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GUIDES
Metroid Prime 2:EchoesGameCube
Release Date: November 15,
2004|
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Basics
Controls
The adventure takes place from a first-person perspective, but because
the focus is not on shooting, the controls do not adhere to your
standard first-person shooter controls -- traditionally dual analog.
Instead, the developers have implemented a system closer to what was
introduced in Zelda: The Ocarina of Time.
Control Stick - Move/Turn
L-trigger - Lock/Scan/Strafe
R-trigger - Manual Aim
A-button - Shoot/Bomb/Charge/Scroll Text
B-button - Jump/Boost Ball
Y-button - Missiles/Power Bomb
X-button - Morph Ball
Z-button - Map
D-pad - Visor Modes
C-stick - Switch Weapon Type
Lock-on/Scanning: You can lock onto enemies and all important objects
by holding down the L-trigger. Meanwhile, the controls allow you to
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circle strafe around the enemy or object and position yourself. It's the
same for scanning. You can strafe and move around while you scan
objects, which is imperative to avoiding damage during this process.
Sidestep: When you are locked on to something, you can tap left or
right and the jump button to perform a sideward leap. It's an advanced
technique used to avoid projectiles and more quickly position yourself.
Strafe: When you don't lock on to an object and hold down the L-trigger, it alters the control scheme slightly. By using it in conjunction
with the control stick, you can strafe left to right, in addition to walking
backwards without turning around. In both cases it's a very important
function to accustom yourself with, but especially the latter can prove
useful if you want to back off an enemy or object without turning your
back to it.
Manual Aiming: Just hold down the R-trigger to activate this free look
mode. Because you cannot perform this while you're in motion, you
should make it a habit to examine every room in detail once it is clear
of enemies. There are many secrets that hide along the walls and the
floors. Look and ye shall receive. Advanced players will be able to use
this to quickly adjust aim and be generally more effective.
Jumping: This is a painless process, and extremely forgiving. Don't be
shy about charging across a chasm or larger gap. Chances are it's closer
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than you think. Of course, there are many areas that are too high or too
far away, but you'll be able to access them in time. Just have patience
and search for those power-ups.
Morph Ball: You can use your morph ball at any time. Simply use the
control stick to maneuver yourself around, and be sure to take
advantage of the L-trigger, which will position the camera for you if you
want.
Visor HUD
In Metroid Prime 2 Echoes you have to see through lead character
Samus Aran's eyes. Because of this first-person perspective, you must
learn to use the Heads Up Display (HUD) on her combat visor.
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1.) Visor Modes: Use D-pad to switch.
2.) Weapon Type: Use C-stick to switch.
3.) Caution Level: A height meter used to indicate how close your feet are to
dangerous material such as lava.
4.) Missile Supply: Your current available missiles. Not total.
5.) Radar: Monitors hostile activity (orange dots) around you.
6.) Map: This is the basic onscreen map. It's there to give you basic ideas, but
press Z for the more detailed version.
7.) Energy Supply: Your power suit needs energy to function. It's basically your
health. The highest amount of energy you can have is 99. However, the small
squares above are energy tanks. Fill them up for backup reserves. 8.) Dark/Light
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Energy Supply: When you get both beams, these gauges show how much supply
of each energy type you have. Use them wisely. TIP: If you need one type of
energy, destroy objects with the opposite type to spawn opposite energy.
Visor Switching
The D-pad is used to swap from visor to visor. You begin with only the Scan Visor,
but it can and must be used frequently. It is key to unraveling the complicated
story, locating secrets, and learning how to defeat enemies. Once activated, you
can easily turn it off by tapping the A-button. Be sure to use the manual aiming to
look around rooms frequently with this.
Choose Your Weapon
With the flick of the C-stick, you can switch between your various weapons.
Eventually you'll earn a total of four, but you only begin with one. As soon as youdo earn a weapon, memorize the direction you must flick the C-stick to access it.
Eventually, you will need to manage your arsenal in clutch moments.
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Map Interface
Understanding the map is key to exploring Prime 2's
huge worlds. Tap the Z-button to access the map and
everything is at your fingertips. There's a built-in key to
explain what things mean and you can easily zoom,
roate, and navigate each room with little problem. Take
note that each room has a name and location to its
overworld. There is also a dark version of each world,
which although it can look similar on the map, it almostalways houses different things.
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Hint System
Metroid Prime defaults with the "Hint" system activated.
Don't freak out and assume that it will ruin the game for
you. It merely highlights the next area you need to go to.
It does not tell you how or what you need to get there.
Essentially, it's a device to overcome the frustration that
could ensue from exploring such a vast 3D world. And it's
even more unassuming in Prime 2 Echoes, so if you findyou can't wait for a hint, that's right where this guide
comes in.
On to Walkthrough..
.
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Walkthrough: Overview
Click on one of the links below to be taken to that section of walkthrough:
Part One: Light Aether: Temple Grounds
Part Two: Light Aether: Temple Grounds, GetMissile Launcher
Part Three: Light Aether: Great Temple, Mini-Boss: Dark Alpha
Splinter , Light Aether: Pathway to Agon
Part Four: Light Aether: Agon Wastes, Boss: Bomb Guardian ,
GetMorph Bomb
Part Five: Dark Aether: Agon Wastes, Boss: Jump Guardian , GetSpace Jump Boots
Part Six: Light Aether: Agon Wastes, Boss: Dark Samus , GetDarkBeam
Part Seven: Dark Aether: Agon Wastes, GetLight Beam, Light
Aether: Agon Wastes, Dark Aether: Agon Wastes, Boss: Amorbis , Get
Dark Suit, Light Aether: Agon Wastes, Light Aether: Temple Grounds
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Part Eight: Dark Aether: Sky Temple Grounds, Light Aether:Temple Grounds, Light Aether: Torvus Bog, Dark Aether: Torvus Bog,
Light Aether: Torvus Bog, GetSuper Missile
Part Nine: Dark Aether: Torvus Bog, Boss: Boost Guardian , GetBoost Ball, Light Aether: Torvus Bog, Light Aether: Temple Grounds,
GetSeeker Launcher, Light Aether: Torvus Bog
Part Ten: Dark Aether: Torvus Bog, Light Aether: Torvus Bog, GetGravity Boost, Boss: Alpha Blogg, Dark Aether: Torvus Bog, Light Aether:
Torvus Bog, Dark Aether: Torvus Bog, Boss: Grapple Guardian, GetGrapple Beam
Part Eleven: Light Aether: Torvus Bog, Light Aether: Agon Wastes,
Dark Aether: Agon Wastes, GetDarkburst, Light Aether: Torvus Bog,
Dark Aether: Torvus Bog, Boss: Chykka, GetDark Visor, Light Aether:Torvus Bog, Light Aether: Temple Grounds, Light Aether: Great Temple,
Light Aether: Temple Grounds
Part Twelve: Light Aether: Sanctuary Fortress, Dark Aether: Ing
Hive, Light Aether: Sanctuary Fortress, Boss: Spider Guardian , GetSpider Ball
Part Thirteen: Light Aether: Torvus Bog, Dark Aether: Torvus
Bog, Boss: Power Bomb Guardian, GetPower Bomb, Light Aether:
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Torvus Bog, Light Aether: Temple Grounds, Dark Aether: Sky Temple
Grounds, Light Aether: Temple Grounds
Part Fourteen:Light Aether: Sanctuary Fortress, Boss: Dark
Samus , Dark Aether: Ing Hive, Light Aether: Sanctuary Fortress, GetEcho Visor, Dark Aether: Ing Hive, Light Aether: Sanctuary Fortress,
Dark Aether: Ing Hive, Light Aether: Sanctuary Fortress, Portal Hopping,
Light Aether: Sanctuary Fortress
Part Fifteen: Dark Aether: Ing Hive, Light Aether: SanctuaryFortress, Mini-Boss: Caretaker Class Drone, Dark Aether: Ing Hive, Light
Aether: Sanctuary Fortress, Dark Aether: Ing Hive, Light Aether:
Sanctuary Fortress, Dark Aether: Ing Hive, Light Aether: Sanctuary
Fortress, GetScrew Attack
Part Sixteen: Dark Aether: Ing Hive, Light Aether: Sanctuary
Fortress, Dark Aether: Ing Hive, Boss: Quadraxis , GetAnnihilatorBeam, Light Aether: Sanctuary Fortress
Part Seventeen: Light Aether: Sanctuary Fortress, Light Aether:
Agon Wastes, Dark Aether: Agon Wastes, GetSonic Boom, LightAether: Agon Wastes, Light Aether: Temple Grounds, Light Aether:
Great Temple, GetLight Suit, Ligh Aether: Temple Grounds, DarkAether: Sky Temple Grounds
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Part Eighteen: Light Aether: Temple Grounds, Dark Aether: SkyTemple Grounds, Light Aether: Temple Grounds, Dark Aether: Sky
Temple Grounds, Light Aether: Temple Grounds/Great Temple, Light
Aether: Agon Wastes, Dark Aether: Agon Wastes, Light Aether: Agon
Wastes
Part Nineteen: Light Aether: Torvus Bog, Dark Aether: TorvusBog, Light Aether: Torvus Bog, Dark Aether: Sky Temple Grounds, Light
Aether: Torvus Bog, Light Aether: Sanctuary Fortress, Dark Aether: Ing
Hive, Light Aether: Sanctuary Fortress, Dark Aether: Ing Hive, Light
Aether: Sanctuary Fortress, Dark Aether: Sky Temple Grounds, Boss:
Emperor Ing
Continue Walkthrough...
