Metroid Prime 2: Echoes by: deathcold --HOW THIS FAQ WORKS-- This is my first game faq, and it is written for those who have trouble with Metroid Prime 2: Echoes (obviously...). As such, I will primarily give you instructions on where to go next, what powerup to find next, how to reach it, and tips on boss enemies. However, since I myself have not been able to get all enemy/data scans nor have I gotten all the items, this FAQ will not focus on acquiring individual upgrades themselves (though I'll give you some advice as the situation permits, such as beam ammo expansions). Overall, I'd recommend that you explore on your own for missile, powerbomb, beam ammo, and energy tank upgrades to toughen your defenses for a fight. Getting more items will only make your life easier, because I warn you now, this game is NOT for greenhorns. If you are unprepared, this game will overwhelm you, not to the point of being impossibly difficult, but difficult enough over Metroid Prime. THIS GAME ASSUMES THAT YOU ALREADY KNOW HOW TO PLAY THE METROID PRIME SERIES TO AN EXTENT. ============================================== --LEGAL DISCLAIMER-- Honestly, I don't really care. Take it, use it, copy it, give it to someone assuming it's your own information, do what you want. I only write this to help people, not for credit. ============================================== --DIFFERENCES BETWEEN METROID PRIME AND METROID PRIME: ECHOES-- The gameplay is roughly the same as before, except this time, you have a new arsenal of weapons at your disposal (wouldn't be much of a Metroid game without it, right). Now, onto some basics you need to know about this game: **Difficulty - Hands down, this game is noticeably more difficult than Prime. In fact, you'll find yourself dying more often in this game. My advice is, if you haven't done so, to play Metroid Prime first and get used to the controls, especially the dash jump ability. This nifty and simple move will save your life many times. **Beam Ammunition - Unlike Prime, aside from your default Power Beam, your other weapons have ammunition, so you must use them wisely. **Shoot While You Grapple - Not too big a deal, you can now shoot your beam/ missile weapons while you use the grappling beam. I never found much use for it, but it's nice that it's there. **Rapid Fire Missiles - Ah, the old missile exploit from Prime no longer works here (The Y, A, Y, A, etc. trick that lets you shoot missiles continuously). However, there is a new weapon that allows you to shoot many missiles at once, so I guess that makes up for it. **Dark Aether/Light Aether and Temples - Unlike Prime, this game's structure is a bit more formulaic. In Prime, when you acquire an item, the game's world is free for you to explore until you can go no further, but in Echoes, you are committed to a Temple, finding the three keys and beating the guardians. Also, you have to travel between light and dark Aether to solve puzzles ala Zelda: A Link to the Past. **Environments - Three words: USE YOUR MAP. Seriously, this game is very large and it is easy to get lost. Your map is a great help, as it allows you to see what doors and areas you have yet to explore. [==========WEAPONS AND UPGRADES==========] *****(BASIC UPGRADES)***** [MISSILES] Just like in Prime, it allows you to shoot concussive blasts. No more rapid fire missile exploit, though. Find as many of these as possible to use with Missile combinations. This weapon opens RED HATCHES. If you lock onto a target, the missile will home in on it. [ENERGY TANKS] These will be critical to your success. Each energy tank raises your permanent shielding by 100 points, allowing you to survive longer. Gather as many of these as possible. [POWER BOMBS] A rare and powerful item that allows you to release a high grade explosive. This is the only weapon that can destroy DENZIUM materials found on Aether. This weapon opens YELLOW HATCHES. Acquired by defeating the Power Bomb Guardian. [ENERGY TRANSPORT MODULE] Not really a weapon, but is required and obtained very early, allowing you to complete your quest. Acquired by defeating the Dark Alpha Splinter. *****(VISOR UPGRADES)***** [COMBAT VISOR] Your default