<?xml version="1.0" encoding="UTF-8"?><?xml-stylesheet href="http://cheatheroes.wetpaint.com/xsl/rss2html.xsl" type="text/xsl" media="screen"?><?xml-stylesheet href="http://cheatheroes.wetpaint.com/scripts/wpcss/wiki/cheatheroes/skin/ghostgreen/rss" type="text/css" media="screen"?><rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/"><channel><title>CHEATS HEROES - Recently Updated Pages</title><link>http://cheatheroes.wetpaint.com/pageSearch/updated</link><description>Recently Updated Pages on http://cheatheroes.wetpaint.com</description><language>en-us</language><webMaster>info@wetpaint.com</webMaster><pubDate>Tue, 18 Dec 2007 07:14:07 CST</pubDate><lastBuildDate>Tue, 18 Dec 2007 07:14:07 CST</lastBuildDate><generator>wetpaint.com</generator><ttl>60</ttl><image><title>CHEATS HEROES</title><url>http://image.wetpaint.com/image/1/yAQRtn52AZvJfjKANIG77g17878</url><link>http://cheatheroes.wetpaint.com</link><description>cheats you need to be the ultimate gaming master!!!</description></image><item><title>Home</title><link>http://cheatheroes.wetpaint.com/page/Home</link><author>WRAITH325</author><guid isPermaLink="false">http://cheatheroes.wetpaint.com/page/Home</guid><pubDate>Tue, 18 Dec 2007 07:14:07 CST</pubDate><description><![CDATA[<font color="#00ff00" size="5"></font><br><font color="#00ff00" size="5"><b>Hello fellow gamers! you may think you your good at games. But wouldn&#39;t you prefer to be the best? well now you can! With the help of the cheat heroes! Impress your freinds, know how to beat almost every boss on every game and know about the latest games before everyone else!!!</b></font><hr size="1"><br/>]]></description></item><item><title>NFS PRO STREET</title><link>http://cheatheroes.wetpaint.com/page/NFS+PRO+STREET</link><author>WRAITH325</author><guid isPermaLink="false">http://cheatheroes.wetpaint.com/page/NFS+PRO+STREET</guid><pubDate>Thu, 06 Dec 2007 02:34:10 CST</pubDate><description><![CDATA[<b><font color="#00ff00" size="5">unlockallthings</font></b><br><font size="4"></font> <br><font size="4">unlocks alls stage 4 performance parts, unlocks all cars in car lot, all race events, 240SX, SRT10, cobolt SS, GTO</font><br><font size="4"></font> <br><font color="#00ff00" size="5"></font> <hr size="1"><br/>]]></description></item><item><title>XBOX 360</title><link>http://cheatheroes.wetpaint.com/page/XBOX+360</link><author>WRAITH325</author><guid isPermaLink="false">http://cheatheroes.wetpaint.com/page/XBOX+360</guid><pubDate>Thu, 06 Dec 2007 02:28:52 CST</pubDate><description><![CDATA[<font color="#00ff00" size="5"><b>NEED FOR SPEED PRO STREET</b></font><hr size="1"><br/>]]></description></item><item><title>Wii</title><link>http://cheatheroes.wetpaint.com/page/Wii</link><author>WRAITH325</author><guid isPermaLink="false">http://cheatheroes.wetpaint.com/page/Wii</guid><pubDate>Thu, 06 Dec 2007 02:28:05 CST</pubDate><description><![CDATA[<br><font size="5"><font color="#00ff00"><b><a href="http://cheatheroes.wetpaint.com/page/Metriod+Prime+3%3A+Corruption" target="_self">METRIOD PRIME 3: CORRUPTION</a></b></font></font><hr size="1"><br/>]]></description></item><item><title>Metriod Prime 3: Corruption</title><link>http://cheatheroes.wetpaint.com/page/Metriod+Prime+3%3A+Corruption</link><author>WRAITH325</author><guid isPermaLink="false">http://cheatheroes.wetpaint.com/page/Metriod+Prime+3%3A+Corruption</guid><pubDate>Fri, 02 Nov 2007 13:33:41 CDT</pubDate><description><![CDATA[<font color="#00ff00" face="arial,helvetica,sans-serif" size="1">The story begins with Samus waking up in her ship. You can look around the ship and fiddle with the buttons, but otherwise, point yourself towards the large blinking panel in front and touch it to hear the call from the G.F.S. Olympus. </font><font color="#00ff00" face="arial,helvetica,sans-serif" size="1">Then, as the voice on the other end of the radio says, input the docking password. Look up at the big green button above the dash and press it to bring down the entry panel. Copy the password pattern shown to send it to the Olympus. Then, start up the thrusters by looking to your left, pushing the big round button to open the thruster panel and pushing the Wii remote as instructed.</font> <font color="#00ff00" face="arial,helvetica,sans-serif" size="1"></font><br><h2 align="center">  <font color="#00ff00" face="arial,helvetica,sans-serif" size="1">G.F.S. Olympus </font></h2><font face="arial,helvetica,sans-serif"><font size="1"><font color="#00ff00"><b>Docking Bay 5  <br><br></b>As you approach, the troopers will ask you calibrate your aiming by shooting the targets. Do so, and then one of the troopers will tell you where to find Admiral Dane. Continue up the ramp to the right into the Docking Bay Access room. Listen, talk to and scan the crew around if you wish. Talk to the crewman to the right of the entrance, who will give you a thinly veiled hint that he&#39;d like the gears unjammed. The game will then teach you to use the Charge Shot -- simply fire at the red indicators above to fix the mechanism and raise two ramps. Continue up to the next level, then enter the blue door to the right.</font></font></font> <font color="#00ff00" face="arial,helvetica,sans-serif" size="1"></font><br><h3>  <font color="#00ff00" face="arial,helvetica,sans-serif" size="1">Docking Bay 4 - Security Station</font></h3><font color="#00ff00" face="arial,helvetica,sans-serif" size="1">Check the door in the corner. It&#39;s locked, and you&#39;ll have to scan the panel to reveal an access code input. But we don&#39;t have the code. Turn a 180 and scan the T-shaped panel on the column in the center of the room to activate it. Touch the panel to get Samus&#39; access code: 13576. Then open the door into the Security Station.</font> <font color="#00ff00" face="arial,helvetica,sans-serif" size="1"></font><font color="#00ff00" face="arial,helvetica,sans-serif" size="1">Once in the Station, wait for the hunter ahead to finish being scanned, then enter the chamber as instructed by the trooper and the game (a bit of twisting and pulling of the remote). Follow the rest of the crew&#39;s instructions (using the panel by the window for a biohazard scan), then exit the chamber. Scan the T-shaped console to your right to get your first bit of Lore, then continue through the next door.</font>  <br><h3>  <font color="#00ff00" size="1">Security Access - Flag Bridge </font></h3><font color="#00ff00" face="arial,helvetica,sans-serif" size="1">Walk through the hall and you&#39;ll learn to jump. Through the door at the end is Command Lift A, which will take you upstairs to the Flag Bridge. Once on the Flag Bridge, head up the rear ramps to the next level. A trooper near the door to Dane&#39;s war room won&#39;t let you in until Samus does some maintenance and backup -- in other words, saving the game. Head down the opposite wing (southeast) to find the Save Station behind some crates in the Lift Access hall. Head back over to the trooper and talk to him and he&#39;ll let you through. </font><font color="#00ff00" face="arial,helvetica,sans-serif" size="1">At the end of the long hallway is the room with Admiral Dane and Samus&#39; fellow hunters. Watch and learn from the resulting cut-scene. Of course, just as Admiral Dane finishes talking, news of a Space Pirate attack comes up. The hunters leave to deal with the menace. Scan whatever&#39;s left in the room, then exit where you came in. </font><font color="#00ff00" face="arial,helvetica,sans-serif" size="1">When you make it back to the Flag Bridge, the poop really starts to hit the fan. Hop down and head back down the hall into the Flag Bridge Access room, where a couple of pirates break in. Take them out with Charge Shots, then head right into the only door you can. </font>  <br><h3>  <font color="#00ff00" size="1">Port Observation Deck - Xenoresearch Lab - Lab Access hall</font></h3><font size="1"><font color="#00ff00" face="arial,helvetica,sans-serif">Make your way down the Deck hall and zap two more pirates at the end. Defeat them before they get to the crewman in the hall and you&#39;ll get a little achievement for it. Continue into the Xenoresearch Lab. </font><font color="#00ff00" face="arial,helvetica,sans-serif">Crawltanks will be on the walls. Again, Charge Shots work best against them. At the end and in the Lab Access hall, a ship will crash into the wall causing a space vacuum. Quickly target the small red button above the doorway in the middle to shut the airlock and save the trooper hanging on for dear life. No way through there now, so backtrack to the Lab. </font><font color="#00ff00" face="arial,helvetica,sans-serif">A trio of pirates will break into the Xenoresearch Lab and take an energy cell from the center column. You&#39;ll then have to gun them down as they run and jump around the room. You don&#39;t have to concentrate on the pirate holding the cell, necessarily, as when that one falls, another will pick up the cell. Just carefully keep them targeted and fire Charge Shots when you&#39;re close -- otherwise, pelt them with normal fire until their armor is gone and they collapse. If you are a beginner, this will take some time, so don&#39;t get too frustrated.</font> <font face="arial,helvetica,sans-serif"><font color="#00ff00">Shoot the crates against the back wall for extra energy capsules if you need them.</font></font> <font color="#00ff00" face="arial,helvetica,sans-serif"></font><font color="#00ff00" face="arial,helvetica,sans-serif">When they&#39;re gone and the energy cell is retrieved, hop back down to the column and reinsert it. The power comes back on, but then a swarm of Crawlmines descends from above! Crawltanks will appear in the corners, too -- concentrate on them. After a couple of them are defeated, a couple more come out from the floor, revealing holes just big enough for the Morph Ball. Hit the C button to roll up and drop down into one of the holes. Go around the path in the floor until you see a straight path jutting out, then follow it out.</font> </font><font color="#00ff00" face="arial,helvetica,sans-serif">  <font size="1"></font><br><font size="1"></font></font><br><h3>  <font color="#00ff00" face="arial,helvetica,sans-serif" size="1">Ventilation Shaft - Disposal Chamber</font></h3><font size="1"><font color="#00ff00" face="arial,helvetica,sans-serif">Comb the fan that blocks the way, then tumble down into the lower shaft. Bomb the walls surrounding the glowing blue thing -- ah yes, an <b>Energy Tank</b>! Not bad for this early on. Continue through the duct until you&#39;re shot into the Disposal Chamber. </font><font color="#00ff00" face="arial,helvetica,sans-serif">Trapped in the chamber? Just look behind you and scan the security access panel to activate the big door at the other end. Bomb-jump into the hole in the door and bomb again to cycle the airlock. Samus floats her way over to the other side of the Olympus.</font></font>  <br><h3>  <font color="#00ff00" face="arial,helvetica,sans-serif" size="1">Repair Bay A</font></h3><font size="1"><font color="#00ff00" face="arial,helvetica,sans-serif">A cut-scene shows that you&#39;re so close to Samus&#39; ship, yet so far. And once you enter the Bay, more pirates drop down to attack. Take care of the ones on the floor, then the one above, and continue up the ramp and along the upper walkways. Crawltanks and more pirates will meet you as you climb up, so don&#39;t let your guard down.</font> </font><font color="#00ff00" face="arial,helvetica,sans-serif">  <font size="1"></font><br></font><font size="1"><font color="#00ff00" face="arial,helvetica,sans-serif">Once up top and through the next blue door, you&#39;ll find a station with the <b>Missile Launcher</b>. That&#39;s the stuff. Go back out to the Bay and down to the floor. Fire a missile at the clump of metal posts by the big bay door to reveal the access panel. Once the door opens, you&#39;ll have to shoot some more red indicators above the door at the other side to open it and extend the bridge. </font><font color="#00ff00" face="arial,helvetica,sans-serif">And then another enemy menace, a group of Aeromines appear. They&#39;ll periodically lower their shields to fire, which is when <i>you</i> fire at <i>them</i>. Get rid of them before they get close and explode, then cross the bridge into the next section. </font></font><br><h3>  <font color="#00ff00" face="arial,helvetica,sans-serif" size="1">Docking Bay 5</font></h3><font size="1"><font color="#00ff00" face="arial,helvetica,sans-serif">A Save Station is in the room off to the side. But to get back to the ship, touch the access panel hidden in the corner to open the last bay door. </font><font color="#00ff00" face="arial,helvetica,sans-serif">Oh, but nothing&#39;s ever as it seems, is it? Before freedom&#39;s yours, a gunmen flies out the window, and supprisingly a big nasty pirate monster drops in to ruin the party. </font></font>  <br><h3>  <font color="#00ff00" face="arial,helvetica,sans-serif" size="1">BOSS: Berserker Lord </font></h3>  <div align="center">  <font color="#00ff00" size="1"></font></div>  <font size="1"><font color="#00ff00" face="arial,helvetica,sans-serif">This thing has all manner of crap to throw at you. Luckily its weak points are right up front: the red bulbs at its shoulder joints, which you should fire at until they&#39;re blown off. Avoid the blue spray it shoots and continue to fire at the bulbs until they&#39;re gone. The Berserker Lord will then shoot out some purple orbs which, when shot, will be sent back to the boss to knock him senseless for a moment. </font><font color="#00ff00" face="arial,helvetica,sans-serif">And then for the second round, the Lord will resort to a blue laser that sweeps across the room. Jump when you can see the Lord reel back to prepare to fire it. The blue stuff from earlier will also be used when he gets up close. After knocking out the red bulbs this time, the boss will shoot a large fiery blast at you, which can take quite a bit of energy off. Just keep side-dashing (a helpful maneuver the game tells you about at the start of the fight) so you&#39;re not in front of its path. </font><font color="#00ff00" face="arial,helvetica,sans-serif">For the final part, a big red bulb should be on its head now, which is when you can unload the missiles and Charge Shots into it for real. It won&#39;t have much to hit you with at this point other than an arm slam which creates a wave easily jumped over. Keep it up and you should finish it off in no time, and Samus will finally get back to the ship. </font><font color="#00ff00" face="arial,helvetica,sans-serif">Back in the ship, press the center panel again and select Docking Hub Alpha on planet Norion.</font></font><br><font color="#00ff00" face="arial,helvetica,sans-serif" size="1"></font> <font color="#00ff00" face="arial,helvetica,sans-serif">  <font face="arial,helvetica,sans-serif" size="1"><font size="1">Docking Hub Alpha</font></font>  <font face="arial,helvetica,sans-serif" size="1">The trooper meeting you at the hub will tell you your next objective: get the station&#39;s generators back online. He&#39;ll then upload their locations on the map. Following that, enter the big door into the hub by shooting the red lock sensors. Inside is another locked door -- shoot it open to find a hologram that will give you the <b>Grapple Lasso. </b>Continue out and down the hall, open the door to the elevator and take it upstairs. </font>  <font face="arial,helvetica,sans-serif" size="1">Through the blue door at the top is a Crawltank on the ceiling, so don&#39;t rush through. Shoot it down and continue. At the end is a room with a pirate and a couple more Crawltanks. They&#39;re easily wiped out, so kill them and continue up the door at the end. Another hall gives you a chance to try out the Grapple Lasso by pulling out the shell on the door. The door takes you into the Cargo Hub.</font>  <font face="arial,helvetica,sans-serif" size="1"> </font>  <font face="arial,helvetica,sans-serif"><font size="1">Cargo Hub </font></font>  <font face="arial,helvetica,sans-serif" size="1">Immediately to your right as you step in is a small plate on the wall that you can grab and pull out. It reveals a small panel that, when scanned, will tell you to get rid of the enemies to restore the power.