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Walkthrough: Part One
Light Aether: Temple Grounds
After the opening cut scene concludes, move to the crates near the ship
and use them to leap on top of your vessel. Stand in the glowing blue
circle to save your game. Press LEFT on the D-Pad to switch on your
scan visor. Use the L-trigger (we'll refer to it as L from here on out) to
scan the ship, then scan anything else that glows on the screen.
Now turn to the doorways grown over with webbing. Use L to lock on
to the green centerpiece and blast it to remove the obstruction.
Continue forward and blast the rest of the doors and you'll reach a
ledge. Jump up using the B button and continue to a glowing blue hex
door. When you come across one of these in the game, shoot it with
your primary weapon until it goes gray. Approach it and it will open.
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Head through a room overgrown with strange cave plants and hop up
on the next ledge. The path splits here. Go down the right leg through
some webbing and into the craggy hole in the floor. You'll land in a
room full of alien machinery. You can switch on your scanner here and
scan the blue stuff to gain some research entries. Approach the grated
door and look to the left, still in scan mode. Scan the red switch next to
the door to disengage the locks at the top corners of the door. Lock on
and shoot them off to open it.
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Squish through the next moist hallway and face right just before you
get to the rock slab blocking your path. Scan the pinwheel switch there
to make the slab slide back. In the next room, grab the rotatinghologram to get the Map of this area. Once you have it, blast through
the web door and head through the hex door that follows.
Several dead bodies dangle from the ceiling of the next chamber, and
the room is teeming with alien life. Lock on and destroy the bugs that
scurry over the walls and ceiling of this room. When they all drop, blast
through the web door yet again and continue forward through the next
hex door. Fire greets you in the room that follows. Avoid it and step
forward toward the body slumped against the control panel. Scan the
body to record some Lore to your memory banks.
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Exterminate the enemies in this room and turn into a morph ball (press
X) to get under the bars that block your path. Stay in the morph ball
form and roll to the small opening next to the fire. Roll down the tunneluntil you reach a gate that obstructs your path. Use a bomb on it (press
A) and continue down the path.
This will lead you to yet another room with dangling bodies in it. Stay in
morph ball form and roll around the center computer console. Roll near
the circular recepticle on this column and use a bomb to "jump" up into
the circular space. Use another bomb once you're locked into the
column to restore power to the gate control system. As you attempt to
leave the room, some dark matter appears and animates the corpses in
the room. Lock on to them, charge up your weapon, and blast (once a
ball of energy has collected at the end of your cannon). Be sure you
grab the health they drop. Backtrack to the previous room and take on
the newly reanimated enemies here. You can press and hold A to drawany of the dropped health pickups to you.
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Once you've cleared the room, head back under the bars that separate
the sides of area and turn on your scan visor. Scan the console near the
slumped marine open the large door here. More enemies await beyondthe door, so charge up your gun and blast, and make sure you strafe to
avoid enemy fire. To do this, lock on and press LEFT or RIGHT on the left
stick. Go through the newly-opened door, down the next corridor and
through the hex door. Blast the crates in this area to clear a path to the
next hex door.
When you step into the ensuing room, the door will lock behind you,
and a short cut-scene will play. When you regain control, head to the
cloud of black energy that is left behind and step in it. This will whisk
you away to some sort of alternate realm. Watch the cut scene that
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follows. At the end of it, you'll find yourself back in the original
chamber, minus a lot of your abilities. It appears the creatures you
encountered in the cut scene have stolen an essential gear from your
power suit. You'll have to make do without some abilities: Morph BallBoost, Missile Launcher, Bomb Activator... all of these have been shut
off.
Follow the cords on the floor down the corridor. Blast the large green
spores on the wall to reveal an opening. Roll through it to enter
another area full of reanimated marines. Sort them out and blow up
the crates on the right side off the room (from where you entered) to
expose a hex door. Go through it to find a Save Location. Save your
progress, return to the main room and blast through the next hex door.
This leads to an elevator. Scan the console to the left of the door to
activate it and a hologram will appear at the center of the lift. Step on it
to ride up.
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When you reach the area above, you'll see a circular door to the right
that is protected by a violet hologram lock. You don't need to worry
about that for now; head forward through the hex door and scan theconsole in the next area, disabling the locks at the corners of the door.
Blast them and move through, stepping outside. Move straight forward
off the ledge and scan the red console on the left side of the area. This
will raise a large crate which you will need to move one more time.
Head between the broken crane and violet hologram door and blast
any flying enemies you see.
Head up to the rocks on the right side of the area and follow them to a
metal bridge that roughly leads toward the sail structure. Continue
along until you reach a scannable console near an up-tilted bridge (you
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can scan it to gain some Research). Scan the console to the left to
remove the locks, and blast them when they're unprotected using
manual aim (press and hold R, look with the stick and shoot with A).
Cross the bridge and work to a cave entrance, following it back to a hexdoor. Blast through it and continue until you reach a morph ball hole.
Scan the body next to it to get some Lore. Go through the hole in the
wall and roll to the next corridor. Go through the hex door here to head
back outside to the Temple Grounds.
Continue Walkthrough..
Walkthrough: Part Two
Light Aether: Temple Grounds
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Upon arriving outside, kill the vermin you see scampering around.
Move up the path (following the metal tiles) past the large crate you
moved previously. Several aliens will attack as you move toward the
hologram door. Kill them and focus your attention on the console onthe right side of the platform (facing the hologram door). Scan it to
move the large black crate down. It will move partially, but you'll have
to shoot the frayed cable that holds it to bring it all the way to the
ground. Use manual aim to tilt up and blast it.
Now that the crate has fallen, move to the edge of the ledge and jump
to it, using it as a bridge to cross to the far outcropping. Blast through
the hex door and enter. Follow the webby path back to a grated door.
Scan it for a bit of Research then scan the red-glowing object to the left.
This will open the gate and close one behind you. As the gate opens, be
ready to defend against alien attack. Once you defeat it, head through
the now-open door and the next hex door to get back outside.
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Wind through the rocky valley, blasting alien vermin as you go. Scan the
first pinwheel switch you come across (on the left side of the path near
the grated door). This will raise a satellite, but unfortunately there is nosignal for the time being. Move forward past the grate and battle a
throng of animated marines on your way to the hex door at the far end.
Wind through the webby path and take on the creatures at the
opposite mouth of the tunnel. Make sure you take down the auto-
cannon on the ceiling as well.
Next to the grated door ahead is a morph ball hole. Roll through it and
scan the console switch in the next room to restore power to the gate.
Be sure to scan the nearby corpse for some Lore , too. Return to the
previous room and roll under the malfunctioning gate. Head through
the hex door and follow the corridor out to another outside area.
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As you move ahead, you'll notice a space vessel parked in the area.
Move toward it to see a cut scene that partially explains what
happened to the marines scattered throughout the base. When you'refinished watching, be sure to scan the marine corpses for more Lore.
Head up the gangplank under the ship to move inside. At the top of the
ramp, scan the pinwheel on the doors to open them, revealing the Map
.
Leave the ship and find the large yellow crate near it. Blast it to acquire
the Missile Launcher. Immediately upon acquiring it, you will be
attacked by a number of the dark creatures you saw in the previous cut
scene. Stay on the move and charge up your cannons as you blast
them. Even though you got your launcher back, resist the urge to use it
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right now. Use your regular arm cannon to end the threat. Return
inside the ship and go out the side near thee fire to jump to a rock
ledge. Continue around until you reach a console. Scan it and a morph
ball hologram will appear at your feet. Change into a morph ball androll into the hologram and you'll be fired across the map.