visor. Not much said here. [SCAN VISOR] Allow you to gather information. Aside from the graphical overhaul, the scan visor's function is unchanged. [DARK VISOR] The equivalent of the Thermal Visor. Allows you to see enemies and objects that don't appear on the normal spectrum of sight. Useful for fighting cloaked enemies that you normally can't get a lock on. [ECHOES VISOR] Let's you see in terms of sound. Required to solve puzzles and detect alternate targets on enemies. *****(SUIT UPGRADES)***** [VARIA SUIT] Your default suit. But since there are no "heated" environments in Echoes, this is a moot point. You never lose this suit. [DARK SUIT] Tremendously slows down the damage done to you by Dark Aether's poisonous environment. Acquired by beating Amorbis in Dark Agon Wastes. [LIGHT SUIT] It's a shame that you get this suit so late in the game. It makes Samus look pretty slick, as well as completely negating the effects of Dark Aether's environments. It also allows you to enter extremely volatile areas that you previously couldn't with the Dark Suit, such as into an Ing Storm or into Dark Aether's water. *****(BEAM WEAPON UPGRADES)***** [POWER BEAM] Your default beam with the highest rate of fire and infinite ammunition. Though it is the weakest beam, you'll surprisingly be relying on this weapon more than ever. That's because it's the only weapon that has infinite ammunition and fires incredibly fast. You never lose this weapon. The Power Beam can be used to light beacon points along with the Light Beam. [CHARGE BEAM] Not really a beam, but a beam upgrade that applies to all beams. It allows you to focus your weapon's energy and shoot a powerful blast. It is also required for Missile Combos. [DARK BEAM] The first beam you'll acquire. It roughly has the same rate of fire and speed as the Ice Beam and roughly has the same "freezing" properties. It shoots bursts of concentrated shadow energy. Incredibly useful against light creatures. A charged shot will shoot a burst of dark energy that, once it hits the target, releases shrapnel that will ensnare other enemies close by. Charge shot requires 5 units of dark beam ammo. The Dark Beam also has many uses such as causes objects to retract, shrink, open dark portals or nullifying light crystals. Acquired after beating Dark Samus. [LIGHT BEAM] Amazingly, acquired very soon after the Dark beam. It roughly has the same rate of fire and speed as the Plasma Beam and roughly has the same "ignite" properties. It shoots bursts of light energy, incredibly useful against dark creatures such as the Ing. A charge shot will shoot a powerful burst of light. Like the Dark Beam, it also has additional properties such as causing objects to grow, expand, opening light portals and energizing light crystals. [ANNIHILATOR] What a strange name to give to a weapon that looks like it does very little damage... Anyways, the Annihilator Beam is the last weapon you get after defeating Quadraxis. It shoots pellets of shadow and light energy, and is useful against both types of enemies. It also has a tremendously high rate of fire and can automatically home in on opponents. The downside, you ask? It shoots so fast that you can deplete your ammo in less than half a minute. Every shot takes away 1 ammunition unit from both light and dark. A charged shot shoots out a hyper sonic ball. As far as puzzles, this beam's usefulness is to activate puzzles that require sonic technology (echo visor). This beam can also super energize light crystals/beacon points that lure in Ing enemies and kill them. NOTE ABOUT BEAM WEAPONS: If you ever run out of ammo and require a beam for a puzzle, you can always charge up the beam to shoot a weaker version of the regular shot. *****(BEAM COMBOS)***** [SUPER MISSILES] Same as Prime, except now, you must use them to solve puzzles. These weapons open GREEN HATCHES. This is possibly the most useful of all beam combos. Just like the missile, if you lock onto a target, the missile will home in on it. REQUIRES POWER BEAM AND FIVE MISSILES. [SUNBURST] The Light Beam's combo. Creates a super high level of solar energy that fries anything in the vicinity. This combo is pretty useless, as