<?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>&lt;font color=&quot;#00ff00&quot; size=&quot;5&quot;&gt;&lt;/font&gt;&lt;br&gt;&lt;font color=&quot;#00ff00&quot; size=&quot;5&quot;&gt;&lt;b&gt;Hello fellow gamers! you may think you your good at games. But wouldn&amp;#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!!!&lt;/b&gt;&lt;/font&gt;&lt;hr size=&quot;1&quot;&gt;&lt;br/&gt;</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>&lt;b&gt;&lt;font color=&quot;#00ff00&quot; size=&quot;5&quot;&gt;unlockallthings&lt;/font&gt;&lt;/b&gt;&lt;br&gt;&lt;font size=&quot;4&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;4&quot;&gt;unlocks alls stage 4 performance parts, unlocks all cars in car lot, all race events, 240SX, SRT10, cobolt SS, GTO&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;4&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font color=&quot;#00ff00&quot; size=&quot;5&quot;&gt;&lt;/font&gt; &lt;hr size=&quot;1&quot;&gt;&lt;br/&gt;</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>&lt;font color=&quot;#00ff00&quot; size=&quot;5&quot;&gt;&lt;b&gt;NEED FOR SPEED PRO STREET&lt;/b&gt;&lt;/font&gt;&lt;hr size=&quot;1&quot;&gt;&lt;br/&gt;</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>&lt;br&gt;&lt;font size=&quot;5&quot;&gt;&lt;font color=&quot;#00ff00&quot;&gt;&lt;b&gt;&lt;a href=&quot;http://cheatheroes.wetpaint.com/page/Metriod+Prime+3%3A+Corruption&quot; target=&quot;_self&quot;&gt;METRIOD PRIME 3: CORRUPTION&lt;/a&gt;&lt;/b&gt;&lt;/font&gt;&lt;/font&gt;&lt;hr size=&quot;1&quot;&gt;&lt;br/&gt;</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>&lt;font color=&quot;#00ff00&quot; face=&quot;arial,helvetica,sans-serif&quot; size=&quot;1&quot;&gt;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. &lt;/font&gt;&lt;font color=&quot;#00ff00&quot; face=&quot;arial,helvetica,sans-serif&quot; size=&quot;1&quot;&gt;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.&lt;/font&gt; &lt;font color=&quot;#00ff00&quot; face=&quot;arial,helvetica,sans-serif&quot; size=&quot;1&quot;&gt;&lt;/font&gt;&lt;br&gt;&lt;h2 align=&quot;center&quot;&gt;  &lt;font color=&quot;#00ff00&quot; face=&quot;arial,helvetica,sans-serif&quot; size=&quot;1&quot;&gt;G.F.S. Olympus &lt;/font&gt;&lt;/h2&gt;&lt;font face=&quot;arial,helvetica,sans-serif&quot;&gt;&lt;font size=&quot;1&quot;&gt;&lt;font color=&quot;#00ff00&quot;&gt;&lt;b&gt;Docking Bay 5  &lt;br&gt;&lt;br&gt;&lt;/b&gt;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&amp;#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.&lt;/font&gt;&lt;/font&gt;&lt;/font&gt; &lt;font color=&quot;#00ff00&quot; face=&quot;arial,helvetica,sans-serif&quot; size=&quot;1&quot;&gt;&lt;/font&gt;&lt;br&gt;&lt;h3&gt;  &lt;font color=&quot;#00ff00&quot; face=&quot;arial,helvetica,sans-serif&quot; size=&quot;1&quot;&gt;Docking Bay 4 - Security Station&lt;/font&gt;&lt;/h3&gt;&lt;font color=&quot;#00ff00&quot; face=&quot;arial,helvetica,sans-serif&quot; size=&quot;1&quot;&gt;Check the door in the corner. It&amp;#39;s locked, and you&amp;#39;ll have to scan the panel to reveal an access code input. But we don&amp;#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&amp;#39; access code: 13576. Then open the door into the Security Station.&lt;/font&gt; &lt;font color=&quot;#00ff00&quot; face=&quot;arial,helvetica,sans-serif&quot; size=&quot;1&quot;&gt;&lt;/font&gt;&lt;font color=&quot;#00ff00&quot; face=&quot;arial,helvetica,sans-serif&quot; size=&quot;1&quot;&gt;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&amp;#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.&lt;/font&gt;  &lt;br&gt;&lt;h3&gt;  &lt;font color=&quot;#00ff00&quot; size=&quot;1&quot;&gt;Security Access - Flag Bridge &lt;/font&gt;&lt;/h3&gt;&lt;font color=&quot;#00ff00&quot; face=&quot;arial,helvetica,sans-serif&quot; size=&quot;1&quot;&gt;Walk through the hall and you&amp;#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&amp;#39;s war room won&amp;#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&amp;#39;ll let you through. &lt;/font&gt;&lt;font color=&quot;#00ff00&quot; face=&quot;arial,helvetica,sans-serif&quot; size=&quot;1&quot;&gt;At the end of the long hallway is the room with Admiral Dane and Samus&amp;#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&amp;#39;s left in the room, then exit where you came in. &lt;/font&gt;&lt;font color=&quot;#00ff00&quot; face=&quot;arial,helvetica,sans-serif&quot; size=&quot;1&quot;&gt;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. &lt;/font&gt;  &lt;br&gt;&lt;h3&gt;  &lt;font color=&quot;#00ff00&quot; size=&quot;1&quot;&gt;Port Observation Deck - Xenoresearch Lab - Lab Access hall&lt;/font&gt;&lt;/h3&gt;&lt;font size=&quot;1&quot;&gt;&lt;font color=&quot;#00ff00&quot; face=&quot;arial,helvetica,sans-serif&quot;&gt;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&amp;#39;ll get a little achievement for it. Continue into the Xenoresearch Lab. &lt;/font&gt;&lt;font color=&quot;#00ff00&quot; face=&quot;arial,helvetica,sans-serif&quot;&gt;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. &lt;/font&gt;&lt;font color=&quot;#00ff00&quot; face=&quot;arial,helvetica,sans-serif&quot;&gt;A trio of pirates will break into the Xenoresearch Lab and take an energy cell from the center column. You&amp;#39;ll then have to gun them down as they run and jump around the room. You don&amp;#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&amp;#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&amp;#39;t get too frustrated.&lt;/font&gt; &lt;font face=&quot;arial,helvetica,sans-serif&quot;&gt;&lt;font color=&quot;#00ff00&quot;&gt;Shoot the crates against the back wall for extra energy capsules if you need them.&lt;/font&gt;&lt;/font&gt; &lt;font color=&quot;#00ff00&quot; face=&quot;arial,helvetica,sans-serif&quot;&gt;&lt;/font&gt;&lt;font color=&quot;#00ff00&quot; face=&quot;arial,helvetica,sans-serif&quot;&gt;When they&amp;#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.&lt;/font&gt; &lt;/font&gt;&lt;font color=&quot;#00ff00&quot; face=&quot;arial,helvetica,sans-serif&quot;&gt;  &lt;font size=&quot;1&quot;&gt;&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt;&lt;/font&gt;&lt;br&gt;&lt;h3&gt;  &lt;font color=&quot;#00ff00&quot; face=&quot;arial,helvetica,sans-serif&quot; size=&quot;1&quot;&gt;Ventilation Shaft - Disposal Chamber&lt;/font&gt;&lt;/h3&gt;&lt;font size=&quot;1&quot;&gt;&lt;font color=&quot;#00ff00&quot; face=&quot;arial,helvetica,sans-serif&quot;&gt;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 &lt;b&gt;Energy Tank&lt;/b&gt;! Not bad for this early on. Continue through the duct until you&amp;#39;re shot into the Disposal Chamber. &lt;/font&gt;&lt;font color=&quot;#00ff00&quot; face=&quot;arial,helvetica,sans-serif&quot;&gt;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.&lt;/font&gt;&lt;/font&gt;  &lt;br&gt;&lt;h3&gt;  &lt;font color=&quot;#00ff00&quot; face=&quot;arial,helvetica,sans-serif&quot; size=&quot;1&quot;&gt;Repair Bay A&lt;/font&gt;&lt;/h3&gt;&lt;font size=&quot;1&quot;&gt;&lt;font color=&quot;#00ff00&quot; face=&quot;arial,helvetica,sans-serif&quot;&gt;A cut-scene shows that you&amp;#39;re so close to Samus&amp;#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&amp;#39;t let your guard down.&lt;/font&gt; &lt;/font&gt;&lt;font color=&quot;#00ff00&quot; face=&quot;arial,helvetica,sans-serif&quot;&gt;  &lt;font size=&quot;1&quot;&gt;&lt;/font&gt;&lt;br&gt;&lt;/font&gt;&lt;font size=&quot;1&quot;&gt;&lt;font color=&quot;#00ff00&quot; face=&quot;arial,helvetica,sans-serif&quot;&gt;Once up top and through the next blue door, you&amp;#39;ll find a station with the &lt;b&gt;Missile Launcher&lt;/b&gt;. That&amp;#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&amp;#39;ll have to shoot some more red indicators above the door at the other side to open it and extend the bridge. &lt;/font&gt;&lt;font color=&quot;#00ff00&quot; face=&quot;arial,helvetica,sans-serif&quot;&gt;And then another enemy menace, a group of Aeromines appear. They&amp;#39;ll periodically lower their shields to fire, which is when &lt;i&gt;you&lt;/i&gt; fire at &lt;i&gt;them&lt;/i&gt;. Get rid of them before they get close and explode, then cross the bridge into the next section. &lt;/font&gt;&lt;/font&gt;&lt;br&gt;&lt;h3&gt;  &lt;font color=&quot;#00ff00&quot; face=&quot;arial,helvetica,sans-serif&quot; size=&quot;1&quot;&gt;Docking Bay 5&lt;/font&gt;&lt;/h3&gt;&lt;font size=&quot;1&quot;&gt;&lt;font color=&quot;#00ff00&quot; face=&quot;arial,helvetica,sans-serif&quot;&gt;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. &lt;/font&gt;&lt;font color=&quot;#00ff00&quot; face=&quot;arial,helvetica,sans-serif&quot;&gt;Oh, but nothing&amp;#39;s ever as it seems, is it? Before freedom&amp;#39;s yours, a gunmen flies out the window, and supprisingly a big nasty pirate monster drops in to ruin the party. &lt;/font&gt;&lt;/font&gt;  &lt;br&gt;&lt;h3&gt;  &lt;font color=&quot;#00ff00&quot; face=&quot;arial,helvetica,sans-serif&quot; size=&quot;1&quot;&gt;BOSS: Berserker Lord &lt;/font&gt;&lt;/h3&gt;  &lt;div align=&quot;center&quot;&gt;  &lt;font color=&quot;#00ff00&quot; size=&quot;1&quot;&gt;&lt;/font&gt;&lt;/div&gt;  &lt;font size=&quot;1&quot;&gt;&lt;font color=&quot;#00ff00&quot; face=&quot;arial,helvetica,sans-serif&quot;&gt;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&amp;#39;re blown off. Avoid the blue spray it shoots and continue to fire at the bulbs until they&amp;#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. &lt;/font&gt;&lt;font color=&quot;#00ff00&quot; face=&quot;arial,helvetica,sans-serif&quot;&gt;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&amp;#39;re not in front of its path. &lt;/font&gt;&lt;font color=&quot;#00ff00&quot; face=&quot;arial,helvetica,sans-serif&quot;&gt;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&amp;#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. &lt;/font&gt;&lt;font color=&quot;#00ff00&quot; face=&quot;arial,helvetica,sans-serif&quot;&gt;Back in the ship, press the center panel again and select Docking Hub Alpha on planet Norion.&lt;/font&gt;&lt;/font&gt;&lt;br&gt;&lt;font color=&quot;#00ff00&quot; face=&quot;arial,helvetica,sans-serif&quot; size=&quot;1&quot;&gt;&lt;/font&gt; &lt;font color=&quot;#00ff00&quot; face=&quot;arial,helvetica,sans-serif&quot;&gt;  &lt;font face=&quot;arial,helvetica,sans-serif&quot; size=&quot;1&quot;&gt;&lt;font size=&quot;1&quot;&gt;Docking Hub Alpha&lt;/font&gt;&lt;/font&gt;  &lt;font face=&quot;arial,helvetica,sans-serif&quot; size=&quot;1&quot;&gt;The trooper meeting you at the hub will tell you your next objective: get the station&amp;#39;s generators back online. He&amp;#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 &lt;b&gt;Grapple Lasso. &lt;/b&gt;Continue out and down the hall, open the door to the elevator and take it upstairs. &lt;/font&gt;  &lt;font face=&quot;arial,helvetica,sans-serif&quot; size=&quot;1&quot;&gt;Through the blue door at the top is a Crawltank on the ceiling, so don&amp;#39;t rush through. Shoot it down and continue. At the end is a room with a pirate and a couple more Crawltanks. They&amp;#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.&lt;/font&gt;  &lt;font face=&quot;arial,helvetica,sans-serif&quot; size=&quot;1&quot;&gt; &lt;/font&gt;  &lt;font face=&quot;arial,helvetica,sans-serif&quot;&gt;&lt;font size=&quot;1&quot;&gt;Cargo Hub &lt;/font&gt;&lt;/font&gt;  &lt;font face=&quot;arial,helvetica,sans-serif&quot; size=&quot;1&quot;&gt;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.&lt;/font&gt;  &lt;font face=&quot;arial,helvetica,sans-serif&quot; size=&quot;1&quot;&gt;Circle the hall of the hub and you&amp;#39;ll come upon a few groups of Aeromines. They&amp;#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&amp;#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.&lt;/font&gt;  &lt;font face=&quot;arial,helvetica,sans-serif&quot;&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt;&lt;/font&gt;  &lt;font face=&quot;arial,helvetica,sans-serif&quot; size=&quot;1&quot;&gt;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. &lt;/font&gt;  &lt;font face=&quot;arial,helvetica,sans-serif&quot;&gt;&lt;font size=&quot;1&quot;&gt;&lt;font color=&quot;#00ff00&quot;&gt;Substation East - Conduit A&lt;/font&gt; &lt;/font&gt;&lt;/font&gt;  &lt;font face=&quot;arial,helvetica,sans-serif&quot; size=&quot;1&quot;&gt;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 &lt;b&gt;Energy Tank&lt;/b&gt;.&lt;/font&gt;  &lt;font face=&quot;arial,helvetica,sans-serif&quot; size=&quot;1&quot;&gt;&lt;/font&gt;   &lt;font face=&quot;arial,helvetica,sans-serif&quot; size=&quot;1&quot;&gt;And then wait. The rest of the wall has pushers that will shove you off onto the burning floor if you&amp;#39;re too slow. Wait for them to retract, then run along the edge to dump yourself out next to the exit. &lt;/font&gt;  &lt;font face=&quot;arial,helvetica,sans-serif&quot; size=&quot;1&quot;&gt;As you enter Conduit A, you&amp;#39;ll find some crew members sacked by a pirate in the corridor. Get rid of the pirate, and further down the hall you&amp;#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. &lt;/font&gt;  &lt;font face=&quot;arial,helvetica,sans-serif&quot; size=&quot;1&quot;&gt;Debris will start falling from the ceiling, so again, don&amp;#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.&lt;/font&gt;  &lt;font face=&quot;arial,helvetica,sans-serif&quot; size=&quot;1&quot;&gt; &lt;/font&gt;  &lt;font face=&quot;arial,helvetica,sans-serif&quot; size=&quot;1&quot;&gt;Another missile door will be at the end. Enter it to access Cargo Dock A. &lt;/font&gt;  &lt;font face=&quot;arial,helvetica,sans-serif&quot;&gt;&lt;font size=&quot;1&quot;&gt;Cargo Dock A &lt;/font&gt;&lt;/font&gt;  &lt;font face=&quot;arial,helvetica,sans-serif&quot; size=&quot;1&quot;&gt;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&amp;#39;t push you off the edge. After they&amp;#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.&lt;/font&gt;  &lt;font face=&quot;arial,helvetica,sans-serif&quot; size=&quot;1&quot;&gt; &lt;/font&gt;  &lt;font face=&quot;arial,helvetica,sans-serif&quot; size=&quot;1&quot;&gt;And &lt;i&gt;then&lt;/i&gt;, once those are gone, two Aerotroopers will swoop in. They can be killed normally, so don&amp;#39;t get stressed -- though jumping may let you shoot them better. Oh, but it won&amp;#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.&lt;/font&gt;  &lt;font face=&quot;arial,helvetica,sans-serif&quot; size=&quot;1&quot;&gt; &lt;/font&gt;  &lt;font face=&quot;arial,helvetica,sans-serif&quot; size=&quot;1&quot;&gt;After downing the ship, a cut-scene suggests that the fight still isn&amp;#39;t over, but fellow hunter Rundas drops in and gets rid of the rest of them. He&amp;#39;ll then tell you that you can summon Samus&amp;#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. &lt;/font&gt;  &lt;font face=&quot;arial,helvetica,sans-serif&quot;&gt;&lt;font size=&quot;1&quot;&gt;Generator A Access - Generator Room &lt;/font&gt;&lt;/font&gt;  &lt;font face=&quot;arial,helvetica,sans-serif&quot; size=&quot;1&quot;&gt;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.&lt;/font&gt;  &lt;font face=&quot;arial,helvetica,sans-serif&quot; size=&quot;1&quot;&gt; &lt;/font&gt;  &lt;font face=&quot;arial,helvetica,sans-serif&quot; size=&quot;1&quot;&gt;As soon as you enter Generator A&amp;#39;s room, Aerotroopers fly away, leaving you with a few &amp;quot;Jolly Roger&amp;quot; drones to deal with. They&amp;#39;re not easy to lock-on to thanks to their speedy movements, so you&amp;#39;ll have to do a bit of turning around yourself to try and get them in your sights. At least they&amp;#39;re pretty weak.&lt;/font&gt;  &lt;font face=&quot;arial,helvetica,sans-serif&quot; size=&quot;1&quot;&gt; &lt;/font&gt;  &lt;font face=&quot;arial,helvetica,sans-serif&quot; size=&quot;1&quot;&gt;When they&amp;#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&amp;#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.&lt;/font&gt;  &lt;font face=&quot;arial,helvetica,sans-serif&quot; size=&quot;1&quot;&gt; &lt;/font&gt;  &lt;font face=&quot;arial,helvetica,sans-serif&quot; size=&quot;1&quot;&gt;Samus gets a radio message right after, so just to fill her in on what&amp;#39;s happening. You&amp;#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&amp;#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.&lt;/font&gt;  &lt;font face=&quot;arial,helvetica,sans-serif&quot; size=&quot;1&quot;&gt; &lt;/font&gt;  &lt;font face=&quot;arial,helvetica,sans-serif&quot; size=&quot;6&quot;&gt; &lt;font size=&quot;1&quot;&gt;matenence station&lt;/font&gt;&lt;/font&gt;  &lt;font face=&quot;arial,helvetica,sans-serif&quot; size=&quot;1&quot;&gt;Soldiers fight pirates in the hall; go ahead and help them out, then make your way through the Station halls.&lt;/font&gt;  &lt;font face=&quot;arial,helvetica,sans-serif&quot; size=&quot;1&quot;&gt;Conduit C is similar to Conduit A in layout, but you&amp;#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. &lt;/font&gt;  &lt;font face=&quot;arial,helvetica,sans-serif&quot;&gt;&lt;font size=&quot;1&quot;&gt;Cargo Dock C &lt;/font&gt;&lt;/font&gt;  &lt;font face=&quot;arial,helvetica,sans-serif&quot; size=&quot;1&quot;&gt;More rolling to start off with after you bomb the weak panel just ahead. Seems like an easy trip until-- RIDLEY!? Samus&amp;#39; old &amp;quot;friend&amp;quot; grabs onto the tube you&amp;#39;re rolling in and won&amp;#39;t let go. He&amp;#39;ll try to shoot a laser beam at you, but it&amp;#39;s quite easily dodged as the path is shown as he charges it. The goal is to bomb Ridley&amp;#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&amp;#39;s right hand up, allowing you to escape.&lt;/font&gt;  &lt;font face=&quot;arial,helvetica,sans-serif&quot; size=&quot;1&quot;&gt; &lt;/font&gt;  &lt;font face=&quot;arial,helvetica,sans-serif&quot; size=&quot;1&quot;&gt;Continue through the tubes until Ridley comes back for another round. Same as before, though he&amp;#39;ll be a touch more aggressive with his chomps. But it takes only two blasts before you&amp;#39;re able to escape again. Make it to the other end and open the next door. &lt;/font&gt;  &lt;font face=&quot;arial,helvetica,sans-serif&quot;&gt;&lt;font size=&quot;1&quot;&gt;&lt;font size=&quot;1&quot;&gt;Generator C Access - Generator Room&lt;/font&gt; &lt;/font&gt;&lt;/font&gt;  &lt;font face=&quot;arial,helvetica,sans-serif&quot; size=&quot;1&quot;&gt;Rundas will call in informing you he has Generator B online. That&amp;#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. &lt;/font&gt;  &lt;font face=&quot;arial,helvetica,sans-serif&quot; size=&quot;1&quot;&gt;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.