</font>  <font face="arial,helvetica,sans-serif" size="1">Circle the hall of the hub and you&#39;ll come upon a few groups of Aeromines. They&#39;re a little speedier than your first encounter with them, so start backing away as soon as you see them and fire like mad. Destroying them won&#39;t get the job done, though. Continue to the end of the hall and pull away the panels in the debris. A hole just big enough for the Morph Ball is revealed, so roll through to the other side.</font>  <font face="arial,helvetica,sans-serif"><br><font size="1"></font></font>  <font face="arial,helvetica,sans-serif" size="1">A series of red panels will be on the wall to your left as you come out. They just give out the status of the generators, which are useless right now. Instead, continue right into the next blue door. </font>  <font face="arial,helvetica,sans-serif"><font size="1"><font color="#00ff00">Substation East - Conduit A</font> </font></font>  <font face="arial,helvetica,sans-serif" size="1">The floor in the Substation is burning hot, unsafe to walk on. Instead, look for a recessed pad just ahead of the door and place yourself there as a Morph Ball, then bomb up into the side shaft to find an <b>Energy Tank</b>.</font>  <font face="arial,helvetica,sans-serif" size="1"></font>   <font face="arial,helvetica,sans-serif" size="1">And then wait. The rest of the wall has pushers that will shove you off onto the burning floor if you&#39;re too slow. Wait for them to retract, then run along the edge to dump yourself out next to the exit. </font>  <font face="arial,helvetica,sans-serif" size="1">As you enter Conduit A, you&#39;ll find some crew members sacked by a pirate in the corridor. Get rid of the pirate, and further down the hall you&#39;ll spot a red door off to the right. Shoot a missile at it to break the shell, and enter it to find the first Map Room. Download the map and continue down the conduit. </font>  <font face="arial,helvetica,sans-serif" size="1">Debris will start falling from the ceiling, so again, don&#39;t rush. Blast away big columns with a Charge Shot, and be careful of the Jumpmines that may surprise you shortly after rounding the corner.</font>  <font face="arial,helvetica,sans-serif" size="1"> </font>  <font face="arial,helvetica,sans-serif" size="1">Another missile door will be at the end. Enter it to access Cargo Dock A. </font>  <font face="arial,helvetica,sans-serif"><font size="1">Cargo Dock A </font></font>  <font face="arial,helvetica,sans-serif" size="1">Back outside and just in time for an ambush! A few pirates will come out from the other side and hide behind the crates. Dispose of them the usual way -- just be careful they don&#39;t push you off the edge. After they&#39;re gone, another group will drop in from a ship. One of them has a shield that you can get rid of with the Lasso and then follow up with gunfire.</font>  <font face="arial,helvetica,sans-serif" size="1"> </font>  <font face="arial,helvetica,sans-serif" size="1">And <i>then</i>, once those are gone, two Aerotroopers will swoop in. They can be killed normally, so don&#39;t get stressed -- though jumping may let you shoot them better. Oh, but it won&#39;t end there. One of the dropships will come in and try to get rid of you with heavier fire. Only the very front of it is weak, so send your Charge Shots and missiles to that side.</font>  <font face="arial,helvetica,sans-serif" size="1"> </font>  <font face="arial,helvetica,sans-serif" size="1">After downing the ship, a cut-scene suggests that the fight still isn&#39;t over, but fellow hunter Rundas drops in and gets rid of the rest of them. He&#39;ll then tell you that you can summon Samus&#39; ship to this area by using the Command Visor and locking onto the Command Icon on the platform. Once the ship lands, save your data and go forward to the next room. </font>  <font face="arial,helvetica,sans-serif"><font size="1">Generator A Access - Generator Room </font></font>  <font face="arial,helvetica,sans-serif" size="1">The Access hall just has a few Crawltanks to bug you. At the end is a security door; quickly shoot the lights as they appear on the door to loosen the shell, which you can then pull off with the Lasso.</font>  <font face="arial,helvetica,sans-serif" size="1"> </font>  <font face="arial,helvetica,sans-serif" size="1">As soon as you enter Generator A&#39;s room, Aerotroopers fly away, leaving you with a few &quot;Jolly Roger&quot; drones to deal with. They&#39;re not easy to lock-on to thanks to their speedy movements, so you&#39;ll have to do a bit of turning around yourself to try and get them in your sights. At least they&#39;re pretty weak.</font>  <font face="arial,helvetica,sans-serif" size="1"> </font>  <font face="arial,helvetica,sans-serif" size="1">When they&#39;re gone, the camera will focus on the pile of debris straight ahead. Double-jump over there and use a Charge Shot to clear the debris. Then grab the handle of the security panel, twist n&#39; push, and the generator will lower, ready for your activation. Run back over to the door and find the hand panel to activate the generator. Power is restored! Well, one-third of it.</font>  <font face="arial,helvetica,sans-serif" size="1"> </font>  <font face="arial,helvetica,sans-serif" size="1">Samus gets a radio message right after, so just to fill her in on what&#39;s happening. You&#39;ll now have to backtrack all the way to the Cargo Hub. Save again at the ship when you reach it, and then continue down the halls. There isn&#39;t much to deal with on the way back except for some more Crawltanks and Jumpmines, and a climax to a struggle between the hunter Ghor and another big pirate meanie. Their scuffle busts open the big door leading to Generator C. Shoot the nodes off the small door to enter the Maintenance Station.</font>  <font face="arial,helvetica,sans-serif" size="1"> </font>  <font face="arial,helvetica,sans-serif" size="6"> <font size="1">matenence station</font></font>  <font face="arial,helvetica,sans-serif" size="1">Soldiers fight pirates in the hall; go ahead and help them out, then make your way through the Station halls.</font>  <font face="arial,helvetica,sans-serif" size="1">Conduit C is similar to Conduit A in layout, but you&#39;ll have to contend with Crawlmines and Jolly Rogers this time. Oh, and the walkway is collapsed halfway through. Jump over the big gap there and over on the other side is a duct entryway. Go into Morph Ball and roll down to the ground floor, then follow the path to the next door. </font>  <font face="arial,helvetica,sans-serif"><font size="1">Cargo Dock C </font></font>  <font face="arial,helvetica,sans-serif" size="1">More rolling to start off with after you bomb the weak panel just ahead. Seems like an easy trip until-- RIDLEY!? Samus&#39; old &quot;friend&quot; grabs onto the tube you&#39;re rolling in and won&#39;t let go. He&#39;ll try to shoot a laser beam at you, but it&#39;s quite easily dodged as the path is shown as he charges it. The goal is to bomb Ridley&#39;s head after he chomps down on the tube in an attempt to trap you (if he does trap you, lay a bomb anyway). A couple of well-placed blasts should jerk Ridley&#39;s right hand up, allowing you to escape.</font>  <font face="arial,helvetica,sans-serif" size="1"> </font>  <font face="arial,helvetica,sans-serif" size="1">Continue through the tubes until Ridley comes back for another round. Same as before, though he&#39;ll be a touch more aggressive with his chomps. But it takes only two blasts before you&#39;re able to escape again. Make it to the other end and open the next door. </font>  <font face="arial,helvetica,sans-serif"><font size="1"><font size="1">Generator C Access - Generator Room</font> </font></font>  <font face="arial,helvetica,sans-serif" size="1">Rundas will call in informing you he has Generator B online. That&#39;s a relief! Continue through the Access hall, shooting more blasted Crawltanks until you reach the end, with another colored-light security door. And then, enter the Generator room. </font>  <font face="arial,helvetica,sans-serif" size="1">Another firefight? No! Gandrayda is actually disguised as a pirate and will get rid of them for you. Then all you have to do is hop up to the generator lever.</font>  <font face="arial,helvetica,sans-serif" size="1">There will be no panel to touch this time: instead you&#39;ll have to enter the side tubes. Roll in the open tube next to the exit door and set a bomb on the purple jets to boost yourself vertically. As you roll along, a Jolly Roger will track and start firing at you. Work quickly to avoid its fire.</font>  <font face="arial,helvetica,sans-serif" size="1"> </font>  <font face="arial,helvetica,sans-serif" size="1">Your goal is to shoot into the holes in between each stretch of tube, and set a bomb off while in the tubes to send out the blue-trimmed platforms above. Keep going to the right so you don&#39;t lose track and extend the three platforms. Continue right until you reach the top level where the platforms are and start weaving across them.</font>  <font face="arial,helvetica,sans-serif" size="1">Rundas will then save your hide and take you back to the generator platform. The generator still needs activating, so go over to the touch panel to turn &#39;er on. Once that happens, it will be time to get rid of the approaching meteor once and for all. You have less than five minutes to get to the Control Tower to zap it -- start heading back immediately, but listen to the radio messages and bring up the map when prompted to get the location of the tower: behind that three-panel door on the other side of the Cargo Hub. Move it! </font>  <font size="1"><font face="arial,helvetica,sans-serif">You&#39;ll face a gauntlet of enemies on the way back, naturally. On Cargo Dock C you&#39;ll find an extra hole to fit the Morph Ball in and get to the other side. A mess of Crawltanks will be in Conduit C -- try not to run past them, just blow them away and move on. When you reach a dead end, turn around and jump the big gap to get up to the upper walkway.</font> </font>  <font face="arial,helvetica,sans-serif" size="1"> </font>  <font face="arial,helvetica,sans-serif" size="1">Through the Maintenance Station hall and in <b>Conduit C</b>, a group of Aeromines will greet you around the corner. Great. But here&#39;s a helpful hint: blow away the lower row of them, then roll into a ball and set bombs right next to them. They should all blow up and you get a quick, easy, clear path to the other end.</font>  <font face="arial,helvetica,sans-serif" size="1">You&#39;re only about one more hallway away from the big door in the <b>Cargo Hub</b>. Once there, roll under the pile of debris just like before, and open up the big door to the Control Tower.</font>  <font face="arial,helvetica,sans-serif" size="1"> </font><br><font face="arial,helvetica,sans-serif"><font size="1"><font face="arial,helvetica,sans-serif">The other hunters will be there, and then a nasty cut-scene involving another old enemy will play out, and then time jumps a bit...</font><br></font></font><br><font size="1"></font><br></font><hr size="1"><br/>]]></description></item><item><title>The Suffering Ties That Bind</title><link>http://cheatheroes.wetpaint.com/page/The+Suffering+Ties+That+Bind</link><author>WRAITH325</author><guid isPermaLink="false">http://cheatheroes.wetpaint.com/page/The+Suffering+Ties+That+Bind</guid><pubDate>Fri, 02 Nov 2007 12:45:08 CDT</pubDate><description><![CDATA[<font size="5"><font color="#00ff00"><b>INFINITE HEALTH</b></font></font><br><br>DOWN, UP, DOWN, UP<br><br><font color="#00ff00"><font size="5"><b>MAX GOOD</b></font></font><br><br>DOWN, RIGHT, DOWN, RIGHT, DOWN, RIGHT, R2 <br><br><font color="#00ff00"><b><font size="5">MAX EVIL</font></b></font><br><br>LEFT, DOWN, LEFT, DOWN, LEFT, DOWN, R2<br><br><font color="#00ff00"><b><font size="5">FULL INSANITY</font></b></font><br><br><font color="#00ff00" size="5"><font size="3"><font color="#ffffff">RIGHT</font></font></font>, RIGHT, RIGHT, R2, LEFT, LEFT, RIGHT, LEFT, R2<br><br><font color="#00ff00"><b><font size="5">SUICIDE</font></b></font><br><br>DOWN, DOWN, DOWN, DOWN<br><br><font color="#00ff00"><b><font size="5">RELOAD CURRENT WEAPON</font></b></font><br><br>RIGHT, RIGHT, DOWN, UP, RIGHT, LEFT, LEFT, LEFT, R2<br><br><font color="#00ff00"><b><font size="5">ARSENAL</font></b></font><br><br>DOWN, RIGHT, UP, LEFT, DOWN, R2, LEFT, LEFT, RIGHT, RIGHT, R2, DOWN, UP, LEFT, RIGHT, R2<hr size="1"><br/>]]></description></item><item><title>PLAYSTATION 2</title><link>http://cheatheroes.wetpaint.com/page/PLAYSTATION+2</link><author>WRAITH325</author><guid isPermaLink="false">http://cheatheroes.wetpaint.com/page/PLAYSTATION+2</guid><pubDate>Fri, 02 Nov 2007 12:29:08 CDT</pubDate><description><![CDATA[<font color="#00ff00"></font><br><font color="#00ff00" size="5"><b><a href="http://cheatheroes.wetpaint.com/page/The+Suffering" target="_self">THE SUFFERING</a></b></font><br><b><font color="#00ff00" size="5"></font></b> <br><b><font color="#00ff00" size="5">THE SUFFERING TIES THAT BIND</font></b><br><b><font color="#00ff00" size="5"></font></b> <hr size="1"><br/>]]></description></item><item><title>The Suffering</title><link>http://cheatheroes.wetpaint.com/page/The+Suffering</link><author>WRAITH325</author><guid isPermaLink="false">http://cheatheroes.wetpaint.com/page/The+Suffering</guid><pubDate>Fri, 02 Nov 2007 12:26:07 CDT</pubDate><description><![CDATA[<b><font size="5"></font></b> <br><b><font size="5"><font color="#00ff00">FULL XOMBIUM BOTTLES</font></font></b><br><br>RIGHT, RIGHT, UP, UP, R2, LEFT, RIGHT, R2, RIGHT, UP, RIGHT, R2<br><br><font color="#00ff00" size="5"><b>ALL WEAPONS</b></font><br><font color="#00ff00" size="3"></font> <br><font><font color="#ffffff">DOWN, UP, DOWN, LEFT, RIGHT, LEFT, R2, UP, LEFT, DOWN, RIGHT, UP, RIGHT, DOWN, LEFT, R2, DOWN, DOWN, DOWN, R2, R2 </font></font><br> <br><b><font color="#00ff00"><font size="5">RESEMBLE THE DEMON</font></font></b><br><b><font color="#00ff00" size="3"></font></b> <br><font color="#ffffff">UP, DOWN, LEFT, RIGHT</font><br><br><b><font color="#00ff00"><font size="5">FLAME THROWER</font></font></b><br><br>UP, UP, UP, RIGHT, RIGHT, RIGHT<hr size="1"><br/>]]></description></item><item><title>GAMECUBE</title><link>http://cheatheroes.wetpaint.com/page/GAMECUBE</link><author>WRAITH325</author><guid isPermaLink="false">http://cheatheroes.wetpaint.com/page/GAMECUBE</guid><pubDate>Mon, 01 Oct 2007 14:30:15 CDT</pubDate><description><![CDATA[<br><font color="#00ff00" size="5"><a href="http://cheatheroes.wetpaint.com/page/METROID+PRIME" target="_self">METROID PRIME</a> </font><br><font color="#00ff00" size="5"></font> <br><font color="#00ff00" size="5"><a href="http://cheatheroes.wetpaint.com/page/METROID+PRIME+2+ECHOES" target="_self">METROID PRIME 2 ECHOES</a></font><hr size="1"><br/>]]></description></item><item><title>METROID PRIME 2 ECHOES</title><link>http://cheatheroes.wetpaint.com/page/METROID+PRIME+2+ECHOES</link><author>WRAITH325</author><guid isPermaLink="false">http://cheatheroes.wetpaint.com/page/METROID+PRIME+2+ECHOES</guid><comments>Rename</comments><pubDate>Mon, 01 Oct 2007 14:26:56 CDT</pubDate><description><![CDATA[<font size="1">   <font color="#00ff00">##/#<br> ##/###  &gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;<br>##/--/## A. TEMPLE GROUNDS                                              [III.A]<br> ###/##  &gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;<br>  #/##<br><br>/==============================================================================<br>1. Mission File 02546                                                 [III.A.1]<br>\==============================================================================<br> |[Story]                                                            |<br> ---------------------------------------------------------------------<br>You are Samus Aran, the renowned bounty hunter who offers her services to the<br>Galactic Federation in their fight against the Space Pirates, a race of cruel<br>yet intelligent creatures bent on conquest and destruction. To aid and protect<br>her in her journeys, Samus wears a Power Suit made by the Chozo, the<br>highly-evolved race that raised Samus. In her last mission, Samus disrupted the<br>Space Pirates&#39; operations on the planet Tallon IV, where they had been<br>experimenting with a dangerous substance known as Phazon that seriously harmed<br>the planet when it landed in a meteorite. At the end of her mission, Samus<br>entered the Impact Crater and defeated Metroid Prime, a highly evolved Metroid<br>that was the source of the Phazon.