From where you land on the ledge, turn and look across the canyon.
There is a locked hex door there. Blast it with a missile (Y) and drop
down to that rock platform, heading across to the now-accessible hex
door. Move through it and scan the marine body in the next corridor
for some Lore .
Change into a morph ball and go into the hole to the right. Blast the
insect-like aliens in the pit you're dropped in. When they die, switch on
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the scan visor and look up. Scan the console up on the ledge to activate
another kinetic orb cannon. Switch to the morph ball and drop into the
hologram to be launched out of the pit.
Go through the nearby hex door. Back outside, use missiles to take
down the hives along the walls, or they will keep spawning bee-
creatures. There is one on the right wall and one on the left. You'll find
more missiles along the right wall as well. Drop down and snag them
then stand in the right corner and look up to see another hive. Blast it.
From this position, do a 180 and look at the cracked, silo-shaped
structure. Shoot a missile into it. Once you blast it, find the circular orb
cannon on the ground in the corner. Search for a niche in the rock and
scan the console hidden back there to activate it.
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Change to a morph ball and roll into the hologram and you'll be blasted
across the level and into the damaged silo. Stay in ball shape and roll to
the next opening. This will take you to a track that you'll roll along until
you reach the area above where you just were. Go through the hexdoor. Inside the cave, scan the console switch to activate the elevator,
and step on the hologram at its center to rocket up. You've reached the
Great Temple.
Continue Walkthrough..
Walkthrough: Part Three
Light Aether: Great Temple
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Move forward through a pair of hex doors and blast the flood of bat-
like aliens that fly across your path. Near here is a small opening on the
left side of the path. Drop into morph ball form and roll through to find
a Save Location. Be sure to use it then return to the previous hallwayand go through the next hex door.
As you move into the next room, the door will seal behind you and
you'll have to battle through a series of Dark Splinters. Strafe back and
forth and nail them with charged-up cannon blasts. They tend to rear
back and spring at you, so make sure to move out of the way so you
don't catch damage as they leap. When you take them down, one foe
remains.
Boss: Dark Alpha Splinter
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This boss doesn't start as a Dark Alpha Splinter. You need to damage it
a little before the dark force interferes and makes it stronger (and also
outfits it with its very own boss health bar). The idea throughout this
fight is the same. Lock on and blast with either charged-up cannonshots or missiles, and strafe using the B button while locked on. This
will help you avoid taking damage when the Splinter rushes you.
Never turn your back on this beastie, and always strafe! Watch out for
the goo it shoots at you from afar as well. Strafing should also allow you
to avoid this attack. When the boss falls, it will leave a ball of energy
behind. Step into it to acquire an unknown alien item.
Head back to the elevator and take it up then go out the hex doors until
you return outside. Here, you will meet U-Mos, Sentinel of the
Luminoth. Listen to what he has to say... he explains the duality of the
world you're on, and the origin of the enemy you're facing. He asks for
your help in restoring his world to its previous splendour. He repays the
favor by healing you completely. When you regain control, you'll now
have the power to open violet hologram doors with your scan visor.
Turn around and scan the violet hologram behind you to get some Lore,
and head back inside.
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Take the elevator back down, returning to the boss fight room. Scan the
violet hologram door and head through it to open the pathway to Agon.
Light Aether: Pathway to Agon
Move through the hex door and take down the energy creatures
beyond. Watch out for electrical blasts from these enemies as you
strafe and drop them. Move down the tunnel, leap up to the ledge and
go to the next hex door. Once through it, move to another elevator,
scan the console and step on the hologram to move down. You'll arrive
back at the Temple Grounds.
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Go through the hex door and scan the next violet hologram to return
back outside. You've been here before... it's the area where you moved
the large crate to form a bridge of sorts. Take down the Splinters in the
area. (Midway through the battle they'll be infused with Dark and geteven nastier). Make your way to the blast-protected door and unleash a
missile on it. Step through the hex door to claim an Energy Tank,
boosting your total energy. Go up the ledge nearby and pass by the
door marked with what looks like a purple (not violet) crystal. Move
through the hex door beyond, blast the creatures in this corridor, and
morph ball into the hole in the wall. Follow the path all the way back to
the large canyon area where you dropped the lock ball bridge.
In the lower portion of this area is a violet hologram door. Scan it and
go through, scanning the prone creature here for some Lore. Go
through the next hex door and through a suspended glass tunnel.
Through the next hex door is an elevator, but be sure to blast the web
door to the left and claim your Missile Expansion before moving on.
You know the drill--scan the console and a hologram will appear. Step
on it to be taken down. Once below, go through a pair of hex doors to
reach the Agon Wastes.
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Continue Walkthrough..
.
Walkthrough: Part Four
Light Aether: Agon Wastes
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The introductory cut scene shows you where you need to go. Head
forward and take on the Sand digger that blossoms out of the sand.
Beware his spit attack, and keep your distance. Charged blasts to the
head will sort this bad boy out. Once across the sand, hop up to a lowledge and blast the shield-locked door here with a missile. Go through
the exposed hex door and use the Save Location here. Return to the
Wastes.
Head across the next patch of sand, battling the Sandigger here. Your
goal is the low ledge on the far side. Hop up there and follow the ledges
that skirt the canyon. At the top of the ledge, scan the vertical rock to
see that it's structurally unsound. Blast it with a missile to make it drop
across the gap, forming a bridge to the center rock formation. Once on
the other side, continue forward to find a similar rock spire. Scan it to
see its weakness and blast it with a missile.
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Cross your newly-made bridge (after clearing the enemies that swirl
around it). The doorway you need to get to is barred, so turn around
and jump back to the platforms at the center. Make your way under thelarge solar unit (with the three red discs). Here, you will find a bridge.
Cross the bridge and follow it to a hex door. Go through and follow the
corridor and enter the morph ball hole. Roll through the tunnel and
across a contraption to the other side of the canyon. Head through the
next hex door and wind through a narrow path until you reach an open
area with sandfalls all around. Stepping forward will trigger a tough
fight with some Pirate Troopers. Don't hesitate to use missiles against
them if you're having problems taking them down.
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When the Pirates die, head across the area to a low ledge near the
sandfalls. On the lower levels is a hex door. Go inside, change into the
morph ball and roll into the kinetic orb cannon. It will shoot you toanother cannon which will shoot you to the higher ledge. Go into the
nearby hole to be taken to what appears to be a carbon copy of the last
room. Roll into the cannon, and get blasted up to the top level, but this
time, head off the right edge of the upper ledge to get the Missile
Upgrade below. Return to the previous room.
Go back outside and keep climbing ledges. Use a missile and then a
charged shot to take down the crab-like Brizgee then leap across to the
circular platform. Continue leaping, platform too platform until you are
looking across at another Brizgee. Take it down and leap across to the
area in front of the yellow hologram door. Work counter-clockwise
around these upper ledges, leaping across the sand flows. Once you get
across the flow near the statue, use missiles to drop the rock pillar
(scan it if you can't find the weak point) and form a bridge to the next
ledge. This leads to a hex door that can be opened with a missile.
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Go through it and head to the next elaborate hex door, blasting the bat-
like foes that swoop at you. Go through the next hex to re-emerge
outside. When you head forward, you'll be locked into an arena andforced into combat with a Sandigger.
Boss: Bomb Guardian
Once you damage the Sandigger a little, the Dark will touch it and
change it into none other than... the Bomb Guardian. This guy is
vulnerable in only two places--its head and its tail. That might seem
unfair to you, simply because the Guardian has so much at its disposal.
It constantly barfs up morph ball bombs and casts them around the
arena, and it's your responsibility to avoid them or perish. The other
thing ol' Guardy likes to do is line up across the arena from you and
charge, trying to snap you in its mandibles. If this is successful, it'll do
quite a bit of damage, so be sure that you have your dodging skillsdown.
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The way to beat the Guardian is to stay locked onto its tail as you scoot
around it, using the dash (lock on and double tap B while pressing a
direction on the left stick). Circle the creature as you charge up yourcannon then let it fly. If you hurt its tail badly, the head will rear up. Tilt
up manually, lock onto the head, charge a shot and let the worm have a
face-full of cannon. Repeat roughly five times for a takedown.