&lt;/font&gt;  &lt;font face=&quot;arial,helvetica,sans-serif&quot; size=&quot;1&quot;&gt;There will be no panel to touch this time: instead you&amp;#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.&lt;/font&gt;  &lt;font face=&quot;arial,helvetica,sans-serif&quot; size=&quot;1&quot;&gt; &lt;/font&gt;  &lt;font face=&quot;arial,helvetica,sans-serif&quot; size=&quot;1&quot;&gt;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&amp;#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.&lt;/font&gt;  &lt;font face=&quot;arial,helvetica,sans-serif&quot; size=&quot;1&quot;&gt;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 &amp;#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! &lt;/font&gt;  &lt;font size=&quot;1&quot;&gt;&lt;font face=&quot;arial,helvetica,sans-serif&quot;&gt;You&amp;#39;ll face a gauntlet of enemies on the way back, naturally. On Cargo Dock C you&amp;#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.&lt;/font&gt; &lt;/font&gt;  &lt;font face=&quot;arial,helvetica,sans-serif&quot; size=&quot;1&quot;&gt; &lt;/font&gt;  &lt;font face=&quot;arial,helvetica,sans-serif&quot; size=&quot;1&quot;&gt;Through the Maintenance Station hall and in &lt;b&gt;Conduit C&lt;/b&gt;, a group of Aeromines will greet you around the corner. Great. But here&amp;#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.&lt;/font&gt;  &lt;font face=&quot;arial,helvetica,sans-serif&quot; size=&quot;1&quot;&gt;You&amp;#39;re only about one more hallway away from the big door in the &lt;b&gt;Cargo Hub&lt;/b&gt;. Once there, roll under the pile of debris just like before, and open up the big door to the Control Tower.&lt;/font&gt;  &lt;font face=&quot;arial,helvetica,sans-serif&quot; size=&quot;1&quot;&gt; &lt;/font&gt;&lt;br&gt;&lt;font face=&quot;arial,helvetica,sans-serif&quot;&gt;&lt;font size=&quot;1&quot;&gt;&lt;font face=&quot;arial,helvetica,sans-serif&quot;&gt;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...&lt;/font&gt;&lt;br&gt;&lt;/font&gt;&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt;&lt;br&gt;&lt;/font&gt;&lt;hr size=&quot;1&quot;&gt;&lt;br/&gt;</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>&lt;font size=&quot;5&quot;&gt;&lt;font color=&quot;#00ff00&quot;&gt;&lt;b&gt;INFINITE HEALTH&lt;/b&gt;&lt;/font&gt;&lt;/font&gt;&lt;br&gt;&lt;br&gt;DOWN, UP, DOWN, UP&lt;br&gt;&lt;br&gt;&lt;font color=&quot;#00ff00&quot;&gt;&lt;font size=&quot;5&quot;&gt;&lt;b&gt;MAX GOOD&lt;/b&gt;&lt;/font&gt;&lt;/font&gt;&lt;br&gt;&lt;br&gt;DOWN, RIGHT, DOWN, RIGHT, DOWN, RIGHT, R2 &lt;br&gt;&lt;br&gt;&lt;font color=&quot;#00ff00&quot;&gt;&lt;b&gt;&lt;font size=&quot;5&quot;&gt;MAX EVIL&lt;/font&gt;&lt;/b&gt;&lt;/font&gt;&lt;br&gt;&lt;br&gt;LEFT, DOWN, LEFT, DOWN, LEFT, DOWN, R2&lt;br&gt;&lt;br&gt;&lt;font color=&quot;#00ff00&quot;&gt;&lt;b&gt;&lt;font size=&quot;5&quot;&gt;FULL INSANITY&lt;/font&gt;&lt;/b&gt;&lt;/font&gt;&lt;br&gt;&lt;br&gt;&lt;font color=&quot;#00ff00&quot; size=&quot;5&quot;&gt;&lt;font size=&quot;3&quot;&gt;&lt;font color=&quot;#ffffff&quot;&gt;RIGHT&lt;/font&gt;&lt;/font&gt;&lt;/font&gt;, RIGHT, RIGHT, R2, LEFT, LEFT, RIGHT, LEFT, R2&lt;br&gt;&lt;br&gt;&lt;font color=&quot;#00ff00&quot;&gt;&lt;b&gt;&lt;font size=&quot;5&quot;&gt;SUICIDE&lt;/font&gt;&lt;/b&gt;&lt;/font&gt;&lt;br&gt;&lt;br&gt;DOWN, DOWN, DOWN, DOWN&lt;br&gt;&lt;br&gt;&lt;font color=&quot;#00ff00&quot;&gt;&lt;b&gt;&lt;font size=&quot;5&quot;&gt;RELOAD CURRENT WEAPON&lt;/font&gt;&lt;/b&gt;&lt;/font&gt;&lt;br&gt;&lt;br&gt;RIGHT, RIGHT, DOWN, UP, RIGHT, LEFT, LEFT, LEFT, R2&lt;br&gt;&lt;br&gt;&lt;font color=&quot;#00ff00&quot;&gt;&lt;b&gt;&lt;font size=&quot;5&quot;&gt;ARSENAL&lt;/font&gt;&lt;/b&gt;&lt;/font&gt;&lt;br&gt;&lt;br&gt;DOWN, RIGHT, UP, LEFT, DOWN, R2, LEFT, LEFT, RIGHT, RIGHT, R2, DOWN, UP, LEFT, RIGHT, R2&lt;hr size=&quot;1&quot;&gt;&lt;br/&gt;</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>&lt;font color=&quot;#00ff00&quot;&gt;&lt;/font&gt;&lt;br&gt;&lt;font color=&quot;#00ff00&quot; size=&quot;5&quot;&gt;&lt;b&gt;&lt;a href=&quot;http://cheatheroes.wetpaint.com/page/The+Suffering&quot; target=&quot;_self&quot;&gt;THE SUFFERING&lt;/a&gt;&lt;/b&gt;&lt;/font&gt;&lt;br&gt;&lt;b&gt;&lt;font color=&quot;#00ff00&quot; size=&quot;5&quot;&gt;&lt;/font&gt;&lt;/b&gt; &lt;br&gt;&lt;b&gt;&lt;font color=&quot;#00ff00&quot; size=&quot;5&quot;&gt;THE SUFFERING TIES THAT BIND&lt;/font&gt;&lt;/b&gt;&lt;br&gt;&lt;b&gt;&lt;font color=&quot;#00ff00&quot; size=&quot;5&quot;&gt;&lt;/font&gt;&lt;/b&gt; &lt;hr size=&quot;1&quot;&gt;&lt;br/&gt;</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>&lt;b&gt;&lt;font size=&quot;5&quot;&gt;&lt;/font&gt;&lt;/b&gt; &lt;br&gt;&lt;b&gt;&lt;font size=&quot;5&quot;&gt;&lt;font color=&quot;#00ff00&quot;&gt;FULL XOMBIUM BOTTLES&lt;/font&gt;&lt;/font&gt;&lt;/b&gt;&lt;br&gt;&lt;br&gt;RIGHT, RIGHT, UP, UP, R2, LEFT, RIGHT, R2, RIGHT, UP, RIGHT, R2&lt;br&gt;&lt;br&gt;&lt;font color=&quot;#00ff00&quot; size=&quot;5&quot;&gt;&lt;b&gt;ALL WEAPONS&lt;/b&gt;&lt;/font&gt;&lt;br&gt;&lt;font color=&quot;#00ff00&quot; size=&quot;3&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font&gt;&lt;font color=&quot;#ffffff&quot;&gt;DOWN, UP, DOWN, LEFT, RIGHT, LEFT, R2, UP, LEFT, DOWN, RIGHT, UP, RIGHT, DOWN, LEFT, R2, DOWN, DOWN, DOWN, R2, R2 &lt;/font&gt;&lt;/font&gt;&lt;br&gt; &lt;br&gt;&lt;b&gt;&lt;font color=&quot;#00ff00&quot;&gt;&lt;font size=&quot;5&quot;&gt;RESEMBLE THE DEMON&lt;/font&gt;&lt;/font&gt;&lt;/b&gt;&lt;br&gt;&lt;b&gt;&lt;font color=&quot;#00ff00&quot; size=&quot;3&quot;&gt;&lt;/font&gt;&lt;/b&gt; &lt;br&gt;&lt;font color=&quot;#ffffff&quot;&gt;UP, DOWN, LEFT, RIGHT&lt;/font&gt;&lt;br&gt;&lt;br&gt;&lt;b&gt;&lt;font color=&quot;#00ff00&quot;&gt;&lt;font size=&quot;5&quot;&gt;FLAME THROWER&lt;/font&gt;&lt;/font&gt;&lt;/b&gt;&lt;br&gt;&lt;br&gt;UP, UP, UP, RIGHT, RIGHT, RIGHT&lt;hr size=&quot;1&quot;&gt;&lt;br/&gt;</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>&lt;br&gt;&lt;font color=&quot;#00ff00&quot; size=&quot;5&quot;&gt;&lt;a href=&quot;http://cheatheroes.wetpaint.com/page/METROID+PRIME&quot; target=&quot;_self&quot;&gt;METROID PRIME&lt;/a&gt; &lt;/font&gt;&lt;br&gt;&lt;font color=&quot;#00ff00&quot; size=&quot;5&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font color=&quot;#00ff00&quot; size=&quot;5&quot;&gt;&lt;a href=&quot;http://cheatheroes.wetpaint.com/page/METROID+PRIME+2+ECHOES&quot; target=&quot;_self&quot;&gt;METROID PRIME 2 ECHOES&lt;/a&gt;&lt;/font&gt;&lt;hr size=&quot;1&quot;&gt;&lt;br/&gt;</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>&lt;font size=&quot;1&quot;&gt;   &lt;font color=&quot;#00ff00&quot;&gt;##/#&lt;br&gt; ##/###  &amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&lt;br&gt;##/--/## A. TEMPLE GROUNDS                                              [III.A]&lt;br&gt; ###/##  &amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&lt;br&gt;  #/##&lt;br&gt;&lt;br&gt;/==============================================================================&lt;br&gt;1. Mission File 02546                                                 [III.A.1]&lt;br&gt;\==============================================================================&lt;br&gt; |[Story]                                                            |&lt;br&gt; ---------------------------------------------------------------------&lt;br&gt;You are Samus Aran, the renowned bounty hunter who offers her services to the&lt;br&gt;Galactic Federation in their fight against the Space Pirates, a race of cruel&lt;br&gt;yet intelligent creatures bent on conquest and destruction. To aid and protect&lt;br&gt;her in her journeys, Samus wears a Power Suit made by the Chozo, the&lt;br&gt;highly-evolved race that raised Samus. In her last mission, Samus disrupted the&lt;br&gt;Space Pirates&amp;#39; operations on the planet Tallon IV, where they had been&lt;br&gt;experimenting with a dangerous substance known as Phazon that seriously harmed&lt;br&gt;the planet when it landed in a meteorite. At the end of her mission, Samus&lt;br&gt;entered the Impact Crater and defeated Metroid Prime, a highly evolved Metroid&lt;br&gt;that was the source of the Phazon.&lt;br&gt;&lt;br&gt;Now Samus has been hired on a new mission. A squad of Federation troopers that&lt;br&gt;was investigating Space Pirate activity in a remote sector of the galaxy has&lt;br&gt;gone missing. Their last known whereabouts are a planet called Aether. Your job&lt;br&gt;is to discover what has happened to the troopers and give them any assistance&lt;br&gt;necessary.&lt;br&gt;&lt;br&gt;As Samus approaches Aether in her gunship, you can see that the planet seems to&lt;br&gt;be unstable. Swirling purple bands or fields surround the planet, and there are&lt;br&gt;strong storms in the atmosphere. As Samus descends, she passes through one of&lt;br&gt;these storms, and is struck by a strong bolt of lightning. This causes damage&lt;br&gt;to her ship, and Samus is barely able to land it safely, crashing through the&lt;br&gt;ground to land in a rocky cavern. Having thus landed, um, gracefully, Samus&lt;br&gt;will emerge from her damaged ship and you will take control.&lt;br&gt;&lt;br&gt;/==============================================================================&lt;br&gt;2. Go Out Fighting                                                    [III.A.2]&lt;br&gt;\==============================================================================&lt;br&gt; |[Temple Grounds South]                                             |&lt;br&gt; ---------------------------------------------------------------------&lt;br&gt;The cavern you&amp;#39;ve landed in has several ruined pillars made of blocks scattered&lt;br&gt;around, as well as what look like tracks in the floor. There&amp;#39;s a door across&lt;br&gt;from your ship, and also a ledge to the left. Unlike other Metroid games, you&lt;br&gt;actually begin the game fairly well equipped: you start off with the Space Jump&lt;br&gt;Boots, Charge Beam, 5 Missiles, Morph Ball, Bombs, and Boost Ball. After you&amp;#39;ve&lt;br&gt;gotten familiar with your equipment, switch to the Scan Visor (left on the&lt;br&gt;Control Pad). The Scan Visor has been upgraded since the last Metroid Prime,&lt;br&gt;and now scannable objects are shaded blue (normal), red (important or Logbook&lt;br&gt;entry), or green (already scanned). Scan the pillars to learn that they are&lt;br&gt;not functional but were apparently part of some sort of projection system;&lt;br&gt;obviously there is civilization on this planet. One pillar to the left appears&lt;br&gt;to be functional and has a purple crystal on front of it, but you can&amp;#39;t get it&lt;br&gt;to operate with your current weaponry.&lt;br&gt;&lt;br&gt;Before leaving, make sure to scan your ship, SAMUS&amp;#39;S GUNSHIP, which will allow&lt;br&gt;you to see that your ship is repairing itself, but it&amp;#39;s going to be a while&lt;br&gt;before you&amp;#39;ll be able to leave. This will be the first entry downloaded to your&lt;br&gt;Logbook, and you can see how the Scan Visor shows you which categories the&lt;br&gt;entry is being placed in, along with the percentage showing how close those&lt;br&gt;categories are to being full. After reading the information displayed in the&lt;br&gt;HUD, you can press Start to pause the game and read the entry in the Logbook;&lt;br&gt;this will usually, but not always, provide additional details. It&amp;#39;s important&lt;br&gt;you scan your ship now if you want to completely fill your Logbook, because&lt;br&gt;later on the message will change and it will no longer count as a Logbook&lt;br&gt;entry. Once you&amp;#39;ve seen how to use the Scan Visor and downloaded your first&lt;br&gt;Logbook entry, switch back to the Combat Visor and approach the spiderweb-like&lt;br&gt;substance at the other end of the room. Shoot the object in the center to&lt;br&gt;destroy the spiderweb; after shooting several of them you&amp;#39;ll reach a blue door.&lt;br&gt;Shoot the door to open it.&lt;br&gt;&lt;br&gt;The door leads into a tunnel filled with strange plants with tentacles that&lt;br&gt;move around, and it will soon fork into two branches. To the left is a large&lt;br&gt;metal wall or gate with a purple grid-like symbol projected in front of it;&lt;br&gt;scan the gate to learn that you cannot get past it right now. That leaves you&lt;br&gt;only one way to go. The other branch of the path is dark and hazy, and leads to&lt;br&gt;a dark pit. There&amp;#39;s nowhere else for you to go, so jump down the pit. You&amp;#39;ll&lt;br&gt;land in a chamber with several small fires burning and cubical containers of&lt;br&gt;various sizes scattered about. By scanning you&amp;#39;ll discover that the boxes are&lt;br&gt;Federation-issue crates; that means you&amp;#39;re on the right track to find out what&lt;br&gt;happened to the missing troopers! If you want, you can break open the small&lt;br&gt;crates with a few shots from the Power Beam, but it will take a charged shot&lt;br&gt;(hold down A) or a Missile (Y) to destroy the large ones. If you needed any,&lt;br&gt;the crates would sometimes provide you with energy or ammo, but you should be&lt;br&gt;full right now.&lt;br&gt;&lt;br&gt;There is also some larger equipment in the chamber: scans reveal that it is&lt;br&gt;part of a ventilation system converted into a pesticide dispenser; the corpse&lt;br&gt;of a large insect-like creature called a Splinter nearby was apparently killed&lt;br&gt;by the pesticide. At the back of the chamber is a metal gate blocking access to&lt;br&gt;a tunnel. Scan the GF GATE MK VI for another Logbook entry, then scan the&lt;br&gt;control panel to the left of the gate to remove the armor in front of the two&lt;br&gt;locks above the gate. Lock-on to the locks and fire at them to open the gate.&lt;br&gt;In the tunnel are more dead Splinters, and the exit is blocked by a different&lt;br&gt;type of gate. Look into an alcove to the right to find another control panel;&lt;br&gt;scan it to open the gate. As you can see, scanning is important for progressing&lt;br&gt;through the game, for understanding the story, and for learning details about&lt;br&gt;the various creatures and devices you will encounter.&lt;br&gt;&lt;br&gt;Through the gate you&amp;#39;ll reach another chamber filled with several computer&lt;br&gt;terminals. The information on the computers was written by the troopers, and&lt;br&gt;they state that they are under attack from &amp;quot;hostiles,&amp;quot; presumably the dead&lt;br&gt;Splinters you&amp;#39;ve seen. The platform with a hologram of a map on it is a Map&lt;br&gt;Station, and you can step onto it to download a map of the area. The door out&lt;br&gt;of the room is blocked by another web, but as soon as you go through it you&amp;#39;ll&lt;br&gt;get a shock: the bodies of several troopers are hanging from the ceiling, and&lt;br&gt;small insect-like creatures are crawling all over them! Make sure to scan one&lt;br&gt;of the creatures, or WORKER SPLINTERS, for a Logbook entry before you shoot&lt;br&gt;them all; you can also scan the troopers to learn how they died. It looks like&lt;br&gt;something very bad has happened to the troopers.&lt;br&gt;&lt;br&gt;In the next room, the Command Chamber, you&amp;#39;ll find more computer displays, but&lt;br&gt;this room is also littered with dead troopers and Splinters. In fact, there&amp;#39;s&lt;br&gt;one trooper, GSGT C. BENET, near the entrance who died trying to reach for a&lt;br&gt;control panel. Switch to the Scan Visor and you&amp;#39;ll see that this trooper is&lt;br&gt;colored red; that means you can scan him to download an entry from his journal&lt;br&gt;to your Logbook. The control panel he was reaching for, however, is unpowered.&lt;br&gt;Switch to the Morph Ball to roll underneath the metal bars blocking your path&lt;br&gt;to the other side of the room, where you&amp;#39;ll find another trooper with a Logbook&lt;br&gt;entry. SPC B. REEVS will say what you may have already been realizing: that&lt;br&gt;these tunnels are not manmade, they are part of a hive. The troopers apparently&lt;br&gt;found themselves in the middle of a hive of Splinters, and have been fighting&lt;br&gt;for their lives. You&amp;#39;ll see a few Worker Splinters scurry through a hole in the&lt;br&gt;wall; it&amp;#39;s just large enough for the Morph Ball.&lt;br&gt;&lt;br&gt;At the end of the tunnel you&amp;#39;ll reach a small circular chamber with a&lt;br&gt;Federation device in the center, along with more dead troopers and Splinters.&lt;br&gt;Around the back you&amp;#39;ll find a brown circular object. Scan it for a Logbook&lt;br&gt;entry and to learn that it is a BOMB SLOT, commonly used to power and activate&lt;br&gt;devices. To use the Bomb Slot, switch to Morph Ball form and lay a bomb in&lt;br&gt;front of the slot. Let the bomb detonate underneath you so that it bounces you&lt;br&gt;up into the slot. Once you&amp;#39;re inside, lay another bomb. Once it goes off, the&lt;br&gt;power device will activate and will turn on the panel near the entrance.&lt;br&gt;&lt;br&gt;But that&amp;#39;s not all. All of a sudden, blobs of inky black material will appear&lt;br&gt;and will cover the corpses of some of the troopers! Once the substance is&lt;br&gt;inside the bodies, they will stand up and start walking towards you! The black&lt;br&gt;substance has somehow turned the dead troopers into zombies, and what&amp;#39;s worse,&lt;br&gt;they&amp;#39;ll start shooting at you! Quickly try to scan one so that the DARK&lt;br&gt;TROOPERS will be recorded in your Logbook, then lock-on to one and start&lt;br&gt;returning fire. You can jump and strafe to make it harder for them to hit you,&lt;br&gt;and one charged shot is all that&amp;#39;s needed to stop them. Once you&amp;#39;ve killed them&lt;br&gt;all... again, I guess... roll back through the tunnel into the main part of the&lt;br&gt;room, where more of the black stuff will promptly appear, bringing more of the&lt;br&gt;troopers back to life. Take them out as fast as you can, grab any energy they&lt;br&gt;leave behind, then head back to where you entered the room and scan the&lt;br&gt;now-activated control panel. It will cause a gate to open, and what else would&lt;br&gt;be behind it then a few more Dark Troopers! Since they&amp;#39;re in a tunnel, you can&lt;br&gt;let these come at you one at a time, and once you&amp;#39;ve gotten rid of them you&amp;#39;re&lt;br&gt;done fighting zombified troopers for now. The next room contains nothing but a&lt;br&gt;bunch of crates where you can recover your health, and once you&amp;#39;re refilled&lt;br&gt;continue on to the next room.