it moves way too slow to be effective against enemies that matter. REQUIRES LIGHT BEAM, FIVE MISSILES AND 30 UNITS OF LIGHT AMMUNITION. [DARKBURST] The Dark Beam's combo. Creatures a black hole vortex that drags enemies inward. This is more useful than the Sunburst since it moves at about the same speed as the Dark Beam itself. However, it's not TERRIBLY effective against enemies, not enough to warrant its requirements. REQUIRES DARK BEAM, FIVE MISSILES AND 30 UNITS OF DARK AMMUNITION. SONIC BOOM The Annihilator's combo. Creates a super sonic wave of sound that is so powerful, it distorts the very area it shoots. This is the fastest beam combo, faster than the super missile even. It also appears to be the strongest and can take out just about anything. The only problem is how much ammunition it drains. REQUIRES ANNIHILATOR, FIVE MISSILES AND 30 UNITS OF BOTH LIGHT AND DARK AMMUNITION. *****(MORPHBALL TECHNOLOGY)***** [MORPHBALL] Same as Prime. There are more morphball puzzles this time around, and they are more involved. You never lose this item. [MORPHBALL BOMB] Same as Prime. You get this by defeating the Bomb Guardian. Also useful for doing bomb jumps. [BOOST BALL] More of the same, but with an added touch. You can actually damage enemies with the boost ball. Also, you can use the boost ball along with the spider ball to propel yourself in the opposite direction of the ledge you are grappling onto. Acquired by defeating the Boost Guardian. [SPIDER BALL] More of the same. There are more eccentric spider ball puzzles this time around. Acquired by defeating the Spider Guardian. *****(MISC. POWERUPS)***** [GRAPPLE BEAM] Same as Prime. You can now shoot while you grapple. Acquired by defeating the Grapple Guardian. [SPACE JUMP BOOTS] Same as Prime. Allows you to double jump. Acquired by defeating the Jump Guardian. [GRAVITY BOOST] The equivalent of gaining the Gravity Suit, except you now have a third jump underwater. After doing a second jump, you can hold the B button a third time to slowly drift higher into the water. [SEEKER MISSILES] Allows you to shoot multiple missiles. Performed by charging your missiles. If you lock onto a target, you will see orange dots that correspond to how many missiles will be shot at the target. [SCREW ATTACK] Ah yes, the old screw attack from the previous Metroid games. This weapon is tremendously useful, giving you the ability to do a true space jump (you can only jump continuously in the air 5 times, to my knowledge). You are also engulfed in destructive energy, destroying roughly anything that comes into your path. Be careful though, if you hit something that can't be destroyed, you'll bounce back (and possibly off a cliff if you're not careful). You must also use this to walljump. NOW, ONTO THE MEAT OF THE FAQ. NOTE: If you want to know the story behind the game, just read about it somewhere. Information on this is all over the place. In this walkthrough, I'll give you the name of the places, room by room, on where to go. ============================================== WALKTHROUGH Key: **[[place]] - means the general area. (i.e. [[TORVUS BOG]] means that the following areas described are found in the Torvus Bog) **--place-- - means the specific area. (i.e. --LANDING SITE-- means specifically a room called the Landing Site on your map. Look for the double parentheses above to see what area the room is in. **[=====message=====] - means that this is what you should be seeking. In terms of this walkthrough, you will be seeking weapons. The temple keys will be covered naturally alongside finding weapons. **"red access module" - this refers to the long, vertical and thin rectangular panels that have some kind of wheel spinning on it. They are used to activate elevators, open doors and do other things. In scan visor mode, it will be red. [[TEMPLE GROUNDS]] --LANDING SITE-- So your ship is malfunctioning. Nothing to do here but do some scanning. Break the webbing apart and go through the only door. Remember this place later in case you need to save and refill ammunition. --HIVE ACCESS TUNNEL-- Take the right fork and jump down. --HIVE CHAMBER A-- Scan the gate and the red access module. Shoot