Once the Bomb Guardian falls head forward and grab your Morph Ball
Bomb. Scan the various doors of the arena to see which has integrity
flaws. Move to that door, turn into the morph ball and drop a bomb to
get through. Make your way up the ledge. The doors here are locked,
so head to the right. Look for the stones that block an opening at the
end of the path. Use the morph ball bomb to blow through it. Roll
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underneath and keep going around the perimeter. You'll pass a purple
hex door on the left.
Keep moving until you see a ledge with a blue hex door on it. Go inside
to find a security station. You know what to do... change into the
morph ball, roll near the circular opening on the contraption, and
unleash a bomb to hop up. Once inside the machine, trigger another
bomb. The room will spin, and upon exiting you'll be in a completely
different area... the Agon temple.
Move to the opposite end and scan the yellow device in order to trigger
a holograph projection. The hologram explains more about the world
you're in and tells you that you will now be able to access amber doors.
She also says that once you have taken the energy from the Dark
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Temple, to return at once. Go back to the previous room and morph
bomb into the security device to get back to the previous area. Go
through the door you originally entered the arena through and
backtrack to the amber hologram door near the sand falls. Open thedoor and search inside to grab a Missile Expansion upgrade.
Keep backtracking until you reach the structure you see in the picture
above. Get right in the center crux and light off a bomb to drop to the
kinetic cannon. This will rocket you up to grab an Energy Tank. Once
you have it, head back down and continue rolling to the left. Continue
until you cross the bridge under the solar apparatus. In the channel
between the two stone bridges you created on your way up is an amber
hologram. Scan it for some Lore and continue down to ground level.
Find the amber hologram door nearby and go through it. Change into a
morph ball and use a bomb on the rock just inside the door to open a
ball-sized tunnel. Roll through to collect the Map.
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Return back across the bridge to the room where you first fought the
pirates (full of sand falls) and enter the kinetic cannon room where you
got the Missile Expansion. Use the cannons once, and roll through thehole to the other room, then change into regular form and find the hex
door up the ledge. You will emerge into a new area. Battle the two Dark
Pirates in this room, using the strafe technique. Don't be skimpy with
the missiles at this point... you have plenty of them. When the battle
concludes, note the device the cut scene indicates and follow the ramp
up to it. Turn into a morph ball, bomb jump up into the device and
plant another bomb to turn the conveyor belt on. Return down the
ramp and look on the left side (when facing the ramp) to find an amber
hologram. Scan it for some Lore.
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Return up the ramp and check out the right wall to find the conveyor
belt. It will ratchet you up to a ledge. Roll all the way to the right and
release a bomb to break the barrier and start the flow of sand. Roll
through the sand flow and down to the circular indent in the wall. Asyou roll forward, change out of ball morph form. Leap across to the
center platform then again to the semi-circular platform on the far wall.
Change to morph ball and get on the conveyor here.
Roll to the edge and down, roll left and bomb the red barrier. This will
duplicate the process you did on the opposite side of the room. Again,
roll down into the circular portion, change to Samus and leap across to
the center platform. Once over there, position yourself below the
channel, drop some bombs and use them to "jump" up to the channel
that leads left. Repeat this process on the next corner. Time your roll so
that you miss the two other balls rolling around; they'll damage you if
they make contact. Once you get to the right, lay a bomb to blow up
the barrier, and watch the short cinematic. It seems you've restoredpower! Head in the direction the energy is moving, switch on your scan
visor and scan the circular red lights in the array. This will bring about a
cut scene, and deliver you into Dark Aether.
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Continue Walkthrough...
Walkthrough: Part Five
Dark Aether: Agon Wastes
Dark Aether's atmosphere is not friendly, so you have to stay within
globular pockets of comfort, called Safe Zones. (Some Safe Zones), exist
on their own, and others must be activated by shooting them. Once you
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shoot one, it won't last forever, so move to it and find a new Zone
quickly. If you stay in the atmosphere, your health will diminish rapidly,
but once you reach a Zone, it will replenish.
Move to the Zone on the floor below and face front to see the blinking
light. Shoot that to create a zone and go to it. From here, work your
way to the far left corner of the room, where you'll find a ball
contraption. Hop up in it and place a bomb, which will open a nearby
door. You'll also be told that you've activated a device on regular
Aether. Go through the door you created, quickly shoot the light to
create a Safe Zone and head into it to heal. Move into the next room
and hang in the Safe Zone, dropping the enemies (your first taste of the
Ing) that attack from outside. Remember, you can pull the pickups they
drop to you from the safety of the bubble by pressing and holding A.
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Once the threat has been neutralized, go to the far right of the Zone
and target the next blinker in the tunnel ahead. Move to the newly-
created Safe Zone and use a missile on the locked hex door. Dart intothe Zone in the next room and commence with the killing. Move down
the passage in the right corner, activating the Zone as you approach.
Watch for the pesky Inglet on the ceiling nearby. Once it dies, create a
Zone down the corridor, step to it and run to the next one. Here, you
will find a Save Location.
From here, make a dash down the sandy hall to the hex door and go
through, immediately shooting another Zone to life once outside. Move
to the next zone in the sand to trigger a fight with an Ing Warrior. This
badass will Marshall the forces of dark energy to drive a kinetic burst
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into you in attempt to knock you out of your safe circle.-Dash out of its
way (and return fire with charged-up cannon blast.) The creature will
morph into a puddle and change locations during the fight, but you can
shoot the goo and still do damage. Handy! When the creature perishes,look to the ledge ahead and run for the safety of its Zone.
From, here, you will have to get up the steps. See the moving Zone?
Get inside that and follow it carefully as it ascends. At the top, get into
the next safe area and look to the center of the level. There you will see
another moving Zone, but it is moving laterally along a bridge. Wait
until it is almost all the way to the right and jump to the center
platform. As you move forward, shoot the temporary Zone light; hang
in there for a second then make a dash for the moving one crossing the
bridge. Shoot the light on the opposite side, scuttle to the safety you
create, heal and then move through the hex door.
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In the next tunnel, change to the morph ball and roll through the
contraption you've seen before in the light world. Come to rest in the
protective bubble in the next tunnel. Once you've healed from yourrolling jaunt, blast the hex door and go through. Trigger the zone in the
next area, step into it then dash to the next one. This will trigger a fight
with the Jump Guardian.
Boss: Jump Guardian
The Jump Guardian fights in much the same way as the Warrior Ing that
you brawled earlier. It will summon spears of energy and cast them at
you, so you need to be prepared to dash (lock on and double tap B) side
to side to avoid the brunt of the attack. If you get hit by these attacks,
they will knock you back into the atmosphere. You must stay in the
protective circle, or you won't last long in the fight.
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From time to time, this giant Ing will leap in the air and come down
with crushing force that crackles your display. Don't get rattled. Stay
locked on and be sure to track the Ing everywhere. Patiently chargeyour shots and dodge. Fire when you have a full shot built up.
The Jump Guardian is spry for a big guy, and he likes to scamper around
the edge of the Safe Zone. Stay with him and pelt him with cannon fire
and the occasional missile, and the fight should go quickly. Upon
defeating the Jump Guardian, you get Space Jump Boots.
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Once you've got them, head to the ledge ahead. From there turn right
and shoot the Safe Zone on the ledge in the distance. Move there and
turn around to activate the Zone on the next platform up. Use your newSpace Boots to make the jump. Hit the next light and the next, making
your way around the rim to the last permanent Safe Zone. You'll have
to double jump to get to that last ledge. Go through the hex door after
opening it with a missile. Activate Zones as you move down the tunnel
to the far hex door (this territory should seem familiar from Light
Aether).
You'll exit to the arena area where you battled the Bomb Guardian in
regular ol' Aether. Turn left and activate a Zone and head over to it and
do that once more to move further down. Near the second Zone is a
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hex door. Shoot it and step inside to acquire the Dark Temple Key. It is
one of three needed. Head back to the Zone and make your way back
to where you entered. Backtrack all the way to the save point and save
your game. Return to the room where you stepped through the portaland activate it by scanning one of the red discs. Step into the portal to
head back to the realm of light.
Continue Walkthrough...
Walkthrough: Part Six
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Light Aether: Agon Wastes
Once back in the light realm, you'll be in a brawl with three DarkPirates. Let 'em have it with your charged cannon, and be sure to dodge
to avoid their beam attacks. Go across the room and look in the left
corner for where you used the bomb slot in the Dark realm. Head
through-the door that you opened. This leads into a curved room with
another bomb slot in it. Bomb jump up to it and activate it (by bombing
again) to drop the gate and reveal a Missile Expansion. Go down the
next hall and ride the sand flow down to the save location.