&lt;br&gt;&lt;br&gt;Whatever you were expecting when you entered Hive Chamber B, it probably wasn&amp;#39;t&lt;br&gt;what you&amp;#39;ll actually see. Inside, you&amp;#39;ll see... you! Someone (or something) is&lt;br&gt;wearing a Power Suit that looks very similar to yours except that it is almost&lt;br&gt;completely black. After looking at you for a moment, the &amp;quot;Dark Samus&amp;quot; will&lt;br&gt;create a large spherical cloud of pulsating blackness and disappear into it!&lt;br&gt;First you see what looks like an evil copy of yourself, then it creates what&lt;br&gt;your Scan Visor describes as some sort of &amp;quot;dimensional rift&amp;quot; and disappears&lt;br&gt;into it! Well, there&amp;#39;s nothing for it: you&amp;#39;ve got to find out who or what your&lt;br&gt;clone is, so follow it into the black cloud.&lt;br&gt;&lt;br&gt;You&amp;#39;ll emerge on the floor of a bare, rocky area surrounded by high, dark&lt;br&gt;cliffs, with a terrible-looking purple sky above. The spot you landed in is&lt;br&gt;next to a bright crystal on top of a pole, which casts a circle of white light&lt;br&gt;around it. Looking through the sphere of light, you can see the Dark Samus&lt;br&gt;standing in front of the cliffs. The cliff wall is covered in a bright blue&lt;br&gt;material that looks strangely familiar, and Dark Samus is somehow absorbing it&lt;br&gt;into her/his/itself. After a few moments, Dark Samus will notice you and fire&lt;br&gt;a shot at you. The shot will miss you, but it will shatter the light-giving&lt;br&gt;crystal. Dark Samus will then run away, but you&amp;#39;ll be too busy realizing that&lt;br&gt;without the light of the crystal protecting you, the atmosphere itself is&lt;br&gt;damaging your Power Suit. At the same time, a number of hideous black creatures&lt;br&gt;with long, insect-like legs and faces consisting of a blotch of yellow and red&lt;br&gt;dots will appear along the edge of the cliff, looking down at you. Then, they&lt;br&gt;will leap down on you, and you will be unable to resist as they attack you.&lt;br&gt;&lt;br&gt;Once the creatures are done with you, you will be thrown back out of the black&lt;br&gt;cloud, which will then disappear. Bruised and battered, your Power Suit will&lt;br&gt;notify you that several important components have been stolen by the creatures.&lt;br&gt;Your missiles, Space Jump Boots, bombs, along with other components you haven&amp;#39;t&lt;br&gt;even had a chance to use yet on Aether are all gone. It seems that, in classic&lt;br&gt;Metroid style, you&amp;#39;re going to have to set out to recover your stolen items&lt;br&gt;from the disgusting black creatures. What&amp;#39;s more, you need to find out more&lt;br&gt;about Dark Samus. It was clear, though, that the material it was absorbing in&lt;br&gt;the parallel universe or wherever you were was Phazon, the radioactive&lt;br&gt;substance that caused the downfall of Tallon IV. On top of all that, Dark&lt;br&gt;Samus&amp;#39;s black Power Suit closely resembles the Phazon Suit you wore at the end&lt;br&gt;of your mission on Tallon IV, and which Metroid Prime pulled off of you in its&lt;br&gt;death throes. At least, you thought they were its death throes... the Phazon,&lt;br&gt;the suit, it all seems to indicate that your evil twin is none other than&lt;br&gt;Metroid Prime! What started out as a simple search-and-rescue mission is&lt;br&gt;quickly becoming more and more complicated, and you haven&amp;#39;t even reached the&lt;br&gt;first Save Station yet!&lt;br&gt;&lt;br&gt;You almost have, though. Behind where the cloud was is a tunnel, but it is&lt;br&gt;blocked by another gate. There is a Morph Ball-sized pipe nearby, but it is&lt;br&gt;covered with a piece of Talloric Alloy that, since you no longer have bombs,&lt;br&gt;you cannot break. If you shoot the pods next to the pipe, though, you&amp;#39;ll&lt;br&gt;uncover another pipe, this one uncovered. Roll through it to emerge on the&lt;br&gt;other side of the gate, although also in the middle of more Dark Troopers. Once&lt;br&gt;you kill them all, take a look around. The map says there are two doors out of&lt;br&gt;this room, but only one is visible. Head to where the map says the other one&lt;br&gt;should be and you&amp;#39;ll find a stack of crates against the wall. Shoot them all&lt;br&gt;(you&amp;#39;ll need the Charge Beam to destroy the large ones) to uncover a door&lt;br&gt;behind them. Through it is a Save Station; step into it to save your game and&lt;br&gt;refill your energy.&lt;br&gt;&lt;br&gt;/==============================================================================&lt;br&gt;3. Make Our Stand                                                     [III.A.3]&lt;br&gt;\==============================================================================&lt;br&gt; |[Temple Grounds East]                                              |&lt;br&gt; |o Missile Launcher                                                 |&lt;br&gt; ---------------------------------------------------------------------&lt;br&gt;After you save, exit out of the other door to reach an elevator platform. Scan&lt;br&gt;the panel, then step into the hologram to activate it. At the top, you&amp;#39;ll see&lt;br&gt;that you&amp;#39;re on the other side of the large door with the purple hologram you&lt;br&gt;saw before you fell into the hive. At the other end of the tunnel is a door,&lt;br&gt;and it leads out of the Splinter hive.&lt;br&gt;&lt;br&gt;As soon as you enter the Industrial Site, you&amp;#39;ll have to scan and shoot the&lt;br&gt;locks on another gate, but once it opens you can step out into the open air.&lt;br&gt;You&amp;#39;ll notice while you&amp;#39;re outside that the sky will alternate between clear,&lt;br&gt;sunny skies and threatening purple clouds, similar to the ones you saw while&lt;br&gt;in the place where your gear was stolen. It seems that something about Aether&lt;br&gt;is out of the ordinary.&lt;br&gt;&lt;br&gt;The area is littered with Federation crates, and there is also a large crate&lt;br&gt;attached to a crane sitting on the ground. In fact, the crate blocks access to&lt;br&gt;the other side of the room, but scan the control panel to the left and the&lt;br&gt;crane will lift the crate, transporting it out of the room. Once you walk past&lt;br&gt;it, three creatures will pop out of the ground and start trying to attack you!&lt;br&gt;These are SPLINTERS, although they seem smaller than the dead ones you saw in&lt;br&gt;the hive. Make sure to scan one, then fire a few shots at each of them to kill&lt;br&gt;them. There&amp;#39;s another door with the same purple hologram in this room, but you&lt;br&gt;can jump onto a ledge to the right that wraps around the edge of the room;&lt;br&gt;there&amp;#39;s a harmless GREEN KRALEE on the path that you can scan and kill if you&lt;br&gt;want. (By this point you should be getting in the habit of scanning any time&lt;br&gt;you see a new creature, and I&amp;#39;m going to stop reminding you.) The path ends&lt;br&gt;across from a GF BRIDGE. Scan it for a Logbook entry, then, like with the&lt;br&gt;gates, scan the panel and shoot the locks on top to lower the bridge. There&amp;#39;s a&lt;br&gt;door out of the room across the bridge.&lt;br&gt;&lt;br&gt;The door leads into a tunnel where you&amp;#39;ll find the body of a trooper crushed in&lt;br&gt;rubble. Scan PFC M. VERONI for his log entry (he thinks one of the other&lt;br&gt;troopers is going crazy), then roll through the Morph Ball tunnel to reach the&lt;br&gt;other side. When you enter the next room, Temple Assembly Site, you&amp;#39;ll see the&lt;br&gt;crate you lifted in the Industrial Site will arrive and will attach to another&lt;br&gt;crane. There are more crates and equipment in this room, as well as a platform&lt;br&gt;in front of another hologram door. More Splinters will appear when you approach&lt;br&gt;the platform, and once they&amp;#39;re gone you can scan the control panel behind one&lt;br&gt;of the short columns surrounding the platform. The panel will cause the crane&lt;br&gt;to start to lower the crate, but the winch will malfunction, leaving the crate&lt;br&gt;hanging in the air. You&amp;#39;ll also see a weak spot in the cable; lock-on and fire&lt;br&gt;at it to snap the cable and drop the crate. Now you can use the crate as a&lt;br&gt;bridge to reach another ledge with a door.&lt;br&gt;&lt;br&gt;Inside the tunnel, you&amp;#39;ll have to scan a computer terminal to open another&lt;br&gt;gate, but this is a GF GATE MK VII, so make sure to scan it. Also, when the&lt;br&gt;gate in front of you opens another one behind you will close, and this can&amp;#39;t be&lt;br&gt;undone, so backtracking is not an option for you right now. Behind the gate is&lt;br&gt;the Communication Area, where you can see a Federation communications dish&lt;br&gt;built high above, along with a white tower that must have been built by&lt;br&gt;whatever race inhabits this planet, although you haven&amp;#39;t seen any of them yet.&lt;br&gt;Follow the path around the high ledges to the left, then around the fence,&lt;br&gt;where you&amp;#39;ll find PFC L. BROUDA on the ground in front of a control panel. Scan&lt;br&gt;the panel to activate the dish, but it will be useless since the atmosphere is&lt;br&gt;blocking the distress signal. Continue around the other side of the fence, and&lt;br&gt;in a small chamber in front of the door you&amp;#39;ll meet three more Dark Troopers.&lt;br&gt;It&amp;#39;s harder to avoid damage here since it&amp;#39;s so cramped, but try to take them&lt;br&gt;out as fast as you can.&lt;br&gt;&lt;br&gt;Inside is the Trooper Security Station, which contains not only some Splinters&lt;br&gt;but also a ceiling-mounted automated gun, called a GROWLER CLASS TURRET. Strafe&lt;br&gt;and move around to avoid its shots, and respond with charged shots to destroy&lt;br&gt;it. The way out is blocked by a gate, but the control panel for it behind a&lt;br&gt;fence. Roll through a Morph Ball tunnel to the right of the fence to reach the&lt;br&gt;panel as well as SPC M. ANGSETH. Reading the trooper&amp;#39;s log, you&amp;#39;ll realize that&lt;br&gt;you are something of a hero for her! While still reveling in your celebrity,&lt;br&gt;roll back to the gate. The gate is malfunctioning, causing it to keep going up&lt;br&gt;and down, so roll through in the Morph Ball to avoid being crushed.&lt;br&gt;&lt;br&gt;As soon as you enter the next room, you&amp;#39;ll see a large spaceship ahead, and&lt;br&gt;when you approach and see the dead troopers strewn about, you&amp;#39;ll realize that&lt;br&gt;this was the Federation ship. There&amp;#39;s a terminal in front of the ship; when you&lt;br&gt;interface with it you&amp;#39;ll see the captain&amp;#39;s final log entry describing what&lt;br&gt;happened. He&amp;#39;ll describe how they chased a Space Pirate frigate that was&lt;br&gt;heading for Aether, but the ship was damaged (like yours) while landing, and so&lt;br&gt;they started to repair the ship and set up a base. Then, creatures that look&lt;br&gt;like Splinters except that they are black started appearing in swarms, and they&lt;br&gt;completely overwhelmed the troopers. It&amp;#39;s a sad story, but now you&amp;#39;re realizing&lt;br&gt;that the situation on this planet is getting pretty complex: apparently there&lt;br&gt;are Space Pirates on Aether, not to mention Dark Samus, as well as the dark&lt;br&gt;creatures that seem to be attacking from some sort of alternate universe. After&lt;br&gt;you finish watching the log, turn around and you&amp;#39;ll see a large yellow crate&lt;br&gt;behind the terminal. Destroy it with the Charge Beam and you&amp;#39;ll find the&lt;br&gt;MISSILE LAUNCHER inside! That&amp;#39;s one item recovered, but you only have five&lt;br&gt;missiles right now, so you need to conserve them. As soon as you get the&lt;br&gt;Missile Launcher, four creatures will emerge from purple circles that appear&lt;br&gt;out of nowhere and start attacking! These are DARK SPLINTERS, Splinters that&lt;br&gt;have been possessed by another lifeform similar to the Dark Troopers, and&lt;br&gt;these are the same creatures that killed the troopers. They are basically the&lt;br&gt;same as regular Splinters except that they are stronger: it will take about two&lt;br&gt;charged shots to bring one down.&lt;br&gt;&lt;br&gt;Once all the Dark Splinters are gone and you have grabbed any energy or missile&lt;br&gt;ammo left behind, you can begin scanning all the troopers around the ship. You&lt;br&gt;can get all but one entry of the Force 1 category of the Trooper Logs on the&lt;br&gt;ground around the ship, a total of five scans. The troopers are: CAPT A.&lt;br&gt;EXETER, SPC F. TRIPLETTE, PFC G. HALEY, PFC J. BRODE, and PFC S. MILLIGAN. You&lt;br&gt;can also scan the ship, the GFS TYR, for another Logbook entry. Enter the ship,&lt;br&gt;and you can see the empty seats that each represent a lost life. Behind the&lt;br&gt;door in the ship is another Map Station that will provide you with a map of the&lt;br&gt;rest of the Temple Grounds. To leave the room, jump from an opening on the left&lt;br&gt;side of the ship, near a small fire, to a higher ledge. At the end of the ledge&lt;br&gt;you can see the final Force 1 entry above you: you can&amp;#39;t reach it, but you can&lt;br&gt;scan it; apparently PFC I. CRANY is more sceptical of your existence. Next,&lt;br&gt;scan the metal circle on the ground for a Logbook entry; you only have a&lt;br&gt;limited number of chances for this one, so go ahead and get it now. Now scan&lt;br&gt;the panel to activate the KINETIC ORB CANNON and roll into it in Morph Ball&lt;br&gt;form to get shot to a ledge across the room. From here you can jump down to&lt;br&gt;another ledge below you with a door on it. The door is protected by a red Blast&lt;br&gt;Shield, which means it can only be opened with a missile. There&amp;#39;s also a Morph&lt;br&gt;Ball tunnel next to the door, but it just leads to a yellow door (which you&lt;br&gt;can&amp;#39;t open).&lt;br&gt;&lt;br&gt;In the next room you&amp;#39;ll find PFC E. DENYS, who should be the last Trooper Log&lt;br&gt;entry. Roll through the tunnel to the right to drop down to a lower level&lt;br&gt;containing WAR WASPS. These can be really annoying, so lock-on to them and try&lt;br&gt;to kill them as fast as possible. To get out of this room, look up and find a&lt;br&gt;control panel on a ledge above you. Scan it to activate a cannon that will&lt;br&gt;shoot you up to the door.&lt;br&gt;&lt;br&gt;As soon as you enter the next room, Sacred Path, you&amp;#39;ll be attacked by more War&lt;br&gt;Wasps; once you take them out destroy their WAR WASP HIVE with a missile, but&lt;br&gt;not before you scan it for a Logbook entry. There are several more hives in&lt;br&gt;this room, and if you don&amp;#39;t destroy them they&amp;#39;ll continually send War Wasps&lt;br&gt;after you. To the left of the door you entered by is a large tower with a weak&lt;br&gt;section of wall. Fire a missile at it to partially damage it, then use the&lt;br&gt;cannon across the room (the control panel is against the wall next to it; it&lt;br&gt;can be easy to miss) to blast through the remains. Roll through a gap in the&lt;br&gt;tower wall to roll along a track that will lead you onto the high ledge at the&lt;br&gt;other side of the room. Next to the door into a giant tube-like structure is a&lt;br&gt;dead alien. You don&amp;#39;t recognize this species, but it appears intelligent.&lt;br&gt;Inside the door is a tiny room containing nothing but a control panel and a&lt;br&gt;circular platform. Scan the panel to activate the elevator, step into the&lt;br&gt;hologram in the center to travel high up above the Temple Grounds.&lt;br&gt;&lt;br&gt;/==============================================================================&lt;br&gt;4. Light of Aether                                                    [III.A.4]&lt;br&gt;\==============================================================================&lt;br&gt; |[Great Temple, Temple Grounds East]                                |&lt;br&gt; |o Energy Transfer Module                                           |&lt;br&gt; |o Energy Tank 01                                                   |&lt;br&gt; |o Missile Expansion 03                                             |&lt;br&gt; ---------------------------------------------------------------------&lt;br&gt;At the top of the elevator, you&amp;#39;ll see more dead aliens on the partially ruined&lt;br&gt;steps, and it appears they died in battle. In the following passage, you&amp;#39;ll see&lt;br&gt;cables leading through a crack in the wall to the left; roll through the hole&lt;br&gt;to find a Save Station. Once you&amp;#39;ve saved and refilled your energy, go through&lt;br&gt;the door at the end of the hallway.&lt;br&gt;&lt;br&gt;The door leads to a large, beautiful room made mostly of glass, and with a&lt;br&gt;circle of pillars surrounding the center of the room. Once you step inside the&lt;br&gt;pillars, a force field will appear behind them and Splinters will start to drop&lt;br&gt;down from a hive in the ceiling above you. Before they begin to attack, though,&lt;br&gt;another cloud of black matter will emerge from the hive and infect the&lt;br&gt;Splinters, turning them all into Dark Splinters. The best way to fight the Dark&lt;br&gt;Splinters is to lock-on to one and continually fire at it while at the same&lt;br&gt;time constantly moving. If you just keep firing at one Dark Splinter while&lt;br&gt;walking around the room, you shouldn&amp;#39;t get hit very often. You can also use&lt;br&gt;your radar to help you see if there any Splinters behind you that you need to&lt;br&gt;avoid. Be careful while fighting the Dark Splinters, though; you want to&lt;br&gt;conserve as much damage as possible.