the two pods on both sides and proceed. Come up to the next door, turn right and scan the red access module again. Get the map if you want, then continue through the door. --HIVE TUNNEL-- Fight the little splinters, disable the webbing and proceed. --COMMAND CHAMBER-- Roll into morphball mode and duck under the large cargo pod gate. Watch out for the splinters. There should be another morphball access tunnel there. Go through it, bomb the gate, then roll around the cylindrical shaft to operate a morphball slot. Uh oh, GF troopers back from the dead. They are easy; just unleash a charged shot or a missile and they go down fast. Fight the dark GF troopers, and go back to the beginning of the room. Scan the red access module and the cargo pod gate will open. Kill the GF troopers there, and go through the door. --HIVE STORAGE-- Nothing to do here, go through the door. --HIVE CHAMBER B-- After a cutscene with Dark Samus, go through the portal after her. You'll be attacked by a horde of ing and barely escape through the portal. You'll be transported back here, but most of your equipment will be gone. There are a bunch of green pods up ahead, destroy them. Go through the small morphball tunnel on the right. [=====NEXT IMPORTANT ITEM: MISSILE LAUNCHER=====] --HIVE CHAMBER C-- Kill the GF troopers. Save if you want in one of the adjacent rooms, then move on. --HIVE TRANSPORT AREA-- Scan the red access module and take the elevator up. Take the left fork. --INDUSTRIAL SITE-- Open the gate as before. Go all the way to the end and scan another red access module. Go through the path that was previously blocked by the crate that was just removed by the winch. Jump up the platforms, come up to another red access module, shoot the gate locks and go through the gate as before. The splinters and kralees should give you no trouble. This area is a little big, but straight forward. --COLLAPSED TUNNEL-- Go through the only door here. --TEMPLE ASSEMBLY SITE-- Walk up to the center of the room, scan the red access module. The winch will malfunction. A cutscene will reveal that a point where the wire is fragile. Shoot the wire and use the gate as a bridge to the next room. --DYNAMO CHAMBER-- Go through the gates and scan a panel to the left at the end of the tunnel. Splinters will emerge, kill them and go through the door. --COMMUNICATION AREA-- Follow the path, go through the only door you can. Kill the GF soldiers as they appear. --TROOPER SECURITY STATION-- Watch out for the turret. Disable it with a missile, go through a small morphball tunnel on the right, scan the red access module, go back and morphball your way under the malfunctioning gate. You won't take much damage if you get caught, but since you have very little to begin with, be careful. --GFMC COMPOUND-- Walk up and get a cutscene. After the cutscene, scan around for a red crate, blast it with a charge beam and get the =MISSILE LAUNCHER=. You will be attacked by a swarm of dark splinters. Don't be afraid to use missiles, as they are key to your survival. You can always get refills by shooting crates. Kill them off, go into the GF ship (get the map if you want), turn left and jump onto a platform. Continue along, scan another module, and go into the morphball orb hologram in morphball mode. Jump over to the door covered with a red hatch. Destroy it with a missile and proceed. [=====MISSILE LAUNCHER ACQUIRED!=====] [=====NEXT IMPORTANT ITEM: ENERGY TRANSPORT MODULE=====] --SACRED BRIDGE-- There are two tunnels, the one to the left is blocked by a GF soldier's body. Morphball into the tunnel to your right. When you emerge, kill the war wasps. Look up and scan for another red access module. Scan it, go into the morphball hologram and proceed. --SACRED PATH-- Kill off the war wasps and destroy their hive with a missile. Scan the huge wall on your left. Hit it with a missile and go all the way down until you can't anymore. There should be another red access module nearby. Scan it, go into the morphball hologram. The morphball tunnel is straight forward. When you emerge, proceed to the next door. --TEMPLE TRANSPORT A-- Up the elevator you go. [[GREAT TEMPLE]] --TRANSPORT A