Now, head back to the sand flow room with circular platforms at its
center. Work your way to the top of the room and approach the statue
in the middle of the sand flow. Jump on the statue's head using the
space jump, then space jump up to the square passage nearby.
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Follow the curving path until you reach a scan-able console and an
amber hologram. Scan the hologram for some Lore then scan the
console and the gates behind the statue will open. Return to the top ofthe statue's head and space jump up to the now-available ledge and go
through the hex door.
Follow the path to find a pair of Pirates. Charge up a shot and hit the
canister that they are standing near in order to drop them both. Blast
the locked hex and go through it. You'll emerge into a sandy courtyard
that is all ablaze. As you step forward, several waves of Dark Pirates will
attack. Drop them with charge cannon attacks or missiles. There are
three waves, and the third head for a pair of green cannons on a ledge
ahead. Missiles will easily sort the gunners out.
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When the fight is over, the laser shield across the hex door will fade,
opening a path. Before going through, blast the crates for regenerating
power-ups. Go through the door, switch to morph ball and lay a bombon the cracked floor to get underneath the grating. Drop another bomb
down below to clear the crates and find an opening for the ball.
Roll through the tunnel until you find yourself beneath the floor of a
gathering area of Pirates. This section of tunnels has electrified gates in
it. Time your roll so you don't hit those zaps, and work all the way to
the right, curving around to find a Missile Expansion. Return to the left
and continue until you see a short cut scne. When it concludes, stand
up and go to war with the collected enemies. After they die, be sure to
scan all of the glowing stuff here for tons of Research and Lore.
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The final thing to scan is the red console switch. This will activate the
nearby mini-elevator. Take it up to the catwalk, leap to the next
segment and fight the Pirate. Killing him will open the hex door at theend of the catwalk. Beware of the Pirate that attacks from within the
glass as you make your way over there. Once through the hex, you'll
see a short cut scne... another appearance from Dark Samus! You
won't be able to open the gate ahead, so wrap around the corner and
use a missile to open the locked hex door there. This will allow you
access to the glass lab you saw previously. Scan the computer terminal
ahead to bypass security in the lower room.
Return to the lab below and head through the door behind the
barricade you just lowered. In the ensuing room, drop the auto-turrets
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with some locked-on missile attacks. Turn into the morph ball and roll
through the crisscrossing lasers, use a missile on the hex door and go
through. In this lab, several more Pirates await. Wax them and you'll
get a message that a Luminoth weapon has been located. Refer to themap to see its location.
Scan the console at the back of the room to activate the lift and step
on. Once up top, battle the Pirates that appear. Before leaving this
room, scan one of the Metroids floating in the glass tanks. Scoot around
the right side of the main tank to find the hex to exit.
Take down the turret in the ensuing corridor and move to the next
chamber, which contains a bomb slot. Activate it to open a new path.
Go through to find a large, cavernous room (the Bioenergy Production
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room) with many crates stacked in it. As you move forward, two Pirate
Aerotroopers will swoop in. Deal with them swiftly to activate a console
at the back of the room.
Go up the stairs on the indicated structure and scan the console with
the hand icon. This will make a series of the crates in the room rise.
Once they're activated, move to the opposite end of the room. Here,
you'll find three series of controls. Facing the crates, scan the left
console's left hex once, the middle one's left hex twice, and the right
console's left hex three times. This will make a series of stairs out of the
crates. Space-jump-up them to, get to an Energy Tank on a platform
attached to the wall.
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Boss: Dark Samus
Dark Samus certainly is athletic! She'll cruise all over the arena and pelt
you with blasts of her own, but those are pretty easy to avoid. Your
main job is keeping up with her. Stay-locked on and keep an, eye on the
radar to see where Dark Samus is hiding. Once locked on, keep pelting
her with missiles until you run out. Then switch to your charged-up arm
cannon.
Dark Samus will pause frequently to raise a shield, but don't worry toomuch about that. Just keep blasting away, hitting when you can. Be
sure to strafe when locked on to avoid her attacks. Midway through the
fight, a short scene will play, and Dark Samus will up the ante. Now she
will start firing huge bursts of powerful missiles. The best way to avoid
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these is to hide behind the pillars. She will also rise in the air and launch
herself at you... and you better be protected by a pillar, or you'll take
massive damage. After she lands, wait for the shield to go away and hit
her with a charged cannon blast. A few of these and Dark Samus will behistory.
Upon completing the fight, step on the nearby elevator and ride it up.
Enter the hex door nearby to acquire the Dark Beam. Leave the room
and move to the door with a white crystal on it. Shoot it with the Dark
Beam to open it, go through and head through the next hex door. In the
ensuing chamber, use the Dark Beam on a crystal door. Be sure to scan
one of the computers here for some Lore. Dark Beam the next crystal
door and step through into the Command Center. Now, there are some
new foes afoot... Pirate Grenadiers. Sort them out quickly, or they'll
hurt you bad. When they die, move to the dark portal in the lower
portion of the room and hit it with a Dark Beam to activate it. Step
through to return to the Dark Wastes.
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Continue Walkthrough...
Walkthrough: Part Seven
Dark Aether: Agon Wastes
You're back in the Dark realm. Remember how to shoot the blinkinglights to form Safe Zones? This time around, you may find that some of
them are covered in dark matter. To get rid of this, hit the dark stuff
with some blasts from your normal cannon, and hit them again when
they are blinking in order to form the needed shield.
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Move around the perimeter using Safe Zones until you see the device
indicated in the picture above. Scanning it will reveal that a Luminoth
device is within. Go to the Zone directly behind it and hit the switchwith a missile. This will expose a crystal. Nail it with your Dark Beam
and the entire platform will come down. Space-jump (on top, of It.)
then jump across to the Dark Temple Key. Once you have it, go back to
the center platform and leap over to the other high ledge. Open the
hex door here with your Dark Beam.
Move through the corridor using the Safe Zones and watch out for the
big Ing that cross your path. It will swipe at you inside your cocoon of
safety, so stay back and blast it with (gasp!) charged shots. Move down
the hall and exit through the hex door. In the ensuing hallway, drop the
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Inglets and move right down the path to the hex door near the portal
(the left door that you can see from this Safe Zone is unavailable for
now). Once through the door, light up the Zone in the narrow passage
and continue forward to a room with a tower with red trim at itscenter.
Go around the backside of the tower and look up to see a crystal at the
top (scan it quick for some Research). Hit it with a Dark Beam shot to
bring it to ground level. Jump on top of it and space jump up to the
ledge above. Move to the locked hex door and shoot it to open it up.
Scoot to the next room to find a Save Location. Go out the other door in
the save room and turn into the morph ball. Roll down the ball tunnel
quickly until you come to an obstruction. Use a bomb on it to gain
access to the ball maze.
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This room is called Bitter Well, and it certainly can be if you do it wrong.
On the left edge of the Safe Zone,. Use a bomb jump to get to the
higher ledge. Roll toward the center of the area, but be careful not toroll down into the danger area below (if you do, you'll need to quickly
bomb your way up and out). Pause at the center crux and plant a bomb.
Roll ever so slightly further right to propel yourself across the center
divider. Once across, roll through the ensuing tunnel and to the next
room. Go out the next hex door and move to the elevator hologram.
As you reach the room below, look to the left and blast the beacon
there to pop up a Safe Zone. From here, you'll see a stack of crates.
Circle behind it and shoot the light to stay in the zone. Scan the console
here. Return back across the room past the elevator and activate the
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zone to the right. From here, hop on the ledge that runs along the right
side of the room. Blast the light near the console here and scan the
console. Shoot the beacon on the nearest platform and jump to it, and
repeat the process as you hop up the floating discs, reaching the top ofthe room. This will shut off the final security switch needed to access
the next door. Return to ground level and head through the now-
available hex passage.
Make your way through the next corridor until you reach the Watering
Hole. See the beacon covered with darkness across the way? Shoot it
until you form a Safe Zone, space jump to the platform left of it and
make, your way across the room to the locked door. Blast it open and
move to the next area, where you will see a couple of towers like the
one you recently lowered. Move around the perimeter of the room,
hopping zone to zone, and drop into the room below. Scan then kill all
the swarming Night barbs. Space jump to platforms behind the two
towers (popping up Safe Zones as needed) and use the Dark Beam onthe crystals to drop them down.