&lt;br&gt;&lt;br&gt;Once all the Dark Splinters are gone, a much larger Splinter will drop from the&lt;br&gt;hive: this is an ALPHA SPLINTER, the leader of the hive. It also attacks by&lt;br&gt;jumping at you, but its jumps are much faster and more powerful. When you see&lt;br&gt;it rear back, it&amp;#39;s just about to jump. Dash to the side (press B while pushing&lt;br&gt;the Control Stick left or right) to avoid the attack. After jumping at you, the&lt;br&gt;Alpha Splinter will jump back to the other side of the arena. It may take a few&lt;br&gt;tries to get the timing down to avoid the jump attack, but if you can&amp;#39;t dodge&lt;br&gt;it, it will be difficult to survive the fight. Throughout the fight, keep&lt;br&gt;firing charged blasts at the Alpha Splinter.&lt;br&gt;&lt;br&gt;After about a minute of this, though, another black cloud will appear and start&lt;br&gt;moving towards the Alpha Splinter. Fire as many shots as you can at the Alpha&lt;br&gt;Splinter before the cloud gets there, because once it does the Alpha Splinter&lt;br&gt;&lt;/font&gt;&lt;font color=&quot;#00ff00&quot;&gt;will become the DARK ALPHA SPLINTER. The Dark Alpha Splinter will keep doing&lt;br&gt;the jump attack, but it will also fire bursts of purple energy at you. The shot&lt;br&gt;is fairly easy to avoid by moving around and jumping, and keep dashing the jump&lt;br&gt;attack. Keep a steady stream of charged shots aimed at the Dark Alpha Splinter&lt;br&gt;and you can watch its energy meter gradually drain. If your energy starts to&lt;br&gt;get low, don&amp;#39;t forget&lt;/font&gt; &lt;font color=&quot;#00ff00&quot;&gt;that you can use your missiles, too. They do about as&lt;br&gt;much damage as a charged shot, but they&amp;#39;re faster, so they are good to use if&lt;br&gt;both you and the Dark Splinter are close to death.&lt;br&gt;&lt;br&gt;Once you succeed in killing the Dark Splinter, a glowing blue ball will emerge&lt;br&gt;from its dead body. When you approach it, it will fly around the room before&lt;br&gt;flying right into your chest! Electricity will spark all over your Power Suit,&lt;br&gt;but the unidentified item will not hurt you. Hopefully you can find out what it&lt;br&gt;is soon. After the force field lowers you&amp;#39;ll see that there are doors in each&lt;br&gt;side of the room, but three of them (including the one you came in by) are&lt;br&gt;the large metal hologram doors. Scan the walls to learn that behind them are a&lt;br&gt;number of hibernetic stasis chambers - that&amp;#39;s interesting. Go through the only&lt;br&gt;door available to you to reach an elevator platform.&lt;br&gt;&lt;br&gt;At the top is a room open to the sky and with a large piece of metal equipment&lt;br&gt;in the center of the room. Above it is a huge container full of bright, yellow&lt;br&gt;light. As you take all this in, you&amp;#39;ll see one of the aliens standing to the&lt;br&gt;side, but this one&amp;#39;s not dead. It will greet you and tell you its name: U-MOS,&lt;br&gt;Sentinel of the Luminoth. He will tell you some of the story of what has&lt;br&gt;happened on Aether. It began when a meteor crashed on the planet, with an&lt;br&gt;impact so powerful it caused a rift that created two separate versions of&lt;br&gt;Aether, each existing in its own dimension. The first, inhabited by the&lt;br&gt;Luminoth, was full of light and peace. But the new Aether was dark and hostile,&lt;br&gt;inhabited by evil creatures that cared only for destruction. The Luminoth&lt;br&gt;called these new creatures the Ing, and so began a war that lasted for decades.&lt;br&gt;(You will recognize the Ing as the creatures that stole your equipment.)&lt;br&gt;&lt;br&gt;Now the Luminoth have been almost defeated. When Dark Aether was created, the&lt;br&gt;planetary energy of Aether was divided between the light and dark worlds. If&lt;br&gt;one world loses its energy, it will be destroyed. The Ing stole a device&lt;br&gt;designed by the Luminoth to transfer energy, and with it have almost destroyed&lt;br&gt;Light Aether. But you have just recovered that device, the Energy Transfer&lt;br&gt;Module, the blue ball that appeared after you killed the Dark Alpha Splinter.&lt;br&gt;Now only you can save the Luminoth, by transferring the planetary energy from&lt;br&gt;temples on Dark Aether back to Light Aether. If you do not, then after the Ing&lt;br&gt;conquer Light Aether they will move on to other worlds, putting numerous&lt;br&gt;planets, perhaps even your own, at risk. U-Mos will then update your Translator&lt;br&gt;Module so that you can access devices and doors with Violet holograms. He will&lt;br&gt;warn you that since the Ing know you have the Energy Transfer Module, they will&lt;br&gt;do all they can to stop you. Finally, he will conclude his monologue with a&lt;br&gt;blessing, &amp;quot;May the Light of Aether shine upon you!&amp;quot;&lt;br&gt;&lt;br&gt;All you originally came here for was to find the troopers, but your mission has&lt;br&gt;now grown much larger. Now, in order to both avenge the troopers and save the&lt;br&gt;Luminoth, it looks like you must go after the Ing. And don&amp;#39;t forget about Dark&lt;br&gt;Samus or the Space Pirates, either. When you finish listening to U-Mos, he will&lt;br&gt;refill your energy, restoring the energy lost from the battle with the&lt;br&gt;Splinters. Scan both U-Mos and the Energy Controller behind him for Logbook&lt;br&gt;entries, then turn to leave. There is a violet hologram next to the door, and&lt;br&gt;since U-Mos upgraded your translator module you can now scan it for a Logbook&lt;br&gt;entry. This is a piece of Luminoth Lore, entitled ORIGINS, describing how the&lt;br&gt;Luminoth originally wandered among the stars, meeting many races (including the&lt;br&gt;Chozo) but having no homeworld. They finally decided that, like other races,&lt;br&gt;they should find a planet to call their own.&lt;br&gt;&lt;br&gt;Return to the Temple Sanctuary, and find the translator door with the violet&lt;br&gt;hologram. Scan it to open it and learn that it is the &amp;quot;Pathway to Agon.&amp;quot; In the&lt;br&gt;hallway behind the door are several LIGHTFLYERS, blobs of yellow light that&lt;br&gt;fire streams of light energy at you. Just don&amp;#39;t get close and fire a couple&lt;br&gt;charged shots at them to destroy them. At the end of the hall is another&lt;br&gt;elevator chamber leading back down to the Temple Grounds. You&amp;#39;ll have to open&lt;br&gt;another translator door when you reach the bottom, and it leads into the Temple&lt;br&gt;Assembly Site, a room you already passed through. You&amp;#39;ll have to fight a group&lt;br&gt;of Splinters here, although a cloud will appear that will soon turn them into&lt;br&gt;Dark Splinters. Try to kill as many as possible before they transform. Once&lt;br&gt;they&amp;#39;re all dead, look for a door with a red blast shield. You can destroy it&lt;br&gt;with a Missile, and behind it you&amp;#39;ll find an ENERGY TANK! This will give you an&lt;br&gt;additional 100 units of energy, meaning you now have 199 units of energy.&lt;br&gt;&lt;br&gt;Head back through Collapsed Tunnel to the Industrial Site, where you&amp;#39;ll find&lt;br&gt;another translator door that you can now open. Just behind the door you&amp;#39;ll see&lt;br&gt;a dead Luminoth, and make sure to scan it. Its final journal entry will be&lt;br&gt;downloaded to your Logbook as J-FME&amp;#39;S TESTAMENT in a section called &amp;quot;Keybearer&lt;br&gt;Lore&amp;quot;. The door leads to a glass walkway over a cliff, and at the end you&amp;#39;ll&lt;br&gt;find the elevator to Agon Wastes. Don&amp;#39;t step onto the elevator just yet,&lt;br&gt;though. The elevator is located next to a cliff; if you walk to the edge of the&lt;br&gt;cliff and look to the right, you&amp;#39;ll see another Luminoth Lore entry, OUR&lt;br&gt;HERITAGE (this one describes how the Luminoth finally find Aether and make it&lt;br&gt;their homeworld). Also, across from the elevator is one of the spiderwebs&lt;br&gt;created by the Splinters. Shoot the sac in the center of it, and behind it&lt;br&gt;you&amp;#39;ll find a MISSILE EXPANSION. This will allow you to carry 5 more Missiles,&lt;br&gt;and is the first of 49 hidden all over Aether. Now, scan the control panel and&lt;br&gt;ride the elevator to Agon Wastes.&lt;br&gt;&lt;br&gt;  ##/#&lt;br&gt; ##/###  &amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&lt;br&gt;##/--/## B. AGON WASTES                                                 [III.B]&lt;br&gt; ###/##  &amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&lt;br&gt;  #/##&lt;br&gt;&lt;br&gt;/==============================================================================&lt;br&gt;1. Fertile Plains                                                     [III.B.1]&lt;br&gt;\==============================================================================&lt;br&gt; |[Agon Wastes West]                                                 |&lt;br&gt; |o Morph Ball Bombs                                                 |&lt;br&gt; |o Missile Expansion 11                                             |&lt;br&gt; ---------------------------------------------------------------------&lt;br&gt;It won&amp;#39;t take you long after you step off the elevator to realize that this is&lt;br&gt;a desert environment. In the first couple of rooms, make sure to get the scans&lt;br&gt;for the AGON BEARERPOD, LUMITE, and SANDGRASS. When you reach the end of the&lt;br&gt;straight passage, you&amp;#39;ll enter the Mining Plaza, a large room with a large&lt;br&gt;central pillar or tower in the center, ledges and doors around the sides. At&lt;br&gt;the top of the central rock is a sculpture, and there is some industrial&lt;br&gt;equipment in the room. As soon as you step on the lower ground in front of the&lt;br&gt;door, a SANDIGGER, a large worm-like creature, will spring up out of the sand&lt;br&gt;and start slithering rather quickly towards you. Jump out of the way, and fire&lt;br&gt;at whichever end has a bright light showing while you avoid the bursts of acid&lt;br&gt;it will fire at you. Once you destroy both of its heads, it will die in a&lt;br&gt;rather messy explosion.&lt;br&gt;&lt;br&gt;Head around the room to the right and you&amp;#39;ll see a ledge with a missile door.&lt;br&gt;Open the door to find a Save Station inside, so make sure to use it. Continuing&lt;br&gt;to the right around Mining Plaza, you&amp;#39;ll run into a second Sandigger, and past&lt;br&gt;it a translator door, except the hologram on this one is yellow, so you can&amp;#39;t&lt;br&gt;open it. Where the second Sandigger was, there&amp;#39;s a ledge that leads up to a&lt;br&gt;ramp up to a cracked Brinstone pillar. Shoot the pillar with a missile and it&lt;br&gt;will fall over, creating a bridge to a ledge partway up the central pillar.&lt;br&gt;You&amp;#39;ll see a yellow Lore hologram on the ledge, but since it&amp;#39;s yellow it&amp;#39;s&lt;br&gt;inaccessible to you. At the end of the ledge is another Brinstone pillar, and&lt;br&gt;once you knock it down a swarm of SANDBATS will start flying in a circle around&lt;br&gt;the pillar. Get rid of them by manually aiming somewhere in their path and&lt;br&gt;firing as fast as you can; you need to kill most of them because they&amp;#39;ll knock&lt;br&gt;you off the pillar. The second Brinstone bridge leads up to another ramp where&lt;br&gt;you can reach the top of the central rock. There&amp;#39;s a bridge (with more Sandbats&lt;br&gt;around it) that leads to a door.&lt;br&gt;&lt;br&gt;The door leads to a Morph Ball tunnel, and the tunnel goes through an&lt;br&gt;oval-shaped structure. You can see a cannon underneath a block below you and&lt;br&gt;you can hear the characteristic hum of an item, but there&amp;#39;s no way for you to&lt;br&gt;destroy that block now, so you&amp;#39;ll have to go on. At the other end of the&lt;br&gt;tunnel you&amp;#39;ll enter Mining Station A. After rounding a corner surrounded by&lt;br&gt;large machinery, you&amp;#39;ll see a room containing several artificial columns and&lt;br&gt;more ledges along the walls. You&amp;#39;ll also see Space Pirates! Three PIRATE&lt;br&gt;TROOPERS will appear and will (of course) begin to attack you. Make sure to&lt;br&gt;scan one, but keep moving to avoid their fire, and use the columns for cover if&lt;br&gt;you can. Two charged shots will kill a Pirate Trooper. Don&amp;#39;t forget to look up&lt;br&gt;at the ledges and the tops of the pillars if you&amp;#39;re being fired on from above.&lt;br&gt;&lt;br&gt;The Federation troopers came here in pursuit of Space Pirates, and now you have&lt;br&gt;found them. Once the Pirate Troopers are dead, head over to the ledge on the&lt;br&gt;right side of the room (with your back to the door you came in by). There&amp;#39;s a&lt;br&gt;door there, but don&amp;#39;t go through it yet. At the end of the ledge is a BRIZGEE,&lt;br&gt;a mostly harmless creature that just wanders around on ledges. You can kill it&lt;br&gt;with a missile and a few Power Beam shots. From the ledge, jump to the nearest&lt;br&gt;column, then use the columns to reach the door on the other side of the room.&lt;br&gt;This door leads to a decorated, purple-colored hallway. As you walk down the&lt;br&gt;hallway, several flying creatures will let out a high-pitched shriek and start&lt;br&gt;flying towards you. These are SHRIEKBATS, and rapidly lock-on and fire a shot&lt;br&gt;at each of them in turn to kill them all before they slam into you. At the end&lt;br&gt;of the hallway you&amp;#39;ll reach the Agon Temple, a giant circular arena. There are&lt;br&gt;paths that curve around to the left and right from the door, but go straight&lt;br&gt;ahead into the center of the arena.&lt;br&gt;&lt;br&gt;When you do, a door will rise out of the ground behind you, locking you in.&lt;br&gt;Then a giant Sandigger will appear! This is the ALPHA SANDIGGER, and make sure&lt;br&gt;to scan it immediately, because this is your only chance and it won&amp;#39;t be around&lt;br&gt;long. Even before it really has much chance to attack, an Ing cloud will&lt;br&gt;appear and possess the Sandigger, transforming it into the BOMB GUARDIAN. It&lt;br&gt;still looks like a Sandigger, but it now has the ability to create and throw&lt;br&gt;bombs. This must be one of the Ing that stole your equipment soon after you&lt;br&gt;arrived! This Ing stole your Morph Ball Bombs, and now you&amp;#39;ll have to defeat it&lt;br&gt;in order to get them back! As the Bomb Guardian moves around the arena, it&lt;br&gt;will leave a trail of bombs. It will also pause occasionally and fire a few&lt;br&gt;bombs straight at you. Most of the bombs can be avoided by constantly moving&lt;br&gt;and jumping. Lock-on to the guardian&amp;#39;s glowing tail and keep a steady stream of&lt;br&gt;fire at it to do a little bit of damage. This isn&amp;#39;t the main way to defeat the&lt;br&gt;Bomb Guardian, though, since it will only glow yellow, not red, when it gets&lt;br&gt;hit. What you&amp;#39;re waiting for is the Bomb Guardian to stop and for its head to&lt;br&gt;start glowing blue. When it does, fire a charged shot or missile at its head.&lt;br&gt;This will do major damage to the Bomb Guardian, taking about 1/4 of its energy&lt;br&gt;meter. If you don&amp;#39;t hit it, though, it will spew a ton of bombs into the air&lt;br&gt;and they will land all over the arena. It&amp;#39;s very hard to avoid taking any&lt;br&gt;damage when this happens, so make sure to hit the Bomb Guardian before it&lt;br&gt;unloads the attack. After four of these hits, the Bomb Guardian will die, and&lt;br&gt;the MORPH BALL BOMBS will be yours!&lt;br&gt;&lt;br&gt;Use your newly-regained Bombs to destroy the doors trapping you in the arena&lt;br&gt;(Bombs can destroy material made of Talloric Alloy) and go through the door on&lt;br&gt;the far side of the Agon Temple. Activate the Bomb Slot in the statue in the&lt;br&gt;next room and the walls will rotate, allowing to enter a door on the other&lt;br&gt;side. This door leads to the Agon Energy Controller, and it looks similar to&lt;br&gt;the Energy Controller in the Great Temple, except that this one does not have&lt;br&gt;any light shining out of the giant container; it is empty. Behind the ENERGY&lt;br&gt;CONTROLLER is the body of a dead Luminoth and a yellow projector. Scan the&lt;br&gt;projector to activate a recorded message from the Agon Sentinel, whose body is&lt;br&gt;lying next to you. The Sentinel will tell you that there is a portal to Dark&lt;br&gt;Aether nearby, and that you need to find the temple in Dark Aether, where its&lt;br&gt;Energy Controller is. He&amp;#39;ll also explain that the entrance to the temple is&lt;br&gt;locked, and that you will need to find three keys in Dark Aether in order to&lt;br&gt;enter. Next, the Sentinel will warn you that the air of Dark Aether is&lt;br&gt;dangerous, and that you should use Light Crystals placed by the Luminoth for&lt;br&gt;protection. Finally, he will upgrade your translator module so that you can&lt;br&gt;read Amber holograms and refill your energy. Once the message has ended, look&lt;br&gt;for a passage along the side with a Lore hologram in it. Since you can now&lt;br&gt;translate yellow holograms, you can scan this entry, SAVING AETHER, describing&lt;br&gt;how the Luminoth built the Energy Controllers to regulate their supply of&lt;br&gt;planetary energy.&lt;br&gt;&lt;br&gt;Now you can return to the Agon Temple, where you&amp;#39;ll find that the central arena&lt;br&gt;is now home to several War Wasp hives. Oh goodie. If you explore the paths&lt;br&gt;around the circumference of the temple, you&amp;#39;ll find that there are two doors on&lt;br&gt;either side, one white and other black, and that you can&amp;#39;t open either of them.&lt;br&gt;Return to Mining Station A (which has no more Pirates), then go through the&lt;br&gt;door you passed earlier, on the ledge with the Brizgee. Let the cannon shoot&lt;br&gt;you up and over the wall, then drop down to the other side. Before heading on,&lt;br&gt;though, stop and roll behind the metal grating, avoiding the cannon, to get a&lt;br&gt;MISSILE EXPANSION behind the body of a Luminoth. Now go through the door to&lt;br&gt;enter a long room called Portal Terminal. Two Pirate Troopers will be there,&lt;br&gt;and once you kill them two more will appear. These Pirates, however, will be&lt;br&gt;possessed by Ing, and will become DARK PIRATE TROOPERS. Dark Pirate Troopers&lt;br&gt;attack like regular Pirate Troopers, but they take twice as much damage to&lt;br&gt;kill, making them dangerous enemies.