ACCESS-- Watch out for a barrage of sandbats. They don't cause much damage to begin with. There is a save room accessible by morphball on the left side of the room. I recommend you save; a boss fight is coming up. Proceed. --TEMPLE SANCTUARY-- Get ready for a boss fight as you walk up to the center of the room. If you're really paranoid about being prepared, go back to the TEMPLE ASSEMBLY SITE to pick up an ENERGY TANK UPGRADE behind the red hatch door. **BOSS FIGHT: DARK ALPHA SPLINTER** DIFFICULTY: 5/10 First, you'll fight a group of dark splinters. These things are easy enough, you've fought them before. HOWEVER, I warn you not to use your missiles, because you'll want to save it for the dark alpha splinter. After killing off the splinters, you'll face the alpha splinter. Just dash jump to dodge its lunge attack (be careful, though and don't get jump-happy. It's very good at anticipating where you'll move). After doing enough damage to it, get ready for the dark alpha splinter. It has the same attacks, except now, it can spray some kind of blue liquid at you. Shoot it with all your missiles, then time your charge shots. Eventually, it'll go down. This fight should not be very difficult if you know how to dash jump and refrain from prematurely dash jumping. An =ENERGY TRANSPORT MODULE= is your reward. [=====ENERGY TRANSPORT MODULE ACQUIRED!=====] [=====NEXT IMPORTANT ITEM: MORPHBALL BOMB=====] --CONTROLLER TRANSPORT-- Scan the access module and go up. --MAIN ENERGY CONTROLLER-- A cutscene will take place. That's U-Mos, a luminoth who will 'aid' you somewhat on your journey. Now, you'll have the ability to decode PURPLE LUMINOTH DOORS. go back down the elevator and back to the TEMPLE SANCTUARY. There should be a purple luminoth door here somewhere, scan it and go through. --TRANSPORT B ACCESS-- Kill the lightflyers and proceed. Watch out, they can shoot electrical blasts from a distance. --TEMPLE TRANSPORT B-- Head down. --TEMPLE ASSEMBLY SITE-- You're back here again. Find your way back to the INDUSTRIAL SITE (two doors adjacent to where you are). You will be attacked by splinters who will turn into dark splinters if you don't kill them fast enough. NOTE: I HIGHLY recommend that you get the energy tank in the room with the red hatch in this room if you didn't already. It will increase your chances of survival in Agon Wastes. --INDUSTRIAL SITE-- Scan the purple luminoth door and proceed. --AGON TRANSPORT ACCESS-- Proceed. There is a green kralee here. --TRANSPORT TO AGON WASTES-- There is a missile expansion behind some webbing and a purple luminoth message here. Get them if you want, then go down. [[AGON WASTES]] --PLAZA ACCESS-- Watch out for the lumites. These things are relatively harmless in light aether, but in dark aether, they will prove to be a nuisance. Go through the only door. --MINING PLAZA-- Welcome to the Agon Wastes, reminiscent of the Chozo Ruins in Prime. Your target is the door all the way at the top (in front of you, on the right of the red hatch door). Through the red hatch door is a save point, so save if you want. Sand diggers will emerge when you touch the sand. They're pretty easy to kill. Jump up the platforms, destroy the rocks with missiles to create a bridge (REMEMBER, PEOPLE... SCAN IF YOU'RE NOT SURE WHERE SOMETHING IS). Watch out for the sandbats as you cross. You'll have to do some more jumping onto platforms. Eventually, you'll cross a bridge with three circles decorated above it. Go through the door. --MINING STATION ACCESS-- Morphball time. Go through the tunnel and emerge on the other side. --MINING STATION A-- Does the music sound familiar? It should; get ready to fight some space pirates. These things aren't that hard, just dodge, shoot missiles and charged shots and they should be out of commission. Jump up the platforms and cross the "waterfall" of sand. See the statue and the gate to your right? Make a mental note of it, we'll have to come back here. Watch out for the sandy falls as they will drag you down. Destroy another rock to reveal a bridge. --TEMPLE ACCESS-- Watch out for shriek bats. These things can be tough to target without the dark visor. Go through the door and prepare