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Use space jumps on the newly-dropped platforms to get to the dark
door at the top of the room. Blast through the door to find the
completely unguarded Light Beam. Sweet! This weapon is very well-suited to cutting through the denizens of the Dark realm. Return to the
platform you stood on to drop the towers in this room and use the
Light Beam to get through the door. Vanish the Weblings (scan them
first) that stretch across the path and make your way back to the room
marked Doomed Entry on the map. Use the Light Beam on the Safe
Zone crystals (the permanent ones) to create Energized Crystals (scan
them as well for a bit of Research). These Energized Crystals will create
toxic bubbles for any Dark creature.
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Get up on the central platform and consult the map to find the
direction you have not been yet. Head-through the dark door. on (the
upper ledge to get to the Double Path.) Your Light Beam should make
short work of the enemies here. Go through the corridor and emerge
through the light hex door to reach the Battleground. There is a Temple
Key in the safe zone below. However, when you drop down into the
Safe Zone and approach it, the key will vanish and you'll have to fight a
throng of Warrior Ing.
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Before doing anything, be sure to scan the far door to get the Ing
Webtrap Research. Then get to the business of dropping the Warrior
Ing. Use your Light Beam and Missiles to take them down quickly.When you do, go through the door that was previously web-trapped.
Blast the tentacles that block your path (charged up shots will knock
them back) and space jump over the goo to get to the far door. Fight
your way back to Doomed Entry and make your way to the top of the
room using the rock platforms. Bust through the dark door and go
follow the path until you reach Dark Oasis. Go through the left door and
use your Light Beam on the portal and step into it to return to the Light
world.
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Light Aether: Agon Wastes
Backtrack to Save Station C and use it to record your progress. Check
your map and make your way to Bioenergy Production. What's this? It
seems that Metroids are now freely roaming in this area. Use Dark
Beam attack to neutralize them, and finish them off with missiles.
Proceed to the next area and use the bomb slot to turn the room and
get to Biostorage Station, where you'll run into even more Metroids.
Move to the opposite end of the room and open the dark door to
secure another Missile Expansion. Exit the room and make your way tothe hex door in the lower portion of the room. Roll through the lasers in
this hallway, and you'll find yourself in the Command Center. Waste the
Grenadiers here and use the elevator to get to the upper catwalk. Blast
through the Light door here to make your way to the Central Mining
Station.
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Once you get there, man one of the turrets and take down the three
gray generators in this area. One is ahead and slightly to the right, one
is to the left and below and one is on the far left across the way. Thereticule will turn red when you are lined up to shoot one of them, so let
fly. You'll also have to opportunity to use the turret on some of the
pesky Pirates... so sort them out!
Once you have, double jump up to the parked ship (scan it, too) on the
left wall and use this to leap up to the center supports. Make your wayacross the center of the level and to the rock ledge that leads into a
cave-like lab. Scan the computers here for Lore and continue to the left
to take a small ramp up past an energy shield. Go to the morph ball
hole past it and cruise inside for a Beam Ammo Expansion. Scan the
dead creature here for more Lore.
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When you have (the expansion.) exit and drop to the area below. Go
through the nearest hex door and make your way to Mining Station-A
then use the map to navigate back to Save Station A. Save yourprogress. Go all the way to Portal Terminal. Scan the red nodes on the
portal to activate it and step inside.
Dark Aether: Agon Wastes
Once you arrive in the Dark land, head to the sand fall room (Judgment
Pit) and use Save Station 1--it's through the dark door on the ledges
near the top of the area.
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From here, use the map to head to the Dark Agon Temple. Once you
arrive, step into the center Zone and the Temple Keys will find their
places, opening the path to the temple proper. This will bring about afight with the Temple's resident badass, Amorbis.
Boss: Amorbis
Every game needs a giant worm boss, and Prime 2 is no exception. This
fight requires careful observation of your surroundings, so stay on your
toes, and keep an eye trained on the radar. You always want to belooking there to see where the worm is going to attack next. It will
weave in and out of the soil, making huge archs as it leaps from the
ground. Track its movement, and be sure to avoid it as it surfaces and
burrows. Make sure you scan it at the beginning of the fight
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When you see it up in the air, lock on and hit it with some missiles or
Light Beam blasts. After a couple of direct hits, the worm will change
tactics. It will attach itself on the center sphere and try to strike you.Nail it with a charged Light Beam blast. This will knock its face off and
cause the worm to try to suck you inside of it. Change to morph ball
and let it do just that. Once inside, repeatedly drop bombs to waste the
worm from inside. Be sure to consistently pick up the plentiful goodies
that the worm drops when you hit it.
After you beat the first worm, two more will show up. The tactics are
the same, but when the worms join in the center, they will now have an
extra attack... an energy beam that the combined worms direct at you.
Dodge it and continue hitting them in their respective heads. When the
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faces come off, go inside and lay some bombs. After the two worms,
you will face three. Same ideas apply.
When you tear through all three worms, head to the center of the area
to see a familiar logo. Grab it and you will be awarded with the very
nifty Dark Suit. The damaging effects of Dark Aether will do less damage
to you in this suit. After you get it, head forward to the platform that
rises up and continue to the hex door to get to Dark Controller Access.
Use the bomb slot to rotate the room and exit through te available
door. Walk to the center of the area to get the energy here.
Now head all the way back-to the Portal Site (save if you want on the
way back). Scan the red discs around the portal to activate it and go
through.
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Light Aether: Agon Wastes
Back in the realm of Light, make your way all the way back to the AgonEnergy Controller. Give up the energy you took in to restore power to
the temple and make U-Mos a happy camper, indeed.
Now that this leg of the journey is complete, return to the Agon Temple
and head through the Mine Station A, then Mining Access, Mining
Plaza, Plaza Access and take the elevator in the next room up to the
Temple Grounds.
Light Aether: Temple Grounds
From here, make your way to the Temple Assembly Site. Go up the
elevator in this area and follow the path to the Temple Sanctuary. Go
up the elevator here to speak with U-Mos again. He senses Ing
movement in the Torvus region, so you'll need to go there. Head back
down, to the Temple Sanctuary.
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Scan the amber hologram door to access the Pathway to Torvus. Use
the Light Beam on the purple crystal inside to open the path. Scan the
Harmony Class Drones in the next hall and move to the opposite hexdoor. Scan the console at the far end of the next room to activate the
elevator. Drop down to the Temple below.
In the next room, scan the amber hologram door to enter the Meeting
Grounds. Head through the U-shaped portion of this area and go
through the hex door to reach the Hall of Eyes. Hop up on the rock
bridge that bisects the area to find a portal. Use the Dark Beam on it
and step in to get to the Sky Temple Grounds.
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Continue Walkthrough...
Walkthrough: Part Eight
Dark Aether: Sky Temple Grounds
Stay on the bridge and head for the nearby hex door to get to the
Abandoned Base. Snake-down this path, avoiding lasers as you make
your way to a dead end. Hop up on the ledge here and turn into the
morph ball to get a boost from the piston on the right. Once in the
tunnel above, roll to the bomb slot and activate it. Return to the piston
and roll over to the left side of the path. This time, (roll all the way left
and) bomb each of three slots as you make your way to the right. The
idea is to make all of the calipers that secure the gondola at the center
of this area come down so that it becomes unlocked and mobile. When
you do it correctly, you'll hear the signature Prime victory noise and the
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gondola will have a hologram at its center. From between the two
pistons, turn back into Samus and jump over to the gondola.
As you ride the apparatus, use the left stick to aim at the Night barbs
that swoop at you. When the gondola comes to rest, hop to the ledge
that houses the portal. Shoot it with a Light Beam to activate and step
through.
Light Aether: Temple Grounds
When you get through, you'll find yourself in the Path of Eyes. Drop off
the ledge and battle the Pirates then shoot the purple crystal with a
Light Beam to move the door. Continue forward until you have to leap
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over a wall in order to progress. Shoot down the Grenadier in the
distance then flip around and move it forward by shooting the crystal
with the Light Beam. There is another crystal to the right, so hit that
two. Leap up on the now-moved section of wall and use it to spacejump to the next portion of the path.
Head forward and shoot the crystal in the watery room to lower it.
Stand on the partially submerged block and space jump to the one you
just lowered. Space-jump-(again to get to the ledge.) Continue forward
until you reach an amber hologram door. Scan it to gain entry into the
Torvus Bog. Don't go through just yet. Instead, roll into the hole to the
left of the door and scan the hologram you find for some Lore, and then
shoot the crystal to open a shortcut you'll need later. Head back
outside and go through the hex door. Go down the path and blast the
locked door with a missile. Step through and activate the elevator then
ride it down to the Bog.