<br><br>Now Samus has been hired on a new mission. A squad of Federation troopers that<br>was investigating Space Pirate activity in a remote sector of the galaxy has<br>gone missing. Their last known whereabouts are a planet called Aether. Your job<br>is to discover what has happened to the troopers and give them any assistance<br>necessary.<br><br>As Samus approaches Aether in her gunship, you can see that the planet seems to<br>be unstable. Swirling purple bands or fields surround the planet, and there are<br>strong storms in the atmosphere. As Samus descends, she passes through one of<br>these storms, and is struck by a strong bolt of lightning. This causes damage<br>to her ship, and Samus is barely able to land it safely, crashing through the<br>ground to land in a rocky cavern. Having thus landed, um, gracefully, Samus<br>will emerge from her damaged ship and you will take control.<br><br>/==============================================================================<br>2. Go Out Fighting                                                    [III.A.2]<br>\==============================================================================<br> |[Temple Grounds South]                                             |<br> ---------------------------------------------------------------------<br>The cavern you&#39;ve landed in has several ruined pillars made of blocks scattered<br>around, as well as what look like tracks in the floor. There&#39;s a door across<br>from your ship, and also a ledge to the left. Unlike other Metroid games, you<br>actually begin the game fairly well equipped: you start off with the Space Jump<br>Boots, Charge Beam, 5 Missiles, Morph Ball, Bombs, and Boost Ball. After you&#39;ve<br>gotten familiar with your equipment, switch to the Scan Visor (left on the<br>Control Pad). The Scan Visor has been upgraded since the last Metroid Prime,<br>and now scannable objects are shaded blue (normal), red (important or Logbook<br>entry), or green (already scanned). Scan the pillars to learn that they are<br>not functional but were apparently part of some sort of projection system;<br>obviously there is civilization on this planet. One pillar to the left appears<br>to be functional and has a purple crystal on front of it, but you can&#39;t get it<br>to operate with your current weaponry.<br><br>Before leaving, make sure to scan your ship, SAMUS&#39;S GUNSHIP, which will allow<br>you to see that your ship is repairing itself, but it&#39;s going to be a while<br>before you&#39;ll be able to leave. This will be the first entry downloaded to your<br>Logbook, and you can see how the Scan Visor shows you which categories the<br>entry is being placed in, along with the percentage showing how close those<br>categories are to being full. After reading the information displayed in the<br>HUD, you can press Start to pause the game and read the entry in the Logbook;<br>this will usually, but not always, provide additional details. It&#39;s important<br>you scan your ship now if you want to completely fill your Logbook, because<br>later on the message will change and it will no longer count as a Logbook<br>entry. Once you&#39;ve seen how to use the Scan Visor and downloaded your first<br>Logbook entry, switch back to the Combat Visor and approach the spiderweb-like<br>substance at the other end of the room. Shoot the object in the center to<br>destroy the spiderweb; after shooting several of them you&#39;ll reach a blue door.<br>Shoot the door to open it.<br><br>The door leads into a tunnel filled with strange plants with tentacles that<br>move around, and it will soon fork into two branches. To the left is a large<br>metal wall or gate with a purple grid-like symbol projected in front of it;<br>scan the gate to learn that you cannot get past it right now. That leaves you<br>only one way to go. The other branch of the path is dark and hazy, and leads to<br>a dark pit. There&#39;s nowhere else for you to go, so jump down the pit. You&#39;ll<br>land in a chamber with several small fires burning and cubical containers of<br>various sizes scattered about. By scanning you&#39;ll discover that the boxes are<br>Federation-issue crates; that means you&#39;re on the right track to find out what<br>happened to the missing troopers! If you want, you can break open the small<br>crates with a few shots from the Power Beam, but it will take a charged shot<br>(hold down A) or a Missile (Y) to destroy the large ones. If you needed any,<br>the crates would sometimes provide you with energy or ammo, but you should be<br>full right now.<br><br>There is also some larger equipment in the chamber: scans reveal that it is<br>part of a ventilation system converted into a pesticide dispenser; the corpse<br>of a large insect-like creature called a Splinter nearby was apparently killed<br>by the pesticide. At the back of the chamber is a metal gate blocking access to<br>a tunnel. Scan the GF GATE MK VI for another Logbook entry, then scan the<br>control panel to the left of the gate to remove the armor in front of the two<br>locks above the gate. Lock-on to the locks and fire at them to open the gate.<br>In the tunnel are more dead Splinters, and the exit is blocked by a different<br>type of gate. Look into an alcove to the right to find another control panel;<br>scan it to open the gate. As you can see, scanning is important for progressing<br>through the game, for understanding the story, and for learning details about<br>the various creatures and devices you will encounter.<br><br>Through the gate you&#39;ll reach another chamber filled with several computer<br>terminals. The information on the computers was written by the troopers, and<br>they state that they are under attack from &quot;hostiles,&quot; presumably the dead<br>Splinters you&#39;ve seen. The platform with a hologram of a map on it is a Map<br>Station, and you can step onto it to download a map of the area. The door out<br>of the room is blocked by another web, but as soon as you go through it you&#39;ll<br>get a shock: the bodies of several troopers are hanging from the ceiling, and<br>small insect-like creatures are crawling all over them! Make sure to scan one<br>of the creatures, or WORKER SPLINTERS, for a Logbook entry before you shoot<br>them all; you can also scan the troopers to learn how they died. It looks like<br>something very bad has happened to the troopers.<br><br>In the next room, the Command Chamber, you&#39;ll find more computer displays, but<br>this room is also littered with dead troopers and Splinters. In fact, there&#39;s<br>one trooper, GSGT C. BENET, near the entrance who died trying to reach for a<br>control panel. Switch to the Scan Visor and you&#39;ll see that this trooper is<br>colored red; that means you can scan him to download an entry from his journal<br>to your Logbook. The control panel he was reaching for, however, is unpowered.<br>Switch to the Morph Ball to roll underneath the metal bars blocking your path<br>to the other side of the room, where you&#39;ll find another trooper with a Logbook<br>entry. SPC B. REEVS will say what you may have already been realizing: that<br>these tunnels are not manmade, they are part of a hive. The troopers apparently<br>found themselves in the middle of a hive of Splinters, and have been fighting<br>for their lives. You&#39;ll see a few Worker Splinters scurry through a hole in the<br>wall; it&#39;s just large enough for the Morph Ball.<br><br>At the end of the tunnel you&#39;ll reach a small circular chamber with a<br>Federation device in the center, along with more dead troopers and Splinters.<br>Around the back you&#39;ll find a brown circular object. Scan it for a Logbook<br>entry and to learn that it is a BOMB SLOT, commonly used to power and activate<br>devices. To use the Bomb Slot, switch to Morph Ball form and lay a bomb in<br>front of the slot. Let the bomb detonate underneath you so that it bounces you<br>up into the slot. Once you&#39;re inside, lay another bomb. Once it goes off, the<br>power device will activate and will turn on the panel near the entrance.<br><br>But that&#39;s not all. All of a sudden, blobs of inky black material will appear<br>and will cover the corpses of some of the troopers! Once the substance is<br>inside the bodies, they will stand up and start walking towards you! The black<br>substance has somehow turned the dead troopers into zombies, and what&#39;s worse,<br>they&#39;ll start shooting at you! Quickly try to scan one so that the DARK<br>TROOPERS will be recorded in your Logbook, then lock-on to one and start<br>returning fire. You can jump and strafe to make it harder for them to hit you,<br>and one charged shot is all that&#39;s needed to stop them. Once you&#39;ve killed them<br>all... again, I guess... roll back through the tunnel into the main part of the<br>room, where more of the black stuff will promptly appear, bringing more of the<br>troopers back to life. Take them out as fast as you can, grab any energy they<br>leave behind, then head back to where you entered the room and scan the<br>now-activated control panel. It will cause a gate to open, and what else would<br>be behind it then a few more Dark Troopers! Since they&#39;re in a tunnel, you can<br>let these come at you one at a time, and once you&#39;ve gotten rid of them you&#39;re<br>done fighting zombified troopers for now. The next room contains nothing but a<br>bunch of crates where you can recover your health, and once you&#39;re refilled<br>continue on to the next room.<br><br>Whatever you were expecting when you entered Hive Chamber B, it probably wasn&#39;t<br>what you&#39;ll actually see. Inside, you&#39;ll see... you! Someone (or something) is<br>wearing a Power Suit that looks very similar to yours except that it is almost<br>completely black. After looking at you for a moment, the &quot;Dark Samus&quot; will<br>create a large spherical cloud of pulsating blackness and disappear into it!<br>First you see what looks like an evil copy of yourself, then it creates what<br>your Scan Visor describes as some sort of &quot;dimensional rift&quot; and disappears<br>into it! Well, there&#39;s nothing for it: you&#39;ve got to find out who or what your<br>clone is, so follow it into the black cloud.<br><br>You&#39;ll emerge on the floor of a bare, rocky area surrounded by high, dark<br>cliffs, with a terrible-looking purple sky above. The spot you landed in is<br>next to a bright crystal on top of a pole, which casts a circle of white light<br>around it. Looking through the sphere of light, you can see the Dark Samus<br>standing in front of the cliffs. The cliff wall is covered in a bright blue<br>material that looks strangely familiar, and Dark Samus is somehow absorbing it<br>into her/his/itself. After a few moments, Dark Samus will notice you and fire<br>a shot at you. The shot will miss you, but it will shatter the light-giving<br>crystal. Dark Samus will then run away, but you&#39;ll be too busy realizing that<br>without the light of the crystal protecting you, the atmosphere itself is<br>damaging your Power Suit. At the same time, a number of hideous black creatures<br>with long, insect-like legs and faces consisting of a blotch of yellow and red<br>dots will appear along the edge of the cliff, looking down at you. Then, they<br>will leap down on you, and you will be unable to resist as they attack you.<br><br>Once the creatures are done with you, you will be thrown back out of the black<br>cloud, which will then disappear. Bruised and battered, your Power Suit will<br>notify you that several important components have been stolen by the creatures.<br>Your missiles, Space Jump Boots, bombs, along with other components you haven&#39;t<br>even had a chance to use yet on Aether are all gone. It seems that, in classic<br>Metroid style, you&#39;re going to have to set out to recover your stolen items<br>from the disgusting black creatures. What&#39;s more, you need to find out more<br>about Dark Samus. It was clear, though, that the material it was absorbing in<br>the parallel universe or wherever you were was Phazon, the radioactive<br>substance that caused the downfall of Tallon IV. On top of all that, Dark<br>Samus&#39;s black Power Suit closely resembles the Phazon Suit you wore at the end<br>of your mission on Tallon IV, and which Metroid Prime pulled off of you in its<br>death throes. At least, you thought they were its death throes... the Phazon,<br>the suit, it all seems to indicate that your evil twin is none other than<br>Metroid Prime! What started out as a simple search-and-rescue mission is<br>quickly becoming more and more complicated, and you haven&#39;t even reached the<br>first Save Station yet!<br><br>You almost have, though. Behind where the cloud was is a tunnel, but it is<br>blocked by another gate. There is a Morph Ball-sized pipe nearby, but it is<br>covered with a piece of Talloric Alloy that, since you no longer have bombs,<br>you cannot break. If you shoot the pods next to the pipe, though, you&#39;ll<br>uncover another pipe, this one uncovered. Roll through it to emerge on the<br>other side of the gate, although also in the middle of more Dark Troopers. Once<br>you kill them all, take a look around. The map says there are two doors out of<br>this room, but only one is visible. Head to where the map says the other one<br>should be and you&#39;ll find a stack of crates against the wall. Shoot them all<br>(you&#39;ll need the Charge Beam to destroy the large ones) to uncover a door<br>behind them. Through it is a Save Station; step into it to save your game and<br>refill your energy.<br><br>/==============================================================================<br>3. Make Our Stand                                                     [III.A.3]<br>\==============================================================================<br> |[Temple Grounds East]                                              |<br> |o Missile Launcher                                                 |<br> ---------------------------------------------------------------------<br>After you save, exit out of the other door to reach an elevator platform. Scan<br>the panel, then step into the hologram to activate it. At the top, you&#39;ll see<br>that you&#39;re on the other side of the large door with the purple hologram you<br>saw before you fell into the hive. At the other end of the tunnel is a door,<br>and it leads out of the Splinter hive.<br><br>As soon as you enter the Industrial Site, you&#39;ll have to scan and shoot the<br>locks on another gate, but once it opens you can step out into the open air.<br>You&#39;ll notice while you&#39;re outside that the sky will alternate between clear,<br>sunny skies and threatening purple clouds, similar to the ones you saw while<br>in the place where your gear was stolen. It seems that something about Aether<br>is out of the ordinary.<br><br>The area is littered with Federation crates, and there is also a large crate<br>attached to a crane sitting on the ground. In fact, the crate blocks access to<br>the other side of the room, but scan the control panel to the left and the<br>crane will lift the crate, transporting it out of the room. Once you walk past<br>it, three creatures will pop out of the ground and start trying to attack you!