for a boss fight. Don't worry, this one really isn't very hard. --AGON TEMPLE-- Walk up to the center of the arena and get ready to fight. **BOSS FIGHT: BOMB GUARDIAN** Difficult: 5/10 This is a larger version of the sand digger. If you scan it, you'll know that you have to first stun it by hurting its tail, so lock on, hit its tail (try to save your missiles though), and it'll get stunned. You know it's stunned if it raises its head back in agony. At that moment, lock on its head and blast it with 2 missiles or a charged up Power Beam shot. YOU MUST DO THIS OR IT'LL START SHOOTING BOMBS EVERYWHERE. This fight should be a piece of cake if you've mastered the dash jump. You get the =MORPHBALL BOMB= for your efforts. Bomb the wall and proceed through the other blue door. [=====MORPHBALL BOMB ACQUIRED!=====] [=====NEXT IMPORTANT ITEM: SPACE JUMP=====] --CONTROLLER ACCESS-- Bomb the morphball slot and proceed. --AGON ENERGY CONTROLLER-- Scan the hologram behind the giant machine and get a cutscene. You can now access Orange Luminoth Doors. You've now been introduced to your missions: trek into the dark aether version of an area and restore the energy to the light area. Backtrack back to MINING STATION A. --MINING STATION A-- There is a MISSILE EXPANSION blocked by an orange luminoth door. Get it if you want, then head to the other blue door you haven't been to yet right below that room. There are no more space pirates here, but you'll have to fight some lumites. NOTE: Now that you have the morphball bomb, if you want another ENERGY TANK, go to MINING STATION ACCESS, get into morphball mode and bomb the small platform in the middle. --PORTAL ACCESS A-- Go into the morphball hologram and proceed to the other side of the wall (you'll know you're on the other side because there will be a dead luminoth body on the ground). There's also a missile expansion here if you want. --PORTAL TERMINAL-- Oh, that beautiful music again... get ready to fight some more space pirates. However, this time you have to fight dark space pirates after a funny (I think) cut scene of them being possessed by the ing. These are a little harder, but go down just the same way. A morphball slot will open up at the end. Go to it, bomb the slot, and head up the lift right next to it. Bomb the small blocking object. You'll see a lens fix into place. Traverse the enter puzzle, repeating the process two more times (watch out for wasps and pill bugs. Once you're done, go back to where the morphball slot was, and scan the gate. A portal will open. Go through. [[DARK AGON WASTES]] --PORTAL SITE-- Welcome to Dark Aether. A few notes: you will take damage if you stay anywhere outside of the light barriers. Hence, throughout each room, you must shoot light beacons or stay within a light crystal's barrier to be safe. There are also many pods that release refills, so make use of them. Your main objective in the dark version of any area is to find the three keys and fight the boss and guardians. These three keys are found ONLY in Dark Aether and in their respective regions, so no bother searching for them in light Aether. This room is empty of enemies, so go all the way to the other end, bomb the morphball slot and proceed. Another thing to note is that everything you do here will somehow affect what happens in Light Aether and vice versa, so the morphball slot opened up the alternate door in Light Aether. Go through. --CROSSROADS-- Here, you'll have to fight inglets. They are small, but can be very deadly if you're careless. Shoot them in puddle form, and when they materialize, blast them with one missile to extinguish them for good. They do NOT show up on radar when they're in puddle form, so beware. One good missile blast or charged shot while their heads are exposed is all that's needed. --SAVE STATION 2-- More inglets, so be careful. Collect refills as you go along. There is save station here, so save if you want, then proceed. --DUELING RANGE-- What a big place. Head to your left and prepare to fight a warrior ing. This thing really isn't that tough. It has three attacks: (1) Shoots a beam of light at you and knocks you back (2) hits you with a melee attack if