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Light Aether: Torvus Bog
When you get to the Bog, go through the hex door, fight through the
waves of creatures and make your way out to Torvus Lagoon. Scan the
corpse here for some Lore and the blue pods for some Research. Watch
out for the creatures that rise up out of the water--these are Shredders.
Scan them and sort them out with some missiles. Hop up on the jutting
ledge on the left side of the level and blast through the locked door to
find a Save Location.
Once you've saved, plop into the water and look for the dark door (use
the map to find it). Once through, take down the swarm of Shredders
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and roll under the contraption blocking your path. Move to the
underwater ledge ahead and leap up to it. Hop over to the next
underwater platform and use this to get to the hex door ahead. Go
through to get to the Great Bridge. Several Shriekers are in here, andthey will phase in and out of view. Blast them quickly as they appear.
Find the locked door (marked red on the map) and blast it with a missile
to gain entry. Turn into the morph ball, roll forward and bomb jump up
to the metal ledge. Roll to the left and continue through the next room
(you'll see a portal here) until you stop. Go through the hex door here
to find the bridge gate. Scan the console to extend a semi-circular
bridge around the large tree. Go around it and use your Light Beam on
the door to move on.
The next area is the Ruined Alcove. Wade through the shallow water
and continue to the light door. The next area is Forgotten Bridge. Thiszone is home to a pair of nasty Grenchlers. Make sure you scan them,
and then get to the business of smiting them handily. You can't hurt
them anywhere but from behind, so the best way to beat them is to
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lock on and use the B double-tap to strafe around them and pepper
them with cannon fire or missiles.
When the Grenchlers are dead, use the circular platforms that are
partially submerged in the water to space jump across and make it to a
far ledge. From here, head across the bent bridge that crosses to the
portal. Hit it with a Dark Beam to activate it and step through.
Dark Aether: Torvus Bog
Once you're in the Dark, activate the beacon on the bridge, and move
through the Safe Zone across the bridge to a bomb slot on the other
side. This will rotate the bridge in this realm and that of the Light world.
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Drop down to the lower level and shoot the large creature in the water
to flip it over (and create a handy Safe Zone). Leap to it and use it as a
stepping stool to get up to the opposite edge. Use the mushrooms
there to get up to the portal. Use the Light Beam on it and step throughto return to Light Aether.
Light Aether: Torvus Bog
Now that the bridge has been turned, you can get across to new areas.
However, first you'll have to survive two Dark Pirate Commandos. Use
your Dark Beam and missiles to make short work of them then get
across that newly-turned bridge. At the end of it you'll find a Missile
Expansion.
Drop into the water and look for the Sporb on the wall. Scan it and
return above. Turn into the morph ball and roll between the two
tubular lights and along the groove on the right wall (facing the water).
As you roll, the Sporb will attack. If it latches onto you, drop down and
kill it before moving on. As you roll left, you'll see a few stairs. Use
bomb jumps to get up them. When you plop-out of the chute, roll into
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the nearby ball tunnel and out the other side. Drop into the watery
area below.
If you need to get back to the previous room, move to the piston on the
right side of the path. In ball form, roll into the chamber and ride it up
to another series of steps. There is another Sporb you'll need to deal
with here, so sort it out before continuing. Otherwise, just go through
the light door and shoot it to continue to the Great Bridge. Scan the
console near the ledge to activate the kinetic orb cannon on the other
side of the area.
Head over to the cannon and roll into a ball. The cannon will propel you
across the level to a bridge that leads across the area. Cross it and blast
the dark door on the other side. Turn into a ball and roll across the
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bridge. As you move forward, you'll see a red-rimmed hole with smoke
coming out of it. Bomb it to gain an Energy Tank. Roll through the
apparatus to the right and go through the hex door to find yourself
back near the kinetic ball cannon. Repeat the process and head past thehole you just bombed.
Continue to the dark door and blast through. You will emerge in the
Torvus Temple and have a nasty battle on your hands. First, two Aero
troopers and a regular Pirate will come at you. Drop them with charged
Dark Beam attacks. Once they go down, a skiff with four Pirates will
show up. Use the same tactics.
When all of the enemies die, the protective shield over the Super
Missile will fall away. Go grab it! Get on the elevator hologram and ride
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it to the top of this area. Use a super missile on the green door (press
and hold A then press Y) to gain access to a rotating bomb slot room.
Bomb the slot to spin the room and proceed out to the Torvus Energy
Controller. Scan the green hologram to see a projection of A-Voq. Hewill tell you that again you will need to collect Keys to enter the Dark
Temple. After healing you and granting the power to scan green
holograms, the image will fade. Make sure you scan the nearby
emerald for some Lore then head back to the Great Bridge.
Scan the green hologram door near the kinetic ball cannon and go
through the next hex door to find the Map. Go back to Torvus Temple
and scan the green hologram at the center of the area. This will drop
you down a level. Collect power-ups by shooting the vegetation then
scan the emerald hologram to drop the door. Move through to the
Underground Tunnel. At the beginning of this area, turn into the morph
ball and roll under the grate to secure a Missile Expansion.
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Roll down the path and under a half-shut door to emerge into a watery
area. Take down the Sporbs here and go to the next room, scanning the
emerald hologram for some Lore. Go through the light door and intoTorvus Grove. As you move toward the far door, it will be sealed off and
two Pirate Commandos will drop in. Finish them off quickly with some
Dark Beam blasts and the door will become accessible again. Go
through it.
Scan the apparatus here to turn on the portal and step through to Dark
Aether.
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Continue Walkthrough...
Walkthrough: Part Nine
Dark Aether: Torvus Bog
Go through the door and into the Polluted Mire. Steer clear of the dankwater as you battle the Hunter Ing. Instead of trying to battle these
creatures straight up, shoot the Safe Zone beacons to energize those
zones when the Ing are near, and this will vaporize them.
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Once the Ing is down, head to the lowest of the mushrooms (it's to the
right facing away from the door where you entered) and leap up the
various mushrooms as you make your way to the top of this area. When
you reach the ledge with a dark door on it, leap over there and head
inside to find a Save Location. Once you use it, head out the opposite
door to Dark Falls and go through the hex door to reach Dark Forgotten
Bridge.
Battle-through the creatures as you head down the left path and blast
through a light door. This will lead to a morph ball tunnel--the Dark
Arena Tunnel. As you roll through, the floor will collapse beneath you.
Roll to the left and bomb through the overhead blocks then bomb jump
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up to rejoin the tunnel to the left. Emerge in the next room and drop to
the area below. Scoot through the tunnel ahead for a boss fight.
Boss: Boost Guardian
Remember to scan right away! The Boost Guardian is a bit like a
Warrior Ing. Simply keep your distance, lock onto it and strafe or dash
away from its attacks and use charged Light Beam attacks and missiles
to chew through its health quickly.
After this stage, the Guardian will change into a morph ball and begin
zipping around the room. It's a good idea to change to a ball (yourself)
at this point and avoid its attacks that way. Try to get it to hit into the
energy pillars in the arena, as these will cough up health when
destroyed. A good tactic is to stay up close to the beam to shield
yourself from the ball attack, which will also put you in a good position
to retrieve any health that arises.
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When the Boost Guardian turns into a puddle during the fight, roll
around and plant bombs around the perimeter of the puddle to try to
make it revert to its original form. It will also spawn Inglets at this point,so lay bombs next to them to end them quickly, and be sure to scoop
up any of the power-ups they leave.
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When, the Boost Guardian returns to its normal form, repeat the
process. Remember... when there is a cut scene of the creature
reverting back to its main form, you will be standing up and facing it no
matter what form you were previously in. So don't press the X button!After the boss falls, grab the Boost Ball and get out of here.
Go back to the half pipe in the previous room. Turn into the morph ball
and charge up using B. Push toward the side of the half-pipe and let the
boost go to gain momentum up the side of the curved surface, and roll
up the other side and boost. Your goal is the Dark Temple Keyimbedded in the left wall. Once you have it, roll up the right side to the
ledge and exit the room. On the way back, use the boost to get across
the collapsing blocks under the partial tunnel. Return to the save
location. Head back to the portal in Gloom Vista and activate it and step
through to the Light world
Light Aether: Torvus Bog
Once you're back in the world of light, move to the opposite end of
Torvus Grove and find the half-pipe. Use the boost ball to scoot up the
right side to the ledge above and move clockwise around the room until
you reach a dark door. Shoot it and step inside.