&lt;br&gt;&lt;br&gt;Once all the Pirates are gone, a Bomb Slot at the top of the ramp, next to the&lt;br&gt;circular structure, will turn on. Collect any energy the Pirates left, then&lt;br&gt;head down the passage to the left of the ramp to find a Lore entry, LIGHT OF&lt;br&gt;AETHER. Now go up the ramp and investigate. By scanning one of the red circles&lt;br&gt;on the circular device, you&amp;#39;ll learn that it can generate a portal to&lt;br&gt;Dark Aether, but it&amp;#39;s not powered. This must be the portal that the Sentinel&lt;br&gt;told you about. To get into the Bomb Slot, lay a Bomb underneath you. When it&lt;br&gt;goes off, it will pop you up into the air, and you will get into the Bomb Slot;&lt;br&gt;this is called a bomb jump. When you activate the Bomb Slot, power will start&lt;br&gt;flowing through cables in the floor, and a conveyor belt in the wall to the&lt;br&gt;right will start moving. Roll into the opening and the conveyor belt will carry&lt;br&gt;you up into a Morph Ball tunnel in the wall. Roll along the tunnel, using bomb&lt;br&gt;jumps as necessary, to reach a block at the end. When you bomb it, it will&lt;br&gt;cause a platform to move into place in the air. This will also disturb a War&lt;br&gt;Wasp hive, so roll out of the tunnel, kill the wasps, then use the platform to&lt;br&gt;jump to the other side, where you&amp;#39;ll find another Morph Ball tunnel. Follow&lt;br&gt;this tunnel to move a second platform into place, leading to a third tunnel.&lt;br&gt;Before you enter this tunnel, though, scan the black creature you can see&lt;br&gt;rolling around inside it. This is a PILLBUG, a creature found only in Morph&lt;br&gt;Ball tunnels, so this is one of the few places where you can scan it. Inside&lt;br&gt;the tunnel, you can stun the Pillbug with a bomb, and kill it with a couple&lt;br&gt;more.&lt;br&gt;&lt;br&gt;Once you move the third platform into place, sunlight will stream through the&lt;br&gt;lenses in the platforms and focus on the portal, powering it fully. Now return&lt;br&gt;to the portal and scan the red circle next to it. The portal will activate,&lt;br&gt;creating a cloud of pulsating dark purple matter. When you step into the&lt;br&gt;portal, you&amp;#39;ll make the interdimensional journey from Light to Dark Aether.&lt;br&gt;&lt;br&gt;/==============================================================================&lt;br&gt;2. Dimensional Rifts                                                  [III.B.2]&lt;br&gt;\==============================================================================&lt;br&gt; |[Dark Agon Wastes West]                                            |&lt;br&gt; |o Space Jump Boots                                                 |&lt;br&gt; |o Dark Agon Temple Key 1                                           |&lt;br&gt; ---------------------------------------------------------------------&lt;br&gt;When you complete the journey to Dark Aether, you will find yourself standing&lt;br&gt;in a room that looks very similar to Portal Terminal, and yet different. The&lt;br&gt;basic layout of the room is practically identical to what it was on Light&lt;br&gt;Aether, but the room is much darker now and is dotted with several spheres of&lt;br&gt;bright light, one of which you are standing in. If you step out of the sphere&lt;br&gt;of light you will begin taking damage at a very fast rate. As you had been&lt;br&gt;warned, the very air of Dark Aether is damaging to you, and the only areas of&lt;br&gt;protection are the glowing Safe Zones, which will not only protect you from the&lt;br&gt;atmosphere, they will slowly refill your energy as long as you stand in them.&lt;br&gt;Outside the portal generator you&amp;#39;ll see several black, blade-shaped lifeforms.&lt;br&gt;These are BLADEPODS, and they function just like crates in Dark Aether. Step&lt;br&gt;out of the Safe Zone and quickly run to the next one at the bottom of the ramp,&lt;br&gt;which is generated by a LIGHT CRYSTAL. There are no other Safe Zones nearby,&lt;br&gt;but there is a small sparkling ball in the air. This is a LIGHT BEACON, and&lt;br&gt;when you shoot it it will create a temporary Safe Zone. You&amp;#39;ll know the Safe&lt;br&gt;Zone is about to disappear when it begins to flash. From there you can reach&lt;br&gt;another Light Crystal (don&amp;#39;t forget to scan them for Logbook entries), and then&lt;br&gt;another next to a Bomb Slot on the left side of the room. You may have noticed&lt;br&gt;a half-visible Bomb Slot in this location on Light Aether, but it didn&amp;#39;t work&lt;br&gt;because half of it is in both worlds. However, when it is activated here it&lt;br&gt;will also be activated in Light Aether. Do so, and a gate next to it will&lt;br&gt;lower. Keep in mind that the same has probably happened in Light Aether, so be&lt;br&gt;sure to investigate it when you return.&lt;br&gt;&lt;br&gt;Run through the gate, and you&amp;#39;ll find a Light Beacon waiting for you just&lt;br&gt;inside the door. Continue to a Light Crystal in the center of the room, where&lt;br&gt;several black puddles are moving around on the floors and walls, occasionally&lt;br&gt;solidifying into stubby creatures that will fire a shot of black matter at you.&lt;br&gt;These are INGLETS, and this is the first time you have encountered Ing in their&lt;br&gt;natural form, not like in Light Aether where they possess other creatures.&lt;br&gt;There&amp;#39;s not a whole lot you can do to avoid their shots other than jump around&lt;br&gt;a lot and try to kill them as fast as possible. Note that you can damage them&lt;br&gt;while they are in &amp;quot;puddle&amp;quot; form, although you can&amp;#39;t lock-on to them then. Once&lt;br&gt;they&amp;#39;re all dead, you can just stand in the Safe Zone for a little bit if you&lt;br&gt;want to recover some energy. In the next room you&amp;#39;ll find more Inglets, but&lt;br&gt;past them a Save Station as well as a swarm of NIGHTBARBS, which are very&lt;br&gt;similar to Sandbats.&lt;br&gt;&lt;br&gt;Past the Save Station is a door leading to Duelling Range, the Dark Aether&lt;br&gt;equivalent of Mining Plaza. When you enter the Safe Zone there, a large Ing&lt;br&gt;with long, angular legs, an insect-like body, and a face made up of a blotch of&lt;br&gt;orange and yellow dots will appear and attack. This is a WARRIOR ING, the same&lt;br&gt;type of Ing that stole your equipment in your first, brief visit to Dark&lt;br&gt;Aether. Warrior Ing are very common across all of Dark Aether, so you&amp;#39;d better&lt;br&gt;get good at fighting them, because they are strong opponents. First off, make&lt;br&gt;sure to stay in your Safe Zone; otherwise the atmosphere will kill you faster&lt;br&gt;than the Ing. At close range, the Warrior Ing will attempt to slash you with&lt;br&gt;its legs. When it tries to do this, jump back. Its other attack is to fire&lt;br&gt;several beams of white energy at you. This attack is easier to avoid by jumping&lt;br&gt;and strafing if you see it coming, but if you&amp;#39;re not prepared for it you will&lt;br&gt;probably get hurt. And like all Ing, the Warrior Ing can dissolve into a puddle&lt;br&gt;and move over floors and walls. To fight back, just keep pounding at it with&lt;br&gt;charged Power Beam shots or missiles. There are more effective weapons to use&lt;br&gt;against the Ing, but right now these are all you&amp;#39;ve got. Just attack as hard&lt;br&gt;and as fast as you can while dodging its attacks, and you&amp;#39;ll eventually kill&lt;br&gt;it.&lt;br&gt;&lt;br&gt;Once the Warrior Ing is dead, you need to get out of the room. You can easily&lt;br&gt;reach a Safe Zone to the left of the one you fought the Ing from, but once you&lt;br&gt;reach it there appear to be no more nearby, making it deadly to continue&lt;br&gt;without the protection of a Safe Zone. There is, however, a small creature&lt;br&gt;walking back and forth along the path ahead. This creature has several crystals&lt;br&gt;on its back that give out a light similar to that created by Light Crystals.&lt;br&gt;This is a LIGHTBRINGER, and you should scan it now, since it only appears a few&lt;br&gt;times. A Lightbringer is basically a moving Safe Zone. Simply wait for it to&lt;br&gt;approach you, then follow it as it walks up the path until you can reach the&lt;br&gt;next Safe Zone. At the top of the path, you&amp;#39;ll see a circle of light greenish&lt;br&gt;light behind bars. You&amp;#39;ll need to use another Lightbringer to cross the bridge&lt;br&gt;just before you reach the door out of the room. After rolling through the Morph&lt;br&gt;Ball tunnel in the next room, in which you&amp;#39;ll have to pass another Missile&lt;br&gt;Expansion, you&amp;#39;ll enter Judgment Pit.&lt;br&gt;&lt;br&gt;When you enter Judgment Pit, you&amp;#39;ll meet another Warrior Ing, but this one is&lt;br&gt;special. This is the Ing who stole your Space Jump Boots, making him the JUMP&lt;br&gt;GUARDIAN. Basically, the Jump Guardian has all the abilities of a normal&lt;br&gt;Warrior Ing, but he can also jump extremely high and far, and when he lands he&lt;br&gt;will create damaging shock waves. The strategies for fighting the Jump Guardian&lt;br&gt;are mostly similar to the Warrior Ing, with a few additions due to his jumping&lt;br&gt;ability. First, make sure to jump over the shock waves, since they can&lt;br&gt;definitely hurt you. Next, the Jump Guardian cannot be damaged just before he&lt;br&gt;jumps, while he is in the air, and just after he lands. Other than those times,&lt;br&gt;though, keep firing charged shots or missiles at the Jump Guardian to steadily&lt;br&gt;whittle down his energy meter. When he is near death, the Jump Guardian will&lt;br&gt;start jumping a whole lot more, making him harder to hit. Once this happens,&lt;br&gt;just fire single shots as fast as you can to hit him whenever you get a chance&lt;br&gt;and drain off the rest of his energy. Once you succeed, the SPACE JUMP BOOTS&lt;br&gt;will be yours! Now you can perform a double jump by pressing B again while in&lt;br&gt;the air.&lt;br&gt;&lt;br&gt;You&amp;#39;ll need your new Space Jump Boots to jump up the ledges around Judgment&lt;br&gt;Pit. You should head for the red door, which leads to the Dark Agon Temple. You&lt;br&gt;can see that it mostly resembles the temple on Light Agon with its large&lt;br&gt;circular arena, but access to the central arena is blocked by a gate with three&lt;br&gt;oval indentations in it. This is the gate that the three keys will unlock, and&lt;br&gt;you will need to find those three keys before returning here. Before leaving,&lt;br&gt;though, follow the path around to the left, where there are Safe Zones. You&amp;#39;ll&lt;br&gt;reach a door, and inside is a tiny chamber containing a red oval inside several&lt;br&gt;black rings. This is a DARK AGON TEMPLE KEY, one of the three keys needed to&lt;br&gt;unlock the gate into the center of Dark Agon Temple, and it will be displayed&lt;br&gt;in the lower-right corner of the map screen to show that you have collected it.&lt;br&gt;&lt;br&gt;Your first sojourn in Dark Aether is almost over now, and all that remains is&lt;br&gt;to return to Portal Site. Start by returning to Dark Judgment, and this time&lt;br&gt;go through the door on the lower level. This leads to Portal Access, and you&lt;br&gt;may be scared when you see that there are no Light Crystals or Light Beacons in&lt;br&gt;this room. There is, however, a Lightflyer. Kill it as fast as you can, and&lt;br&gt;when it dies it will create a temporary Safe Zone. Double jump up to the top of&lt;br&gt;the ledge, stand in the Safe Zone to recover some energy, then head on through&lt;br&gt;the door on the other side to reach Portal Site. Quickly head for the large&lt;br&gt;Safe Zone to regain some energy, then head back to the portal generator and use&lt;br&gt;it to generate a LIGHT PORTAL. You can scan it for a Research entry, then step&lt;br&gt;into it to return to Light Aether.&lt;br&gt;&lt;br&gt;/==============================================================================&lt;br&gt;3. Stealth Protocols                                                  [III.B.3]&lt;br&gt;\==============================================================================&lt;br&gt; |[Agon Wastes East]                                                 |&lt;br&gt; |o Dark Beam                                                        |&lt;br&gt; |o Energy Tanks 5,7                                                 |&lt;br&gt; |o Missile Expansions 10,13,15,16                                   |&lt;br&gt; ---------------------------------------------------------------------&lt;br&gt;As soon as you return to Light Aether, three Space Pirates will appear in&lt;br&gt;Portal Terminal, so be ready to fight them. After they&amp;#39;re dead and you&amp;#39;ve&lt;br&gt;collected the energy they leave behind, head to the far left side of the room,&lt;br&gt;where the transparent Bomb Slot is. Since you activated the Bomb Slot in Dark&lt;br&gt;Aether, the gate has been lowered, so go through the door behind it. This leads&lt;br&gt;to Transport Center, a room with smooth, curved walls on either side. To get&lt;br&gt;past the room, activate the Bomb Slot in the room to lower the gate; this will&lt;br&gt;also allow you to pick up a MISSILE EXPANSION. (This has got to be the easiest&lt;br&gt;expansion in the game.) Past Transport Center, scan the BLUEROOT TREE for a&lt;br&gt;Research entry, then roll through the fast-moving sand tunnel to reach the Save&lt;br&gt;Station off of Mining Plaza. Once you save and return to Mining Plaza, you can&lt;br&gt;open the translator door in the room now. After the door has been opened, lay a&lt;br&gt;bomb next to the weak spot in the wall to reveal a tunnel that leads to a Map&lt;br&gt;Station, allowing you to download a complete map of Agon Wastes. You can also&lt;br&gt;scan the lore hologram on the central pillar entitled PARADISE, which describes&lt;br&gt;the ideal conditions on Aether prior to the meteor and the Ing.&lt;br&gt;&lt;br&gt;Cross the bridge and enter the Morph Ball tunnel you passed through earlier.&lt;br&gt;Lay a Bomb on the block in the center of the oval to destroy it, causing you to&lt;br&gt;fall into the cannon underneath it. The cannon will shoot you up into a small&lt;br&gt;chamber containing an ENERGY TANK! In the next room, Mining Station A, you can&lt;br&gt;open another translator door on one of the upper ledges to reveal a door to&lt;br&gt;Sand Cache, where you&amp;#39;ll find another MISSILE EXPANSION. In order to proceed&lt;br&gt;further in Agon Wastes, you need to reach the areas beyond Mining Station A. To&lt;br&gt;do that, jump onto the orange statue in the middle of the sand stream in front&lt;br&gt;of the gate, then jump onto the ledge on the other side. This ledge will lead&lt;br&gt;you up to an elevated walkway in front of the gate. Here you&amp;#39;ll find another&lt;br&gt;Lore entry and a control panel that will open the gate.&lt;br&gt;&lt;br&gt;Beyond the gate is a tunnel, and ahead you&amp;#39;ll see several Pirate Troopers&lt;br&gt;standing next to some cylindrical containers full of a bright blue material&lt;br&gt;that looks suspiciously like Phazon. To test your suspicions and take out the&lt;br&gt;Pirates at once, fire a charged shot at one of the canisters (from a distance).&lt;br&gt;They will explode violently, killing the Pirates. At the end of the tunnel,&lt;br&gt;you&amp;#39;ll enter another open area with several structures and ledges built on it;&lt;br&gt;this is Central Mining Station. The area has obviously already sustained&lt;br&gt;damage; a large hole has been blown through a wall across the room, with&lt;br&gt;flaming debris still scattered around. This is obviously a major part of the&lt;br&gt;Space Pirates&amp;#39; operations here, and three Pirate Troopers will arrive on a&lt;br&gt;skiff as soon as you arrive (don&amp;#39;t forget to scan the PIRATE SKIFF). Use the&lt;br&gt;walls, crates, and windmills for cover as you battle the Pirates, but don&amp;#39;t let&lt;br&gt;your guard down. As soon as you kill the first three Pirates, two more will&lt;br&gt;appear to continue the fight. And once those are gone, two Pirates will appear&lt;br&gt;on an upper ledge in order to man two large cannons that will fire powerful&lt;br&gt;green blasts at you. Make sure to scan these VIGILANCE CLASS TURRETS. These&lt;br&gt;turrets fire very strong blasts, so it&amp;#39;s important to keep moving and stay&lt;br&gt;under as much cover as you can. It will take three missiles or charged shots to&lt;br&gt;destroy each turret. Once both turrets are destroyed, the battle will finally&lt;br&gt;be over and the lasers blocking a door on the ground level will turn off.&lt;br&gt;&lt;br&gt;Through the door is an empty hallway. Although you can&amp;#39;t open the door at the&lt;br&gt;end of the hallway, there are several weak spots in the floor. Bomb one of the&lt;br&gt;weak spots, then drop down in Morph Ball form to roll through a tunnel that&lt;br&gt;appears to be made of organic matter. Roll underneath the door to reach a large&lt;br&gt;room with numerous computer terminals and displays, along with a Dark Portal&lt;br&gt;generator! While you roll through the twisting tunnels underneath the floor,&lt;br&gt;avoiding the electricity that arcs across your path in some spots, the portal&lt;br&gt;will be opened and a group of Space Pirates will go through into Dark Aether!&lt;br&gt;Pay attention when you&amp;#39;re in the center of the room near where the Pirates were&lt;br&gt;standing, because there&amp;#39;s another tunnel off to the right. Follow this tunnel&lt;br&gt;to reach a MISSILE EXPANSION. Return to the main tunnel, and at the end you&amp;#39;ll&lt;br&gt;reach a small alcove in a corner of the room. Once you exit Morph Ball form,&lt;br&gt;you&amp;#39;ll see that there are a few Space Pirates left in the room, and one will&lt;br&gt;jump behind a large solid gate that will close in front of him.&lt;br&gt;&lt;br&gt;Kill the two Pirate Troopers in the room, then take a look around. Across from&lt;br&gt;the inactive portal is the door you couldn&amp;#39;t open and had to roll underneath,&lt;br&gt;and in front of this door are four computer terminals. Scan these terminals to&lt;br&gt;download Space Pirate Logs to your Logbook, similar to the Trooper Logs you&lt;br&gt;found when you first arrived. There are similar clusters of computers on the&lt;br&gt;left and right sides of the rooms underneath the holographic displays of AETHER&lt;br&gt;and DARK AETHER. All in all, you can download LOG 44681, LOG 48853, LOG 50086,&lt;br&gt;LOG 54421, and LOG 62217 to your Logbook. After reading all this information,&lt;br&gt;you will have a pretty good picture of the Space Pirates&amp;#39; activities on Aether.&lt;br&gt;Apparently they arrived on Aether after detecting Phazon on the planet. They&lt;br&gt;established a base, but came under attack by the Ing. After discovering a&lt;br&gt;portal in their base and opening it using a &amp;quot;Dark Beam&amp;quot; weapon they found, they&lt;br&gt;saw that the Phazon they were looking for was on Dark Aether. They have been&lt;br&gt;attempting to mine the Phazon from Dark Aether, but the atmosphere, the Ing,&lt;br&gt;and the &amp;quot;Dark Hunter&amp;quot; (Dark Samus) have all been hampering their efforts. Some&lt;br&gt;of the displays also make it clear that the Space Pirates have Metroids with&lt;br&gt;them.&lt;br&gt;&lt;br&gt;After you finish absorbing all this, use the elevator to the right of the&lt;br&gt;portal to reach an upper-level walkway. Another trooper will appear on the&lt;br&gt;walkway, and just before you reach the door yet another trooper will fire at&lt;br&gt;you through the broken windows of a detached upper-level chamber. After killing&lt;br&gt;both troopers, go through the door. Inside the tunnel that follows, you&amp;#39;ll see&lt;br&gt;Dark Samus appear! She will materialize inside a circular chamber, and a gate&lt;br&gt;will spring up as soon as she appears. After you stare each other in the eyes&lt;br&gt;for a moment, Dark Samus will rapidly float back down the tunnel, leaving you&lt;br&gt;stunned... and nervous. There&amp;#39;s no way for you to open the gate, but there is&lt;br&gt;another tunnel to the right. This tunnel leads to the upper-level chamber above&lt;br&gt;Command Center, where one of the computer terminals will open the large gate in&lt;br&gt;this room. You&amp;#39;ll have to go back through the tunnel to get back to the main&lt;br&gt;part of Command Center, then go through the door behind the gate. In the&lt;br&gt;hallway you&amp;#39;ll encounter two ceiling-mounted turrets, HUMILITY CLASS TURRETS to&lt;br&gt;be specific, that are very similar to the turrets you encountered in the&lt;br&gt;Splinter Hive. Destroy them with a charged shot or missile, then use the Morph&lt;br&gt;Ball to roll past the moving lasers (roll through when they are moving away&lt;br&gt;from you).&lt;br&gt;&lt;br&gt;In the next room, you&amp;#39;ll see two Pirates in the room, but they will escape on a&lt;br&gt;skiff as soon as you enter. Look around, and you&amp;#39;ll see that there are several&lt;br&gt;Metroids being held in tanks! Ride the elevator to an upper level walkway where&lt;br&gt;you&amp;#39;ll encounter a few more Pirates, and at the end of the walkway is a large&lt;br&gt;tank containing several Metroids and a barely-alive Space Pirate who probably&lt;br&gt;wishes he were dead. You&amp;#39;ll have to walk around the tank, right past several&lt;br&gt;smaller tanks containing Metroids that will probably ram the walls of their&lt;br&gt;tanks as you go past. It&amp;#39;s creepy, but don&amp;#39;t worry; they won&amp;#39;t break out. On&lt;br&gt;the other side of the large tank is LOG 63622. This one says that &amp;quot;The Hunter&amp;quot;,&lt;br&gt;their name for Samus, has arrived, but that she has only been interested in&lt;br&gt;Phazon, and the Pirates have started calling her the &amp;quot;Dark Hunter.&amp;quot; Obviously,&lt;br&gt;the Space Pirates are not talking about you, but about Dark Samus.&lt;br&gt;&lt;br&gt;As soon as you go through the next door, a turret will be pointed at your face,&lt;br&gt;so be ready to take it out as soon as you enter. Use the Bomb Slot to rotate&lt;br&gt;the metal bars and allow access to the next room; it&amp;#39;s obvious the Space&lt;br&gt;Pirates are taking security very seriously. In the next room, Bioenergy&lt;br&gt;Production, you&amp;#39;ll encounter a new threat: PIRATE AEROTROOPERS. These are Space&lt;br&gt;Pirates equipped with jetpacks, and they are dangerous. They can fire regular&lt;br&gt;laser blasts and powerful missiles, and they are faster and more agile than&lt;br&gt;regular Pirates. They&amp;#39;re also tougher: it takes three charged shots or missiles&lt;br&gt;to bring one down, and when they do that they will make a suicide dive towards&lt;br&gt;you. Jump around as much as possible to avoid their lasers and missiles, and&lt;br&gt;respond in kind. Don&amp;#39;t forget to get out of the way once you kill one. Once&lt;br&gt;both Pirate Aerotroopers are dead, a control panel on a bank of terminals will&lt;br&gt;turn on. Scan this, and three stacks of platforms will raise from the floor.&lt;br&gt;&lt;br&gt;On the other side of the room are three more sets of computer terminals, and&lt;br&gt;there are controls on each terminal for moving the platforms in each stack up&lt;br&gt;or down. You need to manipulate the platforms so that you can climp up them to&lt;br&gt;the upper level, where the door is. At each terminal you will find a vertical&lt;br&gt;display showing the positions of the platforms in that stack. The platforms are&lt;br&gt;marked with a drawing of a Metroid; from what you&amp;#39;ve learned, the Space Pirates&lt;br&gt;are using the Metroids to generate power somehow. The platforms are empty now,&lt;br&gt;but apparently they are supposed to contain Metroids. At each set of terminals,&lt;br&gt;there are also two small panels sticking out from the sides of the left and&lt;br&gt;right displays. By scanning these panels, you can move the platforms in that&lt;br&gt;stack up or down. The left panel moves whichever platform can move down down,&lt;br&gt;and the right panel moves whichever platfrom can move up up. After a little&lt;br&gt;practice, you should be able to move the platforms into any arrangement you&lt;br&gt;want. There are actually two goals to accomplish with these platforms: at one&lt;br&gt;end of the upper level of the room is a door, and on the other end is an ENERGY&lt;br&gt;TANK. The following diagrams will show the positions needed to reach both. In&lt;br&gt;the diagrams, a # means that a platform should be in that position, while a _&lt;br&gt;means that spot should be empty. Each stack is labelled A, G, or D, which stand&lt;br&gt;for alpha, gamma, and delta. These are the names of each stack, and you can&lt;br&gt;learn which is which by scanning the controls for each stack. Here are the&lt;br&gt;diagrams:&lt;br&gt;&lt;br&gt;Energy Tank    Door&lt;br&gt;# # _          _ # #&lt;br&gt;# _ #          # _ #&lt;br&gt;_ # #          # # _&lt;br&gt;# # #          # # #&lt;br&gt;G D A          G D A&lt;br&gt;&lt;br&gt;Obviously, once you have the platforms in the correct alignment, you need to&lt;br&gt;jump up the platforms. The jumps are long, but they are possible. Make sure to&lt;br&gt;wait until you are at the very edge before jumping, and wait until you are as&lt;br&gt;high and far as possible with your first jump before starting your second jump.&lt;br&gt;Once you have the platforms in the correct position to reach the door, you&amp;#39;ll&lt;br&gt;hear the sound that plays when you complete a puzzle.&lt;br&gt;&lt;br&gt;Through the door you&amp;#39;ll have to enter a Morph Ball maze guarded by a number of&lt;br&gt;lasers. Make your way through slowly and carefully; the way to take damage in&lt;br&gt;these areas is to rush. Pay attention to the patterns and stay in safe spots&lt;br&gt;until you&amp;#39;re sure where to go next. When you reach the end, you will have&lt;br&gt;destroyed the lasers blocking the straight-forward lower path, which will make&lt;br&gt;any future journeys through this room quick and easy. At the end of the Morph&lt;br&gt;Ball tunnel is a Save Station, which you will most likely be very ready for.&lt;br&gt;Don&amp;#39;t forget to scan LOG 67135 in front of the Save Station before going on to&lt;br&gt;the next room. Sand Processing consists of a semicircular pit full of sand,&lt;br&gt;with ledges and rooms visible, but inaccessible, above. There are two turrets&lt;br&gt;guarding this room, so destroy both of them, then fire a missile at the&lt;br&gt;far-left section of the sloping wall to expose a narrow pathway. This leads to&lt;br&gt;the Reactor Core, and when you enter you&amp;#39;ll start to hear some very ominous&lt;br&gt;music. Look down through the window you can see that there are several tanks of&lt;br&gt;Phazon on the floor below. Follow the hallway to the left, then drop down to&lt;br&gt;the floor.&lt;br&gt;&lt;br&gt;You&amp;#39;ll see that Dark Samus is standing next to the central Phazon tank and is&lt;br&gt;drawing Phazon out of it. When you land, Dark Samus will see you and stop&lt;br&gt;draining Phazon from the tank. After a few tense moments in which you stare at&lt;br&gt;each other, attempting to see what is behind that dark visor. Finally, Dark&lt;br&gt;Samus will suddenly spring into action and begin her attack; the battle has&lt;br&gt;begun. By scanning DARK SAMUS 1, you&amp;#39;ll see that she/it possesses many weapons&lt;br&gt;similar or superior to yours, including a missile launcher, a scattershot Power&lt;br&gt;Beam, and a Phazon shield. Dark Samus moves not by running but by gliding with&lt;br&gt;her feet just off the ground, but she can also jump and dash sideways very&lt;br&gt;fast; this will break a lock-on. When Dark Samus raises her arm cannon up in&lt;br&gt;the air, she is about to fire a wide swath of small blasts; if she points it&lt;br&gt;straight ahead, she is about to fire a powerful missile. Dash to the side just&lt;br&gt;before she fires either attack to avoid them. An important thing to remember is&lt;br&gt;that Dark Samus&amp;#39;s attacks can destroy the Phazon tanks in the room: when this&lt;br&gt;they will leave flames burning at that spot for the remainder of the battle.&lt;br&gt;Until they are destroyed they can be used for cover, but they probably won&amp;#39;t&lt;br&gt;last. Only the large central tank cannot be destroyed. At first, attack Dark&lt;br&gt;Samus with charged Power Beam shots and missiles. Remember that when she dashes,&lt;br&gt;it will break your lock-on, so find her and lock-on again. Also, it&amp;#39;s important&lt;br&gt;to keep moving and to stay a safe distance away from her, since she is very&lt;br&gt;fast.&lt;br&gt;&lt;br&gt;Once you have knocked off somewhere from 1/3 to 1/2 of Dark Samus&amp;#39;s energy,&lt;br&gt;you&amp;#39;ll see a brief cutscene and Dark Samus will start using more powerful&lt;br&gt;attacks. She&amp;#39;ll begin firing a large red beam that will likely destroy several&lt;br&gt;of the Phazon tanks. For her other new attack, Dark Samus will leap into the&lt;br&gt;air, a sphere of Phazon will condense around her, and she will fly straight at&lt;br&gt;you into the ground at amazing speed. This is a powerful attack, and to avoid&lt;br&gt;it you need to dash just before she charges at you. During this part of the&lt;br&gt;battle, Dark Samus will block your missiles, and possibly charged shots, with&lt;br&gt;her Phazon shield (which appears as a sphere of Phazon around her), so a&lt;br&gt;constant stream of single Power Beam shots is your best attack for this part of&lt;br&gt;the battle. When Dark Samus has about 1/4 energy remaining, she will start&lt;br&gt;using both her old and new attacks. It can be difficult to keep up with Dark&lt;br&gt;Samus during this final stretch, but charged shots and missiles should be&lt;br&gt;effective again, so fire at her with whatever you&amp;#39;ve got.&lt;br&gt;&lt;br&gt;If you survive the battle, Dark Samus will let out a terrible scream while a&lt;br&gt;rush of Phazon energy passes out of her, shattering all the Phazon tanks around&lt;br&gt;the walls of the room. She will then collapse and dematerialize into a&lt;br&gt;collection of blue dots that will be dispersed throughout the room. Finally, an&lt;br&gt;elevator in one corner of the room will lower. You may have won this round, but&lt;br&gt;it doesn&amp;#39;t look like this is the last time you&amp;#39;ll see Dark Samus. Scan the&lt;br&gt;PHAZON in the shattered tanks for a Research entry, then take the elevator up&lt;br&gt;to reach the upper hallway. Here you&amp;#39;ll find a door leading to a small storage&lt;br&gt;room, and inside is the DARK BEAM. This is the Luminoth-designed weapon the&lt;br&gt;Space Pirates found, and it fires blasts of dark energy. The Dark Beam is more&lt;br&gt;powerful than the Power Beam (especially in Light Aether), but it has a much&lt;br&gt;slower rate of fire. Also, each time you fire a shot of the Dark Beam, one of&lt;br&gt;your 50 shots of ammo will be depleted (a charged shot costs 5 ammo). There&amp;#39;s&lt;br&gt;also a Space Pirate Log entry next to the Dark Beam, LOG 69898, which relates&lt;br&gt;an escalation in intensity in the war between the Ing and the Luminoth, in&lt;br&gt;which the Space Pirates have found themselves caught in the middle.&lt;br&gt;&lt;br&gt;Use the Dark Beam to open the door back to Reactor Core, then follow the&lt;br&gt;hallway to reach a gate with a white crystal, similar to the one you saw in the&lt;br&gt;security station off of Command Center. A Dark Beam shot will cause the crystal&lt;br&gt;to turn purple and the gate will open. Go through the black door just past the&lt;br&gt;gate to enter Security Station B from the other side. There are two more gates&lt;br&gt;to open, and one of the computer terminals contains LOG 70136, which describes&lt;br&gt;the arrival of the Federation troopers, much to the Pirates&amp;#39; dismay. Once&lt;br&gt;you&amp;#39;ve opened both gates you can return to Command Center, where a new breed of&lt;br&gt;Pirates will be waiting for you. There are now two PIRATE GRENADIERS in the&lt;br&gt;room, and they can fire powerful grenades from their arm-mounted cannons. One&lt;br&gt;will hide on the upper level near the elevator, and the other one is on the&lt;br&gt;lower level near where you exited the Morph Ball tunnels. Their grenades are&lt;br&gt;powerful, but they can&amp;#39;t fire them if you&amp;#39;re too close, so walk right up to the&lt;br&gt;Pirates and blow them away (use the Power Beam; you need to save your Dark Beam&lt;br&gt;ammo).&lt;br&gt;&lt;br&gt;Now you can return to Biostorage Station, although now the TALLON METROIDS will&lt;br&gt;break out of their tanks. To destroy them, fire a charged Dark Beam shot to&lt;br&gt;freeze them in a chunk of purple matter so you can destroy them with a missile.&lt;br&gt;Dash to the side when one charges at you; if it latches on, switch to Morph&lt;br&gt;Ball mode and lay a bomb to knock it loose. Once both Metroids are dead, go&lt;br&gt;through the black door on the upper level to find a MISSILE EXPANSION. Now&lt;br&gt;return to Command Center, where the inactive DARK PORTAL still is, waiting to&lt;br&gt;be opened. To do so, fire a Dark Beam shot into it. This will cause the portal&lt;br&gt;to open; walk into it to return to Dark Agon Wastes.&lt;br&gt;&lt;br&gt;/==============================================================================&lt;br&gt;4. Wounded Planet                                                     [III.B.4]&lt;br&gt;\==============================================================================&lt;br&gt; |[Dark Agon Wastes East]                                            |&lt;br&gt; |o Light Beam                                                       |&lt;br&gt; |o Dark Agon Temple Keys 2,3                                        |&lt;br&gt; ---------------------------------------------------------------------&lt;br&gt;&lt;br&gt;The dark version of Command Center is called Doomed Entry, and it contains&lt;br&gt;several doors, stone platforms, Dark Splinters, and floating gas-spewing&lt;br&gt;spheres called DARK PREEDS. There are also several Space Pirate bodies lying&lt;br&gt;dead around the room near pools of Phazon. Go to the Light Beacon across the&lt;br&gt;room and look over at the crystal to the right. It looks like a Light Crystal,&lt;br&gt;but the crystal is covered in dark material and it is not emitting a Safe Zone.&lt;br&gt;This is a NULLIFIED CRYSTAL, and you can restore it to normal by firing a few&lt;br&gt;Power Beam shots at it. Now head over to the crystal and look at the Luminoth&lt;br&gt;statue on the base of the ledge nearby. Destroy the statue with a missile to&lt;br&gt;reveal a white crystal. This is a LIGHT LIFT CRYSTAL (Research entry), and when&lt;br&gt;you fire a Dark Beam shot at it the crystal will turn purple and the entire&lt;br&gt;ledge will lower (it&amp;#39;s now a DARK LIFT CRYSTAL). Now you can jump on top of the&lt;br&gt;ledge and use it to reach a higher ledge in the center of the room. From here,&lt;br&gt;you can jump to the DARK AGON TEMPLE KEY, the second of three. There&amp;#39;s a black&lt;br&gt;door behind the key, but it leads to a dead end so follow the ledges to another&lt;br&gt;black door.&lt;br&gt;&lt;br&gt;The next room is a short passage containing another dead Pirate and a Warrior&lt;br&gt;Ing. Kill the Ing as quickly as possible with missiles and charged Power Beam&lt;br&gt;shots, then continue to another tunnel called Dark Oasis. To the left, the&lt;br&gt;tunnel leads to a white door which you can&amp;#39;t open, but to the right is a normal&lt;br&gt;door next to a closed Light Portal. You can&amp;#39;t open the portal, so go through&lt;br&gt;the door. In the next room, Dark Aether&amp;#39;s equivalent of Sand Processing, the&lt;br&gt;door is on a high ledge. On the back of the central pillar is another lift&lt;br&gt;crystal; lower it with a Dark Beam shot and use the pillar to reach the door.&lt;br&gt;There&amp;#39;s a Save Station in the next room along with more dead Pirates; it looks&lt;br&gt;like the Pirates&amp;#39; Phazon mining operation in Dark Aether had a heavy cost. The&lt;br&gt;next room is a Morph Ball tunnel with a pool of Phazon in the middle. Take the&lt;br&gt;upper path, and do a bomb jump to leap over the gap and avoid falling in the&lt;br&gt;Phazon.&lt;br&gt;&lt;br&gt;The tunnel leads to Phazon Site, where Phazon covers a large expanse of the&lt;br&gt;floor and moving platforms float overhead. Drop down onto the side of the&lt;br&gt;ground without Phazon and look around. There&amp;#39;s a door out of the room on the&lt;br&gt;ground level, but it is locked and you must scan three control panels in the&lt;br&gt;room to unlock it. For the first, head onto the raised ledge along the side&lt;br&gt;wall of the room. For the second, jump from the side ledge onto the moving&lt;br&gt;platforms. Use the moving platforms to reach an alcove set high in the wall,&lt;br&gt;where you&amp;#39;ll find the second panel. To reach the third and final panel, drop&lt;br&gt;down from the ledge onto a &amp;quot;dry&amp;quot; area where several crates are piled against&lt;br&gt;the wall. Destroy the crates and you&amp;#39;ll find the final panel behind them,&lt;br&gt;which will unlock the door.&lt;br&gt;&lt;br&gt;In Watering Hole, the next room, you&amp;#39;ll find a pool of toxic water with several&lt;br&gt;platforms in them. There are also large creatures on the walls called INGCLAWS;&lt;br&gt;they can&amp;#39;t be killed, but they release toxic gas into the air, so you&amp;#39;ll take&lt;br&gt;damage if you stand near to it. There are also a large number of Lumites in the&lt;br&gt;room which will be a major pain in the butt. They will stand on the edge of the&lt;br&gt;Safe Zone and fire their blasts at you from all directions. All you can do is&lt;br&gt;find them and kill them as fast as you can. Use the platforms to reach the&lt;br&gt;other side, where a door leads to Feeding Pit, another room with several&lt;br&gt;pillars. This time there are only Nightbarbs in the room, which aren&amp;#39;t as&lt;br&gt;annoying as Lumites. You need to find lift crystals on the sides of the&lt;br&gt;pillars. They&amp;#39;re located near the top of the pillars, so fire at both of them&lt;br&gt;to lower the platforms. Now you can jump on top of the pillars to reach a door&lt;br&gt;high up in the wall. The door leads to a tiny room containing the LIGHT BEAM,&lt;br&gt;with a dead Luminoth by it. The counterpart to the Dark Beam, the Light Beam&lt;br&gt;also requires ammo, but it fires a stream of pure light energy that is very&lt;br&gt;potent on dark creatures. Also, now that you have the Dark and Light Beams you&lt;br&gt;can recover ammo for both of them: when you destroy crates or enemies with the&lt;br&gt;Dark Beam they will give you Light Ammo, and when you use the Light Beam you&lt;br&gt;will get Dark Ammo.&lt;br&gt;&lt;br&gt;When you return to Feeding Pit, you&amp;#39;ll see that it is now filled with Lumites.&lt;br&gt;But don&amp;#39;t fear! With the Light Beam, you can soon make short work of them.&lt;br&gt;Here&amp;#39;s how: activate a Safe Zone with the Power Beam, then once some Lumites&lt;br&gt;are on it fire a Light Beam shot at the crystal or beacon. The Safe Zone will&lt;br&gt;become extra-bright, and any Lumites on it will be instantly killed. When you&lt;br&gt;fire a Light Beam shot at a Light Crystal/Beacon, it becomes an ENERGIZED&lt;br&gt;CRYSTAL/BEACON, and any creatures that touch it will be killed as soon as it&lt;br&gt;touches the Safe Zone. Make sure to scan these for Research entries, as well as&lt;br&gt;the NULLIFIED CRYSTALS/BEACONS that you can create by firing a Dark Beam shot&lt;br&gt;at them.&lt;br&gt;&lt;br&gt;In the next room the passage will be blocked by several black spiderweb-like&lt;br&gt;creatures with a large eye in the center. You can destroy these WEBLINGS easily&lt;br&gt;by shooting the eye with the Light Beam, but make sure to scan one first, since&lt;br&gt;this is the only time they appear. The passage will return you to Doomed Entry,&lt;br&gt;and now you should go through the door behind where the Dark Temple Key was.&lt;br&gt;This leads to a straight passage containing several Dark Splinters, but at the&lt;br&gt;end it leads to a ledge over a large room called Battleground. The final Dark&lt;br&gt;Temple Key is in the center of the room, but when you drop down to claim it&lt;br&gt;five Warrior Ing will appear and will swallow up the key. You must now defeat&lt;br&gt;all five Warrior Ing in order to earn the key. At some point during the fight,&lt;br&gt;make sure to scan the ING WEBTRAP blocking the door; this is another one-time&lt;br&gt;scan. Five Warrior Ing may seem intimidating, but the fight can be much easier&lt;br&gt;if you use the Light Beam. A single charged Light Beam shot will kill a Warrior&lt;br&gt;Ing, so this fight can actually go rather quickly. If you get low on Light&lt;br&gt;Ammo, switch to the Dark Beam and shoot the Bladepods in the room to get more.&lt;br&gt;Once all the Ing are dead, the DARK AGON TEMPLE KEY will reappear and you can&lt;br&gt;collect it.&lt;br&gt;&lt;br&gt;Exit through the lower door, which leads to a passage full of DARKLING&lt;br&gt;TENTACLES, sharp tentacles that swipe back and forth across the passage. Shoot&lt;br&gt;them with the Power Beam to cause them to temporarily retract into the wall&lt;br&gt;long enough for you to get past. Now you&amp;#39;re back in Doomed Entry, and you&amp;#39;re&lt;br&gt;ready to leave Dark Aether, but there&amp;#39;s no Light Portal where you entered.&lt;br&gt;You&amp;#39;ll need to find a different portal in order to leave. To do so, go through&lt;br&gt;the black door at the top of the platforms to reach Dark Oasis. Now, go through&lt;br&gt;the white door to the left to find an Ammo Station, where you can refill your&lt;br&gt;missiles, dark ammo, and light ammo. Once you&amp;#39;re refilled, head to the other&lt;br&gt;end of the room. There you&amp;#39;ll find an unopened Light Portal, but you can open&lt;br&gt;it with a shot from the Light Beam. Go through the portal to return to Light&lt;br&gt;Aether, in the Reactor Core. Once you&amp;#39;re back, head through the nearby door to&lt;br&gt;reach the Save Station.&lt;br&gt;&lt;br&gt;/==============================================================================&lt;br&gt;5. Thrice-Cursed Ing                                                  [III.B.5]&lt;br&gt;\==============================================================================&lt;br&gt; |[Agon Wastes West, Dark Agon Wastes West]                          |&lt;br&gt; |o Energy Tank 06                                                   |&lt;br&gt; |o Beam Ammo Expansion 2                                            |&lt;br&gt; |o Missile Expansions 20,21                                         |&lt;br&gt; ---------------------------------------------------------------------&lt;br&gt;You have now recovered all three Dark Temple Keys and have explored almost all&lt;br&gt;of the Agon Wastes, so all you need to do is pick up a few items hidden here&lt;br&gt;and there and then enter the Dark Agon Temple.&lt;br&gt;&lt;br&gt;Return to the Command Center and leave via the white door on the upper level,&lt;br&gt;not the black door you rolled under the first time you entered the room. The&lt;br&gt;white door, like the lower door, leads to Central Mining Station, but this time&lt;br&gt;you&amp;#39;ll enter it on the balcony containing the turrets. The first time you came&lt;br&gt;through here, Space Pirates manned the turrets and used them to fire powerful&lt;br&gt;laser blasts at you. But now you can use the turrets, so go ahead and step into&lt;br&gt;one of the holograms to activate the turret. Now, the only question is what&lt;br&gt;should you fire at? If you use the Scan Visor before you enter the turrets,&lt;br&gt;you&amp;#39;ll see that there are a couple of large crates in the room. These are Space&lt;br&gt;Pirate generators, and they can only be destroyed by heavy weapons fire. In the&lt;br&gt;left turret, fire at the crate on the ground next to the wall to blow it up,&lt;br&gt;causing one of the Pirate Skiffs stored on the wall to be knocked loose. Also,&lt;br&gt;there&amp;#39;s a generator just to the left of the rectangular shield across the room.&lt;br&gt;Go ahead and fire at it to save yourself a little time later. Now go to the&lt;br&gt;right turret and fire at the generator sitting on a ledge in front of you. This&lt;br&gt;will destroy the rock wall behind it, revealing a small Space Pirate station.&lt;br&gt;There are actually two Pirates inside, and they will attack you. Hit them with&lt;br&gt;fire from the turret before their shots do enough damage to destroy the turret.&lt;br&gt;&lt;br&gt;Now that you&amp;#39;ve used the turrets to destroy all the generators, it&amp;#39;s time to&lt;br&gt;see what your reward is for all your destruction. Jump down and climb on top of&lt;br&gt;the skiff you knocked off the wall. By making a long double jump from the edge&lt;br&gt;of it, you can reach the top of the small pillar nearby. From there, you can&lt;br&gt;easily reach the ledge where the Pirates were and enter the small room, which&lt;br&gt;contains two computer terminals. One of them contains the final Space Pirate&lt;br&gt;Log, LOG 71599, which describes your arrival on Aether. From it, you can sense&lt;br&gt;the Pirates&amp;#39; dread that they now have two Samuses to deal with, plus the Ing,&lt;br&gt;but they also hope to be able to use your antagonism to their own advantage.&lt;br&gt;Out of the room is another tunnel, which leads to a walkway in front of the&lt;br&gt;large rectangular shield; behind it you can see an item. The shield itself is&lt;br&gt;indestructible, but if you already destroyed the generator next to it there&lt;br&gt;will be a Morph Ball tunnel in the wall that leads to the area behind the&lt;br&gt;shield. (If you didn&amp;#39;t destroy this generator, you need to return to the&lt;br&gt;balcony to do so. The only way to reach the balcony is by going back to the&lt;br&gt;Command Center and exiting through the white door.) Roll through the tunnel to&lt;br&gt;claim the item, which is a BEAM AMMO EXPANSION. These rare items increase the&lt;br&gt;maximum capacity of both your dark and light ammo by 50, so you can now hold up&lt;br&gt;to 100 dark and light ammo. Also in the area with the expansion is a dead&lt;br&gt;Luminoth; scan him for J-STL&amp;#39;S TESTAMENT, another Logbook entry that goes in&lt;br&gt;the Keybearer Lore section.&lt;br&gt;&lt;br&gt;Once you&amp;#39;ve gotten the Beam Ammo Expansion, backtrack to Mining Station A. Two&lt;br&gt;Pirate Aerotroopers will be waiting for you when you enter, but after disposing&lt;br&gt;of them take the door that leads to the Agon Temple. (This has nothing to do&lt;br&gt;with the three keys you&amp;#39;ve collected; you need to return them to the Dark Agon&lt;br&gt;Temple). Head to the left and go through the black door. This leads to Mine&lt;br&gt;Shaft, a Morph Ball tunnel filled with Pillbugs that spirals down the edge of a&lt;br&gt;cylindrical tube. This room is actually a dead end; you can&amp;#39;t open the door at&lt;br&gt;the bottom, but there is an Energy Tank here that you can get. You&amp;#39;ll see it&lt;br&gt;above and to the right of you when you first enter the shaft.&lt;br&gt;&lt;br&gt;To get it, roll down the tunnel, making sure to roll past the block that will&lt;br&gt;disappear as soon as you touch it. Past it is an area with a Pillbug rolling&lt;br&gt;around a central block. There&amp;#39;s an opening in the &amp;quot;ceiling&amp;quot; above the Pillbug&amp;#39;s&lt;br&gt;ledge, and to reach it you need to do a double bomb jump. For instructions on&lt;br&gt;how to do this, see section V.A.5.b.i., the Morph Ball Bomb entry in the&lt;br&gt;Inventory section. When you do a successful double bomb jump and reach the&lt;br&gt;upper level, you&amp;#39;ll need to let yourself fall through a series of breakable&lt;br&gt;blocks, but make sure to stay as high as possible. When you reach a second set&lt;br&gt;of breakable blocks you have to fall through, hold the Control Stick to the&lt;br&gt;left as you fall, because you need to enter a passage behind the wall that&amp;#39;s&lt;br&gt;next to the next-to-last block. Once in the hidden passage, you can tell your&lt;br&gt;position by the blue glow of the Morph Ball through the slits in the rock.&lt;br&gt;These slits also show the path that the tunnel follows, so bomb jump up to&lt;br&gt;follow the secret passage and reach the ENERGY TANK.&lt;br&gt;&lt;br&gt;Now you can exit the Mine Shaft and return to the Agon Temple, and travel to&lt;br&gt;the opposite side of the room, where you&amp;#39;ll find a white door. Through this&lt;br&gt;door is a vast chasm, but you can use the cannon and let it fire you across.&lt;br&gt;On the other side is another Morph Ball tunnel, and here you can find another&lt;br&gt;Missile Expansion. Roll to the platform with the second Pillbug, just past the&lt;br&gt;tunnel leading away from you. Kill the Pillbug, then do a double bomb jump to&lt;br&gt;reach the top of the platform. Now do another double bomb jump up the tunnel,&lt;br&gt;and at the top you&amp;#39;ll find the MISSILE EXPANSION. Both exits out of this area&lt;br&gt;lead to dead ends (although if you go straight, to the Main Reactor, you can&lt;br&gt;find B-STL&amp;#39;S TESTAMENT, another Keybearer Lore scan), so head back the way you&lt;br&gt;came and return to the Agon Temple.&lt;br&gt;&lt;br&gt;Now you&amp;#39;ve explored Agon Wastes as thoroughly as you can, so return to the&lt;br&gt;Portal and travel to Dark Agon. Although you could head straight for the&lt;br&gt;temple, you can get one more Missile Expansion by going to Duelling Range, the&lt;br&gt;Dark Agon equivalent of Mining Station A. From there, look for a black door and&lt;br&gt;go through it. It leads to a dead-end passage, but underneath the ledge you&lt;br&gt;enter on is a MISSILE EXPANSION. Jump down into the Safe Zone and turn around&lt;br&gt;to see it.&lt;br&gt;&lt;br&gt;You have now collected all three Dark Agon Temple Keys, as well as all possible&lt;br&gt;items and expansions so far, so it&amp;#39;s time to enter the Dark Agon Temple. Make&lt;br&gt;sure to stop by the Save Station located off of Judgment Pit, then go to the&lt;br&gt;temple.&lt;br&gt;&lt;br&gt;/==============================================================================&lt;br&gt;6. Potent Energy                                                      [III.B.6]&lt;br&gt;\==============================================================================&lt;br&gt; |[BOSS: Amorbis]                                                    |&lt;br&gt; |o Dark Suit                                                        |&lt;br&gt; ---------------------------------------------------------------------&lt;br&gt;&lt;br&gt;There will be a swirling red light in front of the gate into the interior of&lt;br&gt;Dark Agon Temple, and when you step into it the three Dark Temple Keys will fit&lt;br&gt;into depressions on the front of the gate, and it will open. Jump down into the&lt;br&gt;circular arena and you&amp;#39;ll see a large solid black sphere in the center, with&lt;br&gt;three monstrous worm-like creatures attached to it. The giant black worms will&lt;br&gt;then leap off of the sphere into the air and dive into the ground (one of them&lt;br&gt;right in front of you). With that, the battle against Amorbis will begin.&lt;br&gt;&lt;br&gt;While you wait for Amorbis to reappear, scan the sphere. You&amp;#39;ll learn that it&lt;br&gt;contains dark energy, and while Amorbis is attached to it, it can draw dark&lt;br&gt;energy from it. Shortly, one of the three worms that make up Amorbis will burst&lt;br&gt;out of the ground and dive through the air again before crashing underground&lt;br&gt;again. Scan Amorbis while it&amp;#39;s in the air for the first half of its Logbook&lt;br&gt;entry (AMORBIS 1). Amorbis can&amp;#39;t attack at this point, beyond crashing into&lt;br&gt;you, but you can use your weapons to destroy its armor.&lt;br&gt;&lt;br&gt;To see where Amorbis is about to reappear, look for a rumbling and shaking on&lt;br&gt;the ground. Also, you will be able to lock-on to Amobris a second or two before&lt;br&gt;it emerges. When it&amp;#39;s locked-onto and in range, fire with the Light Beam to&lt;br&gt;damage its black armor plating. If Amorbis is about to emerge or land in your&lt;br&gt;Safe Zone, move out of it for a few seconds until it&amp;#39;s gone. And of course,&lt;br&gt;make sure to stay in the Safe Zone the rest of the time so that you don&amp;#39;t&lt;br&gt;continually take damage from Dark Aether&amp;#39;s atmosphere.&lt;br&gt;&lt;br&gt;As you hit Amorbis, you&amp;#39;ll knock off pieces of its black armor, revealing a&lt;br&gt;white body underneath. When all the armor is gone, Amorbis will reattach itself&lt;br&gt;to the dark sphere, which will cause all its armor to regenerate and allow it&lt;br&gt;to launch new attacks at you. Scan Amorbis while it&amp;#39;s attached to the sphere to&lt;br&gt;complete the Logbook entries for this boss (AMOBRIS 2). Amorbis will be able to&lt;br&gt;fire dark energy at you, which can hurt you in two ways: the attack can simply&lt;br&gt;hit you, or it can hit the Light Crystal, which will nullify it. You can&amp;#39;t&lt;br&gt;un-nullify the crystal with your Light or Power Beams, so use the Morph Ball to&lt;br&gt;quickly roll to another Safe Zone. Watch out while doing this, however, since&lt;br&gt;Amorbis can snap at you while you&amp;#39;re rolling. To attack Amorbis, lock-on to its&lt;br&gt;head and fire missiles or the Light Beam at it. After being hit by five&lt;br&gt;missiles, the head will be blown off, leaving a circular opening in its body&lt;br&gt;from which Amorbis will start sucking like a vacuum. This may seem&lt;br&gt;counterintuitive, but now is your chance to damage Amorbis. Switch to the Morph&lt;br&gt;Ball and allow yourself to be sucked up by Amorbis. While inside, lay a bomb.&lt;br&gt;When the bomb detonates, a series of explosions will course through Amorbis,&lt;br&gt;and Amorbis will writhe uncontrollably, causing it to lift the sphere and slam&lt;br&gt;it into the ground. This will cause the sphere to begin to crack, and will take&lt;br&gt;off 1/6 of Arorbis&amp;#39;s energy.