<br>These are SPLINTERS, although they seem smaller than the dead ones you saw in<br>the hive. Make sure to scan one, then fire a few shots at each of them to kill<br>them. There&#39;s another door with the same purple hologram in this room, but you<br>can jump onto a ledge to the right that wraps around the edge of the room;<br>there&#39;s a harmless GREEN KRALEE on the path that you can scan and kill if you<br>want. (By this point you should be getting in the habit of scanning any time<br>you see a new creature, and I&#39;m going to stop reminding you.) The path ends<br>across from a GF BRIDGE. Scan it for a Logbook entry, then, like with the<br>gates, scan the panel and shoot the locks on top to lower the bridge. There&#39;s a<br>door out of the room across the bridge.<br><br>The door leads into a tunnel where you&#39;ll find the body of a trooper crushed in<br>rubble. Scan PFC M. VERONI for his log entry (he thinks one of the other<br>troopers is going crazy), then roll through the Morph Ball tunnel to reach the<br>other side. When you enter the next room, Temple Assembly Site, you&#39;ll see the<br>crate you lifted in the Industrial Site will arrive and will attach to another<br>crane. There are more crates and equipment in this room, as well as a platform<br>in front of another hologram door. More Splinters will appear when you approach<br>the platform, and once they&#39;re gone you can scan the control panel behind one<br>of the short columns surrounding the platform. The panel will cause the crane<br>to start to lower the crate, but the winch will malfunction, leaving the crate<br>hanging in the air. You&#39;ll also see a weak spot in the cable; lock-on and fire<br>at it to snap the cable and drop the crate. Now you can use the crate as a<br>bridge to reach another ledge with a door.<br><br>Inside the tunnel, you&#39;ll have to scan a computer terminal to open another<br>gate, but this is a GF GATE MK VII, so make sure to scan it. Also, when the<br>gate in front of you opens another one behind you will close, and this can&#39;t be<br>undone, so backtracking is not an option for you right now. Behind the gate is<br>the Communication Area, where you can see a Federation communications dish<br>built high above, along with a white tower that must have been built by<br>whatever race inhabits this planet, although you haven&#39;t seen any of them yet.<br>Follow the path around the high ledges to the left, then around the fence,<br>where you&#39;ll find PFC L. BROUDA on the ground in front of a control panel. Scan<br>the panel to activate the dish, but it will be useless since the atmosphere is<br>blocking the distress signal. Continue around the other side of the fence, and<br>in a small chamber in front of the door you&#39;ll meet three more Dark Troopers.<br>It&#39;s harder to avoid damage here since it&#39;s so cramped, but try to take them<br>out as fast as you can.<br><br>Inside is the Trooper Security Station, which contains not only some Splinters<br>but also a ceiling-mounted automated gun, called a GROWLER CLASS TURRET. Strafe<br>and move around to avoid its shots, and respond with charged shots to destroy<br>it. The way out is blocked by a gate, but the control panel for it behind a<br>fence. Roll through a Morph Ball tunnel to the right of the fence to reach the<br>panel as well as SPC M. ANGSETH. Reading the trooper&#39;s log, you&#39;ll realize that<br>you are something of a hero for her! While still reveling in your celebrity,<br>roll back to the gate. The gate is malfunctioning, causing it to keep going up<br>and down, so roll through in the Morph Ball to avoid being crushed.<br><br>As soon as you enter the next room, you&#39;ll see a large spaceship ahead, and<br>when you approach and see the dead troopers strewn about, you&#39;ll realize that<br>this was the Federation ship. There&#39;s a terminal in front of the ship; when you<br>interface with it you&#39;ll see the captain&#39;s final log entry describing what<br>happened. He&#39;ll describe how they chased a Space Pirate frigate that was<br>heading for Aether, but the ship was damaged (like yours) while landing, and so<br>they started to repair the ship and set up a base. Then, creatures that look<br>like Splinters except that they are black started appearing in swarms, and they<br>completely overwhelmed the troopers. It&#39;s a sad story, but now you&#39;re realizing<br>that the situation on this planet is getting pretty complex: apparently there<br>are Space Pirates on Aether, not to mention Dark Samus, as well as the dark<br>creatures that seem to be attacking from some sort of alternate universe. After<br>you finish watching the log, turn around and you&#39;ll see a large yellow crate<br>behind the terminal. Destroy it with the Charge Beam and you&#39;ll find the<br>MISSILE LAUNCHER inside! That&#39;s one item recovered, but you only have five<br>missiles right now, so you need to conserve them. As soon as you get the<br>Missile Launcher, four creatures will emerge from purple circles that appear<br>out of nowhere and start attacking! These are DARK SPLINTERS, Splinters that<br>have been possessed by another lifeform similar to the Dark Troopers, and<br>these are the same creatures that killed the troopers. They are basically the<br>same as regular Splinters except that they are stronger: it will take about two<br>charged shots to bring one down.<br><br>Once all the Dark Splinters are gone and you have grabbed any energy or missile<br>ammo left behind, you can begin scanning all the troopers around the ship. You<br>can get all but one entry of the Force 1 category of the Trooper Logs on the<br>ground around the ship, a total of five scans. The troopers are: CAPT A.<br>EXETER, SPC F. TRIPLETTE, PFC G. HALEY, PFC J. BRODE, and PFC S. MILLIGAN. You<br>can also scan the ship, the GFS TYR, for another Logbook entry. Enter the ship,<br>and you can see the empty seats that each represent a lost life. Behind the<br>door in the ship is another Map Station that will provide you with a map of the<br>rest of the Temple Grounds. To leave the room, jump from an opening on the left<br>side of the ship, near a small fire, to a higher ledge. At the end of the ledge<br>you can see the final Force 1 entry above you: you can&#39;t reach it, but you can<br>scan it; apparently PFC I. CRANY is more sceptical of your existence. Next,<br>scan the metal circle on the ground for a Logbook entry; you only have a<br>limited number of chances for this one, so go ahead and get it now. Now scan<br>the panel to activate the KINETIC ORB CANNON and roll into it in Morph Ball<br>form to get shot to a ledge across the room. From here you can jump down to<br>another ledge below you with a door on it. The door is protected by a red Blast<br>Shield, which means it can only be opened with a missile. There&#39;s also a Morph<br>Ball tunnel next to the door, but it just leads to a yellow door (which you<br>can&#39;t open).<br><br>In the next room you&#39;ll find PFC E. DENYS, who should be the last Trooper Log<br>entry. Roll through the tunnel to the right to drop down to a lower level<br>containing WAR WASPS. These can be really annoying, so lock-on to them and try<br>to kill them as fast as possible. To get out of this room, look up and find a<br>control panel on a ledge above you. Scan it to activate a cannon that will<br>shoot you up to the door.<br><br>As soon as you enter the next room, Sacred Path, you&#39;ll be attacked by more War<br>Wasps; once you take them out destroy their WAR WASP HIVE with a missile, but<br>not before you scan it for a Logbook entry. There are several more hives in<br>this room, and if you don&#39;t destroy them they&#39;ll continually send War Wasps<br>after you. To the left of the door you entered by is a large tower with a weak<br>section of wall. Fire a missile at it to partially damage it, then use the<br>cannon across the room (the control panel is against the wall next to it; it<br>can be easy to miss) to blast through the remains. Roll through a gap in the<br>tower wall to roll along a track that will lead you onto the high ledge at the<br>other side of the room. Next to the door into a giant tube-like structure is a<br>dead alien. You don&#39;t recognize this species, but it appears intelligent.<br>Inside the door is a tiny room containing nothing but a control panel and a<br>circular platform. Scan the panel to activate the elevator, step into the<br>hologram in the center to travel high up above the Temple Grounds.<br><br>/==============================================================================<br>4. Light of Aether                                                    [III.A.4]<br>\==============================================================================<br> |[Great Temple, Temple Grounds East]                                |<br> |o Energy Transfer Module                                           |<br> |o Energy Tank 01                                                   |<br> |o Missile Expansion 03                                             |<br> ---------------------------------------------------------------------<br>At the top of the elevator, you&#39;ll see more dead aliens on the partially ruined<br>steps, and it appears they died in battle. In the following passage, you&#39;ll see<br>cables leading through a crack in the wall to the left; roll through the hole<br>to find a Save Station. Once you&#39;ve saved and refilled your energy, go through<br>the door at the end of the hallway.<br><br>The door leads to a large, beautiful room made mostly of glass, and with a<br>circle of pillars surrounding the center of the room. Once you step inside the<br>pillars, a force field will appear behind them and Splinters will start to drop<br>down from a hive in the ceiling above you. Before they begin to attack, though,<br>another cloud of black matter will emerge from the hive and infect the<br>Splinters, turning them all into Dark Splinters. The best way to fight the Dark<br>Splinters is to lock-on to one and continually fire at it while at the same<br>time constantly moving. If you just keep firing at one Dark Splinter while<br>walking around the room, you shouldn&#39;t get hit very often. You can also use<br>your radar to help you see if there any Splinters behind you that you need to<br>avoid. Be careful while fighting the Dark Splinters, though; you want to<br>conserve as much damage as possible.<br><br>Once all the Dark Splinters are gone, a much larger Splinter will drop from the<br>hive: this is an ALPHA SPLINTER, the leader of the hive. It also attacks by<br>jumping at you, but its jumps are much faster and more powerful. When you see<br>it rear back, it&#39;s just about to jump. Dash to the side (press B while pushing<br>the Control Stick left or right) to avoid the attack. After jumping at you, the<br>Alpha Splinter will jump back to the other side of the arena. It may take a few<br>tries to get the timing down to avoid the jump attack, but if you can&#39;t dodge<br>it, it will be difficult to survive the fight. Throughout the fight, keep<br>firing charged blasts at the Alpha Splinter.<br><br>After about a minute of this, though, another black cloud will appear and start<br>moving towards the Alpha Splinter. Fire as many shots as you can at the Alpha<br>Splinter before the cloud gets there, because once it does the Alpha Splinter<br></font><font color="#00ff00">will become the DARK ALPHA SPLINTER. The Dark Alpha Splinter will keep doing<br>the jump attack, but it will also fire bursts of purple energy at you. The shot<br>is fairly easy to avoid by moving around and jumping, and keep dashing the jump<br>attack. Keep a steady stream of charged shots aimed at the Dark Alpha Splinter<br>and you can watch its energy meter gradually drain. If your energy starts to<br>get low, don&#39;t forget</font> <font color="#00ff00">that you can use your missiles, too. They do about as<br>much damage as a charged shot, but they&#39;re faster, so they are good to use if<br>both you and the Dark Splinter are close to death.<br><br>Once you succeed in killing the Dark Splinter, a glowing blue ball will emerge<br>from its dead body. When you approach it, it will fly around the room before<br>flying right into your chest! Electricity will spark all over your Power Suit,<br>but the unidentified item will not hurt you. Hopefully you can find out what it<br>is soon. After the force field lowers you&#39;ll see that there are doors in each<br>side of the room, but three of them (including the one you came in by) are<br>the large metal hologram doors. Scan the walls to learn that behind them are a<br>number of hibernetic stasis chambers - that&#39;s interesting. Go through the only<br>door available to you to reach an elevator platform.<br><br>At the top is a room open to the sky and with a large piece of metal equipment<br>in the center of the room. Above it is a huge container full of bright, yellow<br>light. As you take all this in, you&#39;ll see one of the aliens standing to the<br>side, but this one&#39;s not dead. It will greet you and tell you its name: U-MOS,<br>Sentinel of the Luminoth. He will tell you some of the story of what has<br>happened on Aether. It began when a meteor crashed on the planet, with an<br>impact so powerful it caused a rift that created two separate versions of<br>Aether, each existing in its own dimension. The first, inhabited by the<br>Luminoth, was full of light and peace. But the new Aether was dark and hostile,<br>inhabited by evil creatures that cared only for destruction. The Luminoth<br>called these new creatures the Ing, and so began a war that lasted for decades.<br>(You will recognize the Ing as the creatures that stole your equipment.)<br><br>Now the Luminoth have been almost defeated. When Dark Aether was created, the<br>planetary energy of Aether was divided between the light and dark worlds. If<br>one world loses its energy, it will be destroyed. The Ing stole a device<br>designed by the Luminoth to transfer energy, and with it have almost destroyed<br>Light Aether. But you have just recovered that device, the Energy Transfer<br>Module, the blue ball that appeared after you killed the Dark Alpha Splinter.<br>Now only you can save the Luminoth, by transferring the planetary energy from<br>temples on Dark Aether back to Light Aether. If you do not, then after the Ing<br>conquer Light Aether they will move on to other worlds, putting numerous<br>planets, perhaps even your own, at risk. U-Mos will then update your Translator<br>Module so that you can access devices and doors with Violet holograms. He will<br>warn you that since the Ing know you have the Energy Transfer Module, they will<br>do all they can to stop you. Finally, he will conclude his monologue with a<br>blessing, &quot;May the Light of Aether shine upon you!&quot;<br><br>All you originally came here for was to find the troopers, but your mission has<br>now grown much larger. Now, in order to both avenge the troopers and save the<br>Luminoth, it looks like you must go after the Ing. And don&#39;t forget about Dark<br>Samus or the Space Pirates, either. When you finish listening to U-Mos, he will<br>refill your energy, restoring the energy lost from the battle with the<br>Splinters. Scan both U-Mos and the Energy Controller behind him for Logbook<br>entries, then turn to leave. There is a violet hologram next to the door, and<br>since U-Mos upgraded your translator module you can now scan it for a Logbook<br>entry. This is a piece of Luminoth Lore, entitled ORIGINS, describing how the<br>Luminoth originally wandered among the stars, meeting many races (including the<br>Chozo) but having no homeworld. They finally decided that, like other races,<br>they should find a planet to call their own.<br><br>Return to the Temple Sanctuary, and find the translator door with the violet<br>hologram. Scan it to open it and learn that it is the &quot;Pathway to Agon.&quot; In the<br>hallway behind the door are several LIGHTFLYERS, blobs of yellow light that<br>fire streams of light energy at you. Just don&#39;t get close and fire a couple<br>charged shots at them to destroy them. At the end of the hall is another<br>elevator chamber leading back down to the Temple Grounds. You&#39;ll have to open<br>another translator door when you reach the bottom, and it leads into the Temple<br>Assembly Site, a room you already passed through. You&#39;ll have to fight a group<br>of Splinters here, although a cloud will appear that will soon turn them into<br>Dark Splinters. Try to kill as many as possible before they transform. Once<br>they&#39;re all dead, look for a door with a red blast shield. You can destroy it<br>with a Missile, and behind it you&#39;ll find an ENERGY TANK! This will give you an<br>additional 100 units of energy, meaning you now have 199 units of energy.<br><br>Head back through Collapsed Tunnel to the Industrial Site, where you&#39;ll find<br>another translator door that you can now open. Just behind the door you&#39;ll see<br>a dead Luminoth, and make sure to scan it. Its final journal entry will be<br>downloaded to your Logbook as J-FME&#39;S TESTAMENT in a section called &quot;Keybearer<br>Lore&quot;. The door leads to a glass walkway over a cliff, and at the end you&#39;ll<br>find the elevator to Agon Wastes. Don&#39;t step onto the elevator just yet,<br>though. The elevator is located next to a cliff; if you walk to the edge of the<br>cliff and look to the right, you&#39;ll see another Luminoth Lore entry, OUR<br>HERITAGE (this one describes how the Luminoth finally find Aether and make it<br>their homeworld). Also, across from the elevator is one of the spiderwebs<br>created by the Splinters. Shoot the sac in the center of it, and behind it<br>you&#39;ll find a MISSILE EXPANSION. This will allow you to carry 5 more Missiles,<br>and is the first of 49 hidden all over Aether. Now, scan the control panel and<br>ride the elevator to Agon Wastes.<br><br>  ##/#<br> ##/###  &gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;<br>##/--/## B. AGON WASTES                                                 [III.B]<br> ###/##  &gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;<br>  #/##<br><br>/==============================================================================<br>1. Fertile Plains                                                     [III.B.1]<br>\==============================================================================<br> |[Agon Wastes West]                                                 |<br> |o Morph Ball Bombs                                                 |<br> |o Missile Expansion 11                                             |<br> ---------------------------------------------------------------------<br>It won&#39;t take you long after you step off the elevator to realize that this is<br>a desert environment. In the first couple of rooms, make sure to get the scans<br>for the AGON BEARERPOD, LUMITE, and SANDGRASS. When you reach the end of the<br>straight passage, you&#39;ll enter the Mining Plaza, a large room with a large<br>central pillar or tower in the center, ledges and doors around the sides. At<br>the top of the central rock is a sculpture, and there is some industrial<br>equipment in the room. As soon as you step on the lower ground in front of the<br>door, a SANDIGGER, a large worm-like creature, will spring up out of the sand<br>and start slithering rather quickly towards you. Jump out of the way, and fire<br>at whichever end has a bright light showing while you avoid the bursts of acid<br>it will fire at you. Once you destroy both of its heads, it will die in a<br>rather messy explosion.<br><br>Head around the room to the right and you&#39;ll see a ledge with a missile door.<br>Open the door to find a Save Station inside, so make sure to use it. Continuing<br>to the right around Mining Plaza, you&#39;ll run into a second Sandigger, and past<br>it a translator door, except the hologram on this one is yellow, so you can&#39;t<br>open it. Where the second Sandigger was, there&#39;s a ledge that leads up to a<br>ramp up to a cracked Brinstone pillar. Shoot the pillar with a missile and it<br>will fall over, creating a bridge to a ledge partway up the central pillar.<br>You&#39;ll see a yellow Lore hologram on the ledge, but since it&#39;s yellow it&#39;s<br>inaccessible to you. At the end of the ledge is another Brinstone pillar, and<br>once you knock it down a swarm of SANDBATS will start flying in a circle around<br>the pillar. Get rid of them by manually aiming somewhere in their path and<br>firing as fast as you can; you need to kill most of them because they&#39;ll knock<br>you off the pillar. The second Brinstone bridge leads up to another ramp where<br>you can reach the top of the central rock. There&#39;s a bridge (with more Sandbats<br>around it) that leads to a door.<br><br>The door leads to a Morph Ball tunnel, and the tunnel goes through an<br>oval-shaped structure. You can see a cannon underneath a block below you and<br>you can hear the characteristic hum of an item, but there&#39;s no way for you to<br>destroy that block now, so you&#39;ll have to go on. At the other end of the<br>tunnel you&#39;ll enter Mining Station A. After rounding a corner surrounded by<br>large machinery, you&#39;ll see a room containing several artificial columns and<br>more ledges along the walls. You&#39;ll also see Space Pirates! Three PIRATE<br>TROOPERS will appear and will (of course) begin to attack you. Make sure to<br>scan one, but keep moving to avoid their fire, and use the columns for cover if<br>you can. Two charged shots will kill a Pirate Trooper. Don&#39;t forget to look up<br>at the ledges and the tops of the pillars if you&#39;re being fired on from above.<br><br>The Federation troopers came here in pursuit of Space Pirates, and now you have<br>found them. Once the Pirate Troopers are dead, head over to the ledge on the<br>right side of the room (with your back to the door you came in by). There&#39;s a<br>door there, but don&#39;t go through it yet. At the end of the ledge is a BRIZGEE,<br>a mostly harmless creature that just wanders around on ledges. You can kill it<br>with a missile and a few Power Beam shots. From the ledge, jump to the nearest<br>column, then use the columns to reach the door on the other side of the room.<br>This door leads to a decorated, purple-colored hallway. As you walk down the<br>hallway, several flying creatures will let out a high-pitched shriek and start<br>flying towards you. These are SHRIEKBATS, and rapidly lock-on and fire a shot<br>at each of them in turn to kill them all before they slam into you. At the end<br>of the hallway you&#39;ll reach the Agon Temple, a giant circular arena. There are<br>paths that curve around to the left and right from the door, but go straight<br>ahead into the center of the arena.<br><br>When you do, a door will rise out of the ground behind you, locking you in.<br>Then a giant Sandigger will appear! This is the ALPHA SANDIGGER, and make sure<br>to scan it immediately, because this is your only chance and it won&#39;t be around<br>long. Even before it really has much chance to attack, an Ing cloud will<br>appear and possess the Sandigger, transforming it into the BOMB GUARDIAN. It<br>still looks like a Sandigger, but it now has the ability to create and throw<br>bombs. This must be one of the Ing that stole your equipment soon after you<br>arrived! This Ing stole your Morph Ball Bombs, and now you&#39;ll have to defeat it<br>in order to get them back! As the Bomb Guardian moves around the arena, it<br>will leave a trail of bombs. It will also pause occasionally and fire a few<br>bombs straight at you. Most of the bombs can be avoided by constantly moving<br>and jumping. Lock-on to the guardian&#39;s glowing tail and keep a steady stream of<br>fire at it to do a little bit of damage. This isn&#39;t the main way to defeat the<br>Bomb Guardian, though, since it will only glow yellow, not red, when it gets<br>hit. What you&#39;re waiting for is the Bomb Guardian to stop and for its head to<br>start glowing blue. When it does, fire a charged shot or missile at its head.<br>This will do major damage to the Bomb Guardian, taking about 1/4 of its energy<br>meter. If you don&#39;t hit it, though, it will spew a ton of bombs into the air<br>and they will land all over the arena. It&#39;s very hard to avoid taking any<br>damage when this happens, so make sure to hit the Bomb Guardian before it<br>unloads the attack. After four of these hits, the Bomb Guardian will die, and<br>the MORPH BALL BOMBS will be yours!<br><br>Use your newly-regained Bombs to destroy the doors trapping you in the arena<br>(Bombs can destroy material made of Talloric Alloy) and go through the door on<br>the far side of the Agon Temple. Activate the Bomb Slot in the statue in the<br>next room and the walls will rotate, allowing to enter a door on the other<br>side. This door leads to the Agon Energy Controller, and it looks similar to<br>the Energy Controller in the Great Temple, except that this one does not have<br>any light shining out of the giant container; it is empty. Behind the ENERGY<br>CONTROLLER is the body of a dead Luminoth and a yellow projector. Scan the<br>projector to activate a recorded message from the Agon Sentinel, whose body is<br>lying next to you. The Sentinel will tell you that there is a portal to Dark<br>Aether nearby, and that you need to find the temple in Dark Aether, where its<br>Energy Controller is. He&#39;ll also explain that the entrance to the temple is<br>locked, and that you will need to find three keys in Dark Aether in order to<br>enter. Next, the Sentinel will warn you that the air of Dark Aether is<br>dangerous, and that you should use Light Crystals placed by the Luminoth for<br>protection. Finally, he will upgrade your translator module so that you can<br>read Amber holograms and refill your energy. Once the message has ended, look<br>for a passage along the side with a Lore hologram in it. Since you can now<br>translate yellow holograms, you can scan this entry, SAVING AETHER, describing<br>how the Luminoth built the Energy Controllers to regulate their supply of<br>planetary energy.<br><br>Now you can return to the Agon Temple, where you&#39;ll find that the central arena<br>is now home to several War Wasp hives. Oh goodie. If you explore the paths<br>around the circumference of the temple, you&#39;ll find that there are two doors on<br>either side, one white and other black, and that you can&#39;t open either of them.<br>Return to Mining Station A (which has no more Pirates), then go through the<br>door you passed earlier, on the ledge with the Brizgee. Let the cannon shoot<br>you up and over the wall, then drop down to the other side. Before heading on,<br>though, stop and roll behind the metal grating, avoiding the cannon, to get a<br>MISSILE EXPANSION behind the body of a Luminoth. Now go through the door to<br>enter a long room called Portal Terminal. Two Pirate Troopers will be there,<br>and once you kill them two more will appear. These Pirates, however, will be<br>possessed by Ing, and will become DARK PIRATE TROOPERS. Dark Pirate Troopers<br>attack like regular Pirate Troopers, but they take twice as much damage to<br>kill, making them dangerous enemies.<br><br>Once all the Pirates are gone, a Bomb Slot at the top of the ramp, next to the<br>circular structure, will turn on. Collect any energy the Pirates left, then<br>head down the passage to the left of the ramp to find a Lore entry, LIGHT OF<br>AETHER. Now go up the ramp and investigate. By scanning one of the red circles<br>on the circular device, you&#39;ll learn that it can generate a portal to<br>Dark Aether, but it&#39;s not powered. This must be the portal that the Sentinel<br>told you about. To get into the Bomb Slot, lay a Bomb underneath you. When it<br>goes off, it will pop you up into the air, and you will get into the Bomb Slot;<br>this is called a bomb jump. When you activate the Bomb Slot, power will start<br>flowing through cables in the floor, and a conveyor belt in the wall to the<br>right will start moving. Roll into the opening and the conveyor belt will carry<br>you up into a Morph Ball tunnel in the wall. Roll along the tunnel, using bomb<br>jumps as necessary, to reach a block at the end. When you bomb it, it will<br>cause a platform to move into place in the air. This will also disturb a War<br>Wasp hive, so roll out of the tunnel, kill the wasps, then use the platform to<br>jump to the other side, where you&#39;ll find another Morph Ball tunnel. Follow<br>this tunnel to move a second platform into place, leading to a third tunnel.<br>Before you enter this tunnel, though, scan the black creature you can see<br>rolling around inside it. This is a PILLBUG, a creature found only in Morph<br>Ball tunnels, so this is one of the few places where you can scan it. Inside<br>the tunnel, you can stun the Pillbug with a bomb, and kill it with a couple<br>more.<br><br>Once you move the third platform into place, sunlight will stream through the<br>lenses in the platforms and focus on the portal, powering it fully. Now return<br>to the portal and scan the red circle next to it. The portal will activate,<br>creating a cloud of pulsating dark purple matter. When you step into the<br>portal, you&#39;ll make the interdimensional journey from Light to Dark Aether.<br><br>/==============================================================================<br>2. Dimensional Rifts                                                  [III.B.2]<br>\==============================================================================<br> |[Dark Agon Wastes West]                                            |<br> |o Space Jump Boots                                                 |<br> |o Dark Agon Temple Key 1                                           |<br> ---------------------------------------------------------------------<br>When you complete the journey to Dark Aether, you will find yourself standing<br>in a room that looks very similar to Portal Terminal, and yet different. The<br>basic layout of the room is practically identical to what it was on Light<br>Aether, but the room is much darker now and is dotted with several spheres of<br>bright light, one of which you are standing in. If you step out of the sphere<br>of light you will begin taking damage at a very fast rate. As you had been<br>warned, the very air of Dark Aether is damaging to you, and the only areas of<br>protection are the glowing Safe Zones, which will not only protect you from the<br>atmosphere, they will slowly refill your energy as long as you stand in them.<br>Outside the portal generator you&#39;ll see several black, blade-shaped lifeforms.<br>These are BLADEPODS, and they function just like crates in Dark Aether. Step<br>out of the Safe Zone and quickly run to the next one at the bottom of the ramp,<br>which is generated by a LIGHT CRYSTAL. There are no other Safe Zones nearby,<br>but there is a small sparkling ball in the air. This is a LIGHT BEACON, and<br>when you shoot it it will create a temporary Safe Zone. You&#39;ll know the Safe<br>Zone is about to disappear when it begins to flash. From there you can reach<br>another Light Crystal (don&#39;t forget to scan them for Logbook entries), and then<br>another next to a Bomb Slot on the left side of the room. You may have noticed<br>a half-visible Bomb Slot in this location on Light Aether, but it didn&#39;t work<br>because half of it is in both worlds. However, when it is activated here it<br>will also be activated in Light Aether. Do so, and a gate next to it will<br>lower. Keep in mind that the same has probably happened in Light Aether, so be<br>sure to investigate it when you return.<br><br>Run through the gate, and you&#39;ll find a Light Beacon waiting for you just<br>inside the door. Continue to a Light Crystal in the center of the room, where<br>several black puddles are moving around on the floors and walls, occasionally<br>solidifying into stubby creatures that will fire a shot of black matter at you.<br>These are INGLETS, and this is the first time you have encountered Ing in their<br>natural form, not like in Light Aether where they possess other creatures.<br>There&#39;s not a whole lot you can do to avoid their shots other than jump around<br>a lot and try to kill them as fast as possible. Note that you can damage them<br>while they are in &quot;puddle&quot; form, although you can&#39;t lock-on to them then. Once<br>they&#39;re all dead, you can just stand in the Safe Zone for a little bit if you<br>want to recover some energy. In the next room you&#39;ll find more Inglets, but<br>past them a Save Station as well as a swarm of NIGHTBARBS, which are very<br>similar to Sandbats.<br><br>Past the Save Station is a door leading to Duelling Range, the Dark Aether<br>equivalent of Mining Plaza. When you enter the Safe Zone there, a large Ing<br>with long, angular legs, an insect-like body, and a face made up of a blotch of<br>orange and yellow dots will appear and attack. This is a WARRIOR ING, the same<br>type of Ing that stole your equipment in your first, brief visit to Dark<br>Aether. Warrior Ing are very common across all of Dark Aether, so you&#39;d better<br>get good at fighting them, because they are strong opponents. First off, make<br>sure to stay in your Safe Zone; otherwise the atmosphere will kill you faster<br>than the Ing. At close range, the Warrior Ing will attempt to slash you with<br>its legs. When it tries to do this, jump back. Its other attack is to fire<br>several beams of white energy at you. This attack is easier to avoid by jumping<br>and strafing if you see it coming, but if you&#39;re not prepared for it you will<br>probably get hurt. And like all Ing, the Warrior Ing can dissolve into a puddle<br>and move over floors and walls. To fight back, just keep pounding at it with<br>charged Power Beam shots or missiles. There are more effective weapons to use<br>against the Ing, but right now these are all you&#39;ve got. Just attack as hard<br>and as fast as you can while dodging its attacks, and you&#39;ll eventually kill<br>it.<br><br>Once the Warrior Ing is dead, you need to get out of the room. You can easily<br>reach a Safe Zone to the left of the one you fought the Ing from, but once you<br>reach it there appear to be no more nearby, making it deadly to continue<br>without the protection of a Safe Zone. There is, however, a small creature<br>walking back and forth along the path ahead. This creature has several crystals<br>on its back that give out a light similar to that created by Light Crystals.<br>This is a LIGHTBRINGER, and you should scan it now, since it only appears a few<br>times. A Lightbringer is basically a moving Safe Zone. Simply wait for it to<br>approach you, then follow it as it walks up the path until you can reach the<br>next Safe Zone. At the top of the path, you&#39;ll see a circle of light greenish<br>light behind bars. You&#39;ll need to use another Lightbringer to cross the bridge<br>just before you reach the door out of the room. After rolling through the Morph<br>Ball tunnel in the next room, in which you&#39;ll have to pass another Missile<br>Expansion, you&#39;ll enter Judgment Pit.<br><br>When you enter Judgment Pit, you&#39;ll meet another Warrior Ing, but this one is<br>special. This is the Ing who stole your Space Jump Boots, making him the JUMP<br>GUARDIAN. Basically, the Jump Guardian has all the abilities of a normal<br>Warrior Ing, but he can also jump extremely high and far, and when he lands he<br>will create damaging shock waves. The strategies for fighting the Jump Guardian<br>are mostly similar to the Warrior Ing, with a few additions due to his jumping<br>ability. First, make sure to jump over the shock waves, since they can<br>definitely hurt you. Next, the Jump Guardian cannot be damaged just before he<br>jumps, while he is in the air, and just after he lands. Other than those times,<br>though, keep firing charged shots or missiles at the Jump Guardian to steadily<br>whittle down his energy meter. When he is near death, the Jump Guardian will<br>start jumping a whole lot more, making him harder to hit. Once this happens,<br>just fire single shots as fast as you can to hit him whenever you get a chance<br>and drain off the rest of his energy. Once you succeed, the SPACE JUMP BOOTS<br>will be yours! Now you can perform a double jump by pressing B again while in<br>the air.<br><br>You&#39;ll need your new Space Jump Boots to jump up the ledges around Judgment<br>Pit. You should head for the red door, which leads to the Dark Agon Temple. You<br>can see that it mostly resembles the temple on Light Agon with its large<br>circular arena, but access to the central arena is blocked by a gate with three<br>oval indentations in it. This is the gate that the three keys will unlock, and<br>you will need to find those three keys before returning here. Before leaving,<br>though, follow the path around to the left, where there are Safe Zones. You&#39;ll<br>reach a door, and inside is a tiny chamber containing a red oval inside several<br>black rings. This is a DARK AGON TEMPLE KEY, one of the three keys needed to<br>unlock the gate into the center of Dark Agon Temple, and it will be displayed<br>in the lower-right corner of the map screen to show that you have collected it.<br><br>Your first sojourn in Dark Aether is almost over now, and all that remains is<br>to return to Portal Site. Start by returning to Dark Judgment, and this time<br>go through the door on the lower level. This leads to Portal Access, and you<br>may be scared when you see that there are no Light Crystals or Light Beacons in<br>this room. There is, however, a Lightflyer. Kill it as fast as you can, and<br>when it dies it will create a temporary Safe Zone. Double jump up to the top of<br>the ledge, stand in the Safe Zone to recover some energy, then head on through<br>the door on the other side to reach Portal Site. Quickly head for the large<br>Safe Zone to regain some energy, then head back to the portal generator and use<br>it to generate a LIGHT PORTAL. You can scan it for a Research entry, then step<br>into it to return to Light Aether.<br><br>/==============================================================================<br>3. Stealth Protocols                                                  [III.B.3]<br>\==============================================================================<br> |[Agon Wastes East]                                                 |<br> |o Dark Beam                                                        |<br> |o Energy Tanks 5,7                                                 |<br> |o Missile Expansions 10,13,15,16                                   |<br> ---------------------------------------------------------------------<br>As soon as you return to Light Aether, three Space Pirates will appear in<br>Portal Terminal, so be ready to fight them. After they&#39;re dead and you&#39;ve<br>collected the energy they leave behind, head to the far left side of the room,<br>where the transparent Bomb Slot is. Since you activated the Bomb Slot in Dark<br>Aether, the gate has been lowered, so go through the door behind it. This leads<br>to Transport Center, a room with smooth, curved walls on either side. To get<br>past the room, activate the Bomb Slot in the room to lower the gate; this will<br>also allow you to pick up a MISSILE EXPANSION. (This has got to be the easiest<br>expansion in the game.) Past Transport Center, scan the BLUEROOT TREE for a<br>Research entry, then roll through the fast-moving sand tunnel to reach the Save<br>Station off of Mining Plaza. Once you save and return to Mining Plaza, you can<br>open the translator door in the room now. After the door has been opened, lay a<br>bomb next to the weak spot in the wall to reveal a tunnel that leads to a Map<br>Station, allowing you to download a complete map of Agon Wastes. You can also<br>scan the lore hologram on the central pillar entitled PARADISE, which describes<br>the ideal conditions on Aether prior to the meteor and the Ing.<br><br>Cross the bridge and enter the Morph Ball tunnel you passed through earlier.<br>Lay a Bomb on the block in the center of the oval to destroy it, causing you to<br>fall into the cannon underneath it. The cannon will shoot you up into a small<br>chamber containing an ENERGY TANK! In the next room, Mining Station A, you can<br>open another translator door on one of the upper ledges to reveal a door to<br>Sand Cache, where you&#39;ll find another MISSILE EXPANSION. In order to proceed<br>further in Agon Wastes, you need to reach the areas beyond Mining Station A. To<br>do that, jump onto the orange statue in the middle of the sand stream in front<br>of the gate, then jump onto the ledge on the other side. This ledge will lead<br>you up to an elevated walkway in front of the gate. Here you&#39;ll find another<br>Lore entry and a control panel that will open the gate.<br><br>Beyond the gate is a tunnel, and ahead you&#39;ll see several Pirate Troopers<br>standing next to some cylindrical containers full of a bright blue material<br>that looks suspiciously like Phazon. To test your suspicions and take out the<br>Pirates at once, fire a charged shot at one of the canisters (from a distance).<br>They will explode violently, killing the Pirates. At the end of the tunnel,<br>you&#39;ll enter another open area with several structures and ledges built on it;<br>this is Central Mining Station. The area has obviously already sustained<br>damage; a large hole has been blown through a wall across the room, with<br>flaming debris still scattered around. This is obviously a major part of the<br>Space Pirates&#39; operations here, and three Pirate Troopers will arrive on a<br>skiff as soon as you arrive (don&#39;t forget to scan the PIRATE SKIFF). Use the<br>walls, crates, and windmills for cover as you battle the Pirates, but don&#39;t let<br>your guard down. As soon as you kill the first three Pirates, two more will<br>appear to continue the fight. And once those are gone, two Pirates will appear<br>on an upper ledge in order to man two large cannons that will fire powerful<br>green blasts at you. Make sure to scan these VIGILANCE CLASS TURRETS. These<br>turrets fire very strong blasts, so it&#39;s important to keep moving and stay<br>under as much cover as you can. It will take three missiles or charged shots to<br>destroy each turret. Once both turrets are destroyed, the battle will finally<br>be over and the lasers blocking a door on the ground level will turn off.<br><br>Through the door is an empty hallway. Although you can&#39;t open the door at the<br>end of the hallway, there are several weak spots in the floor. Bomb one of the<br>weak spots, then drop down in Morph Ball form to roll through a tunnel that<br>appears to be made of organic matter. Roll underneath the door to reach a large<br>room with numerous computer terminals and displays, along with a Dark Portal<br>generator! While you roll through the twisting tunnels underneath the floor,<br>avoiding the electricity that arcs across your path in some spots, the portal<br>will be opened and a group of Space Pirates will go through into Dark Aether!<br>Pay attention when you&#39;re in the center of the room near where the Pirates were<br>standing, because there&#39;s another tunnel off to the right. Follow this tunnel<br>to reach a MISSILE EXPANSION. Return to the main tunnel, and at the end you&#39;ll<br>reach a small alcove in a corner of the room. Once you exit Morph Ball form,<br>you&#39;ll see that there are a few Space Pirates left in the room, and one will<br>jump behind a large solid gate that will close in front of him.<br><br>Kill the two Pirate Troopers in the room, then take a look around. Across from<br>the inactive portal is the door you couldn&#39;t open and had to roll underneath,<br>and in front of this door are four computer terminals. Scan these terminals to<br>download Space Pirate Logs to your Logbook, similar to the Trooper Logs you<br>found when you first arrived. There are similar clusters of computers on the<br>left and right sides of the rooms underneath the holographic displays of AETHER<br>and DARK AETHER. All in all, you can download LOG 44681, LOG 48853, LOG 50086,<br>LOG 54421, and LOG 62217 to your Logbook. After reading all this information,<br>you will have a pretty good picture of the Space Pirates&#39; activities on Aether.<br>Apparently they arrived on Aether after detecting Phazon on the planet. They<br>established a base, but came under attack by the Ing. After discovering a<br>portal in their base and opening it using a &quot;Dark Beam&quot; weapon they found, they<br>saw that the Phazon they were looking for was on Dark Aether. They have been<br>attempting to mine the Phazon from Dark Aether, but the atmosphere, the Ing,<br>and the &quot;Dark Hunter&quot; (Dark Samus) have all been hampering their efforts. Some<br>of the displays also make it clear that the Space Pirates have Metroids with<br>them.<br><br>After you finish absorbing all this, use the elevator to the right of the<br>portal to reach an upper-level walkway. Another trooper will appear on the<br>walkway, and just before you reach the door yet another trooper will fire at<br>you through the broken windows of a detached upper-level chamber. After killing<br>both troopers, go through the door. Inside the tunnel that follows, you&#39;ll see<br>Dark Samus appear! She will materialize inside a circular chamber, and a gate<br>will spring up as soon as she appears. After you stare each other in the eyes<br>for a moment, Dark Samus will rapidly float back down the tunnel, leaving you<br>stunned... and nervous. There&#39;s no way for you to open the gate, but there is<br>another tunnel to the right. This tunnel leads to the upper-level chamber above<br>Command Center, where one of the computer terminals will open the large gate in<br>this room. You&#39;ll have to go back through the tunnel to get back to the main<br>part of Command Center, then go through the door behind the gate. In the<br>hallway you&#39;ll encounter two ceiling-mounted turrets, HUMILITY CLASS TURRETS to<br>be specific, that are very similar to the turrets you encountered in the<br>Splinter Hive. Destroy them with a charged shot or missile, then use the Morph<br>Ball to roll past the moving lasers (roll through when they are moving away<br>from you).<br><br>In the next room, you&#39;ll see two Pirates in the room, but they will escape on a<br>skiff as soon as you enter. Look around, and you&#39;ll see that there are several<br>Metroids being held in tanks! Ride the elevator to an upper level walkway where<br>you&#39;ll encounter a few more Pirates, and at the end of the walkway is a large<br>tank containing several Metroids and a barely-alive Space Pirate who probably<br>wishes he were dead. You&#39;ll have to walk around the tank, right past several<br>smaller tanks containing Metroids that will probably ram the walls of their<br>tanks as you go past. It&#39;s creepy, but don&#39;t worry; they won&#39;t break out. On<br>the other side of the large tank is LOG 63622. This one says that &quot;The Hunter&quot;,<br>their name for Samus, has arrived, but that she has only been interested in<br>Phazon, and the Pirates have started calling her the &quot;Dark Hunter.&quot; Obviously,<br>the Space Pirates are not talking about you, but about Dark Samus.<br><br>As soon as you go through the next door, a turret will be pointed at your face,<br>so be ready to take it out as soon as you enter. Use the Bomb Slot to rotate<br>the metal bars and allow access to the next room; it&#39;s obvious the Space<br>Pirates are taking security very seriously. In the next room, Bioenergy<br>Production, you&#39;ll encounter a new threat: PIRATE AEROTROOPERS. These are Space<br>Pirates equipped with jetpacks, and they are dangerous. They can fire regular<br>laser blasts and powerful missiles, and they are faster and more agile than<br>regular Pirates. They&#39;re also tougher: it takes three charged shots or missiles<br>to bring one down, and when they do that they will make a suicide dive towards<br>you. Jump around as much as possible to avoid their lasers and missiles, and<br>respond in kind. Don&#39;t forget to get out of the way once you kill one. Once<br>both Pirate Aerotroopers are dead, a control panel on a bank of terminals will<br>turn on. Scan this, and three stacks of platforms will raise from the floor.