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Follow the narrow path back past a waterfall area. Right before a dark
door, you'll encounter a new enemy--the Krocuss. Scan it and move
into the dark door. Inside, you'll find a spinner. Drop the enemy in theroom, scan the spinner for some Research and turn into morph ball
form. Roll into the spinner and use the boost ball power to drop the
nearby door.
Go through the opening you created into the Forgotten Bridge area and
go through the Ruined Alcove, Torvus Lagoon, and Temple Transport
Acces and ride the elevator up to the Temple Grounds.
Light Aether: Temple Grounds
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When you get back to the Temple Grounds, go to the Path of Eyes. Just
to the right of the entrance is a morph ball hole. Roll into it and follow
the path back to find a locked green door. Use a Super Missile burst to
drop the lock and head through.
You'll be back in the portal chamber. Don't use the portal, however.
Instead, drop to the floor below and head to the Meeting Grounds.
Once there, find the half-pipe and use your boost ball to get up to the
right side of the pipe. Go into the morph ball hole here and move
carefully. When the camera (view changes (to the side-view), you'll
notice a bunch of breakaway bricks to the right. Charge up your boost
and speed across the crumbling blocks to reach the other side.
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Continue rolling, using bomb jumps to get to higher ledges on your
journey. Soon, you'll reach some tracks and continue to roll. When you
finally drop out of the tunnels, you'll find yourself in the Hall of
Honored Dead. The Seeker Launcher is at the center of the area, but it'sprotected by a force field. In order to get at it, you'll need to use the
spinners around the perimeter in this order: purple, blue, yellow, red.
You'll have to boost three times per spinner in order to turn that
section of lock beige (and three more times if the wrong ring changes
color). The idea is to get the rings to turn beige from the outside in.
When all of the rings are beige, the temple will activate and give you
access to the launcher. Grab it. This missile launcher will allow you to
hit multiple targets with missiles or the same target with multiple
missiles. Press and hold Y to charge the Seeker. Move the targeting
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reticule over targets to lock on. Now go to the locked purple door and
use your new Seeker on the locks surrounding the door.
Step into the tunnel and move down the Path of Honor back to the
Landing Site, scanning the corpse on the way back to collect some Lore.
Save and replenish yourself at your ship and move to the violet doors in
the ensuing passages. Through here you'll reach the Hive Transport
Area. Go down the elevator here and fight through to Hive Chamber A.
If you haven't already, kill the Dark Missile Trooper here to snag a
Missile Expansion.
Also be sure to stop by Hive Chamber B. Next to one morph ball hole is
another that can be cracked open with a morph ball bomb (again, if you
haven't already). Use it and roll inside to claim another Missile
Expansion.
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Now that you have the expansions, backtrack to the Service Access via
the Landing Area (you'll need to hit the purple crystal with a Light Beam
to create a jumping platform to the higher ledge). In Service Access, gothrough the morph ball hole in the lower portion of the room, roll
through the tunnels, use bomb jumps in the broken tunnels that follow
and blast the green locked door with a Super Missile barrage to regain
access to the Meeting Grounds. Track back to the Torvus Transport
Access and return to the Torvus Bog.
Light Aether: Torvus Bog
Once back in the Bog, make your way back to the Torvus Temple and
take the elevator down. See the circular portal on the wall? Hop up
there and turn into morph ball form to roll down to a Super Missile
door. Blast it and head through. Scan the console in the next room to
activate the elevator. Step on the hologram to take it down and go
through the hex door to get to the Hydro dynamo Station.
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Drop back down into the water to the higher platform and jump over to
the purple locked door. Grab the Missile Expansion here and use the
seeker launcher on the door to unlock the door. Move through the
watery tunnel that follows and emerge into the Training Chamber. Youwill see another short cut scene involving Dark Samus, but will not have
to fight her now.
Instead, splash down and deliver a missile to the maw of each of the
Bloggs here. Once they die, you'll be shown a nearby spinner. Roll
inside it and use boost to turn the floor so that the red neon portions
line up. Drop into the circular cutout on the floor and turn into morph
ball. Roll through the channel here to get to the other side of the room,
where you'll find a dark door.
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Turn into the morph ball and roll to the bubbling current that leads up
to the next hole. From here, you'll be shot through tubes on a jet of
water. When you regain control, roll right until you reach tubes that let
you drift up. Keep heading right to get propelled on, eventually comingto rest. Step through the next door to get to the Catacombs. Look on
the map and check to see where the dark door is. Drop into the water
and make your way in that direction, looking for a foothold to get to
the surface.
Before going through the door, be sure to scan the nearby corpse to
grab some Lore. Head through the dark door to move back through to
the Hydro-dynamo Station. When you emerge, scan the console to
unlock the second lock and move another platform. Save if you want to
and go back to the Training Chamber. Drop into the water, slay the
Bloggs there and use the spinner to line up the blue neon sections of
floor. As with the red, drop into the circular portion and roll in the
channel under the grating to get to the opposite side of the room.Head-through the light door there.
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Once inside, roll forward to the bubbles to go into the bomb slot, which
will shoot you through several watery tubes. When you regain control,
roll to the left until you reach a blue section of floor. Drop a bomb thereto get to the lower region then head left to get in the bomb slot. Drop
an explosive in there and the flow going through the tubes will change.
Float up and head to the left until you reach a tube that shoots you
over to dry land.
Through the next doorway is the Gathering Hall. Splashdown into the
murky water and shoot the spike-backed objects from below with the
Dark Beam to flip them over. Use the underwater platforms to get back
to dry land and head across the room. Drop under once more to flip the
other spiky platform, and be sure to scan the underwater hologram to
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get some Lore. Now head all the way across the room and find the
bomb slot, hop up to it and drop a bomb to open an underwater gate.
Swim down there and go through. The passage leads to a portal. Shoot
it with the Dark Beam and step inside to go to the Dark world.
Continue Walkthrough...
Walkthrough: Part Ten
Dark Aether: Torvus Bog
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When you arrive in the Dark Torvus Bog, the water in the room will be
gone, but there will be cloaked Pirates. Take them down with missiles
and Light Beam blasts then hop up to the platform with the laser on it.
Turn into a morph ball and roll into the spinner. Boost it three timesand the laser will trace against the wall, changing position. When you
see the short cut scene, head to the portal, turn it light and go back
through.
Light Aether: Torvus Bog
You'll have to flip the spiky platforms over again when you return. Do
that and return to solid ground, heading over to the kinetic ball cannon
that is now usable. Roll into it to get shot to a light door at the top of
the room.
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Continue down the next watery passage to re-emerge into the Hydro-
dynamo Station. Scan the console here to unlock the final bit. Drop to
the bottom of the area and go through the hex door there.
Go all the way down to the bottom of this area, taking the large steps
down until you reach another hex door. Go through that to enter the
Main Hydrochamber. Drop to the bottom of it and find the room
attached to it to gain the Gravity Boost. This will allow you to jump
underwater by pressing B. Holding B after pressing it twice will allow
you to slowly rise while in the water. Head-out the door to find yourself
in a boss fight.
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Boss: Alpha Blogg
The Alpha Blogg can be a tricky kill, primarily because the fight requires
impeccable timing. Move to the opposite side of the arena and lock
onto the beast. Sometimes it will send jets of bubbles in your direction,
and you'll want to dodge those, or you'll be temporarily blinded.
What you want to do is charge up your weapon, and (wait for the Blogg
to charge.) Just as it's almost on top of you, release a Super Missile into
its maw to chew through a chunk of health quickly. As you're letting the
attack go-use (tap-B repeatedly and press to the right or left to scootout of the way. As the beast recovers, move to the other end of the
arena and repeat the process. If you run out of missile, a Dark Beam
(charged) will also work nicely.
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When the fight concludes, find the circular fan hole in the wall and use
your new gravity boost to get up to it. From there jump up to the ledge
jutting out of the wall on the left. Finally, use the boost to get all the
way across the room and exit through the hex door there. It's a goodidea to backtrack to the Hydro-dynamo Station and use the-save
location there. Return to the Hydro-dynamo Shaft and find the rotating
pillar pictured below. Use the boost to get up on top of it and find a
portal. Hit it with a Dark Beam and step through.
Dark Aether: Torvus Bog
When you arrive, you'll find a Dark Temple Key. Grab it and return to
the Light world.
Light Aether: