor. From Dark Oasis,
use a Power Bomb to blast away part of a wall, then drop into the Dark
Water to find the Flying Ing Cache. Blast it using the Dark Visor, then
destroy its visible form to find the Key.
DARK TORVUS BOG
---------------
01. DARK TORVUS TEMPLE KEY #1
Area: DARK TORVUS ARENA
After defeating the Boost Guardian, return to the room right before it
and use the half-pipe to rocket up to the Key inside a small alcove.
02. DARK TORVUS TEMPLE KEY #2
Area: UNDERTEMPLE ACCESS
After acquiring the Gravity Boost, return to the room right above the
Main Hydrochamber and float up to a Dark Portal. Enter and grab the Key
as it sits in your path.
03. DARK TORVUS TEMPLE KEY #3
Area: VENOMOUS POND
You can reach this key via Grapple Points in the room, or by using some
fairly crafty Space Jumping from the Ingclaws. If you're going for a
respectable degree of speed, getting it with the Grapple Beam is a bit
faster.
04. SKY TEMPLE KEY #3 (KEY OF S-DLY)
Area: POISONED BOG
This is in the Dark counterpart of Torvus Lagoon. Come here and drop
into the Dark Water to easily locate the Flying Ing Cache. Blast it us-
ing the Dark Visor, then destroy its visible form to find the Key.
05. SKY TEMPLE KEY #4 (KEY OF G-STH)
Area: DUNGEON
This is in the Dark counterpart of Catacombs. Drop into the Dark Water
and use Power Bombs to break out of Sacrificial Chamber into Undertran-
sit Two. Take the new path to the Dungeon, and shoot the beacons above
the Watchdrones to force them to move. Take the paths they uncover to
reach the Flying Ing Cache. Blast it using the Dark Visor, then destroy
its visible form to find the Key.
ING HIVE
--------
01. HIVE TEMPLE KEY #1
Area: CULLING CHAMBER
With the Spider Ball, use the red track to roll into an enclosed area
that holds the Key. You'll have to bomb through some obstructions first
before you can get it.
02. HIVE TEMPLE KEY #2
Area: AERIAL TRAINING SITE
Once you have the Screw Attack, come here via the Central Hive West
Transport to grab the Key, then scan the panel nearby to gain access
back to the Light Portal.
03. HIVE TEMPLE KEY #3
Area: HIVE GYRO CHAMBER
Use the Spider Ball to navigate your way to the top, then boost up to a
second ring-like structure. Position yourself correctly, then use a
fully-charged boost to sail across the ring-sphere to claim the Key.
04. SKY TEMPLE KEY #5 (KEY OF S-JRS)
Area: HIVE ENTRANCE
This is in the Dark counterpart of Sanctuary Entrance. You need to use
the Screw Attack to cross a wide gap that leads to a Light Warp. Try to
space out your Screw Attack jumps so that you're jumping again right
before you start to fall, or else you won't make it. Once you do, take
the Light Warp to the top of the area, then Screw Attack back across
to find the Flying Ing Cache. Blast it using the Dark Visor, then de-
stroy its visible form to find the Key.
05. SKY TEMPLE KEY #6 (KEY OF C-RCH)
Area: HIVE DYNAMO WORKS
This is in the Dark counterpart of Dynamo Works. Use the Spider and
Boost Balls to navigate moving Spider Ball puzzles, then use the red
Spider Ball track to reach a ledge on the far side where the Flying Ing
Cache awaits. Blast it using the Dark Visor, then destroy its visible
form to find the Key.
SKY TEMPLE GROUNDS
------------------
01. SKY TEMPLE KEY #7 (KEY OF D-ISL)
Area: ING RELIQUARY
This is in the Dark counterpart of Storage Cavern A. From the Reliquary
Grounds, head through the blue door at the top, and scan around for the
Flying Ing Cache. Blast it using the Dark Visor, then destroy its vis-
ible form to claim the Key.
02. SKY TEMPLE KEY #8 (KEY OF M-DHE)
Area: DEFILED SHRINE
This is in the Dark counterpart of the Landing Site. Make your way here
after visiting the Sky Temple Gateway and switch to the Dark Visor to
find the Flying Ing Cache. Blast it using the Dark Visor, then destroy
its visible form to find the Key.
03. SKY TEMPLE KEY #9 (KEY OF J-FME)
Area: ACCURSED LAKE
This is in the Dark counterpart of Industrial Site. Once you enter,
take out the Hunter Ing with a Super Crystal/Beacon , then check around
for the Flying Ing Cache lurking in the far-left corner of the room.
Blast it using the Dark Visor, then destroy its visible form to find
the Key.
BEAM ENHANCEMENTS (7)
=====================
You have four Beam Weapons in the game (counting the Charge Beam that you
keep at the start), plus an additional four Charge Combo Enhancements for
each Beam Weapon. Each of the additional seven weapons adds another percen-
tage point to your item totals.
01. DARK BEAM
Region: AGON WASTES
Area: STORAGE D
After defeating Dark Samus 1, head up the elevator and enter the Stor-
age room to find this Beam.
02. LIGHT BEAM
Region: DARK AGON WASTES
Area: ING CACHE 1
Access the Feeding Pit and make your way to the Dark Lift Crystals.
Either fire the Dark Beam and use it as a platform, or lock onto the
crystal and Space Jump at it while holding L to get yourself a small
boost onto the top. Space Jump to the ledge and enter the cache to find
this Beam.
03. ANNIHILATOR BEAM
Region: ING HIVE
Area: HIVE TEMPLE
You will get this for defeating Quadraxis.
04. SUPER MISSILE CHARGE COMBO
Region: TORVUS BOG
Area: TORVUS TEMPLE
Enter Torvus Temple and fend off the three waves of Space Pirates. At
the end, this upgrade will be revealed.
05. DARKBURST CHARGE COMBO
Region: AGON WASTES
Area: MINING STATION B
Access Mining Station B by way of the Mine Shaft off of Agon Temple.
Use a series of Bomb Slots to activate a giant mechanical blade so that
it destroys a section of rock. Enter the Dark Portal and go through
Dark Transit Tunnel to Duelling Range. Enter the Light Portal and go
back through the normal Transit Tunnel to find this upgrade.
06. SUNBURST CHARGE COMBO
Region: TEMPLE GROUNDS
Area: GRAND WINDCHAMBER
Go to the Grand Windchamber and Screw Attack to the Dark Portal. In the
Ing Windchamber, use the Spinners to rotate the middle ring and the
Kinetic Orb Cannons to get from platform to platform. Use the Seeker
Missiles to hit four targets in the center platform, then utilize the
Spinners again and move a second set of rings. Fire the Seeker Missiles
at the central targets again, then return to Light Aether to claim the
upgrade.
07. SONIC BOOM CHARGE COMBO
Region: DARK AGON WASTES
Area: ING CACHE 2
Go to Dark Aether from Command Center and take the path to Feeding Pit
and then to Phazon Site. Use the Dark Visor to spot the hovering plat-
forms, then Screw Attack to the ledge with the gray door to reach the
room containing this upgrade.
MORPH BALL ENHANCEMENTS (4)
===========================
You have four enhancements for your Morph Ball mode in the game, each of
which gives you increased mobility or offensive capability. Each additional
item adds another percentage point to your item totals.
01. MORPH BALL BOMB
Region: AGON WASTES
Area: AGON TEMPLE
You get this for defeating the Bomb Guardian.
03. BOOST BALL
Region: DARK TORVUS BOG
Area: DARK TORVUS ARENA
You get this for defeating the Boost Guardian.
04. SPIDER BALL
Region: SANCTUARY FORTESS
Area: DYNAMO WORKS
You get this for defeating the Spider Guardian.
05. POWER BOMB
Region: DARK TORVUS BOG
Area: UNDERTEMPLE
You get this for defeating the Power Bomb Guardian.
MOVEMENT ENHANCEMENTS (4)
=========================
You have four additional upgrades that increase the mobility of your Power
Suit. Each one adds another percentage point to your item totals.
01. SPACE JUMP BOOTS
Region: DARK AGON WASTES
Area: JUDGMENT PIT
You get this for defeating the Jump Guardian.
02. GRAVITY BOOST
Region: TORVUS BOG
Area: HYDROCHAMBER STORAGE
Scan the three consoles in Hydrodynamo Station to unlock the lower part
of the area. Go down to the Main Hydrochamber, then enter Hydrochamber
Storage to find this item.
03. GRAPPLE BEAM
Region: PHAZON MINES
Area: STORAGE DEPOT B
You get this for defeating the Grapple Guardian.
04. SCREW ATTACK
Region: SANCTUARY FORTRESS
Area: VAULT
Reach the Vault by way of Watch Station and Grand Abyss. Activate the
Bomb Slot to enable turrets, then go back and forth between the Vault
and Vault Attack Portal to activate different features in both dimen-
sions. Lastly, activate four spinners to move laser beams, then use the
Bomb Slot again to remove the cage. Once it's gone, Space Jump to the
central platform holding this item.
ARMOR ENHANCEMENTS (2)
======================
There are two upgrades to your Power Suit in the game apart from the Varia
that you keep from the start. Each one increases your defensive capabilit-
ies and allows you to survive longer in Dark Aether. Each additional armor
enhancement also adds another percentage point to your item totals.
01. DARK SUIT
Region: DARK AGON WASTES
Area: DARK AGON TEMPLE
You get this for defeating Amorbis.
03. LIGHT SUIT
Region: GREAT TEMPLE
Area: MAIN ENERGY CONTROLLER
You get this from U-Mos before searching for the Sky Temple Keys. While
the game implies that you need to take energy from all three of Dark
Aether's sub-controllers and return it to Light Aether, the only real
trigger is taking the Ing Hive's energy and returning it to Sanctuary
Fortress. Once this is done, visit U-Mos at the Great Temple to receive
this upgrade.
VISOR ENHANCEMENTS (2)
======================
You have two extra Visors besides the Combat and Scan Visors. Each one in-
creases what you can see and track (and of course, adds another percentage
point to your item totals).
01. DARK VISOR
Region: DARK TORVUS BOG
Area: DARK TORVUS TEMPLE
You get this for defeating the Chykkas.
02. ECHO VISOR
Region: SANCTUARY FORTRESS
Area: AERIE
After defeating Dark Samus 2, solve the puzzle in the Aerie and Hive
Summit to collect this Visor upgrade.
MISSILE LAUNCHERS (2)
=====================
You have two upgrades to your Missile Launcher that increase the types of
concussive weapons you can fire. Each additional upgrade adds another per-
centage point to your item totals).
01. MISSILE LAUNCHER
Region: TEMPLE GROUNDS
Area: GFMC COMPOUND
Although any Missile Expansion technically activates this, this first
one is easily found by just running around the corner of the Compound
to trigger the cutscene, then destroying the storage crate. You can use
the 101% Glitch to get two of these (and thus 10 Missiles) at the start
of the game.
02. SEEKER MISSILE LAUNCHER
Region: GREAT TEMPLE
Area: HALL OF HONORED DEAD
Use the four Spinners in the room in the following order: Purple/Blue/
Yellow/Red to line up a series of concentric tracks. Then reverse the
sequence (Red/Yellow/Blue/Purple) to make all floor pieces match. After
this is done, this item is revealed.
=========================
== 10. LOG BOOK DATABASE:
=========================
The Log Book is used for collecting data on creatures of Aether, research it-
ems, Space Pirate Logs, Luminoth Lore, and GFMC Trooper data. The Log Book is
divided into data network segments, with each section subdivided into multiple
smaller categories. As a whole, the Log Book in this game is far more expansive
than the first game with nearly double the entries. All creatures are given
general room locations where possible, or at the very least a location for the
first time you'll see them. The one-time scans are marked with asterisks (*),
and the limited scans (meaning you have a limited time to get them) are marked
with two asterisks (**). To ensure completion of the Log Book, scan everything
the first time you see it just to be safe.
NOTE: The entries here are ONLY what you can SCAN for the Log Book - all of the
other entries for Dark Temple Keys or your Inventory are not included since you
(a) get them automatically and (b) all upgrade information has, I think, been
thoroughly covered in the previous section.
CREATURE ENTRIES
================
The Creature Data is divided into small data networks by the environment and
type of creature. Light Aether is separated from Dark Aether, aquatic creat-
ures are separated from land creatures, and so forth. Every creature is list-
ed here with information on where they be found along with the transcription
from the game database.
----------------------------
AETHER CATEGORY (39 entries)
----------------------------
The Aether category contains the creatures found indigenous to Aether, that
is, those normally found in Light Aether.
-> AQUATIC (4 entries)
----------------------
The Aquatic subcategory contains the creatures that are found in watery
or swampy environments.
-> LARGE AQUATIC (2 entries)
----------------------------
These are the larger aquatic creatures.
01. MORPHOLOGY: *Alpha Blogg* (scan from inside its cage)
REGIONS: Torvus Bog
LOCATIONS: Main Hydrochamber Access
DATABASE: The Alpha Blogg is the largest and strongest of its
pack. It can fire potent sonic stun blasts in battle.
The blasts will disrupt your Visor and weapon systems
if they hit you. Its 3 titanic maws are potent weapons.
Target the creature's mouth area to inflict damage upon
it.
02. MORPHOLOGY: Blogg
REGIONS: Torvus Bog
LOCATIONS: Hydrodynamo Station, Training Chamber
DATABASE: The Blogg uses speed and agility to close in on prey.
It will batter foes with a ramming attack, then use its
3 tooth-filled maws to finish the job. Bloggs have a
weak spot inside their mouth:the rest of their bodies
are covered with a thick damage-resitant hide.
-> SMALL AQUATIC (2 entries)
----------------------------
These are the smaller aquatic creatures.
03. MORPHOLOGY: Bloggling
REGIONS: Torvus Bog
LOCATIONS: Hydrodynamo Station, Training Chamber
DATABASE: Young Bloggs are weaker than their parents, but still
violent. Their powerful jaws have yet to form, and they
lack the defense abilities found in adult Bloggs. They
rely on speed and agility for protection if attacked.
Without the protection of their elders, they are still
vulnerable.
04. MORPHOLOGY: Hydling
REGIONS: Torvus Bog
LOCATIONS: first seen in Hydrochamber Access
DATABASE: Hydlings are small water dwellers. They travel in packs
for safety, roaming the water in search of bits of
food. Their only defense is a bite, which with their
sharp teeth can also pierce metal.
-> FLYERS (7 entries)
---------------------
The Flyers subcategory contains the creatures on Aether that fly around in
the air.
-> LARGE FLYERS (3 entries)
---------------------------
These are the larger flying creatures.
03. MORPHOLOGY: *Shredder*
REGIONS: Torvus Bog
LOCATIONS: Torvus Lagoon
DATABASE: The Shredder spends most of its life in the earth. When
agitated, it will spring from the ground, then begin to
fly towards its foe. Should it reach its target, the
Shredder will explode with considerable force, releas-
ing a cloud of thorns as it does. Shredders are resil-
ient, but can be eliminated with concentrated weapon
fire.
04. MORPHOLOGY: Shriekbat
REGIONS: Agon Wastes, Torvus Bog
LOCATIONS: first seen in Temple Access
DATABASE: Shriekbats have high internal temperatures, leading
them to seek cool climates to dwell in. They prefer
caverns, roosting on ceilings while hunting for small
prey. Fiercely terratorial, they dive-bomb anything
that wanders near. This attack is fatal for the Shriek-
bat, as the impact sets off a discharge of thermal en-
ergy.
05. MORPHOLOGY: Shrieker** (vanishes after you get Emerald Translator)
REGIONS: Torvus Bog
LOCATIONS: Great Bridge, Torvus Temple
DATABASE: A cousin to the Shredder, the Shrieker waits for prey
half-buried in the earth. When it detects a target, it
erupts from the ground and takes flight. It releases a
sonic blast to stun its target, then sweeps in to
feast. Shriekers can generate a stealth field that dis-
rupts most Visors, making them difficult to attack.
-> SMALL FLYERS (4 entries)
---------------------------
These are the smaller flying creatures.
06. MORPHOLOGY: Lightflyer
REGIONS: Torvus Bog
LOCATIONS: Forgotten Bridge, Transport to Temple Grounds A
DATABASE: The Lightflyer is an aggressive flying drone. Once loy-
al to the Luminoth, it will now fire a burst of energy
at any living thing within range. It generates light at
all times, making it somewhat easy to target.
07. MORPHOLOGY: Lumite
REGIONS: Agon Wastes, Dark Agon Wastes
LOCATIONS: first seen in Plaza Access
DATABASE: The Lumite thrives on light, and can render itself in-
visible to most predators while within it. When out of
the light, the creature is relatively harmless, relying
on a crudely spat chunk of biomatter to defend itself.
Once in the light, it can channel large amounts of
solar energy into a deadly blast.
08. MORPHOLOGY: Sandbat
REGIONS: Agon Wastes
LOCATIONS: scannable only in Mining Plaza & Mining Station A
DATABASE: Sandbats are small flyers. They travel in packs for
safety, though they are predators in nature. Failing to
find food as a group, Sandbats will often enter a feed-
ing frenzy and attack one another in search of suste-
nance.
09. MORPHOLOGY: War Wasp
REGIONS: Temple Grounds
LOCATIONS: first seen in Sacred Bridge
DATABASE: The War Wasp rarely strays away from its hive while it
is pursuing an immediate threat. It attacks with no
regard for its own survival, dive bombing into its en-
emy with stinger extended. Fast working toxins from the
stinger can incapcitate most small organisms. If it
battles foes at range, it will fire blasts of potent
energy.
-> GROUND (14 entries)
----------------------
The Ground subcategory contains the ground-based creatures of Aether.
-> PREDATORS (6 entries)
------------------------
These are the larger, predatory creatures.
10. MORPHOLOGY: *Alpha Sandigger* (scan QUICKLY before it transforms)
REGIONS: Agon Wastes
LOCATIONS: Agon Temple
DATABASE: This appears to be a Sandigger pack leader, larger and
stronger than the normal members of its kind. Target
both of its heads to damage it.
11. MORPHOLOGY: *Alpha Splinter* (scan before it transforms)
REGIONS: Great Temple
LOCATIONS: Temple Sanctuary
DATABASE: Splinter war packs are dominated by the largest male.
Alpha Splinters use their tremendous strength, size,
and speed to subdue and kill prey, paving the way for
their smaller broodlings.
12. MORPHOLOGY: Grenchler
REGIONS: Torvus Bog
LOCATIONS: first seen in Forgotten Bridge
DATABASE: The amiphibious Grenchler lurks in marsh areas in
search of prey. Fearless, it will spring from hiding
and attack anything that moves. If it is unable to fell
its prey with its powerful jaws, it will fire a potent
burst of energy at them. Grenchlers have one weak spot
- a genetic defect makes the shell on their back sus-
ceptable to explosive blasts. Remove the shell to ex-
pose a vulnerable nerve center, then target it to
eliminate the creature.
13. MORPHOLOGY: Sandigger
REGIONS: Agon Wastes
LOCATIONS: first seen in Mining Plaza
DATABASE: Scans indicate that the Sandigger has a dual-brain ner-
vous system. Both of its heads are capable of attack-
ing, disabling, and digesting prey. It fires globs of
acidic digestive fluid at prey to cripple them and
begin the digestive process. Its hide is very durable
and resistant to weapon fire: only its exposed eyes can
be damaged.
14. MORPHOLOGY: Splinter
REGIONS: Temple Grounds
LOCATIONS: first seen in Temple Assembly Site
DATABASE: When it isn't hunting, a Splinter will secrete a pro-
tective cocoon around itself and enter a state of hib-
ernation. Localized seismc disturbances will awaken the
Splinter, triggering a state of blood frenzy in the
process. While in this state, a Splinter emits phere-
mones that triggers a frenzy in all nearby Splinters.
Disturbing a pack of sleeping Splinters is not advis-
able.
15. MORPHOLOGY: Sporb
REGIONS: Torvus Bog
LOCATIONS: first seen in Torvus Plaza, also in Underground Tunnel
DATABASE: The hanging Sporb sits patiently until a potential meal
is detected. A burst of poisoned needles is the Sporb's
primary means of attack. It can also extend its body
over short distances, gripping small targets with its
powerful jaws. Sporbs wither when exposed to dark en-
ergy, making them vulnerable to other weapon systems.
-> SURFACE PROWLERS (6 entries)
-------------------------------
These are the smaller scavengers that live on the surface.
16. MORPHOLOGY: Brizgee
REGIONS: Agon Wastes
LOCATIONS: only found in Mining Station A
DATABASE: The Brizgee's tail ends in a venomous barb, which it
conceals underneath a hard-packed layer of fused sand.
A series of sharpened ridges along its body discourages
most predators:those foolish enough to harass the
Brizgee are quickly introduced to its deadly stinger.
17. MORPHOLOGY: Green Kralee
REGIONS: Temple Grounds
LOCATIONS: first seen in Transport to Agon Wastes Access
DATABASE: A cousin to the dimensional shifting Kralee, the Green
Kralee spends most of its days roaming in search of
food. A generic defect prevents its back crystal from
harnessing energy and opening warp portals. It is
doubtful the Green Kralee misses this ability.
18. MORPHOLOGY: Kralee
REGIONS: Agon Wastes
LOCATIONS: only found in Mining Station B
DATABASE: The Kralee phases between dimensions as a defense mech-
anism. A crystal in its carapace gathers energy to fuel
the creation of a warp portal. The process is uncont-
rollable, keeping the Kralee in constant dimensional
flux.
19. MORPHOLOGY: Krocuss
REGIONS: Torvus Bog
LOCATIONS: first seen in Grove Access
DATABASE: The Krocuss thrives on toxins it extracts from its sur-
roundings. It secretes an acidic trail in its wake as
it roams in search of nourishment. The durable mollusk
can be damaged when it exposes its toxic-absorbing
gills: few weapons can penetrate the creature's shell.
20. MORPHOLOGY: Lightbringer
REGIONS: Dark Agon Wastes
LOCATIONS: only found in Duelling Range
DATABASE: Lightbringers were created by the Luminoth for use in
their war with the Ing. The crystalline creature gener-
ates a field of life-giving energy at all times, and
they can be energized like a Safe Zone Crystal. They
are immune to most weapon fire: only a burst of matter-
antimatter can destroy them.
21. MORPHOLOGY: Seedburster
REGIONS: Torvus Bog
LOCATIONS: first seen in Training Chamber Access
DATABASE: Seedbursters are moving plants, capable of traveling
great distances in search of fertile soil to deposit
their seeds in. When provoked by predators, the Seed-
burster will explode, turning the precious seed inside
into a dangerous projectile. These seeds do not live to
fruition, but help protect the Seedburster pack from
attacks.
-> TUNNEL PROWLERS (2 entries)
------------------------------
These are the smaller scavengers that live below the surface or in small
tunnels.
22. MORPHOLOGY: Pillbug** (vanishes after you have the Light Suit)
REGIONS: Agon Wastes, Sanctuary Fortress
LOCATIONS: only found in Portal Terminal or Dynamo Access
DATABASE: Pillbugs prefer to dwell in dark caverns, though they
can exist in lit areas. Navigating with a series of
sensitive antennae, they roam through caves in search
of moss and fungus. Pillbugs can move rapidly, and will
ram unwary targets to clear their paths as they search
for food. A Pillbug can be jarred loose from a surface
with a concussive blast: doing so reveals its vulner-
able belly.
23. MORPHOLOGY: Worker Splinter
REGIONS: Temple Grounds
LOCATIONS: Hive Tunnel, Command Chamber, Hive Chamber C
DATABASE: The Worker Splinter is bred for service, not for com-
bat. It spends its time collecting foodstuffs and raw
material for the Hive. A layer of mucus helps to pro-
tect the creature from the toxins and chemicals it
works with. They can generate a sturdy pliable webbing
useful in travel throughout the Hive.
-> MECHANOIDS (16 entries)
--------------------------
The Mechanoids subcategory contains the mechanical entities, either of Fed-
eration design or Luminoth design, to be found on Aether.
-> LARGE MECHANOIDS (5 entries)
-------------------------------
These are the larger, more mobile mechanical entities.
24. MORPHOLOGY: Ingsmasher** (vanishes forever once destroyed)
REGIONS: Sanctuary Fortress
LOCATIONS: first seen in Hall of Combat Mastery
DATABASE: Designed to fight alongside the Luminoth, the Ingsmash-
er seeks to destroy them. In close combat, it smashes
its energized fists into the earth to send out powerful
shockwaves, then pulverizes immobile prey. It will fire
salves of missiles at long-distance quarry. It uses an
energy shield in battle that can be adjusted to pro-
tect against a variety of beam weapons. The shield can
be overloaded by opposite-polarity beams, however, dam-
aging the Ingsmasher in the process.
25. MORPHOLOGY: Mekenobite
REGIONS: Sanctuary Fortress
LOCATIONS: first seen in Sanctuary Temple
DATABASE: The Luminoth created the Mekenobites to help patrol the
corridors and shafts of the Sanctuary Fortress. It uses
magnetism to keep itself attached to the walls and
ceilings. In combat, it will fire projectiles towards
its target with a magnetism accelerator. It can only be
dislodged by simultaneous explosive blasts. Mekenobites
self-destruct once they are heavily damaged.
26. MORPHOLOGY: Quad CM** (vanishes after you get the Annihilator Beam)
REGIONS: Sanctuary Fortress
LOCATIONS: first seen in Main Research
DATABASE: A Quad is formed of two components:the quadruped Main
Body and the flying Command Module. The units can func-
ction independently or linked together, as the need
arises. The Command Module relies on ranged beams weap-
on attacks. It can generate a powerful beam shield to
protect itself. Opposite-polarity beams can pentrate
this field, however.
27. MORPHOLOGY: Quad MB** (vanishes after you get the Annihilator Beam)
REGIONS: Sanctuary Fortress
LOCATIONS: first seen in Main Research
DATABASE: A Quad is formed of two components:the quadruped Main
Body and the flying Command Module. The units can func-
tion independently or linked together, as the need
arises. The Main Body uses melee attacks in battle.
Though durable, it needs to vent excess heat from its
body. When this happens, it exposes a venting system
vulnerable to concussive blasts.
28. MORPHOLOGY: Watchdrone
REGIONS: Dark Torvus Bog
LOCATIONS: Dungeon (in the Dark Water)
DATABASE: Watchdrones were built by the Luminoth to guard key
areas and hinder Ing armies. Most of these units have
betrayed their masters, and now serve the Ing. Watch-
drones are indestructible, and reluctant to move, but
can be forced into quitting their posts by exposing
them to bright, pure light. Once the light fades, the
mechanoid will return to its orginal resting site.
-> SMALL MECHANOIDS (6 entries)
-------------------------------
These are the smaller mobile mechanical entities.
29. MORPHOLOGY: Diligence Class Drone
REGIONS: Sanctuary Fortress
LOCATIONS: first seen in Dynamo Access
DATABASE: The Diligence drones were the first cleaning units de-
signed by the Luminoth. They were modified for combat
duty once the war began, but were outshined by the
newer Harmony class units. A Diligence drone uses fo-
cused energy beams to perform its duty. Their energy
construct nature makes them invulnerable to most att-
acks, but dark energy can disrupt them.
30. MORPHOLOGY: Harmony Class Drone
REGIONS: Great Temple
LOCATIONS: Transport Access C (only appears in this room)
DATABASE: The Luminoth designed the Harmony units to be free-
roaming, independent cleaning units. They use focused
energy beams and kinetic pulses to perform their dut-
ies. Unfortunately, they now consider all living things
filth that must be cleansed from the world.
31. MORPHOLOGY: Mechlops
REGIONS: Sanctuary Fortress
LOCATIONS: Dynamo Access (under the floor)
DATABASE: The Luminoth tried to domesticate and train a number of
Triclops for use in the war, but failed. Undaunted,
they created mechanical versions of the hardy creatures
to use in battle. The few Mechlops that remain now
serve the mechanoids, turning their potent jaws and
earthmoving power against their former masters.
32. MORPHOLOGY: Octopede
REGIONS: Sanctuary Fortress
LOCATIONS: first seen in Transport to Torvus Bog Access
DATABASE: The Octopede was created to deliver messages to Lumin-
oth citizens. They now follow their routes in the ser-
vice of other rogue mechanoids. The units were designed
to self-destruct if attacked, and will explode with
enough force to cause damage.
33. MORPHOLOGY: Rezbit
REGIONS: Sanctuary Fortress
LOCATIONS: first seen in Reactor Core, also in Watch Station
DATABASE: The Rezbit, through small, is a tough opponent. Its
weapon system is potent, capable of firing bursts or
beams at targets. A barrier shield blocks oncoming att-
acks. It can even shift into an energy state to evade
enemies: while in this state it can transmit a powerful
virus into mechanoids and armor systems. The virus can
cripple your systems for a time, leaving you vulnerable.
34. MORPHOLOGY: Serenity Class Drone
REGIONS: Sanctuary Fortress
LOCATIONS: first seen in Fortress Entrance Hall
DATABASE: The Serenity drones have not gone rogue. The units are
defenseless, have no weapons, and cannot be eaten.
These qualities make them useless to the Ing. The small
drones are assigned simple maintenance tasks upon cre-
ation and perform them without hesitation until reass-
igned or destroyed.
-> STATIONARY MECHANOIDS (5 entries)
------------------------------------
These are the mechanical entities which are fixed in place.
35. MORPHOLOGY: *Caretaker Class Drone* (scan before the battle)
REGIONS: Sanctuary Fortress
LOCATIONS: Main Research
DATABASE: The Caretaker drone was designed to protect and main-
tain an experimental energy chamber. It uses electric-
ally charged limbs to perform its duties. The drone
requires sensor updates to fight:a vulnerable detection
unit will extend periodically to search for targets.
Destroying this unit would weaken its combat ability.
36. MORPHOLOGY: *Growler Class Turret* (never reappears once destroyed)
REGIONS: Temple Grounds
LOCATIONS: Trooper Security Station
DATABASE: The GM-42 "Growler" Class Turret is a dated design,
though still quite effective as a point-defense system.
It is lightly armored. Several copies of the system
exist, including the Space Pirate "Humility" Class
automated turret.
37. MORPHOLOGY: Humility Class Turret
REGIONS: Agon Wastes
LOCATIONS: first seen in NEED ROOM NAME LOLABOL
DATABASE: The Space Pirates captured Federation "Growler" turr-
ets, but found the cannon unit inadequate. They re-
placed the Growler's weapon with a powerful galvanic
accelerator cannon. The "Humility" turret packs a
strong punch, but retains the Growler system's weak-
nesses. Fast targets can evade the crude targeting
system, and the armor can't take much punishment.
38. MORPHOLOGY: Luminoth Turret
REGIONS: Agon Wastes
LOCATIONS: first seen in Sand Processing
DATABASE: As the number of Luminoth dwindled, they turned to
machines to protect key areas. Automated gun turrets
were often the first line of defense against Ing att-
acks. Though powerful, they weren't nimble enough to
deal with agile enemy targets.
39. MORPHOLOGY: *Vigilance Class Turret* (never reappears if destroyed)
REGIONS: Agon Wastes
LOCATIONS: Central Mining Station
DATABASE: The "Vigilance" Class Turret is found in many Space
Pirate bases. Built to support the "Humility" Class
Turret, it is as accurate as the gunner operating it.
Many young Space Pirates begin their careers as sent-
ries: a tour as a Vigilance gunner is considered a mark
of distinction.
---------------------------------
DARK AETHER CATEGORY (47 entries)
---------------------------------
The Dark Aether category contains the creatures found indigenous to Dark
Aether, including the Ing, Guardians, and other dark creatures.
-> DARKLING AQUATIC (2 entries)
-------------------------------
The Darkling Aquatic subcategory contains the watery creatures that the
Ing have possessed on Dark Aether.
01. MORPHOLOGY: Dark Blogg** (vanish after you have Cobalt Translator)
REGIONS: Torvus Bog
LOCATIONS: first seen in Training Chamber
DATABASE: Dark Bloggs somehow lose their sonic blast ability:
something about their minds make them difficult dark-
lings to fully control. They rely solely on their dead-
ly maws for attack: in most cases they are more than
adequate. Target the weak spot inside its mouth to
defeat the Dark Blogg with ease.
02. MORPHOLOGY: Dark Phlogus
REGIONS: Dark Torvus Bog, Sky Temple Grounds
LOCATIONS: only found in Putrid Alcove or Abandoned Base
DATABASE: The Phlogus waits patiently as it floats in murky wat-
ers, searching for a meal. When its seismic sensors in
its epidermis are triggered, it springs open rapidly to
attack. Phlogus's can fire a spray of venom to immob-
ilize their prey. A central nervous system is exposed
when it opens its mouth to attack: damage this to stun
the Phlogus for a time.
-> DARKLING FLYERS (3 entries)
------------------------------
The Darkling Flyers subcategory contains the airborne creatures that are
found on Dark Aether.
03. MORPHOLOGY: *Dark Shredder* (only appears during the Chykka battle)
REGIONS: Dark Torvus Bog
LOCATIONS: Dark Torvus Temple
DATABASE: The hardy Shredder is a favorite possession target for
Ing that dwell near Dark Waters. Dark Shredders can
lurk in the venomous waters indefinitely, patitently
waiting for prey. They are very resilient, but can be
eliminated by concentrated weapon fire.
04. MORPHOLOGY: Dark War Wasp
REGIONS: Ing Hive
LOCATIONS: first seen in Vault Attack Portal
DATABASE: Vicious and swift, the War Wasp is a prime target for
young Ing eager to join the war effort. They appreciate
the flying speed and numerous attacks the insect poss-
esses. If they prove their mettle in the War Wasp,
these Ing often graduate to the control of larger,
deadlier creatures.
05. MORPHOLOGY: Nightbarb
REGIONS: Dark Agon Wastes
LOCATIONS: first seen in Abandoned Base
DATABASE: Nightbarbs are small airborne darklings. Smaller and
weaker than a Hunter Ing, a Nightbarb will travel with
a large pack to increase its odds of survival. This is
wise, since their primary predators are Hunter Ing.
-> DARKLING GROUND (3 entries)
------------------------------
The Darkling Ground subcategory contains the ground-based creatures that
the Ing have possessed on Dark Aether.
06. MORPHOLOGY: *Dark Alpha Splinter*
REGIONS: Great Temple
LOCATIONS: Temple Sanctuary
DATABASE: Splinter alpha males are the first to be targeted for
darkling possession. Dark Alpha Splinters grow in
strength and durability, making them an even greater
threat than normal.
07. MORPHOLOGY: Dark Grenchler
REGIONS: Dark Torvus Bog
LOCATIONS: first seen in Dungeon
DATABASE: Darklings are drawn to possess vicious predators, mak-
ing the Grenchler a prime candidate. Despite the added
toughness gained from possession, the Dark Grenchler
retains its one weakness. remove its back shell with
explosive blasts to expose its pain center, then attack
the pain center to quickly dispatch the creature.
08. MORPHOLOGY: Dark Splinter
REGIONS: Temple Grounds, Great Temple
LOCATIONS: first seen in GFMC Compound
DATABASE: Target is host to a parasitic bioform. The presence of
the parasite increases the target's overall threat
combat level. Concentrated weapons fire will damage
the creature.
-> DARKLING MECHANOIDS (5 entries)
----------------------------------
The Darkling Mechanoids subcategory contains the mechanical entities that
the Ing have possessed and taken to Dark Aether.
09. MORPHOLOGY: Corrupted Sentreye
REGIONS: Sky Temple Grounds
LOCATIONS:
DATABASE: The Sentreyes were designed by the Luminoth to protect
their camps on Dark Aether. The Ing learned how to
possess them and turned them against their former mas-
ters. Many still remain throughout Dark Aether, now
serving the Ing as they served the Luminoth before
them. Most weapon types will stun the Sentreyes, char-
ged light energy will destroy them.
10. MORPHOLOGY: Dark Diligence Drone
REGIONS: Ing Hive
LOCATIONS: Hazing Cliff
DATABASE: Some Diligence drones have been taken over by the Ing
for possessive duties. Their small size and durability
makes them excellent scouts, able to go where most
other cannot. A Dark Diligence still relies on focused
energy beams for defense. Their energy construct nature
makes them invulnerable to most attacks. A high-powered
burst of light energy can disrupt a Dark Diligence unit.
11. MORPHOLOGY: Dark Ingsmasher
REGIONS: Ing Hive
LOCATIONS: Main Reactor
DATABASE: Once the Ing discovered they could possess intelligent
machines, the mighty Ingsmashers were top priority tar-
gets for the Horde. The drones retain all of their
attacks - shock waves, fists, and missile launchers. It
uses an energy shield in battle that can be adjusted to
protect against a variety of beam weapons. The shield
can be overloaded by opposite-polarity beams.
12. MORPHOLOGY: Dark Quad CM** (vanishes if you have Cobalt Translator)
REGIONS: Sanctuary Fortress, Ing Hive
LOCATIONS: Sanctuary Temple, Hive Temple
DATABASE: The Ing discovered they could possess and control art-
ificially intelligent machines as well as normal beings.
They soon turned the loyal Quad against the Luminoth,
finding the machines to be quite useful additions to
the Horde. A dominant darkling assumes control of the
Command Module, forcing the lesser Ing into its body
to do its bidding.
13. MORPHOLOGY: Dark Quad MB** (vanishes if you have Cobalt Translator)
REGIONS: Sanctuary Fortress, Ing Hive
LOCATIONS: Sanctuary Temple, Hive Temple
DATABASE: The Ing discovered they could possess and control art-
ificially intelligent machines as well as normal beings.
They soon turned the loyal Quad against the Luminoth,
finding the machines to be quite useful additions to
the Horde.
-> DARKLING OFFWORLD (6 entries)
--------------------------------
The Darkling Offworld subcategory contains the creatures that are not in-
digenous to Aether that the Ing have possessed.
14. MORPHOLOGY: *Dark Missile Trooper*
REGIONS: Temple Grounds
LOCATIONS: Hive Chamber C
DATABASE: Bioscans indicate terminated lifesings in this missile
trooper, and the presence of an unknown biomass with
parasitic tendencies. Though the missile trooper's ar-
mor has been compromised, the bulk of it remains in-
tact. Missile weapon systems remain online as well.
Full parasitic fusion has yet to be obtained, resulting
in low agility and response time.
15. MORPHOLOGY: Dark Pirate Commando
REGIONS: Torvus Bog
LOCATIONS: first seen in Great Bridge, also in Forgotten Bridge
DATABASE: The Ing prize the few Pirate Commandos they manage to
take alive. Only Hunter Ing are allowed to possess the
Commandos, and the competition for that right is fierce
among them. The Hunter Ing ability to phase out of loc-
al timespace carries over to the Dark Pirate Commando.
They will fire bursts of dark matter at enemies, along
with experimental EMP grenades stolen from the Space
Pirates.
16. MORPHOLOGY: Dark Pirate Trooper
REGIONS: Dark Agon Wastes, Dark Torvus Bog, Ing Hive
LOCATIONS: first seen in Portal Terminal
DATABASE: Pirate Troopers, already trained to follow orders with-
out question, were perfect candidates for Ing possess-
ion. Darklings moved to take every trooper they could,
expanding the army of the Horde considerably. Space
Pirate technology struck a chord with the Ing, who now
hunt actively for gadgets of any kind - especially
weapon systems.
17. MORPHOLOGY: Dark Preed
REGIONS: Dark Agon Wastes, Dark Torvus Bog, Ing Hive
LOCATIONS: first seen in Doomed Entry
DATABASE: Pirate Troopers, already trained to follow orders with-
out question, were perfect candidates for Ing possess-
ion. Darklings moved to take every trooper they could,
expanding the army of the Horde considerably. Space
Pirate technology struck a chord with the Ing, who now
hunt actively for gadgets of any kind - especially
weapon systems.
18. MORPHOLOGY: Dark Tallon Metroid
REGIONS: Ing Hive, Dark Torvus Bog
LOCATIONS: first seen in Hive Entrance
DATABASE: The aggressive Preeds are often possessed by darklings
for aerial hunting missions. The presence of the dark
creature makes the small cyborg more durable. The toxic
gas carried by a Preed is enhanced by exposure to dark
energy, making it considerably more dangerous.
19. MORPHOLOGY: Dark Trooper
REGIONS: Temple Grounds
LOCATIONS: first seen in Hive Tunnel, also in Hive Chamber B
DATABASE: Bioscans indicate terminated lifesings in this attack
trooper, and the presence of an unknown biomass with
parasitic tendencies. Though the missile trooper's ar-
mor has been compromised, the bulk of it remains in-
tact. Missile weapon systems remain online as well.
Full parasitic fusion has yet to be obtained, resulting
in low agility and response time.
-> EMPEROR ING (5 entries)
--------------------------
The Emperor Ing subcategory contains the scans of the various forms of
the eldest and most powerful of the Ing Horde.
20. MORPHOLOGY: *Emperor Ing Body* (scan the trunk)
REGIONS: Sky Temple
LOCATIONS: Sanctum
DATABASE: Bioscans indicate that this is the strongest, eldest
Ing in the Horde: the Alpha, and the Omega. It has ab-
sorbed enormous amounts of Phazon energy into its body,
mutating itself in the process. Apparently, this power
is not enough for the creature, as it is now siphoning
energy from the final Energy Controller.
21. MORPHOLOGY: *Emperor Ing Head* (scan the ball atop the trunk)
REGIONS: Sky Temple
LOCATIONS: Sanctum
DATABASE: Like its brethron, the Emperor Ing is a metamorph. It
has molded itself around the precious Energy Controll-
er, and will defend it to the death, using its own body
as a shield and weapon. Destroy the tentacles it gener-
ates to weaken the creature and its defenses.
22. MORPHOLOGY: *Emperor Ing Eye* (scan when the head transforms)
REGIONS: Sky Temple
LOCATIONS: Sanctum
DATABASE: The Emperor Ing has exposed its main eye, from which it
can fire powerful energy beams. It is protected by an
energy shield, although not completely. The eye can be
locked onto, but only direct shots will get past the
shield.
23. MORPHOLOGY: *Emperor Ing Chrysalis* (scan its regenerative ball)
REGIONS: Sky Temple
LOCATIONS: Sanctum
DATABASE: The heavily damaged Emperor Ing has entered a regener-
ative state inside a durable healing shell. Tactical
scans have detected eleven weak spots on the magnetic-
ally charged shell:Spider Ball travel is possible on
the shell's surface. Damage the weak spots with explos-
ives to crack the shell and expose the enemy within.
24. MORPHOLOGY: *Mutated Emperor Ing* (scan the six-legged form)
REGIONS: Sky Temple
LOCATIONS: Sanctum
DATABASE: Further exposure to Phazon has mutated the Emperor Ing.
It is now capable of shielding its vulnerable areas
with energy barriers. Beams of opposite polarity can
damage these barriers, however. Heavy damage to these
barriers will cause them to drop, exposing the creat-
ure's weak spots. Target the weak spots to immobilize
and damage the enemy.
-> GUARDIANS (11 entries)
-------------------------
The Guardians subcategory contains the scans of the various forms of the
Dark Temple Guardians.
-> AMORBIS (2 entries)
----------------------
These scans are of the Guardian of the Dark Agon Temple, Amorbis.
25. MORPHOLOGY: *Amorbis 1* (scan the leaping worms)
REGIONS: Dark Agon Wastes
LOCATIONS: Dark Agon Temple
DATABASE: The enormous Amorbis can move through solid rock and
earth with ease, and can sense the location of surface
level prey deep within the ground. They will attempt to
ram any target the can find in their domain. They are
vulnerable to all forms of weapon firem but are incred-
ibly strong and resistant to pain.
26. MORPHOLOGY: *Amorbis 2* (scan when its attached to its ball)
REGIONS: Dark Agon Wastes
LOCATIONS: Dark Agon Temple
DATABASE: The Amorbis can attach themselves to the Dark Sphere,
drawing potent energy from within. They can fire dark
energy at light crystals, nullifying Safe Zones for a
short time. They can also channel the energy into a
powerful beam attacks. Bioscans indicate a weak spot
inside the creature's mouth. Concentrate your fire at
this area to damage the Amorbis.
-> CHYKKA (4 entries)
---------------------
These scans are of the Guardian of the Dark Torvus Temple, Chykka.
27. MORPHOLOGY: *Chykka Larva* (scan the swimming creature)
REGIONS: Dark Torvus Bog
LOCATIONS: Dark Torvus Temple
DATABASE: Scans indicate this bioform is an infant, but aging
rapidly. The creature can ensnare targets with its
tongue, drawing them into its mouth. It then covers its
prey with acidic globs of biomatter to break it down
for digestion. This is an exceptional bioform with both
dark and light natures.
28. MORPHOLOGY: *Chykka Adult* (scan the white flying version)
REGIONS: Dark Torvus Bog
LOCATIONS: Dark Torvus Temple
DATABASE: The Chykka has rapidly aged to its adult form. It will
attack by firing high-powered bursts of Dark Water at
rapid speed. If frustrated, it will try to attempt to
dive and ram you. Most of the Chykka's body is vulner-
able to weapon fire, but scans indicate that such fire
will only stun it. When stunned, however, four weak
spots will appear. These spots are vulnerable to att-
ack: target them to damage the enemy.
29. MORPHOLOGY: *Chyklings* (scan the flyers that it generates)
REGIONS: Dark Torvus Bog
LOCATIONS: Dark Torvus Temple
DATABASE: Interaction with dark energy has mutated the Chykka.
Its offspring are now born as flyers, skipping the lar-
val stage completly. These infants are highly protect-
ive of their parent, and will streak to attack on
sight. They lack their parent's durability, however,
making them easy targets.
30. MORPHOLOGY: *Dark Chykka* (scan the black flying version)
REGIONS: Dark Torvus Bog
LOCATIONS: Dark Torvus Temple
DATABASE: The Chykka has recovered, and energized its body in
dark energy. This energy has rendered most of the
creature invulnerable to attack, including its wings.
Tactical scans indicate that its eggsac is vulnerable,
however. Target it to damage to creature.
-> QUADRAXIS (5 entries)
------------------------
These scans are of the Guardian of the Ing Hive Temple, Quadraxis.
31. MORPHOLOGY: *Quadraxis* (scan its first mobile form)
REGIONS: Ing Hive
LOCATIONS: Hive Temple
DATABASE: The Quadraxis unit went rogue and entered the service
of the Ing. Its primary weapon system fires destructive
matter-antimatter blasts. It uses a powerful missile
system battery for long distance attacks. The Quadraxis
is incredibly durable and well armed, but its leg and
foot joints are vulnerable. Damaging these joints will
eventually render it immobile.
32. MORPHOLOGY: *Damaged Quadraxis* (scan the disabled main body)
REGIONS: Ing Hive
LOCATIONS: Hive Temple
DATABASE: Though the main body is disabled, the tactical control
unit within it is still active. It will guide the Head
Module in battle via high-sonic transmissions. Disab-
ling this module will impair the Head Module's ability
to fight.
33. MORPHOLOGY: *Shielded Head Module* (scan the floating head)
REGIONS: Ing Hive
LOCATIONS: Hive Temple
DATABASE: The Head Module of the Quadraxis is highly mobile and
well armed. It is shielded by an impervious force
field. Tactical commands are sent to this module from
the crippled main body:server the link to impair the
Head Module's combat ability.
34. MORPHOLOGY: *Stunned Head Module* (scan after antennae are gone)
REGIONS: Ing Hive
LOCATIONS: Hive Temple
DATABASE: Head Module is unable to receive tactical data. Force
field offline. Unit is generating drones to defend it-
self while it attempts to restore tactical link to
main body. Destroy sonic receptors on unit to prevent
this.
35. MORPHOLOGY: *Final Head Module* (scan head after disabling uplink)
REGIONS: Ing Hive
LOCATIONS: Hive Temple
DATABASE: Module has lost its tactical link to the main body. Two
points of structural weakness have been detected on its
hull: Morph Ball Bombs can cause damage to these areas.
Scans indicate that the Spider Ball can attach to the
Module's outer hull.
-> SUB-GUARDIANS (6 entries)
----------------------------
The Sub-Guardians subcategory contains the scans of the various Ing that
stole your Power Suit upgrades at the start of the game.
36. MORPHOLOGY: *Bomb Guardian*
REGIONS: Agon Wastes
LOCATIONS: Agon Temple
DATABASE: This darkling Sandigger has absorbed the ability to
generate Morph Ball Bombs. It can throw Bombs with con-
siderable accuracy, and frequently lays a spread of
Bombs in its wake. Its head and tail are the only vul-
nerable spots on its body. Target them when they are
vulnerable to neutralize and terminate this target.
37. MORPHOLOGY: *Jump Guardian* (scan when its in Warrior Ing form)
REGIONS: Dark Agon Wastes
LOCATIONS: Judgment Pit
DATABASE: This Warrior Ing has absorbed the power of the Space
Jump Boots. It can leap incredible distances and
heights, and uses this ability to great effect in batt-
le. Target can generate powerful shockwaves of dark
energy and will sheath itself in a potent force field
to protect itself. It cannot maintain this shield in-
definitely: concentrate weapon fire when shield is
down.
38. MORPHOLOGY: *Boost Guardian* (scan when its in Warrior Ing form)
REGIONS: Dark Torvus Bog
LOCATIONS: Dark Torvus Arena
DATABASE: This Warrior Ing has absorbed the power of the Boost
Ball. It can boost-blast towards its enemies, using its
body as a potent weapon. When its not in solid form,
engaging it in Morph Ball Mode may provide better att-
ack opportunities.
39. MORPHOLOGY: *Grapple Guardian*
REGIONS: Dark Torvus Bog
LOCATIONS: Sacrificial Chamber
DATABASE: This darkling Grenchler has absorbed the power of the
Grapple Beam. It will fire the beam to snare potential
meals and pull them into its waiting jaws. The beam is
powerful, and can attach to most surfaces, including
your armor. Its eye region is sensitive: damage in the
area can induce a state of anger in the target. A weak
spot under the back shell is a prime target as well.
When angered, it will use a special attack.
40. MORPHOLOGY: *Spider Guardian* (can only be scanned BEFORE battle!)
REGIONS: Sanctuary Fortress
LOCATIONS: Dynamo Works
DATABASE: This darkling Pillbug has absorbed the power of the
Spider Ball. It can travel across magnetically charged
surfaces at will. The creature seems to have a connec-
tion to the local energy systems. Aggravating it may
cause disruption to the system.
41. MORPHOLOGY: *Power Bomb Guardian*
REGIONS: Dark Torvus Bog
LOCATIONS: Undertemple
DATABASE: This darkling Sporb has absorbed the ability to gener-
ate Power Bombs. It can fire these dangerous weapons
instead of the venomous needles it usually shoots. The
energies of the Power Bomb weapon have made it all but
invulnerable. Tremendous kinetic energy damage will
override its protective field, however.
-> ING (6 entries)
------------------
The Ing subcategory contains the various members of the Ing Horde that in-
habit Dark Aether.
42. MORPHOLOGY: Darkling Tentacle
REGIONS: Dark Agon Wastes, Dark Torvus Bog, Sky Temple Grounds
LOCATIONS: Multiple locations (first seen in Battleground)
DATABASE: Some darklings can open dimensional portals at will.
They will use this ability to hunt for unwary prey,
reaching out to snatch them with their tentacles. Once
ensnared, the prey is dragged to its doom. The tentac-
les are resilient:pure light energy can disrupt them.
Nothing can destroy them.
43. MORPHOLOGY: Hunter Ing
REGIONS: Dark Torvus Bog, Ing Hive, Sky Temple Grounds
LOCATIONS: first seen in Polluted Mire
DATABASE: The Hunter Ing patrol the lands of Dark Aether in
search of the Horde's enemies. They can render their
bodies intangible, allowing them to ambush targets with
ease. Hunter Ing can generate long, deadly tentacles,
which they use with great effect in battle. Cunning and
unrelenting, the Hunter Ing will seize their prey or
die.
44. MORPHOLOGY: Ing Larva Swarm** (only appears in one place)
REGIONS: Ing Hive
LOCATIONS: Entrance Defense Hall
DATABASE: Ing larvae travel in swarms for protection. They are
weak with no real defenses or attacks. The few that
make it to adulthood are quite cunning and vicious.
45. MORPHOLOGY: Inglet
REGIONS: Dark Agon Wastes, Dark Torvus Bog, Sky Temple Grounds
LOCATIONS: First seen near Portal Site
DATABASE: Inglets perform the menial labor of the Horde, but can
be pressed into a combat role if there is need. They
are amorphous blobs, capable of clinging to nearly any
surface. Inglets can fire bursts of dark matter in
self-defense, though they prefer to avoid battle. They
seldom travel alone, and can be dangerous in large num-
bers. As with all Ing, they dislike bright light, and
will avoid it if possible.
46. MORPHOLOGY: Ingstorm
REGIONS: Ing Hive, Sky Temple Grounds
LOCATIONS: first seen in Aerial Training Access
DATABASE: The Ingstorm is a collective swarm of tiny Ing. When
banded together, they can emit destructive energy that,
over time, can break down even the most durable of
alloys.
47. MORPHOLOGY: Warrior Ing
REGIONS: Dark Agon Wastes, Ing Hive, Sky Temple Grounds
LOCATIONS: first seen in Duelling Range
DATABASE: Warrior Ing are challenging foes. They can render them-
selves into amorphous puddles and move over most terr-
ain, including walls. Warrior Ing can turn their bodies
into dangerous projectiles sheathed in dark energy. The
tips of their legs are razor sharp, making them formid-
able in melee. Finally, Warrior Ing are capable of
channeling transdimensional energy and firing it at
their enemies. Their only real weakness is bright, pure
light, which they hate and fear.
------------------------------
OFFWORLD CATEGORY (11 entries)
------------------------------
The Offworld category contains the creatures that are not indigenous to
Aether or Dark Aether.
-> DARK SAMUS (4 entries)
-------------------------
The Dark Samus subcategory contains the scans of the various forms of your
twin, the revived Metroid Prime, who now goes by the moniker, Dark Samus.
01. MORPHOLOGY: *Dark Samus 1*
REGIONS: Agon Wastes
LOCATIONS: Main Reactor
DATABASE: Scans indicate the presence of Phazon and your genetic
material within this entity. She wears a version of the
Varia Suit, altered and augmented by the Phazon within
her. Primary weapons include the Missile Launcher and
a scattershot variant of the Power Beam. Boost and Jump
abilities are superior to yours. The ability to gener-
ate Phazon energy shields is also present.
02. MORPHOLOGY: *Dark Samus 2*
REGIONS: Sanctuary Fortress
LOCATIONS: Aerie
DATABASE: Tactical scans have identified several new battle sys-
tems in the armor of Dark Samus. She now wields a pot-
ent variant of your Charge Beam. Her Boost attack has
been augmented, and the ability to render herself in-
visible is present as well. Bioscans suggest that Dark
Samus can reform her body short of atomic disruption.
Extreme caution recommended.
03. MORPHOLOGY: *Dark Samus 3* (scan at the start of the battle)
REGIONS: Sky Temple
LOCATIONS: Sky Temple Gateway
DATABASE: Scans indicate Dark Samus has absorbed tremendous lev-
els of Phazon into her body: too much, perhaps. She can
vent Phazon energy in the form of destructive blasts
and protective shields:doing so will help her maintain
stability. Exposure to Phazon has rendered her invis-
ible to your Dark Visor. These new abilities, combined
with her already formidable arsenal, place Dark Samus
at the highest threat level.
04. MORPHOLOGY: *Dark Samus 4* (scan when she turns bright blue)
REGIONS: Sky Temple
LOCATIONS: Sky Temple Gateway
DATABASE: Dark Samus has temporarily become a being of pure yet
unstable Phazon energy. She can generate a shield that
is invulnerable to all attacks save one - blasts of
Phazon energy itself. Use your Charge Beam to collect
Phazon energy that she expels, then fire it back at
her. Direct hits will overload and disrupt her essence.
-> METROIDS (2 entries)
-----------------------
The Metroids subcategory contains the information on the Metroids that the
Space Pirates brought from Tallon IV.
05. MORPHOLOGY: Infant Tallon Metroid
REGIONS: Agon Wastes
LOCATIONS: only found in Biostorage Access
DATABASE: The Space Pirates use Infant Tallon Metroids as a por-
table energy source. Small in size, they are easy to
transport in large quantities. They are docile, effic-
ient organic batteries...until they are exposed to
Phazon. At that point, they grow rapidly and acquire
their full array of powers.
06. MORPHOLOGY: Tallon Metroid
REGIONS: Agon Wastes
LOCATIONS: first seen in Bioresearch Area
DATABASE: Space Pirates harvest and enslave Metroids for use in
their operations. The Tallon Metroid will latch onto
prey with powerful pincers, then proceed to drain its
life energy. This causes the creature to grow in size
and mass. The creatures are vulnerable to the chilling
effect of dark energy, and can be detached by entering
Morph Ball mode and deploying a Bomb.
-> PIRATES (5 entries)
----------------------
The Pirates subcategory contains information on the new kinds of Space
Pirates that have come to Aether.
02. MORPHOLOGY: Pirate Aerotrooper
REGIONS: Agon Wastes, Torvus Bog, Sanctuary Fortress
LOCATIONS: first seen in Bioenergy Production
DATABASE: Pirate Aerotroopers are known for their cold precision
and utter cruelty. Armed with both beam and missile
systems, the Aerotrooper can be a difficult for to en-
gage, especially at range. Their jet packs can be over-
loaded with heat-based attacks, however. These units
prefer death before dishonor: an injured Aerotrooper
will make a suicide attempt strike before allowing him-
self to be captured.
02. MORPHOLOGY: Pirate Commando
REGIONS: Agon Wastes, Torvus Bog
LOCATIONS: first seen in Torvus Grove
DATABASE: Dedicated to "hunting the Hunter," Space Pirate Comm-
ando units have been equipped with the latest weapons,
including a variable pulse cannon, e-grenade launcher,
and energy scythe. Powerful thrusters carry them at
high speeds over any terrain. A portable barrier shield
repels most attacks, but can only be deployed for lim-
ited periods.