you're close enough (3) rolls into a ball and covers you in darkness, slowly sucking some of your life away. This should be obvious, but ALWAYS ALWAYS STAY WITHIN THE LIGHT'S BARRIER. Dark Aether's air is too poisonous for you right now. Kill this thing, then head over to what appears to be a moving light portal along the wall. This is a light bringer, it will supply a light barrier. DON'T BE HASTY and just follow along with it all the way up; you need its light protection. Follow along the path to another light bringer and head through the only accessible door. --JUNCTION SITE-- Roll into morphball mode, go through and prepare for a boss fight. --JUDGMENT PIT-- Head to the center of the room and a cutscene will ensue. **BOSS FIGHT: JUMP GUARDIAN** Difficulty: 6/10 This thing isn't very difficult if you gotten the two energy tanks I told you about. It's basically a warrior ing except it has a jump attack that causes shockwaves into the ground. As it circles the light barrier, shoot it with charged powerbeam shots and missiles. When it charges light beam attacks at you, do dash jumps while you fire. It will sometimes jump up to the top platforms and shoot light beams at you. HOWEVER, when it prepares to jump, get ready. When it lands, it releases a powerful shockwave that'll easily knock you out of the light's protection as well as damage you. The easiest way to dodge this is to start at any position, lock onto the creature, and as the shockwave approaches you, jump FORWARD and the shockwave usually misses. There are refill pods along the circumference, so get them if you need them. You will acquire the =SPACE JUMP= for your efforts. Now that you have the ability to double jump, head back to the PORTAL SITE, back into the light aether, and back to MINING STATION A. [=====SPACE JUMP ACQUIRED!=====] [=====NEXT IMPORTANT ITEM: DARK BEAM=====] [[AGON WASTES]] --MINING STATION A-- Remember that weird statue in the center with the gate behind it? Space jump on top of the statue, turn left and go through the doorway there. Scan the red access module and the gate will open. Proceed through. REMEMBER: AT ANY TIME, FEEL FREE TO BACKTRACK FOR MISSILE AND ENERGY TANK EXPANSIONS IF YOU WANT. THIS IS JUST A RECOMMENDATION. YOUR CHANCES OF SURVIVAL CAN ONLY GO UP. --CENTRAL STATION ACCESS-- Kill the two ignorant pirates here. Go through the door. --CENTRAL MINING STATION-- Get ready to take on a bunch of pirates. The first batch are easy, just like before. Some more will materialize afterwards, and then, a two will materialize above and use a turret against you. The turrets do a good amount of damage, so keep your distance and destroy them with missiles. Head through the only door you can. --COMMAND CENTER ACCESS-- You can't go through the door here, so scan the ground and blow it up with a morphball bomb. --COMMAND CENTER-- You'll enter this room in morphball mode. A bunch of pirates will go through the portal. Go through the simple morphball maze, avoiding the electrical currents, and emerge. You'll fight some pirates. Gather all the data you want here by scanning. I highly recommend you do, as the information may be helpful. Then, go to the far side and scan another red access module and go up the mini elevator. Follow long the path and fight another pirate to unlock the door. Careful, the pirate inside the glass chamber to your right may try to shoot you. --SECURITY STATION B-- Whoa, what was that? Meet Dark Samus (don't worry, you don't fight her... yet). Head through the only door back to the COMMAND CENTER. Scan the red console, go back to the COMMAND CENTER through the other door and proceed through the gate that just opened up. --BIOSTORAGE ACCESS-- Watch out for turrets, these things are powerful. Kill them off with a charged shot or a missile. Head through the laser maze and go through the next door. Don't get lazy and just run through the lasers. The damage gets cumulative. --BIOSTORAGE STATION-- Take out some more pirates. Scan stuff if you want, head all the way to the far side of the room and activate a mini elevator via red access module scanning. Follow the path. Kind of a gruesome sight, isn't it? Metroids feeding on a space pirate... anyways, go through the door. Oh yes, AVOID THE PHAZON at all costs. This stuff is possibly more toxic than dark aether's air, so stay away from it. --SECURITY STATION A-- Take out the turret. Enter the center of the room and bomb the morphball slot. Some gates will rotate and reveal a new path. Proceed. --BIOENERGY PRODUCTION-- Just when you thought it couldn't get worse... flying pirates. They fight the same way they did in Prime, so use the same strategy. After you kill them, they attempt a suicide strike, so be careful. Kill them, then head over and scan the panel revealed in the cut scene. This will unleash three columns. Head back over to the opposite side of the room with the control consoles. You'll notice that each console has TWO SMALL HEXAGONAL BUTTONS that you can scan to move a corresponding cylinder's levels up and down. If you're too lazy to figure it out, here's the answer: Scan the LEFT SMALL HEXAGON of the RIGHT CONTROL AREA once. Scan the LEFT SMALL HEXAGON of the MIDDLE AREA twice. Scan the LEFT SMALL HEXAGON of the LEFT AREA three times. Note: If you want an energy tank (recommended), scan the LEFT SMALL HEXAGON of the RIGHT CONTROL AREA THREE TIMES; Scan the LEFT SMALL HEXAGON of the MIDDLE AREA twice; and scan the LEFT SMALL HEXAGON of the LEFT AREA once. You basically want to create a stairway up to the top platforms, so just use your common sense and it should be easy. Follow the path up with space jumps, and proceed. --VENTILATION AREA B-- Morphball time. Head through the morphball tunnel, but do not go straight. The direct path is protected by blue lasers. Instead, take the upper path, avoiding the lasers. Time your bomb jumps correctly and you shouldn't get hurt. You'll eventually emerge on the other side. --SAVE STATION C-- SAVE NOW, a boss fight is coming up. --SAND PROCESSING-- Two turrets, take them out. Go to the end and missile the left wall with a crack in it (scan if you can't find it). Proceed. --MAIN REACTOR-- Jump down to the room and prepare to fight. **BOSS FIGHT: DARK SAMUS** Difficulty: 7/10 For such a small boss, she can sure cause some massive damage. For the most part, you'll want to use powerbeam shots, trying to hit her with a charged shot if possible, though she moves very fast, so it's hard. Most of the pillars in this room are destructible (and she usually does the destructing). She is invulnerable when you see a thick blue shield around her (you'll know when your shots bounce off of her). WARNING: DO NOT USE MISSILES AGAINST HER. If they hit, it's good, but they usually repel because she'll put up her shields. Not only that, but if you touch this shield, you'll take damage. For the most part, she'll just float around the room very fast, occasionally shooting you with a spray of phazon energy. It does little damage, so don't worry. After taking sufficient damage, she'll switch to phase two. This time, she's only vulnerable to damage at certain times (when the blue shield around her is gone). There are two attacks you must watch out for: (1) Her phazon missile attack. She jumps up into the air and charges a shot with her beam. Right at the last moment, double dash jump to avoid. (2) Her shinespark ability. This move is deadly, so avoid at all costs. You know she's about to do it when she jumps up in the air, does a backflip, charge up her body, and ram right into you. This attack is easy to avoid if you dash jump at the right moment. Just keep attacking her (DO NOT USE MISSILES OR GET CLOSE TO HER, SHE'LL PUT UP HER SHIELD). After she dies, go up the elevator in the room and get the =DARK BEAM=. Use the Dark Beam to go back to the COMMAND CENTER. [=====DARK BEAM ACQUIRED!=====] [=====NEXT IMPORTANT ITEM: LIGHT BEAM=====] --COMMAND CENTER-- You'll be attacked by grenade pirates. Two dark beam shots will take them out. If you scanned the portal the pirates went though, you'll know that dark portals need dark energy to activate. So what are you waiting for? Use the dark beam on the portal in the center of the room. Go through. NOTE: BACKTRACK NOW IF YOU WANT, BECAUSE ONCE YOU GO THROUGH THE PORTAL, IT'LL BE A WHILE UNTIL YOU CAN GET OUT. [[DARK AGON WAST