<br><br>On the other side of the room are three more sets of computer terminals, and<br>there are controls on each terminal for moving the platforms in each stack up<br>or down. You need to manipulate the platforms so that you can climp up them to<br>the upper level, where the door is. At each terminal you will find a vertical<br>display showing the positions of the platforms in that stack. The platforms are<br>marked with a drawing of a Metroid; from what you&#39;ve learned, the Space Pirates<br>are using the Metroids to generate power somehow. The platforms are empty now,<br>but apparently they are supposed to contain Metroids. At each set of terminals,<br>there are also two small panels sticking out from the sides of the left and<br>right displays. By scanning these panels, you can move the platforms in that<br>stack up or down. The left panel moves whichever platform can move down down,<br>and the right panel moves whichever platfrom can move up up. After a little<br>practice, you should be able to move the platforms into any arrangement you<br>want. There are actually two goals to accomplish with these platforms: at one<br>end of the upper level of the room is a door, and on the other end is an ENERGY<br>TANK. The following diagrams will show the positions needed to reach both. In<br>the diagrams, a # means that a platform should be in that position, while a _<br>means that spot should be empty. Each stack is labelled A, G, or D, which stand<br>for alpha, gamma, and delta. These are the names of each stack, and you can<br>learn which is which by scanning the controls for each stack. Here are the<br>diagrams:<br><br>Energy Tank    Door<br># # _          _ # #<br># _ #          # _ #<br>_ # #          # # _<br># # #          # # #<br>G D A          G D A<br><br>Obviously, once you have the platforms in the correct alignment, you need to<br>jump up the platforms. The jumps are long, but they are possible. Make sure to<br>wait until you are at the very edge before jumping, and wait until you are as<br>high and far as possible with your first jump before starting your second jump.<br>Once you have the platforms in the correct position to reach the door, you&#39;ll<br>hear the sound that plays when you complete a puzzle.<br><br>Through the door you&#39;ll have to enter a Morph Ball maze guarded by a number of<br>lasers. Make your way through slowly and carefully; the way to take damage in<br>these areas is to rush. Pay attention to the patterns and stay in safe spots<br>until you&#39;re sure where to go next. When you reach the end, you will have<br>destroyed the lasers blocking the straight-forward lower path, which will make<br>any future journeys through this room quick and easy. At the end of the Morph<br>Ball tunnel is a Save Station, which you will most likely be very ready for.<br>Don&#39;t forget to scan LOG 67135 in front of the Save Station before going on to<br>the next room. Sand Processing consists of a semicircular pit full of sand,<br>with ledges and rooms visible, but inaccessible, above. There are two turrets<br>guarding this room, so destroy both of them, then fire a missile at the<br>far-left section of the sloping wall to expose a narrow pathway. This leads to<br>the Reactor Core, and when you enter you&#39;ll start to hear some very ominous<br>music. Look down through the window you can see that there are several tanks of<br>Phazon on the floor below. Follow the hallway to the left, then drop down to<br>the floor.<br><br>You&#39;ll see that Dark Samus is standing next to the central Phazon tank and is<br>drawing Phazon out of it. When you land, Dark Samus will see you and stop<br>draining Phazon from the tank. After a few tense moments in which you stare at<br>each other, attempting to see what is behind that dark visor. Finally, Dark<br>Samus will suddenly spring into action and begin her attack; the battle has<br>begun. By scanning DARK SAMUS 1, you&#39;ll see that she/it possesses many weapons<br>similar or superior to yours, including a missile launcher, a scattershot Power<br>Beam, and a Phazon shield. Dark Samus moves not by running but by gliding with<br>her feet just off the ground, but she can also jump and dash sideways very<br>fast; this will break a lock-on. When Dark Samus raises her arm cannon up in<br>the air, she is about to fire a wide swath of small blasts; if she points it<br>straight ahead, she is about to fire a powerful missile. Dash to the side just<br>before she fires either attack to avoid them. An important thing to remember is<br>that Dark Samus&#39;s attacks can destroy the Phazon tanks in the room: when this<br>they will leave flames burning at that spot for the remainder of the battle.<br>Until they are destroyed they can be used for cover, but they probably won&#39;t<br>last. Only the large central tank cannot be destroyed. At first, attack Dark<br>Samus with charged Power Beam shots and missiles. Remember that when she dashes,<br>it will break your lock-on, so find her and lock-on again. Also, it&#39;s important<br>to keep moving and to stay a safe distance away from her, since she is very<br>fast.<br><br>Once you have knocked off somewhere from 1/3 to 1/2 of Dark Samus&#39;s energy,<br>you&#39;ll see a brief cutscene and Dark Samus will start using more powerful<br>attacks. She&#39;ll begin firing a large red beam that will likely destroy several<br>of the Phazon tanks. For her other new attack, Dark Samus will leap into the<br>air, a sphere of Phazon will condense around her, and she will fly straight at<br>you into the ground at amazing speed. This is a powerful attack, and to avoid<br>it you need to dash just before she charges at you. During this part of the<br>battle, Dark Samus will block your missiles, and possibly charged shots, with<br>her Phazon shield (which appears as a sphere of Phazon around her), so a<br>constant stream of single Power Beam shots is your best attack for this part of<br>the battle. When Dark Samus has about 1/4 energy remaining, she will start<br>using both her old and new attacks. It can be difficult to keep up with Dark<br>Samus during this final stretch, but charged shots and missiles should be<br>effective again, so fire at her with whatever you&#39;ve got.<br><br>If you survive the battle, Dark Samus will let out a terrible scream while a<br>rush of Phazon energy passes out of her, shattering all the Phazon tanks around<br>the walls of the room. She will then collapse and dematerialize into a<br>collection of blue dots that will be dispersed throughout the room. Finally, an<br>elevator in one corner of the room will lower. You may have won this round, but<br>it doesn&#39;t look like this is the last time you&#39;ll see Dark Samus. Scan the<br>PHAZON in the shattered tanks for a Research entry, then take the elevator up<br>to reach the upper hallway. Here you&#39;ll find a door leading to a small storage<br>room, and inside is the DARK BEAM. This is the Luminoth-designed weapon the<br>Space Pirates found, and it fires blasts of dark energy. The Dark Beam is more<br>powerful than the Power Beam (especially in Light Aether), but it has a much<br>slower rate of fire. Also, each time you fire a shot of the Dark Beam, one of<br>your 50 shots of ammo will be depleted (a charged shot costs 5 ammo). There&#39;s<br>also a Space Pirate Log entry next to the Dark Beam, LOG 69898, which relates<br>an escalation in intensity in the war between the Ing and the Luminoth, in<br>which the Space Pirates have found themselves caught in the middle.<br><br>Use the Dark Beam to open the door back to Reactor Core, then follow the<br>hallway to reach a gate with a white crystal, similar to the one you saw in the<br>security station off of Command Center. A Dark Beam shot will cause the crystal<br>to turn purple and the gate will open. Go through the black door just past the<br>gate to enter Security Station B from the other side. There are two more gates<br>to open, and one of the computer terminals contains LOG 70136, which describes<br>the arrival of the Federation troopers, much to the Pirates&#39; dismay. Once<br>you&#39;ve opened both gates you can return to Command Center, where a new breed of<br>Pirates will be waiting for you. There are now two PIRATE GRENADIERS in the<br>room, and they can fire powerful grenades from their arm-mounted cannons. One<br>will hide on the upper level near the elevator, and the other one is on the<br>lower level near where you exited the Morph Ball tunnels. Their grenades are<br>powerful, but they can&#39;t fire them if you&#39;re too close, so walk right up to the<br>Pirates and blow them away (use the Power Beam; you need to save your Dark Beam<br>ammo).<br><br>Now you can return to Biostorage Station, although now the TALLON METROIDS will<br>break out of their tanks. To destroy them, fire a charged Dark Beam shot to<br>freeze them in a chunk of purple matter so you can destroy them with a missile.<br>Dash to the side when one charges at you; if it latches on, switch to Morph<br>Ball mode and lay a bomb to knock it loose. Once both Metroids are dead, go<br>through the black door on the upper level to find a MISSILE EXPANSION. Now<br>return to Command Center, where the inactive DARK PORTAL still is, waiting to<br>be opened. To do so, fire a Dark Beam shot into it. This will cause the portal<br>to open; walk into it to return to Dark Agon Wastes.<br><br>/==============================================================================<br>4. Wounded Planet                                                     [III.B.4]<br>\==============================================================================<br> |[Dark Agon Wastes East]                                            |<br> |o Light Beam                                                       |<br> |o Dark Agon Temple Keys 2,3                                        |<br> ---------------------------------------------------------------------<br><br>The dark version of Command Center is called Doomed Entry, and it contains<br>several doors, stone platforms, Dark Splinters, and floating gas-spewing<br>spheres called DARK PREEDS. There are also several Space Pirate bodies lying<br>dead around the room near pools of Phazon. Go to the Light Beacon across the<br>room and look over at the crystal to the right. It looks like a Light Crystal,<br>but the crystal is covered in dark material and it is not emitting a Safe Zone.<br>This is a NULLIFIED CRYSTAL, and you can restore it to normal by firing a few<br>Power Beam shots at it. Now head over to the crystal and look at the Luminoth<br>statue on the base of the ledge nearby. Destroy the statue with a missile to<br>reveal a white crystal. This is a LIGHT LIFT CRYSTAL (Research entry), and when<br>you fire a Dark Beam shot at it the crystal will turn purple and the entire<br>ledge will lower (it&#39;s now a DARK LIFT CRYSTAL). Now you can jump on top of the<br>ledge and use it to reach a higher ledge in the center of the room. From here,<br>you can jump to the DARK AGON TEMPLE KEY, the second of three. There&#39;s a black<br>door behind the key, but it leads to a dead end so follow the ledges to another<br>black door.<br><br>The next room is a short passage containing another dead Pirate and a Warrior<br>Ing. Kill the Ing as quickly as possible with missiles and charged Power Beam<br>shots, then continue to another tunnel called Dark Oasis. To the left, the<br>tunnel leads to a white door which you can&#39;t open, but to the right is a normal<br>door next to a closed Light Portal. You can&#39;t open the portal, so go through<br>the door. In the next room, Dark Aether&#39;s equivalent of Sand Processing, the<br>door is on a high ledge. On the back of the central pillar is another lift<br>crystal; lower it with a Dark Beam shot and use the pillar to reach the door.<br>There&#39;s a Save Station in the next room along with more dead Pirates; it looks<br>like the Pirates&#39; Phazon mining operation in Dark Aether had a heavy cost. The<br>next room is a Morph Ball tunnel with a pool of Phazon in the middle. Take the<br>upper path, and do a bomb jump to leap over the gap and avoid falling in the<br>Phazon.<br><br>The tunnel leads to Phazon Site, where Phazon covers a large expanse of the<br>floor and moving platforms float overhead. Drop down onto the side of the<br>ground without Phazon and look around. There&#39;s a door out of the room on the<br>ground level, but it is locked and you must scan three control panels in the<br>room to unlock it. For the first, head onto the raised ledge along the side<br>wall of the room. For the second, jump from the side ledge onto the moving<br>platforms. Use the moving platforms to reach an alcove set high in the wall,<br>where you&#39;ll find the second panel. To reach the third and final panel, drop<br>down from the ledge onto a &quot;dry&quot; area where several crates are piled against<br>the wall. Destroy the crates and you&#39;ll find the final panel behind them,<br>which will unlock the door.<br><br>In Watering Hole, the next room, you&#39;ll find a pool of toxic water with several<br>platforms in them. There are also large creatures on the walls called INGCLAWS;<br>they can&#39;t be killed, but they release toxic gas into the air, so you&#39;ll take<br>damage if you stand near to it. There are also a large number of Lumites in the<br>room which will be a major pain in the butt. They will stand on the edge of the<br>Safe Zone and fire their blasts at you from all directions. All you can do is<br>find them and kill them as fast as you can. Use the platforms to reach the<br>other side, where a door leads to Feeding Pit, another room with several<br>pillars. This time there are only Nightbarbs in the room, which aren&#39;t as<br>annoying as Lumites. You need to find lift crystals on the sides of the<br>pillars. They&#39;re located near the top of the pillars, so fire at both of them<br>to lower the platforms. Now you can jump on top of the pillars to reach a door<br>high up in the wall. The door leads to a tiny room containing the LIGHT BEAM,<br>with a dead Luminoth by it. The counterpart to the Dark Beam, the Light Beam<br>also requires ammo, but it fires a stream of pure light energy that is very<br>potent on dark creatures. Also, now that you have the Dark and Light Beams you<br>can recover ammo for both of them: when you destroy crates or enemies with the<br>Dark Beam they will give you Light Ammo, and when you use the Light Beam you<br>will get Dark Ammo.<br><br>When you return to Feeding Pit, you&#39;ll see that it is now filled with Lumites.<br>But don&#39;t fear! With the Light Beam, you can soon make short work of them.<br>Here&#39;s how: activate a Safe Zone with the Power Beam, then once some Lumites<br>are on it fire a Light Beam shot at the crystal or beacon. The Safe Zone will<br>become extra-bright, and any Lumites on it will be instantly killed. When you<br>fire a Light Beam shot at a Light Crystal/Beacon, it becomes an ENERGIZED<br>CRYSTAL/BEACON, and any creatures that touch it will be killed as soon as it<br>touches the Safe Zone. Make sure to scan these for Research entries, as well as<br>the NULLIFIED CRYSTALS/BEACONS that you can create by firing a Dark Beam shot<br>at them.<br><br>In the next room the passage will be blocked by several black spiderweb-like<br>creatures with a large eye in the center. You can destroy these WEBLINGS easily<br>by shooting the eye with the Light Beam, but make sure to scan one first, since<br>this is the only time they appear. The passage will return you to Doomed Entry,<br>and now you should go through the door behind where the Dark Temple Key was.<br>This leads to a straight passage containing several Dark Splinters, but at the<br>end it leads to a ledge over a large room called Battleground. The final Dark<br>Temple Key is in the center of the room, but when you drop down to claim it<br>five Warrior Ing will appear and will swallow up the key. You must now defeat<br>all five Warrior Ing in order to earn the key. At some point during the fight,<br>make sure to scan the ING WEBTRAP blocking the door; this is another one-time<br>scan. Five Warrior Ing may seem intimidating, but the fight can be much easier<br>if you use the Light Beam. A single charged Light Beam shot will kill a Warrior<br>Ing, so this fight can actually go rather quickly. If you get low on Light<br>Ammo, switch to the Dark Beam and shoot the Bladepods in the room to get more.<br>Once all the Ing are dead, the DARK AGON TEMPLE KEY will reappear and you can<br>collect it.<br><br>Exit through the lower door, which leads to a passage full of DARKLING<br>TENTACLES, sharp tentacles that swipe back and forth across the passage. Shoot<br>them with the Power Beam to cause them to temporarily retract into the wall<br>long enough for you to get past. Now you&#39;re back in Doomed Entry, and you&#39;re<br>ready to leave Dark Aether, but there&#39;s no Light Portal where you entered.<br>You&#39;ll need to find a different portal in order to leave. To do so, go through<br>the black door at the top of the platforms to reach Dark Oasis. Now, go through<br>the white door to the left to find an Ammo Station, where you can refill your<br>missiles, dark ammo, and light ammo. Once you&#39;re refilled, head to the other<br>end of the room. There you&#39;ll find an unopened Light Portal, but you can open<br>it with a shot from the Light Beam. Go through the portal to return to Light<br>Aether, in the Reactor Core. Once you&#39;re back, head through the nearby door to<br>reach the Save Station.<br><br>/==============================================================================<br>5. Thrice-Cursed Ing                                                  [III.B.5]<br>\==============================================================================<br> |[Agon Wastes West, Dark Agon Wastes West]                          |<br> |o Energy Tank 06                                                   |<br> |o Beam Ammo Expansion 2                                            |<br> |o Missile Expansions 20,21                                         |<br> ---------------------------------------------------------------------<br>You have now recovered all three Dark Temple Keys and have explored almost all<br>of the Agon Wastes, so all you need to do is pick up a few items hidden here<br>and there and then enter the Dark Agon Temple.<br><br>Return to the Command Center and leave via the white door on the upper level,<br>not the black door you rolled under the first time you entered the room. The<br>white door, like the lower door, leads to Central Mining Station, but this time<br>you&#39;ll enter it on the balcony containing the turrets. The first time you came<br>through here, Space Pirates manned the turrets and used them to fire powerful<br>laser blasts at you. But now you can use the turrets, so go ahead and step into<br>one of the holograms to activate the turret. Now, the only question is what<br>should you fire at? If you use the Scan Visor before you enter the turrets,<br>you&#39;ll see that there are a couple of large crates in the room. These are Space<br>Pirate generators, and they can only be destroyed by heavy weapons fire. In the<br>left turret, fire at the crate on the ground next to the wall to blow it up,<br>causing one of the Pirate Skiffs stored on the wall to be knocked loose. Also,<br>there&#39;s a generator just to the left of the rectangular shield across the room.<br>Go ahead and fire at it to save yourself a little time later. Now go to the<br>right turret and fire at the generator sitting on a ledge in front of you. This<br>will destroy the rock wall behind it, revealing a small Space Pirate station.<br>There are actually two Pirates inside, and they will attack you. Hit them with<br>fire from the turret before their shots do enough damage to destroy the turret.<br><br>Now that you&#39;ve used the turrets to destroy all the generators, it&#39;s time to<br>see what your reward is for all your destruction. Jump down and climb on top of<br>the skiff you knocked off the wall. By making a long double jump from the edge<br>of it, you can reach the top of the small pillar nearby. From there, you can<br>easily reach the ledge where the Pirates were and enter the small room, which<br>contains two computer terminals. One of them contains the final Space Pirate<br>Log, LOG 71599, which describes your arrival on Aether. From it, you can sense<br>the Pirates&#39; dread that they now have two Samuses to deal with, plus the Ing,<br>but they also hope to be able to use your antagonism to their own advantage.<br>Out of the room is another tunnel, which leads to a walkway in front of the<br>large rectangular shield; behind it you can see an item. The shield itself is<br>indestructible, but if you already destroyed the generator next to it there<br>will be a Morph Ball tunnel in the wall that leads to the area behind the<br>shield. (If you didn&#39;t destroy this generator, you need to return to the<br>balcony to do so. The only way to reach the balcony is by going back to the<br>Command Center and exiting through the white door.) Roll through the tunnel to<br>claim the item, which is a BEAM AMMO EXPANSION. These rare items increase the<br>maximum capacity of both your dark and light ammo by 50, so you can now hold up<br>to 100 dark and light ammo. Also in the area with the expansion is a dead<br>Luminoth; scan him for J-STL&#39;S TESTAMENT, another Logbook entry that goes in<br>the Keybearer Lore section.<br><br>Once you&#39;ve gotten the Beam Ammo Expansion, backtrack to Mining Station A. Two<br>Pirate Aerotroopers will be waiting for you when you enter, but after disposing<br>of them take the door that leads to the Agon Temple. (This has nothing to do<br>with the three keys you&#39;ve collected; you need to return them to the Dark Agon<br>Temple). Head to the left and go through the black door. This leads to Mine<br>Shaft, a Morph Ball tunnel filled with Pillbugs that spirals down the edge of a<br>cylindrical tube. This room is actually a dead end; you can&#39;t open the door at<br>the bottom, but there is an Energy Tank here that you can get. You&#39;ll see it<br>above and to the right of you when you first enter the shaft.<br><br>To get it, roll down the tunnel, making sure to roll past the block that will<br>disappear as soon as you touch it. Past it is an area with a Pillbug rolling<br>around a central block. There&#39;s an opening in the &quot;ceiling&quot; above the Pillbug&#39;s<br>ledge, and to reach it you need to do a double bomb jump. For instructions on<br>how to do this, see section V.A.5.b.i., the Morph Ball Bomb entry in the<br>Inventory section. When you do a successful double bomb jump and reach the<br>upper level, you&#39;ll need to let yourself fall through a series of breakable<br>blocks, but make sure to stay as high as possible. When you reach a second set<br>of breakable blocks you have to fall through, hold the Control Stick to the<br>left as you fall, because you need to enter a passage behind the wall that&#39;s<br>next to the next-to-last block. Once in the hidden passage, you can tell your<br>position by the blue glow of the Morph Ball through the slits in the rock.<br>These slits also show the path that the tunnel follows, so bomb jump up to<br>follow the secret passage and reach the ENERGY TANK.<br><br>Now you can exit the Mine Shaft and return to the Agon Temple, and travel to<br>the opposite side of the room, where you&#39;ll find a white door. Through this<br>door is a vast chasm, but you can use the cannon and let it fire you across.<br>On the other side is another Morph Ball tunnel, and here you can find another<br>Missile Expansion. Roll to the platform with the second Pillbug, just past the<br>tunnel leading away from you. Kill the Pillbug, then do a double bomb jump to<br>reach the top of the platform. Now do another double bomb jump up the tunnel,<br>and at the top you&#39;ll find the MISSILE EXPANSION. Both exits out of this area<br>lead to dead ends (although if you go straight, to the Main Reactor, you can<br>find B-STL&#39;S TESTAMENT, another Keybearer Lore scan), so head back the way you<br>came and return to the Agon Temple.<br><br>Now you&#39;ve explored Agon Wastes as thoroughly as you can, so return to the<br>Portal and travel to Dark Agon. Although you could head straight for the<br>temple, you can get one more Missile Expansion by going to Duelling Range, the<br>Dark Agon equivalent of Mining Station A. From there, look for a black door and<br>go through it. It leads to a dead-end passage, but underneath the ledge you<br>enter on is a MISSILE EXPANSION. Jump down into the Safe Zone and turn around<br>to see it.<br><br>You have now collected all three Dark Agon Temple Keys, as well as all possible<br>items and expansions so far, so it&#39;s time to enter the Dark Agon Temple. Make<br>sure to stop by the Save Station located off of Judgment Pit, then go to the<br>temple.<br><br>/==============================================================================<br>6. Potent Energy                                                      [III.B.6]<br>\==============================================================================<br> |[BOSS: Amorbis]                                                    |<br> |o Dark Suit                                                        |<br> ---------------------------------------------------------------------<br><br>There will be a swirling red light in front of the gate into the interior of<br>Dark Agon Temple, and when you step into it the three Dark Temple Keys will fit<br>into depressions on the front of the gate, and it will open. Jump down into the<br>circular arena and you&#39;ll see a large solid black sphere in the center, with<br>three monstrous worm-like creatures attached to it. The giant black worms will<br>then leap off of the sphere into the air and dive into the ground (one of them<br>right in front of you). With that, the battle against Amorbis will begin.<br><br>While you wait for Amorbis to reappear, scan the sphere. You&#39;ll learn that it<br>contains dark energy, and while Amorbis is attached to it, it can draw dark<br>energy from it. Shortly, one of the three worms that make up Amorbis will burst<br>out of the ground and dive through the air again before crashing underground<br>again. Scan Amorbis while it&#39;s in the air for the first half of its Logbook<br>entry (AMORBIS 1). Amorbis can&#39;t attack at this point, beyond crashing into<br>you, but you can use your weapons to destroy its armor.<br><br>To see where Amorbis is about to reappear, look for a rumbling and shaking on<br>the ground. Also, you will be able to lock-on to Amobris a second or two before<br>it emerges. When it&#39;s locked-onto and in range, fire with the Light Beam to<br>damage its black armor plating. If Amorbis is about to emerge or land in your<br>Safe Zone, move out of it for a few seconds until it&#39;s gone. And of course,<br>make sure to stay in the Safe Zone the rest of the time so that you don&#39;t<br>continually take damage from Dark Aether&#39;s atmosphere.<br><br>As you hit Amorbis, you&#39;ll knock off pieces of its black armor, revealing a<br>white body underneath. When all the armor is gone, Amorbis will reattach itself<br>to the dark sphere, which will cause all its armor to regenerate and allow it<br>to launch new attacks at you. Scan Amorbis while it&#39;s attached to the sphere to<br>complete the Logbook entries for this boss (AMOBRIS 2). Amorbis will be able to<br>fire dark energy at you, which can hurt you in two ways: the attack can simply<br>hit you, or it can hit the Light Crystal, which will nullify it. You can&#39;t<br>un-nullify the crystal with your Light or Power Beams, so use the Morph Ball to<br>quickly roll to another Safe Zone. Watch out while doing this, however, since<br>Amorbis can snap at you while you&#39;re rolling. To attack Amorbis, lock-on to its<br>head and fire missiles or the Light Beam at it. After being hit by five<br>missiles, the head will be blown off, leaving a circular opening in its body<br>from which Amorbis will start sucking like a vacuum. This may seem<br>counterintuitive, but now is your chance to damage Amorbis. Switch to the Morph<br>Ball and allow yourself to be sucked up by Amorbis. While inside, lay a bomb.<br>When the bomb detonates, a series of explosions will course through Amorbis,<br>and Amorbis will writhe uncontrollably, causing it to lift the sphere and slam<br>it into the ground. This will cause the sphere to begin to crack, and will take<br>off 1/6 of Arorbis&#39;s energy.<br><br>Now the worm will detach itself from the sphere again, but this time two worms<br>will begin diving through the air. Pick up any needed energy and ammo left by<br>the first worm, then start attacking the two worms with the Light Beam just<br>like the last one. The only difference from before is that now you have to<br>watch out for two worms that could crash into you instead of just one. Once the<br>armor has been destroyed on one worm, it will stay underground until all the<br>armor is destroyed on the second as well. After you destroy the armor from both<br>worms, they will both attach to the sphere and the second phase of the battle<br>will repeat. Both worms can fire dark energy at you, and they can also combine<br>to fire two laser beams that will rotate in a circle around the arena. When one<br>of the beams approaches you, jump back to avoid it. It&#39;s best to attack each<br>head separately here in order to lower the number of attacks being fired at<br>you. Focus on destroying whichever head is closer to you, then don&#39;t forget to<br>enter the hole and lay a bomb, since that&#39;s what&#39;s actually does damage.<br><br>Once both worms have been destroyed, you guessed it, three worms will start<br>diving around the arena. This final phase of the fight will proceed just like<br>the other two, except that there will be three worms to avoid, not just one or<br>two. Once they&#39;re attached to the sphere, you may have to move between Safe<br>Zones fairly often, at least until you destroy a worm. The final worm will be<br>especially vicious, and will try to hit you while you move between Safe Zones.<br><br>As soon as you lay the bomb in the belly of the final worm, you will be<br>rewarded with the sight of Amorbis writhing on the ground one last time,<br>slamming the sphere for the third time. Amorbis will then crumble into dust,<br>and the sphere will explode, leaving behind an icon shaped like the Metroid<br>logo. Step into the logo, and your traditional yellow Varia Suit will be<br>replaced with the brown and antique-looking DARK SUIT. This suit was designed<br>by the Luminoth, and it significantly reduces the effects of Dark Aether&#39;s<br>atmosphere. You will still take damage in Dark Aether, but only at the rate of<br>about one unit per second, the same rate that you regain energy while in a Safe<br>Zone. This means that you do not need to worry nearly as much about venturing<br>outside of Safe Zones.<br><br>Now that you have defeated the guardian of Dark Agon Wastes and received the<br>Dark Suit, enter the door at the opposite end of the temple to reach the Dark<br>Agon Energy Controller. Its collector is currently full of a bright red light,<br>but step up to the interface design in front, and you will insert your Arm<br>Cannon into it, using the Energy Transfer Module to transfer all the energy<br>into yourself. Now you need to return the energy to its rightful home, Light<br>Aether. Unfortuneately, the Ing won&#39;t make it easy for you. When you return to<br>the temple, you&#39;ll find three Warrior Ing waiting for you. Use the Light Beam<br>to fight them if you can, otherwise just run past them. Also, when you make it<br>back to the portal room, it will contain three Dark Pirate Troopers. However<br>you can, activate the portal and travel to Light Aether. Once there, head for<br>the Agon Temple and return to the Energy Controller. Approach its interface,<br>and this time the energy will flow out of you and into the Agon Energy<br>Controller, causing it to fill with a pure yellow light. When the energy<br>transfer is complete, a beam of energy will be directed to the Great Temple,<br>where U-Mos will see it arrive. Also, the hologram of the Agon guardian will<br>appear once more to thank you for restoring the energy to Agon. Now that you&#39;ve<br>returned the energy to Agon Wastes, it&#39;s time to return to U-Mos in the Great<br>Temple.<br><br>  ##/#<br> ##/###  &gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&