02. MORPHOLOGY: Pirate Grenadier
REGIONS: Agon Wastes
LOCATIONS: first seen in Command Center
DATABASE: The Space Pirates have begun to use an experimental
energy grenade launcher in the field. The weapon is
viewed as a mixed blessing to the Grenadier units:
while the grenade launchers are powerful weapons, Gren-
adiers must leave their rifles behind to carry them.
Fast-moving targets can close range on Grenadiers,
rendering their main weapon somewhat ineffective.
02. MORPHOLOGY: Pirate Trooper
REGIONS: Agon Wastes
LOCATIONS: first seen in Mining Station A
DATABASE: The Space Pirates suffered a serious defeat at Tallon
IV, yet they remain a powerful force for crime and dis-
order in the galaxy. Their technology continues to
advance: even the lowly trooper has received numerous
upgrades to his arsenal. A photanic power scythe and
quantum assault cannon are now standard-issue weapons
for all troopers.
02. MORPHOLOGY: Preed
REGIONS: Torvus Bog
LOCATIONS: Hydrodynamo Station
DATABASE: The cybernetic Preeds are aggressive hunters used as
patrol animals by the Space Pirates. They carry lethal
Nohadin gas for use as a defense mechanism. If the
Preed is ruptured, the gas within it is violently re-
leased. This toxic cloud is often proven fatal to the
Preed's killer.
LORE ENTRIES
============
Lore is compiled into one large Databank in this game. The Luminoth Lore,
the Trooper Logs, and the Pirate Data is all filed under this one section.
Each Lore entry is separated by category, then subcategorized further into
time periods. Each entry is listed with information on where to find it along
with the transcription from the game database.
------------------------------
SPACE PIRATE LOGS (10 entries)
------------------------------
The Space Pirate Logs contain the personal recordings of the Space Pirates
and detail their operations on the planet Aether.
-> CYCLE 4 (2 entries)
----------------------
Cycle 4's entries detail the immediate aftermath of the Pirates' defeat
on Tallon IV and their discovery of Aether.
01. PIRATE DATA: "Phazon Operations"
LOCATION: Agon Wastes: Command Center
ENTRY: Log 4.468.1: Science Teams detected the presence of
Phazon in the Dasha system four cycles ago. High Comm-
and authorized the deployment of our team shortly there
after. Our orders are to establish a base on planet
Aether and evaluate local Phazon resources. Because
this world lies on the periphery of Galactic Federation
territory, we are following stealth protocols at the
highest levels. A cadre of elite Commandos has been
dispatched to provide security for our force as well.
This operation is now underway.
02. PIRATE DATA: "Local Conflict"
LOCATION: Agon Wastes: Command Center
ENTRY: Log 4.885.3: Intelligence reports on the indigenous
population of Aether are in error. This planet is not
at peace, nor are the inhabitants docile. Evidence of a
class four conflict is present here, though hostilities
are at a minimal level now. Our territory has suffered
several raids by a strange type of shadowy creature.
These raids have caused considerable damage, and we
have requested more combat troopers in response.
-> CYCLE 5 (2 entries)
----------------------
Cycle 5's entries detail the strange happenings on Aether and the Pirates'
discovery of the "Dark Portals".
03. PIRATE DATA: "Great Discoveries"
LOCATION: Agon Wastes: Command Center
ENTRY: Log 5.008.6: A spatial anomaly has been found within
our base. We believe this rift in the time-space leads
to a parallel dimension of some type, but have been
unable to interact with it thus far. A strange artifact
was found near the anomaly as well. It may be a weapon
or generator of some kind: perhaps it is the key to
accessing the anomaly. High Command is eager for re-
ports on the relic. A new weapon for our arsenal is
always welcome.
04. PIRATE DATA: "Rift Portal"
LOCATION: Agon Wastes: Command Center
ENTRY: Log 5.442.1: The Rift Portal has been opened. The art-
ifact weapon, dubbed the "Dark Beam" by Science Team,
provides the energy needed to open the portal, although
for a limited time. We've sent expeditions thorough the
portal, and they have returned with incredible news.
The portal leads to a parallel dimension of Aether.
This "Dark Aether" has suffered global calamity, turn-
ing it into a toxic wasteland. It is the homeworld of
the shadowy creatures who have been raiding our base
for the last cycle. Most importantly, it is the prime
location of Phazon in this sector. Extraction plans are
being prepared. We will not be denied!
-> CYCLE 6 (4 entries)
----------------------
Cycle 6's entries detail more of the Space Pirates' operations, the sudden
arrival of the "Dark Hunter" and the escalation of the Ing and Luminoth
war.
05. PIRATE DATA: "Phazon Raids"
LOCATION: Agon Wastes: Command Center
ENTRY: Log 6.221.7: Phazon extraction raids are underway on
Dark Aether. The toxicity of the atmosphere has taken a
toll on our work force, as have the hostile natives of
that world. Science Team is preparing survival gear to
protect our work teams, and we have increased security
presence in extraction areas. Fortunately, High Command
is sending more troops and supplies. Our troops and
resources are spread dangerously thin, and this mission
cannot fail.
06. PIRATE DATA: "The Hunter"
LOCATION: Agon Wastes: Biostorage Station
ENTRY: Log 6.362.2: Samus Aran, the accursed Hunter, has arr-
ived. The sudden arrival of the Hunter is strange
enough, but her actions are stranger still. She does
not seek our destruction, but our Phazon. With each
raid, she steals Phazon ore, only killing those who
attempt to deny her. What she needs it for we do not
know - though Science Team sugests she requires it to
power her new armorsuit. Dark in color, it is equipped
with strange new weapons. The troops now call her the
"Dark Hunter." It is a fitting title.
07. PIRATE DATA: "Security Breach"
LOCATION: Agon Wastes: Save Station C
ENTRY: Log 6.713.5: The Dark Hunter teleports into our base at
will. Our security has proven next to useless against
her. Her latest raid was disastrous. Not only did we
lose more Phazon to her, but she also crippled the
stealth field generator with her strange new weapons.
We are exposed. Until the replacement generator arrives,
we will be vulnerable to scans and detection. Our pres-
ence here is still minimal:should the Federation find
us we will be unable to defend our position. Fortunate-
ly, Aether is on the edge of Federation space. With
luck, we will have a stealth field back in effect be-
fore being detected.
08. PIRATE DATA: "Shadow War"
LOCATION: Agon Wastes: Main Reactor
ENTRY: Log 6.989.8: The local war has escalated in intensity.
The shadowlings from Dark Aether have launched an off-
ensive. The assault seems focused on a central network
of buildings atop a mountain: a base, perhaps. Strange-
ly, this attack coincides with a rise in planetary
instability. Perhaps these new shadowy creatures are
using a new weapons system. The shadowlings must be-
lieve us to be foes for they have hit our base numerous
times as well. We are holding, but attrition is taking
its toll on our troops and resources. Reinforcements
are en route. We can only wait and defend what is ours.
-> CYCLE 7 (2 entries)
----------------------
Cycle 7's entries detail the arrival of the GFMC Marines and the Space
Pirates' confusion when the real Samus Aran arrives.
09. PIRATE DATA: "Federation Attack"
LOCATION: Agon Wastes: Security Station B
ENTRY: Log 7.013.6: Another disaster. The transport bringing
our reinforcements and supplies has been shot down. It
was engaged in orbit by a Federation vessel, which has
landed near the alien temple. It's only a matter of
time before the Marines attack. Survivors from our ship
have made their way to our base. Here we shall make our
stand. Another enemy. First the shadowlings, then the
Dark Hunter, then the Galactic Federation Marine Corps.
Perhaps fate will smile upon us, before the world it-
self opens its maw and swallows us.
10. PIRATE DATA: "Two Hunters"
LOCATION: Agon Wastes: Central Mining Station
ENTRY: Log 7.159.9: Another Hunter, this wearing the tradit-
ional colors of Samus Aran, made planetfall today.
Horrific as it may sound, there are two of them now. We
are bracing for a new assault. This dire turn of events
may have some good will. One of our scouts in Dark
Aether saw a curious encounter. The Dark Hunter attack-
ed the one clad as Samus near a Phazon site. Perhaps
they are not allies...but foes. Perhaps we can forge
and alliance with the Dark Hunter - an exchange of Pha-
zon for the head of our common enemy.
------------------------------
GFMC TROOPER LOGS (12 entries)
------------------------------
The GFMC Trooper Logs contain the personal recordings of the Federation
Marines after they land on Aether and their experiences up until their
deaths at the hands of the Ing Horde.
-> FORCE 1 (6 entries)
----------------------
Force 1's logs contain the recordings from those that stayed with or near
the GFS Tyr.
01. TROOPER LOG: "CAPT. A. Exeter"
LOCATION: Temple Grounds: GFMC Compound
ENTRY: I'm beginning to think it was a real bad idea going
down there. Reevs is right, that hive is just one of
many. Its stupid to stir a hornet's nest, especially if
you plan on sleeping on it.
02. TROOPER LOG: "PFC S. Milligan"
LOCATION: Temple Grounds: GFMC Compound
ENTRY: Brouda lost the bet, so he switched watch duty with me
tonight. I figure this section is nice and safe and
boring, which suits me fine. Let those other pugs guard
that hot zone! I...hold on...hey! Halt...No! Hel--
(Transmission Ends)
03. TROOPER LOG: "SPC F. Triplette"
LOCATION: Temple Grounds: GFMC Compound
ENTRY: The sarge says these "Splinters" remind him of some
killer bug he saw on another planet once. All I know is
the things are fast and take a lot to drop. Pretty soon
we'll have to goto bayonets. Everyone's low on ammo...
even Brode, and he's the stingiest grunt I know.
04. TROOPER LOG: "LCPL J. Brode"
LOCATION: Temple Grounds: GFMC Compound
ENTRY: Man, I only hope this is the breeding grounds for these
things. If there's more, were in big trouble. We had a
hard enough time taking that one out of commission: I
almost ran out of ammo. I never run out of ammo!
05. TROOPER LOG: "PFC G. Haley"
LOCATION: Temple Grounds: GFMC Compound
ENTRY: I hear. Them. Everywhere. They're coming. Can't sleep.
Ever. They'll eat me. Eat.
06. TROOPER LOG: "PFC I. Crany"
LOCATION: Temple Grounds: GFMC Compound
ENTRY: Last night at chow, Angseth starts talking about some
bounty hunter and how she blew up a planet full of
Space Pirates. I told her I don't believe in fairy
tales like that, and she took it personal. I just find
it hard to believe that one person took out an entire
Space Pirate base, that's all. But if she wants to be-
lieve in this Samus, or Bigfoot, or Santa Claus she
can.
-> FORCE 2 (6 entries)
----------------------
Force 2's logs contain the recordings from those that ventured away from
the ship and went down into the Hive area.
01. TROOPER LOG: "PFC E. Denys"
LOCATION: Temple Grounds: Sacred Bridge
ENTRY: I'm the only one left. Managed to get out of the hive,
but when I got to the ship everyone was gone...dead.
I'm heading for the alien building we saw earlier. May-
be someone can help me there...Wait, something's moving
down there. Hello...?
02. TROOPER LOG: "PFC L. Brouda"
LOCATION: Temple Grounds: Communication Area
ENTRY: We'll be making our stand here. The engineer tells me
there's no way we'll get the ship's engines online, and
atmospheric interference is scrambling our distress
beacon. If anyone reads this, know that we did our duty
and fought well.
03. TROOPER LOG: "SPC B. Reevs"
LOCATION: Temple Grounds: Command Chamber
ENTRY: I don't like this plan. This hive is a small portion of
a large network. There may be dozens of hive systems
like this across the planet, and they may all be link-
ed. Destroying this one may buy us time, but it may
also provoke the other hives into attacking.
04. TROOPER LOG: "GSGT C. Benet"
LOCATION: Temple Grounds: Command Chamber
ENTRY: There's something wrong with the lock systems in this
section. They've failed us twice, locking us out until
someone came along to let us in. If it happens again
while we're playing "bait" for those things... well, at
least we'll go out fighting, instead of hiding in the
control area.
05. TROOPER LOG: "PFC M. Veroni"
LOCATION: Temple Grounds: Collapsed Tunnel
ENTRY: I think Haley's losing it. He talks to himself all the
time, and he won't sleep. He almost shot me on watch
the other night. I think he thought I was one of those
things. I talked to the doc about him being off the
line, and he told me we need all the help we can get.
That's true, but if he goes beserk and kills a bunch of
us, that won't be very helpful.
06. TROOPER LOG: "SPC M. Angseth"
LOCATION: Temple Grounds: Trooper Security Station
ENTRY: This is ridiculous. I can outshoot half the men here,
and I'm stuck on monitor duty. I didn't join up to
stare at a holoscreen! This wouldn't happen to Samus
Aran...She'd be out there taking care of business, not
pushing buttons and sending reports.
--------------------------
LUMINOTH LORE (41 entries)
--------------------------
The Luminoth Lore, like the Chozo Lore from the first game, details the
experiences of the native Luminoth from the time they wandered the stars
to the time they settled on Aether, and includes their records of the war
with the Ing Horde.
-> HISTORY (10 entries)
-----------------------
The History subcategory details the history of the Luminoth race - how
they came to Aether and what they encountered after living there for some
time.
-> GOLDEN AGE (6 entries)
-------------------------
These entries detail the Luminoth's history prior to the meteor impact.
01. LORE ENTRY: "Origins"
LOCATION: Great Temple: Main Energy Controller
DATABASE: It is told that the Luminoth were not born of Aether
but of the Stars. In the early days, we roamed the
greatness of the void, bathing in the light of a thou-
sand stars. We met a vast number of enlightened minds...
the N' Kren, the Vlla, and the Chozo amoung them. Each
of them we found had claimed a homeworld and formed a
deep bond with it. In time, we decided to do the same.
02. LORE ENTRY: "Our Heritage"
LOCATION: Temple Grounds: Transport to Agon Wastes
DATABASE: Our search for a home took us through the cosmos. For
many a great cycle we roamed yet a place to calll our
own eluded us. In time, we began to despair, feeling
the search was in vain. We considered remaining among
the stars until a scout returned with news of a world
unlike any other. When we beheld Aether for the first
time, so great was her beauty that we forsook the stars
forever to live upon her surface. From that day forth,
the Luminoth were of Aether, our blessed paradise.
03. LORE ENTRY: "Paradise"
LOCATION: Agon Wastes: Main Plaza
DATABASE: Aether was a fertile, aged world with bountiful fields
and oceans. The natural creatures were gentle compared
to other worlds we had encountered. We settled in a
mountain region at first, in cliffside dwellings. In
time, we established settlements in the green forest of
Torvus and the fertile plains of Agon. A Great Temple
was built between our three domains, a place of peace
and a monument of our accomplishments. It was a time of
harmony for our people.
04. LORE ENTRY: "Saving Aether"
LOCATION: Agon Wastes: Agon Energy Controller
DATABASE: Aether's planetary energy supply reached a critical
stage. If left unchecked, the energy would expire,
bringing an end to this world. Our greatest minds de-
vised a way to preserve and regulate the remaining
planetary energy - the Energy Controllers.
05. LORE ENTRY: "Light of Aether"
LOCATION: Agon Wastes: Portal Terminal
DATABASE: The Main Energy Controller was built in the Great Tem-
ple: three sub-controllers were built in the Temples of
Agon. Torvus, and Sanctuary. They collected the energy
of Aether, then radiated it over the world to those who
needed it. In time, we came to call this precious ener-
gy the "Light of Aether." It brought an age of peace
and properity to the Luminoth.
06. LORE ENTRY: "Stellar Object"
LOCATION: Agon Wastes: Mining Station B
DATABASE: By the time we detected the stellar object as it
streaked toward our world, it was too late to stop it.
We fired numerous weapons at it in a vain attempt to
alter its trajectory. Nothing worked. Our efforts put a
great strain on the Energy Controllers, and weakened
Aether. All we could do as the object grew closer was
take shelter and wait. We gathered stores of food and
water, reinforced the shielding on our dwellings, and
spent the last few hours in peace.
-> DARK AGE (4 entries)
-----------------------
These entries detail the Luminoth's history after the meteor impact and
the rise of the Ing.
07. LORE ENTRY: "Cataclysm"
LOCATION: Agon Wastes: Mining Station A
DATABASE: The starborne terror burnt through the heavens and
struck Aether with untold might. We all expected the
world to shatter... but Aether held. There was great
devastation, however. The green plains of Agon were
scorched forever, and the forest of Torvus was engulfed
and wracked by the sea. The skies burned for days,
casting darkness over the land.
08. LORE ENTRY: "Age of Anxiety"
LOCATION: Temple Grounds: Meeting Grounds
DATABASE: In time, the roar of a wounded planet subsided. The
air, though fouled, was breathable. Light made its way
through the dark veil over our world. Slowly, we ven-
tured out from the shelters of our homes to see what
remained of our paradise. What little comfort we gained
by surviving was soon shattered, for when we looked
outward, all we saw was devastation. Half of the plan-
et's energy had vanished from the Energy Controllers.
Aether became violently unstable as a result. Of the
stellar object which struck our home, there was no
sign.
09. LORE ENTRY: "The World Warped"
LOCATION: Temple Grounds: Path of Eyes
DATABASE: Amidst the turmoil, we discovered many disturbing anom-
alies. Spatial disturbances appeared across the land.
Objects went into a state of dimensional flux, their
atoms divided between Aether and....somewhere else.
There was little time to ponder these strange happen-
ings, for we had to deal with the devastation of our
lands.
10. LORE ENTRY: "The Ing Attack"
LOCATION: Torvus Bog: Path of Roots
DATABASE: The day came when space was torn asunder, revealing
dimensional rifts to a dark place. Horrible dark swarms
stretched forth from these rifts, engulfing nearby
creatures and transforming them into what we would call
darklings. The dark creatures became our enemies, and
peace came to an end on Aether.
-> CONFLICT (12 entries)
-----------------------
The Conflict subcategory details the Luminoth's war against the Ing.
-> FIRST PHASE (5 entries)
--------------------------
These entries detail the first phase of the Ing War.
11. LORE ENTRY: "Dark Aether"
LOCATION: Torvus Bog: Torvus Energy Controller
DATABASE: In time, we created machines to open rifts to our enem-
ies world. Volunteer scouts went through the rifts and
found a twisted world, harsh and poisonous....a Dark
Aether. They discovered that this world held the miss-
ing half of our planet's energy. They also saw the true
face of the enemy, a race we came to call the "ing"
meaning terror. Our scouts could not survive long
enough on the surface of Dark Aether, so venomous was
its air. Still, we vowed to return. We prepared for
war.
12. LORE ENTRY: "Our War Begins"
LOCATION: Torvus Bog: Underground Tunnel
DATABASE: We developed Crystals that brought the Light of Aether
to the dark world. Using the Crystals allowed our warr-
iors to explore the enemy lands to bring war to the
Ing. Sadly, the Crystals weren't enough. We needed
stronger weapons, better armor. We withdrew from Dark
Aether while our greatest minds developed new engines
of war.
13. LORE ENTRY: "New Weapons"
LOCATION: Torvus Bog: Gathering Hall
DATABASE: Our studies of the Ing revealed the source of their
attacks as dark energy. We built weapons to use this
energy, thinking it could overload the enemy targets
and eliminate them. We soon learned our error, as the
Dark Beam was not of great effect on the Ing. We then
began to develop a weapon that used light energy. This
weapon would dispatch the Ing with terrible efficiency.
14. LORE ENTRY: "Recovering Energy"
LOCATION: Torvus Bog: Training Chamber
DATABASE: We were not prepared to fight a long war. The forces of
our enemy outnumbered ours vastly. We sought a way to
end the war quickly, without extended combat. We decid-
ed to build a device to recover our lost planetary
energy from Dark Aether. Without this energy, the dark
world would cease to be, and our world would be restor-
ed to stability.
15. LORE ENTRY: "The New Terror"
LOCATION: Torvus Bog: Catacombs
DATABASE: In time, the Ing began to possess the Luminoth as well
as creatures. Friends and family members became the
enemy, spilling Luminoth blood across the land. Des-
perate, we devised shielding to prevent Ing possession.
It was effective, but not perfect. Should the shielding
fall, all Luminoth were prepared to self-terminate
rather than become a weapon for the Ing.
-> SECOND PHASE (5 entries)
---------------------------
These entries detail the second phase of the Ing War.
16. LORE ENTRY: "The Sky Temple"
LOCATION: Sanctuary Fortress: Fortress Transport Access
DATABASE: We learned the ruler of the Ing dwelled in a place
dubbed "The Sky Temple" by our forces. This place held
the planetary energy of Dark Aether as well. It was
heavily guarded, and entry was barred by a great gate
requiring ten keys to unlock. These keys were hidden
throughout Dark Aether by the Ing. A mission was plan-
ned, one that would find the hidden keys and recover
our missing energy from the Sky Temple.
17. LORE ENTRY: "The Final Crusade"
LOCATION: Sanctuary Fortress: Hall of Combat Mastery
DATABASE: While our forces on Dark Aether fought desprate battles
against superior numbers, our best minds completed
their work. The Energy Transfer Module, a device de-
signed to recover our planetary energy that was lost,
was ready at last. A force of our greatest warriors was
assembled, each equipped with the best armor and weap-
onry available. We sent this brave cadre of fighters to
invade the Sky Temple and seize the missing energy
within.
18. LORE ENTRY: "Shattered Hope"
LOCATION: Sanctuary Fortress: Main Gyrochamber
DATABASE: None of our warriors sent to the Sky Temple ever came
back alive. Our search teams searched all over Dark
Aether for them in vain. Of the Energy Transfer Module,
there was no sign. Though saddened, we set out to pre-
pare another mission, to build another module to try
once more to save our dying world.
19. LORE ENTRY: "Agon Falls"
LOCATION: Sanctuary Fortress: Sanctuary Energy Controller
DATABASE: A massive Ing attack came to the land of Agon. Soon,
the Temple of Agon was surrounded by the Horde, with no
hope of salvation. Our gallant warrior there were
slain, and Agon fell to the enemy. Our blood chilled
when we learned that the energy within the Temple was
drained. The Ing had found the Energy Transfer Module,
and they were using our weapon against us.
20. LORE ENTRY: "Torvus Falls"
LOCATION: Sanctuary Fortress: Main Research
DATABASE: The Ing turned their focus on the Torvus Bog, sending
a vast force to lay siege to the temple there. Thous-
ands upon thousands of Ing were destroyed by our warr-
iors, yet they kept coming until there were no Luminoth
alive to offer resistance in Torvus. On that day, the
energy of Torvus was taken to Dark Aether, and our hopes
for survival grew dim.
-> FINAL PHASE (2 entries)
--------------------------
These entries detail the final phase of the Ing War up until Samus Aran's
arrival on Aether.
21. LORE ENTRY: "Sanctuary Falls"
LOCATION: Sanctuary Fortress: Watch Station
DATABASE: Our battered forces gathered in Sanctuary Fortress to
prepare for the inevitable siege there. They didn't
wait long. Wave after wave of Ing assaulted the great-
est of our fortresses, with a goal in mind:to siege the
enemy there. The Ing turned the machines of Sanctuary
against our warriors, and soon all was lost. The energy
of Sanctuary was taken by the Ing. Only one Energy
Controller remained on Aether.
22. LORE ENTRY: "Twilight"
LOCATION: Sanctuary Fortress: Sanctuary Entrance
DATABASE: What few remained gathered in the Great Temple. There,
all but U-Mos, the last Sentinal of Aether, entered
into a state of life-preserving stasis. There they
would remain, to be released once the Ing were defeat-
ed... or to sleep forever. His people safe, U-Mos pre-
pared for the last, terrible assault. In the silence of
the Great Temple, he prayed for salvation, for deliv-
erance from the terror of the Ing.
-> KEYBEARER LORE (10 entries)
------------------------------
The Keybearer Lore subcategory contains the final recordings of the Lum-
inoth Sentinels sent to find the keys to access the Sky Temple before they
died at the hands of the Ing.
-> CADRE 1 (5 entries)
----------------------
These entries contain the recordings of the first cadre of Sentinels.
23. LORE ENTRY: "J-Stl's Testament"
LOCATION: Agon Wastes: Central Mining Station
DATABASE: My journey comes to an end. The thrice-cursed Ing
prepared an ambush of singular cunning in the mining
station. They cought me in it like a neophyte fresh
from the training halls. I have sent five score of
their numbers to whatever foul pit they call afterlife,
but in vain. My life is extinguished.
24. LORE ENTRY: "B-Stl's Testament"
LOCATION: Agon Wastes: Main Reactor
DATABASE: I can go no further. Here in this reactor, I go to join
my fallen mate, J-Stl, in final rest. Though I die with
honor, a shame falls on my house until the key I seek
reaches its destination. May my brothers find my bur-
den, that the way to the Sky Temple will be opened at
last.
25. LORE ENTRY: "A-Kul's Testament"
LOCATION: Sky Temple: Sky Temple Gateway
DATABASE: Soon I shall pass to final rest. My key is in place.
Through my spiritual link to the others, I know where
their bodies lie. I shall leave this knowledge, that
their locations in the Dark World can be known. May
this knowledge lead our warriors to the SKy Temple
Keys. The time draws near. Hear the word of A-Kul, she
they call Champion of Aether. Know that my warriors
fought and died with uncommon valor. Do not look un-
kindly upon their failure, for they died to save us
all.
26. LORE ENTRY: "S-Dly's Testament"
LOCATION: Torvus Bog: Torvus Lagoon
DATABASE: They came to the lagoon in the night, delivering true
deathblows before I could detect them. As my life fad-
ed, I sent a call to the cadre to warn of this surprise
attack. May they find my key, and dispatch the Ing who
killed me. Only then will my final rest be peaceful.
27. LORE ENTRY: "G-Sch's Testament"
LOCATION: Torvus Bog: Catacombs
DATABASE: What craven savages are the Ing! Trapped in the cata-
combs with no chance of rescue, I fought to the last. I
watched them feed upon their dead. I heard them press-
ing the lesser of their number into the front ranks
that my blasts would take them. At least their leader
stood against me in battle. He was a foe worthy of a
Luminoth warrior.
-> CADRE 2 (5 entries)
----------------------
These entries contain the recordings of the second cadre of Sentinels.
28. LORE ENTRY: "M-Dhe's Testament"
LOCATION: Temple Grounds: Landing Site
DATABASE: That last hit breached my armor. The poison spreads.
Though I have found the key, it is too late for me.
Soon my light will fail. They know I am here. They will
come to this site to plunder the key. My last stand
shall be at the enge of the temple grounds. I only hope
I have the strength to fight when they arrive.
29. LORE ENTRY: "J-Fme's Testament"
LOCATION: Temple Grounds: Industrial Site
DATABASE: Final entry, Warrior J-Fme. Their army swells. Beasts
and machines join the ranks of the horde, all eager to
bring death to the Luminoth. The Ing sent their new
additions to the industrial site to do battle with me,
while they watched from safety. Cowardly mongrels! My
only regret in death is that I did not live to see the
day of their defeat. May it come soon!
30. LORE ENTRY: "S-Jrs's Testament"
LOCATION: Sanctuary Fortress: Sanctuary Entrance
DATABASE: A-Kul tried to send me back to Aether, that I might get
reinforcements. Both cadre's have been attacked, devas-
tated. The Ing followed me. They came wearing the skin
of beasts. I gave them a good fight, yet, I have fail-
ed. May I redeem my honor in the next life. Here, at
the fortress entrance, I breathe my last.
31. LORE ENTRY: "D-Isi's Testament"
LOCATION: Agon Wastes: Storage Cavern A
DATABASE: It is inside me. I feel it spreading. clawing at my
will, tearing away at my thoughts. It moves me against
my will, to this cavern. Here it will not end. I do not
wish this, do not want my body to become a weapon for
the Ing within me. It hates. It demands obidence. I
will fight to the end. I shall self-terminate before I
will be a filthy pawn of the Ing.
32. LORE ENTRY: "C-Rch's Testament"
LOCATION: Sanctuary Fortress: Dynamo Access
DATABASE: Let this be the final testament of warrior C-Rch. I
have no more shells for my weapons. For the enemy, I
have naught but the blade and fist. Let them come. They
wait in the works, hissing and slithering like beasts.
Let them. When my war cry comes, there will be a dread,
final reckoning. Come forth, hated enemy! Let there be
an end!
-> A-KUL'S CLUES (9 entries)
----------------------------
The A-Kul's Clues subcategory contains clues left by the warrior A-Kul as
to the locations of the Sky Temple Keys, so that whoever finds her can
search for them.
-> CADRE 1 (4 entries)
----------------------
These entries contain the recordings of the first cadre of Sentinels.
33. LORE ENTRY: "J-Stl's Key"
LOCATION: Sky Temple: Sky Temple Gateway
DATABASE: Noble J-Stl. Lost his soul before a fortress of dry
land.
34. LORE ENTRY: "B-Stl's Key"
LOCATION: Sky Temple: Sky Temple Gateway
DATABASE: Gallant B-Stl. She lies deep in the fortress of a
high land.
35. LORE ENTRY: "S-Dly's Key"
LOCATION: Sky Temple: Sky Temple Gateway
DATABASE: Brave S-Dly. Beside the marsh of a raining land she
laid her body forever.
36. LORE ENTRY: "G-Sch's Key"
LOCATION: Sky Temple: Sky Temple Gateway
DATABASE: Gentle G-Sch. With a Bearerpod he sleeps in a flooded
temple.
-> CADRE 2 (5 entries)
----------------------
These entries contain the recordings of the second cadre of Sentinels.
37. LORE ENTRY: "M-Dhe's Key"
LOCATION: Sky Temple: Sky Temple Gateway
DATABASE: Fearless M-Dhe. The one who shall move the pillar of
holy ground will see your souless body.
38. LORE ENTRY: "J-Fme's Key"
LOCATION: Sky Temple: Sky Temple Gateway
DATABASE: Mighty J-Fme. In the last what did you see? Was it one
of our gates closing, sealing the scorched land from
our holy ground?
39. LORE ENTRY: "S-Jrs's Key"
LOCATION: Sky Temple: Sky Temple Gateway
DATABASE: Loyal S-Jrs. He no longer breathes, looking down at the
great bridge of a holy fortress.
40. LORE ENTRY: "D-Isi's Key"
LOCATION: Sky Temple: Sky Temple Gateway
DATABASE: Steadfast D-Isi. Who shall disturb you amoung the trees
of holy ground?
41. LORE ENTRY: "C-Rch's Key"
LOCATION: Sky Temple: Sky Temple Gateway
DATABASE: Judicious C-Rch. In a small corridor within the depths
of a high fortress, he lies silently.
RESEARCH ENTRIES
================
The Research Data is much more expansive than it was in the first game where
it essentially consisted of special terrain features and energy/ammo refills.
This time, it is divided into smaller data networks based on biology, items
native to Aether and Dark Aether, technology and mechanical objects. Every
research item is listed here along with locations if applicable. One-time or
limited time scans are also marked with the appropriate asterisks, and the
transcriptions from the game database are also given.
-----------------------------------
AETHER STUDIES CATEGORY (7 entries)
-----------------------------------
The Aether Studies category contains information on terrain features or
dimensional anomalies found on the planet.
-> AETHER (4 entries)
-----------------------
The Aether subcategory details those features on Light Aether.
01. SCAN ITEM: U-Mos
LOCATION: Great Temple: Main Energy Controller
ENTRY: Subject is U-Mos, a Sentinel of the Luminoth. Scans
indicate numerous beneficial abilities, including
heightened reflexes, durability, psionics, and flight.
Ability to generate and manipulate energy on par with
that of the Chozo. Dating scans indicate an age of 2.15
centicycles. Only known active member of the species:
remaining Luminoth locked in protective stasis until
crisis is resolved.
02. SCAN ITEM: Aether
LOCATION: Agon Wastes: Command Center
ENTRY: Planet is unstable due to transdimensional flux. War-
fare has devastated a good portion of the world's pop-
ulation. Finally, extreme climate shifts have left most
of Aether unhospitable.
03. SCAN ITEM: Dark Portal
LOCATION: Light Aether: first seen in Command Center
ENTRY: Dark Portals allow living beings to travel to Dark
Aether without being disrupted and scattered throughout
the interdimensional void. They are unstable, however,
and only remain viable for limited periods of time.
Some can be reactivated, while others vanish forever
once they are used.
04. SCAN ITEM: Energy Controller
LOCATION: Great Temple: Main Energy Controller
ENTRY: Energy Controllers were built by the Luminoth to regul-
ate Aether's planetary energy. Several wonders are pow-
ered by the Energy Controllers, including a weather
control grid and a teleportation system. When Dark
Aether was born, it too had Energy Controllers, all
linked to the world's planetary energy.
-> DARK AETHER (3 entries)
--------------------------
The Aether subcategory details those features on Dark Aether.
05. SCAN ITEM: Phazon
LOCATION: Agon Wastes: Main Reactor
ENTRY: Origin point of Phazon unknown. First detection of ele-
ment on planet Tallon IV. Used by Space Pirates to pro-
duce vast levels of energy. Bioforms exposed to Phazon
without proper shielding will eventually undergo radi-
cal mutation.
06. SCAN ITEM: Light Portal
LOCATION: Dark Aether: first seen in Portal Site
ENTRY: Light Portals allow living beings to travel to Light
Aether without being disrupted and scattered throughout
the interdimensional void. They are unstable, however,
and only remain viable for limited periods of time.
Some can be reactivated, while others vanish forever
once they are used.
07. SCAN ITEM: Dark Aether
LOCATION: Agon Wastes: Command Center
ENTRY: Can't determine origin of Aether's "dark twin". Con-
tains high levels of Phazon ore. Native bioforms attack
on sight.
-----------------------------
BIOLOGY CATEGORY (17 entries)
-----------------------------
The Biology category contains scan information on various plant life or
living items on Aether that don't fit into the Creatures Database.
-> PLANTFORMS (6 entries)
-------------------------
The Plantforms subcategory details plantlife and fauna found on Aether.
08. SCAN ITEM: Sandgrass
LOCATION: Agon Wastes: first seen in Plaza Access
ENTRY: Sandgrass scans indicate that the plant requires no
moisture to survive. It relies exclusively on solar en-
ergy for sustenance, making it well adapted for life in
the desert enviroment. Evidence of extensive mutation
present, suggesting radical bio-adjustments within the
last centicycle. Mutation source is not natural: plant
strain was genetically engineered, possibly by the Lum-
inoth.
09. SCAN ITEM: Bloatsac
LOCATION: Torvus Bog: first seen in Forgotten Bridge
ENTRY: The humble Bloatsac contributes to its ecology by pro-
ducing large amounts of benevolent gases. It thrives in
damp enviroments, though it can survive in most cli-
mates and terrains. The Bloatsac secretes a venomous
sap over its body. Very few creatures can ingest the
sap and survive, making it a useful defensive mechanism
for the plant.
10. SCAN ITEM: Torvus Hanging Pod
LOCATION: Torvus Bog: first seen in Temple Transport Access
ENTRY: The Luminoth placed these pods throughout the bog for
use by their soldiers during the war. Though many have
been raided since then, some still contain useful items
left over from the war.
11. SCAN ITEM: Agon Bearerpod
LOCATION: Agon Wastes: first seen in Plaza Access
ENTRY: The Agon Bearerpod is a hardy desert plantform used by
the Luminoth to store useful items and supplies. Its
tough epidermis can be destroyed by weapons. It gathers
trace amounts of moisture from the air and stores it in
a number of chambers throughout its body. It can hold
and process this moisture for weeks if neccessary.
12. SCAN ITEM: Torvus Bearerpod
LOCATION: Torvus Bog: first seen in Transport to Temple Grounds
ENTRY: The Torvus Bearerpod grows around useful items. The
hard outer shell can be destroyed by weapon fire. The
Luminoth use the hardy plants to store supplies for
operations in the Torvus Bog. They are resistant to the
harsh chemicals and diseases that run rampant in the
swamp, and emit a deadly cloud when destroyed. This has
discouraged their consumption by local animals.
13. SCAN ITEM: Blueroot Tree
LOCATION: only found in Agon Wastes: Save Station A (upper level)
ENTRY: The Blueroot tree is common on world's with desert reg-
ions. While an elegant, attractive plant, the tree's
leaves are highly toxic. Few species can ingest the
species and live: many of them (such as Space Pirates)
consider the deadly Blueroot leaf a delicacy.
-> ING STORAGE (4 entries)
--------------------------
The Ing Storage subcategory details the items used by the Ing for storing
valuable items.
14. SCAN ITEM: Ingsphere Cache
LOCATION: Dark Torvus Bog: first seen in Dark Forgotten Bridge
ENTRY: The Ingsphere keeps useful items in a dimensional pock-
et. Normally, the Ingsphere will only release the item
to its Ing masters. The pocket can be breached by de-
stroying the Ingsphere, however. This sometimes dest-
roys the item, but it is worth the risk.
15. SCAN ITEM: Flying Ing Cache** (scan before destroying one)
LOCATION: first seen in Sky Temple Grounds: Defiled Shrine
ENTRY: The Flying Cache was bred and trained to be a living
storage unit. It employs a limited stealth field that
renders it unseen to most enemies. The fact that the
creature must be killed to obtain the object it stores
is of little consequence to the Ing.
16. SCAN ITEM: Ingworm Cache
LOCATION: Ing Hive: first seen in Culling Chamber
ENTRY: Ingworms wrap their bodies around useful items to pro-
tect them. They are defenseless. They are not terribly
durable and have no form of attack, hence their assign-
ments as storage containment units to the Ing.
17. SCAN ITEM: Bladepod
LOCATION: first seen in Dark Agon Wastes: Portal Site
ENTRY: These Ing morph their bodies around useful items to
protect them. They rely on larger Ing for protection,
as they have no way of fending off enemies. Damage from
all weapons will harm them, but light-based weapons are
superior.
-> DARKLINGS (4 entries)
------------------------
The Darklings subcategory details the Dark Aether plantlife or organic
barriers used by the Ing.
18. SCAN ITEM: Ingclaw
LOCATION: Dark Agon Wastes: Watering Hole
ENTRY: The Ingclaw secretes an incredibly durable shell over
itself shortly after birth. From that moment on, it re-
mains rooted in place. The creature feeds on the flot-
sam floating in Dark Aether's atmosphere, and produces
waste in the form of a toxic dark vapor.
19. SCAN ITEM: *Ing Webtrap* (only appears in battle with Warrior Ing)
LOCATION: Dark Agon Wastes: Battleground
ENTRY: These creatures respond from commands from the Ing,
forming over areas as ordered. They are virtually inde-
structible, and can only be undone by killing the Ing
that commands them.
20. SCAN ITEM: *Webling* (vanishes forever after being destroyed)
LOCATION: Dark Agon Wastes: Feeding Pit Access
ENTRY: Weblings spin a network of energized snare lines, then
sit in the middle and wait for the prey to get caught
in it, much like a a spider. A Webling is incredibly
durable, though it has the darkling weakness to light.
21. SCAN ITEM: Dormant Ingclaw
LOCATION: first seen in Dark Agon Wastes: Battleground
ENTRY: Ingclaws occasionally enter a strange torpor, brought
on by constant exposure to the atmosphere of Dark Ae-
ther. While in this dream state, the creature does not
feed or expel it deadly vapor. Fortunately, its indes-
tructible shell protects it from predators.
-> COCOONS (3 entries)
----------------------
The Cocoons subcategory details the organic structures used as cocoons by
various creatures on Aether.
22. SCAN ITEM: Metroid Cocoon
LOCATION: only found in Agon Wastes: Biostorage Access
ENTRY: The Space Pirates transport young Tallon Metroids in an
organic "cocoon" designed to sustain the small creat-
ures. Each cocoon can support numerous infants for sev-
eral cycles. The creatures are normally content to re-
main in the cocoon, but will emerge when they detect
the presence of Phazon.
23. SCAN ITEM: Splinter Cocoon
LOCATION: Temple Grounds: first seen in Industrial Site
ENTRY: Splinters will enter their protective cocoons when
tired or sated. The cocoon is durable, but can be de-
stroyed by weapons fire. Destroying a cocoon will kill
the Splinter inside: when this occurs, the dying Splin-
ter will let out a shriek that will alert all nearby
Splinters in hibernation. This will drive them into a
battle frenzy as a defense mechanism.
24. SCAN ITEM: War Wasp Hive
LOCATION: Temple Grounds: first seen in Sacred Path
ENTRY: War Wasps require considerable amounts of sleep after a
long hunt. They weave a protective hive from organic
fluids they secrete to themselves, then crawl inside to
rest. Though safe from most predators, the hive can be
damaged by exposive weapons.
----------------------------------------
LUMINOTH TECHNOLOGY CATEGORY (9 entries)
----------------------------------------
The Aether Studies category contains information on terrain features or
dimensional anomalies found on the planet.
-> LIGHT CRYSTALS (4 entries)
-----------------------------
The Light Crystals subcategory details the various crystals designed by
the Luminoth that were placed on Dark Aether for safety purposes.
25. SCAN ITEM: Light Crystal
LOCATION: Dark Aether: first seen in Portal Site
ENTRY: Light Crystals provide protection from Dark Aether's
atmosphere. They can be nullified by dark energy, or
super charged by light energy. They were created by the
Luminoth during the war with the Ing, and many still
remain in use. Dark creatures despise the Crystals: some
are injured or killed by the field they create.
26. SCAN ITEM: Energized Crystal
LOCATION: Dark Aether (shoot Light Crystal with Light Beam)
ENTRY: Energized Crystals provide better protection from Dark
Aether's denizens. Dark creatures are damaged or killed
by the energized field. Some are killed on contact. The
extra protection is not unlimited, and must be recharg-
ed by the Light Beam to remain in effect.
27. SCAN ITEM: Nullified Crystal
LOCATION: Dark Aether (shoot Light Crystal with Dark Beam)
ENTRY: Light Crystals, when covered with dark energy, cease to
function for a short time. Light energy can clear the
Crystal of the dark energy. Some dark creatures will
fire dark energy at Light Crystals to hinder or damage
their opponents.
28. SCAN ITEM: Super Crystal
LOCATION: Dark Aether (shoot Light Crystal with Annihilator Beam)
ENTRY: When charged with light an dark energy at once, the
Crystal becomes a beacon to the Ing. They are compelled
to approach it, despite the deadly field of energy it
emits.
-> UTILITY CRYSTALS (2 entries)
-------------------------------
The Utility Crystals subcategory details the various crystals designed by
the Luminoth that were placed on Dark Aether for monitoring purposes.
29. SCAN ITEM: Sentinel Crystal
LOCATION: first seen in Torvus Bog: Great Bridge
ENTRY: During the war, the Luminoth used Sentinel Crystals to
monitor key areas and installations. They are incredib-
ly durable, resisting all but the most powerful of Ing
attacks. U-Mos still uses the reamining Sentinel Crys-
tals to keep a watch for Ing activity.
30. SCAN ITEM: Dark Sentinel Crystal
LOCATION: first seen in Dark Torvus Bog: Dark Forgotten Bridge
ENTRY: The orginal Sentinel Crystals were durable, but they
had their limits. The toxic nature of Dark Aether, com-
bined with constant attack from the Ing, destroyed many
of them. The Luminoth responed with the Dark Sentinel
Crystal. Sheathed in dark energy, it is more resistant
to the atmosphere of the Ing homeworld - and the att-
acks of its denizens.
-> LIFT CRYSTALS (3 entries)
----------------------------
The Lift Crystals subcategory details the various crystals designed or
used by the Luminoth for movement purposes.
31. SCAN ITEM: Light Lift Crystal
LOCATION: first seen in Dark Agon Wastes: Doomed Entry
ENTRY: Luminoth lift platform will lower when Crystal is ener-
gized by dark weaponry. Used by the Luminoth forces
during their war. Most still function, despite periodic
abuse by the Ing.
32. SCAN ITEM: Dark Lift Crystal
LOCATION: first seen in Dark Agon Wastes: Hall of Stairs
ENTRY: Luminoth lift platform will lower when Crystal is ener-
gized by light weaponry. Used by the Luminoth forces
during their war. Most still function, despite periodic
abuse by the Ing.
33. SCAN ITEM: Liftvine Crystal
LOCATION: first seen in Dark Torvus Bog: Brooding Ground
ENTRY: Darkling plantform will grow in height when Crystal is
energized by light-based weaponry. The Luminoth used
these to navigate their campaigns on Dark Aether. The
Ing ingnore the simple plant, as is is not a source of
nourishment or a weapon.
-> LIGHT BEACONS (3 entries)
----------------------------
The Light Beacons subcategory details the various beacons designed by the
Luminoth that were placed on Dark Aether for use as temporary safe areas.
34. SCAN ITEM: Light Beacon
LOCATION: first seen in Dark Agon Wastes: Portal Site
ENTRY: Light Beacons must be energized by Beam weapons fire to
function, and they remain charged for a limited time.
The Beacons were created when the Luminoth ran short of
Light Crystals during the war. While simple to make,
the Beacons were also unstable. They had to be energiz-
ed periodically, and could run out of energy at crit-
ical moments. Still, any protection was better than
none for Luminoth warriors.
35. SCAN ITEM: Energized Beacon
LOCATION: Dark Aether (shoot Light Beacon with Light Beam)
ENTRY: Energized Beacons provide better protection from Dark
Aether's denizens. Dark creatures are damaged or killed
by the energized field. Some are killed on contact. The
extra protection is not unlimited, and must be recharg-
ed by the Light Beam to remain in effect.
36. SCAN ITEM: Nullified Beacon
LOCATION: Dark Aether (shoot Light Beacon with Dark Beam)
ENTRY: Light Beacons, when covered with dark energy, cease to
function for a brief time. Light energy can clear the
Beacon of the dark energy. Some dark creatures will
fire dark energy at Light Beacons to hinder or damage
their opponents.
37. SCAN ITEM: Super Beacon
LOCATION: Dark Aether (shoot Light Beacon with Annihilator Beam)
ENTRY: When charged with light an dark energy at once, the
Beacon becomes a symbol to the Ing. They are compelled
to approach it, despite the deadly field of energy it
emits.
-------------------------------
MECHANISMS CATEGORY (9 entries)
-------------------------------
The Mechanisms category contains information on the various mechanical sys-
tems and structures present on the planet Aether.
-> VEHICLES (3 entries)
-----------------------
The Vehicles subcategory details the moving vehicles on Aether.
38. SCAN ITEM: G.F.S. Tyr
LOCATION: Temple Grounds: GFMC Compound
ENTRY: The Anhur class is a state-of-the-art warship, designed
to police and defend planetary systems. This ship, the
G.F.S. Tyr, has been heavily damaged. It appears that
the crew have dismantled parts of the Tyr as well,
possibly for use as a makeshift defense systems.
39. SCAN ITEM: Samus's Gunship** (scan is "invalid" after Dark Visor)
LOCATION: Temple Grounds: Landing Site
ENTRY: Your Hunter class gunship is one of a kind, its distin-
ct hull lines marking it to friend and foe alike. Cus-
tom built for you by the Federation Shipyards at Alieks
III, it contains a mobile energy recharge system, as
well as microfactories designed to produce ammunition.
A sophisticated onboard computer stores mission data
collected in the field for future refrence.
40. SCAN ITEM: Pirate Skiff** (only two chances to scan this)
LOCATION: Agon Wastes: Central Mining Station
Torvus Bog: Torvus Temple
ENTRY: Plans for the Shrike were recently stolen from a GF lab
by the Space Pirates. Production began immediately, and
the fast-moving skiff is now part of Pirate operations.
It is used primarily as a troop transport, taking a
fire team of troopers into action. The Shrike is un-
armed, relying on the troops it carries for protection
against hostile forces.
-> GF SECURITY (3 entries)
--------------------------
The GF Security subcategory details the various forms of fencing and pro-
tection utilized by the Galactic Federation Marine Corps.
41. SCAN ITEM: GF Bridge
LOCATION: only found in Temple Grounds: Industrial Site
ENTRY: This bridge is durable, but often locks in place, lead-
ing the Marines to call for a new design. The MK III
should enter service within the next eight cycles.
42. SCAN ITEM: GF Gate MK VI** (vanishes after second trip through)
LOCATION: only found in Temple Grounds: Hive Chamber A
ENTRY: This gate is used with armor secrity locks, which must
be neutralized to operate the gate. Gate is resistant
to all but the most potent of explosives.
43. SCAN ITEM: GF Gate MK VII** (never respawns after being destroyed)
LOCATION: only found in Temple Grounds: Dynamo Chamber
ENTRY: The MK VII Defense Gate is composed of Denzium. Invuln-
erable to most weapons, though high-yield explosives
are effective. Often used in conjunction with a remote
scan access panel.
-> SYSTEMS (6 entries)
----------------------
The Systems subcategory details the various forms of tunneling or railing
systems that are present on Aether.
44. SCAN ITEM: Bomb Blot
LOCATION: first seen in Temple Grounds: Command Chamber
ENTRY: Insert the Morph Ball into slot, then detonate a Bomb.
This will send energy from the slot to whatever device
is connected to it.
45. SCAN ITEM: Grapple Point
LOCATION: first seen in Dark Torvus Bog: Sacrificial Chamber
ENTRY: To use the Grapple Beam, use "L" when the Grapple icon
appears. You can fire your weapons while attached to a
Grapple Point.
46. SCAN ITEM: Kinetic Orb Cannon
LOCATION: first seen in Temple Grounds: GFMC Compound
ENTRY: The purpose of the Kinetic Orb Cannon is unclear. It
may have originally been designed for industrial use,
then converted to a combat system in later times.
47. SCAN ITEM: Spider Ball Track
LOCATION: first seen in Sanctuary Fortress: Hall of Combat Mastery
ENTRY: In Morph Ball mode, press and hold "R" when close to
this type of surface. Use the Control Stick to move the
Ball along the track. Release "R" to disengage from the
surface. Using the Boost ability when on a Spider Ball
Track will rapidly launch the Spider Ball from the
track. Detonating a Morph Ball Bomb will briefly dis-
engage the Ball from the track.
48. SCAN ITEM: Spinner
LOCATION: first seen in Torvus Bog: Forgotten Bridge
ENTRY: Use the Boost ability of the Morph Ball when inside a
Spinner to activate the device it powers.
49. SCAN ITEM: Wall Jump Surface
LOCATION: first seen in Ing Hive: Central Hive Transport West
ENTRY: This surface was designed to be used in conjunction
with the Screw Attack System. Perform Screw Attacks
while facing and touching wall to Wall Jump.
And that completes the entire Log Book as far as scannable items go! Remember
that you will also fill it with descriptions of Power Suit upgrades, but these
are considered free entries and do not count towards the completion percentage.
Just like in the first METROID PRIME, completing portions of the Log Book will
unlock bonus art galleries which are then made available to you from the main
menu. Below is a list of the Log Book galleries you can obtain:
1. PROMOTIONAL GALLERY: Obtain 40% of Log Book Scans
2. CHARACTER GALLERY: Obtain 60% of Log Book Scans
3. CREATURES GALLERY: Obtain 80% of Log Book Scans
4. BOSS SKETCH GALLERY: Obtain 100% of Log Book Scans
The remaining two Image Galleries are rewarded to you for completion of the
game itself. No gallery is awarded for 100% item collection, however. Below is
a list of the remaining galleries.
5. ROUGH SKETCH GALLERY: Complete the game in Normal Mode
6. STORYBOARD GALLERY: Complete the game in Hard Mode
========================
== 10. SECRETS AND TIPS:
========================
METROID PRIME 2 has a few interesting things here and there besides what's been
already covered in the walkthrough. Most of them are just tidbits that are only
capable of breaking the game or giving you more to play with, but they are in-
teresting nonetheless.
1. SECRET WORLDS
If you played the first game, you know that there were multiple areas of
the game where you could exit the game's standardized boundaries via small
holes in the room layouts. Some of these could be utilized to skip areas
or items, or generally just play around. METROID PRIME 2 also suffers from
having these - in fact, there are almost 80-something areas that have been
discovered. For a comprehensive listing along with information or videos
on how to access them or what to do as far as techniques while in one,
refer to either Samus.co.uk (
http://www.samus.co.uk) or Nate's Metroid2002
(
http://www.metroid2002.com).
2. GLITCHES
No doubt about it, this game is quite breakable, and not just in terms of
getting items early or doing things out of sequence (though I tip my hat
to RETRO STUDIOS, they did a marvelous job trying to eliminate sequence
breaking from this game). But some things just plain "break" the game or
otherwise cause extremely odd things to occur. Below is a brief sampling
of some of the more interesting ones.
- FLOATY JUMP
This "occurs" during at the start of the Chykka fight. When you first
encounter the boss, it is suspended on the wall. Knock the first three
parts holding it to the wall off, then jump in the Dark Water before
destroying the fourth. For some reason, this triggers a moon jump-like
effect where your jumps go incredibly high and incredibly far. Stepping
into the water again makes you lose it, but you can defeat Chykka if
you're skilled enough and continue to use this jump through all of Tor-
vus Bog and its Dark Aether equivalent (using a Transport takes it away
from you, too, as does saving/reloading. Terminal Falls don't seem to
take it away, however). This glitch is funny, but ultimately useless
since you can't leave Torvus Bog. You can, however, stand on the balcony
leading to the Dark Torvus Energy Controller and take potshots at the
Chykka Larva far below. Unfortunately, defeating the Larva resets you
to the bottom of the area for the Adult fight. Try making it through the
Chykka fight and you can get the Energy Tanks from Torvus Plaza and the
Meditation Vista without having the required Spider Ball and Screw Att-
ack upgrades.
- VANISHING BOSSES
If you trigger the Floaty Jump during the Chykka fight, you can actually
leap all the way up to the Energy Controller and enter it. Take Dark
Torvus' energy and return to the Dark Torvus Temple, and Chykka will be
gone. Then again, the Dark Visor won't be there either, so you'll get
stuck in the room until you reset from a previous save.
You can escape the Alpha Blogg fight with a Bomb Space Jump after you
get the Gravity Boost. Go two rooms away to reset it, and the Alpha
Blogg will be gone when you go back. This one's pretty spiffy since it
has no adverse effect on the game itself.
Also, I know many people wish the Boost Guardian would just go away, but
there is actually a way to make this happen. If you keep it in its liq-
uid form near the edges of the Arena, you can make it "leak" out of the
room's boundary (it's off exploring a Secret World?). This isn't as cool
as you might think, considering the mini-boss is gone, you don't get the
Boost Ball, and you're stuck in a room with absolutely no safe zones.
Oh well, at least you'll die quickly.
- REMNANTS OF SAMUS
This graphical screw-up occurs only in a post-game save file. Go to any
portal and enter it (dark or light). As soon as you enter, hit Start to
skip the cutscene and when you emerge, turn around to see rather creepy
looking remnants of... you... forming as you come out of the portal.
It's rather creepy, actually, seeing yourself disembodied.
- SONIC SCREW-UPS
Once you have the Echo Visor, don't leave any room that has Sonic or Key
Emitters until you've destroyed all of them. Doing so triggers a con-
dition where the Emitters vanish after leaving the room, so if you had
to trigger the Emitters for an item, you permanently lose the chance to
get it.
- ROOM RESET TRIGGERS
Sometimes defeating bosses or doing a certain sequence of steps is req-
uired in order for other things to trigger. A prime example of this is
the Key Emitters in Agon Wastes: Mining Plaza. These Emitters don't show
up unless you (a) have the Dark Suit (not an easy item to skip) and (b)
you have returned Dark Agon's energy to Light Agon. It is completely
possible to save a ton of time by defeating Amorbis, grabbing the Dark
Suit and then nullifying a crystal near the exit in order to get out
(the nullified crystal gives you extra room to stand on it) since it is
possible to get all the way to Torvus and Sanctuary without taking and
returning energy... but then the Emitters don't show up later. Another
fun one is breaking into Torvus Grove early - a Pirate Commando fight
triggers, but then the rooms never unlock because you haven't acquired
the Super Missile yet. Basically doing things out of sequence can really
mess up the game if you don't know what you're doing - just know what
triggers will affect a 100% game and avoid them. The walkthrough itself
doesn't cover anything that will stop you from completing the game with
all items.
- DEFORMED GFMC COMPOUND/SANCTUARY TRAP
This is an interesting one. Remember what I just said about event trigg-
ers? The biggest one of all is the cutscene in GFMC Compound that tells
the story of the GFMC Marines. Skip this by using the 101% Glitch for
the extra set of Missiles, then wander around without triggering the
cutscene. For one thing, the Map Station doesn't exist, nor does the
Kinetic Orb Cannon. But the biggest change is that the hologram protect-
ing the pathway to Sanctuary Fortress doesn't exist! Go through the door
and you can explore Sanctuary Fortress for a bit... until you reach the
Spinner, anyway. You'll get stuck here since you can't go back out due
to the black and white doors, and entering the Spinner gets you even
more stuck because you have no Boost Ball to use it, and certainly no
Morph Ball Bombs with which to extract yourself.
- COMEDIC SPACE PIRATES
This one also occurs in GFMC Compound if you use the 101% Glitch, but
never trigger the cutscene from CAPT Exeter's console. Come back anytime
after you have the Dark Suit so that there are Space Pirates in the
room and trigger the cutscene. While Samus is listening and the cutscene
plays, the Space Pirates will dance wildly in the background.
3. SCAN PORTALS AND FREE DISTANCE
This is similar to entering Phendrana Drifts from the first game. There,
if you didn't cancel the cutscene when entering Phendrana, you got a good
amount of "free distance" as the cutscene showed Samus walking almost
halfway into Phendrana Shorelines. You can do this in this game, too, us-
ing Scan-To-Activate Portals. Scan them when you first have the chance
from as far away as possible, and the cutscene will place you directly in
front of the portal afterwards. Free distance with no time penalty for
getting there!
=============
== 11. LEGAL:
=============
This walkthrough must always be shown in full form, unaltered, and with credit
given to the author. You are free to use this for personal use, but if you wish
to host it on another website, you must e-mail me first with a request for per-
mission. Copyright (C) 2012 Timothy Jones (NeoChozo). Some rights reserved.
All rights, including the copyrights of game, scenario, music and program are
Copyright (C) Nintendo.
-------------------------------------------------------------------------------