&lt;br&gt;&lt;br&gt;Now the worm will detach itself from the sphere again, but this time two worms&lt;br&gt;will begin diving through the air. Pick up any needed energy and ammo left by&lt;br&gt;the first worm, then start attacking the two worms with the Light Beam just&lt;br&gt;like the last one. The only difference from before is that now you have to&lt;br&gt;watch out for two worms that could crash into you instead of just one. Once the&lt;br&gt;armor has been destroyed on one worm, it will stay underground until all the&lt;br&gt;armor is destroyed on the second as well. After you destroy the armor from both&lt;br&gt;worms, they will both attach to the sphere and the second phase of the battle&lt;br&gt;will repeat. Both worms can fire dark energy at you, and they can also combine&lt;br&gt;to fire two laser beams that will rotate in a circle around the arena. When one&lt;br&gt;of the beams approaches you, jump back to avoid it. It&amp;#39;s best to attack each&lt;br&gt;head separately here in order to lower the number of attacks being fired at&lt;br&gt;you. Focus on destroying whichever head is closer to you, then don&amp;#39;t forget to&lt;br&gt;enter the hole and lay a bomb, since that&amp;#39;s what&amp;#39;s actually does damage.&lt;br&gt;&lt;br&gt;Once both worms have been destroyed, you guessed it, three worms will start&lt;br&gt;diving around the arena. This final phase of the fight will proceed just like&lt;br&gt;the other two, except that there will be three worms to avoid, not just one or&lt;br&gt;two. Once they&amp;#39;re attached to the sphere, you may have to move between Safe&lt;br&gt;Zones fairly often, at least until you destroy a worm. The final worm will be&lt;br&gt;especially vicious, and will try to hit you while you move between Safe Zones.&lt;br&gt;&lt;br&gt;As soon as you lay the bomb in the belly of the final worm, you will be&lt;br&gt;rewarded with the sight of Amorbis writhing on the ground one last time,&lt;br&gt;slamming the sphere for the third time. Amorbis will then crumble into dust,&lt;br&gt;and the sphere will explode, leaving behind an icon shaped like the Metroid&lt;br&gt;logo. Step into the logo, and your traditional yellow Varia Suit will be&lt;br&gt;replaced with the brown and antique-looking DARK SUIT. This suit was designed&lt;br&gt;by the Luminoth, and it significantly reduces the effects of Dark Aether&amp;#39;s&lt;br&gt;atmosphere. You will still take damage in Dark Aether, but only at the rate of&lt;br&gt;about one unit per second, the same rate that you regain energy while in a Safe&lt;br&gt;Zone. This means that you do not need to worry nearly as much about venturing&lt;br&gt;outside of Safe Zones.&lt;br&gt;&lt;br&gt;Now that you have defeated the guardian of Dark Agon Wastes and received the&lt;br&gt;Dark Suit, enter the door at the opposite end of the temple to reach the Dark&lt;br&gt;Agon Energy Controller. Its collector is currently full of a bright red light,&lt;br&gt;but step up to the interface design in front, and you will insert your Arm&lt;br&gt;Cannon into it, using the Energy Transfer Module to transfer all the energy&lt;br&gt;into yourself. Now you need to return the energy to its rightful home, Light&lt;br&gt;Aether. Unfortuneately, the Ing won&amp;#39;t make it easy for you. When you return to&lt;br&gt;the temple, you&amp;#39;ll find three Warrior Ing waiting for you. Use the Light Beam&lt;br&gt;to fight them if you can, otherwise just run past them. Also, when you make it&lt;br&gt;back to the portal room, it will contain three Dark Pirate Troopers. However&lt;br&gt;you can, activate the portal and travel to Light Aether. Once there, head for&lt;br&gt;the Agon Temple and return to the Energy Controller. Approach its interface,&lt;br&gt;and this time the energy will flow out of you and into the Agon Energy&lt;br&gt;Controller, causing it to fill with a pure yellow light. When the energy&lt;br&gt;transfer is complete, a beam of energy will be directed to the Great Temple,&lt;br&gt;where U-Mos will see it arrive. Also, the hologram of the Agon guardian will&lt;br&gt;appear once more to thank you for restoring the energy to Agon. Now that you&amp;#39;ve&lt;br&gt;returned the energy to Agon Wastes, it&amp;#39;s time to return to U-Mos in the Great&lt;br&gt;Temple.&lt;br&gt;&lt;br&gt;  ##/#&lt;br&gt; ##/###  &amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&lt;br&gt;##/--/## C. TORVUS BOG                                                  [III.C]&lt;br&gt; ###/##  &amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&lt;br&gt;  #/##&lt;br&gt;&lt;br&gt;/==============================================================================&lt;br&gt;1. Path to Torvus                                                     [III.C.1]&lt;br&gt;\==============================================================================&lt;br&gt; |[Temple Grounds West, Sky Temple Grounds West]                    |&lt;br&gt; |o Missile Expansions 1,2,4,49                                     |&lt;br&gt; --------------------------------------------------------------------&lt;br&gt;Take the elevator back up to the Temple Grounds, and follow the path back to&lt;br&gt;Industrial Site. Before you head towards the elevator to the Great Temple in&lt;br&gt;Temple Assembly Site, though, you can find several Missile Expansions by making&lt;br&gt;a quick detour.&lt;br&gt;&lt;br&gt;Take the door that leads back towards the Landing Site instead. Pass the&lt;br&gt;elevator that leads up from the end of the Splinter Hive, and by opening&lt;br&gt;several translator doors you will reach the tentacle plant-filled tunnel just&lt;br&gt;off of the Landing Site. At one end of this tunnel is a pit that leads down to&lt;br&gt;the Splinter Hive. Jump down it again, and you&amp;#39;ll find a dead trooper on the&lt;br&gt;floor. When you approach it, though, it will be possessed by an Ing, becoming&lt;br&gt;the DARK MISSILE TROOPER. This is the only time it appears, so make sure to&lt;br&gt;scan it. It moves slowly and jerkily, just like the regular troopers, but this&lt;br&gt;one can fire missiles instead of the usual energy shots. The missiles are not&lt;br&gt;hard to dodge, however, so you should be able to avoid them easily while firing&lt;br&gt;back with your own missiles or whatever weapon you choose. When the Dark&lt;br&gt;Missile Trooper is dead, it will leave behind a MISSILE EXPANSION.&lt;br&gt;&lt;br&gt;The only way to get out of the hive is to continue all the way through it again&lt;br&gt;until you reach the elevator. This shouldn&amp;#39;t be much of a problem, though,&lt;br&gt;since most of the rooms will be empty. A few will still have one or two Dark&lt;br&gt;Troopers inside, though, so watch out. In Hive Chamber B, the room where you&lt;br&gt;first encountered Dark Samus and the Dark Portal, the room appears to dead-end&lt;br&gt;at an immovable gate. Next to the gate, however, are two Morph Ball tunnels.&lt;br&gt;One is open and leads around the gate, but the other one is covered with a seal&lt;br&gt;of Talloric Alloy. Use a bomb to destroy the seal and roll through the tunnel&lt;br&gt;to find another MISSILE EXPANSION.&lt;br&gt;&lt;br&gt;Now run through the rest of the Splinter Hive, return to the surface, and make&lt;br&gt;your way to Temple Assembly Site. Here, you can find another Missile Expansion&lt;br&gt;before taking the elevator up to the Great Temple. Near the elevator door (to&lt;br&gt;the left as you face the door) is a large block near the wall. You can double&lt;br&gt;jump on top of this block, then use it to reach a nearby ledge with two crates&lt;br&gt;on it. This ledge leads along the edge of the room, and by following it you can&lt;br&gt;reach a Morph Ball tunnel. Roll through this tunnel for yet another MISSILE&lt;br&gt;EXPANSION.&lt;br&gt;&lt;br&gt;Now that you have added 15 missiles to your collection, take the elevator up to&lt;br&gt;the Great Temple. However, there are still more upgrades to be found! First of&lt;br&gt;all, you can kill the Lightflyers in the hallway with a single shot from the&lt;br&gt;Dark Beam. Now, look at the left wall in the hallway (Transport B Access), as&lt;br&gt;you face the Temple Sanctuary. You&amp;#39;ll see Morph Ball-sized ledges in the side&lt;br&gt;of the wall. Bomb jump up the ledges to reach a tunnel that leads to, you&lt;br&gt;guessed it, another MISSILE EXPANSION.&lt;br&gt;&lt;br&gt;OK, there will be no more Missile Expansions in this section. Enter the&lt;br&gt;sanctuary and take the elevator up to U-Mos in the Main Energy Controller room.&lt;br&gt;He&amp;#39;ll thank you for returning the energy to Agon, then warn you that the Ing&lt;br&gt;will be seeking revenge and guarding their remaining energy more closely. He&amp;#39;ll&lt;br&gt;tell you that there is increased Ing activity in the Torvus sector, meaning&lt;br&gt;that it should be your next destination. Now that you know where to go, return&lt;br&gt;to the Temple Sanctuary. Of the four doors leading out of the sanctuary, one&lt;br&gt;leads back towards Agon Wastes, and one you just came out of. Of the remaining&lt;br&gt;two, one is sealed with a green translator door, which you can&amp;#39;t open, while&lt;br&gt;the other one is yellow. You can open that door, and when you do it will tell&lt;br&gt;you that it leads to Torvus. In the hallway behind the door you&amp;#39;ll encounter a&lt;br&gt;new, yet familiar, creature: HARMONY CLASS DRONES. If you played the first&lt;br&gt;Metroid Prime, you remember these as Pulse Bombus, but on Aether they have a&lt;br&gt;different name. They act exactly the same, however, so fire a charged Power&lt;br&gt;Beam shot at them to destroy them.&lt;br&gt;&lt;br&gt;When you take the elevator back down, you will find yourself in a part of the&lt;br&gt;Temple Grounds you&amp;#39;ve never been before. In front of you is a large half-pipe&lt;br&gt;with a path behind it, as well as a ton of War Wasps. There&amp;#39;s another door&lt;br&gt;through a narrow tunnel off to the left, but it is blocked by a green blast&lt;br&gt;shield, which you can&amp;#39;t open right now. Fend off the War Wasps, then follow the&lt;br&gt;path past the half-pipe to reach Hall of Eyes. Here you&amp;#39;ll discover that the&lt;br&gt;only door out is blocked by another green blast shield, but there is a Dark&lt;br&gt;Portal in the room. Since that appears to be your only option, activate the&lt;br&gt;portal and enter it.&lt;br&gt;&lt;br&gt;Now that you are in Sky Temple Grounds, the Dark Aether version of Temple&lt;br&gt;Grounds, the rooms have the same basic shape but different doors and enemies.&lt;br&gt;Get rid of the Inglets in the room, then go through the normal blue door in&lt;br&gt;front of you (which in Light Aether was the locked green door). The next room,&lt;br&gt;Abandoned Base, has the shape of a large U, with several circular nodes at&lt;br&gt;points along the way. There are no Safe Zones along the way, but with your new&lt;br&gt;Dark Suit you should have plenty of time to make it to the end before you start&lt;br&gt;to be in serious trouble. You will not encounter many enemies along the way,&lt;br&gt;except that at one node, your path will be blocked by several laser beams&lt;br&gt;sweeping back and forth. These lasers are created by CORRUPTED SENTREYES on the&lt;br&gt;wall, and by shooting them you can turn them off for a few seconds, allowing&lt;br&gt;you to pass.&lt;br&gt;&lt;br&gt;When you reach the end of the room, you&amp;#39;ll find a platform hanging in the&lt;br&gt;center of a final circular node and locked in place by four metal arms grasping&lt;br&gt;it from the edges of the node. There is a Safe Zone on the platform, so you can&lt;br&gt;stand there and recover as much energy as you need. Past this node is a dead&lt;br&gt;end, but by scanning the platform you&amp;#39;ll learn that you can activate it by&lt;br&gt;activating four Bomb Slots, which will disengage the locks. To reach the Bomb&lt;br&gt;Slots, use the pistons on either side of the ledge at the end of the node. They&lt;br&gt;lead up to a circular track on which the Bomb Slots are evenly spaced. The only&lt;br&gt;problem is that once you activate a Bomb Slot, a wall will slide into place on&lt;br&gt;one side of the slot, which can make it impossible to reach all the other&lt;br&gt;unactivated Bomb Slots. There are multiple ways to solve this puzzle, but here&lt;br&gt;is one simple solution: Go up the right piston (with your back to the platform)&lt;br&gt;and go past the first Bomb Slot. Activate the second one, then continue around&lt;br&gt;the track activating each slot as you come to it. Now take the piston down,&lt;br&gt;then cross to the other piston, ride it back up, and finally activate the last&lt;br&gt;remaining Bomb Slot, the one you passed originally.&lt;br&gt;&lt;br&gt;Once all the locks have been disengaged, jump onto the platform and it will&lt;br&gt;start moving back through the room. Don&amp;#39;t get distracted during the trip,&lt;br&gt;though, because several swarms of Nightbarbs will fly at you, so be ready with&lt;br&gt;the Power Beam to fend off as many as you can. When the platform comes to a&lt;br&gt;stop, jump from it to a ledge containing a Light Portal, and go through the&lt;br&gt;portal.&lt;br&gt;&lt;br&gt;You are now in the Light Aether room corresponding to Abandoned Base, and it is&lt;br&gt;much simpler, though not without its challenges. You will soon encounter two&lt;br&gt;Dark Pirate Troopers, and after them you&amp;#39;ll fight a Pirate Grenadier. This room&lt;br&gt;also has the U shape and the circular &amp;quot;nodes&amp;quot; and you&amp;#39;ll need to fire a Light&lt;br&gt;Beam shot at the dark crystals on the blocks in the nodes to move them into&lt;br&gt;position so you can progress. When you reach the last node, which has a shallow&lt;br&gt;pool of water in it, you&amp;#39;ll need to jump onto the platform in the middle of the&lt;br&gt;pool from dry land in order to reach it. The door leads to a path along the&lt;br&gt;side of a cliff with several War Wasp Hives nearby. Take out the wasps and&lt;br&gt;continue to the door at the end, which contains an elevator.&lt;br&gt;&lt;br&gt;/==============================================================================&lt;br&gt;2. Harsh and Poisonous                                                [III.C.2]&lt;br&gt;\==============================================================================&lt;br&gt; |[Upper Torvus Bog, Upper Dark Torvus Bog]                          |&lt;br&gt; |o Super Missile                                                    |&lt;br&gt; |o Energy Tank 8                                                    |&lt;br&gt; |o Missile Expansions 29,32                                         |&lt;br&gt; ---------------------------------------------------------------------&lt;br&gt;At the bottom you&amp;#39;ll land in a room that seems to be the exact opposite of Agon&lt;br&gt;Wastes: instead of dry sand, here you have wet, green plants everywhere. Behind&lt;br&gt;the elevator when you reach the bottom is a large air purification system; why&lt;br&gt;would the Luminoth have needed that? In the passage beyond the door you&amp;#39;ll see&lt;br&gt;several orange sacs hanging from tree branches; these are TORVUS HANGING PODS,&lt;br&gt;and they can contain items. At the end of the passage you&amp;#39;ll reach the shore of&lt;br&gt;a small lake, with a variety of plants and creatures on the ground, in the air,&lt;br&gt;and under the water. Not all the creatures are alive, though: there&amp;#39;s another&lt;br&gt;dead Luminoth lying to your left, and you can scan him for S-DLY&amp;#39;S TESTAMENT.&lt;br&gt;This room, Torvus Lagoon, is not completely natural, however. There is a metal&lt;br&gt;walkway above the water on the far side of the lake connecting two tunnels,&lt;br&gt;both gated. Before moving on, you&amp;#39;re probably ready to use the Save Station&lt;br&gt;through the door on a ledge to the left.&lt;br&gt;&lt;br&gt;When you return to Torvus Lagoon, start examining the several creatures to be&lt;br&gt;found here. The green and red plants are TORVUS BEARERPODS: they contain items,&lt;br&gt;but they release a poisonous cloud when they&amp;#39;re destroyed. Several large&lt;br&gt;insect-like creatures with helicopter wings will leap out of the water and&lt;br&gt;start flying towards you; these are SHREDDERS, and you can shoot them to knock&lt;br&gt;them back and prevent them from crashing into you. Since you can&amp;#39;t reach the&lt;br&gt;metal platform, the only way to go seems to be into the lake. While underwater,&lt;br&gt;your movement is slowed, jump height is reduced, and visibility is impaired.&lt;br&gt;However, you will be able to maneuver around the branches and reach the black&lt;br&gt;door underwater. You&amp;#39;ll encounter a group of shrimp-like creatures called&lt;br&gt;HYDLINGS in the water; they can be easily dispatched with rapid-fire Power Beam&lt;br&gt;shots and shouldn&amp;#39;t pose any danger to you.&lt;br&gt;&lt;br&gt;In the next room, walk through the circular structure in the middle of the&lt;br&gt;path, then jump out of the water to reach the door. If you turn around you&amp;#39;ll&lt;br&gt;see a green Luminoth lore projector on the wall, but you don&amp;#39;t have the ability&lt;br&gt;to translate it yet. Through the door is Great Bridge, and you can see the&lt;br&gt;bridge leading into a large building; there&amp;#39;s another door into the building&lt;br&gt;on ground level. There is also a new creature in this room: SHRIEKERS. These&lt;br&gt;are related to Shredders in that they wait just beneath the surface of the&lt;br&gt;water until you approach, but they are much more difficult because they will&lt;br&gt;fire a sonic blast at you (a whirling gust of air that&amp;#39;s difficult to see),&lt;br&gt;then disappear only to reappear somewhere else a few seconds later. Shriekers&lt;br&gt;are also remarkably tough, and it will take many hits to kill them all. You&lt;br&gt;have to kill them all, too, because the doors will be locked until you do. Once&lt;br&gt;they&amp;#39;re gone, you can scan the red eyes, called SENTINEL CRYSTALS, on the&lt;br&gt;walls, then go through the lower door into the building. It leads to a Morph&lt;br&gt;Ball tunnel, and you can see an Energy Tank in an alcove above you, but you&lt;br&gt;can&amp;#39;t reach it. You&amp;#39;ll be frustrated again when you reach the end, because the&lt;br&gt;door is locked with a green blast shield, which you can&amp;#39;t open. Return to Great&lt;br&gt;Bridge, and there is another way you can go: there&amp;#39;s a red door to your left&lt;br&gt;(with your back to the building), so go through it.&lt;br&gt;&lt;br&gt;This leads to another Morph Ball tunnel that goes right past a Dark Portal and&lt;br&gt;a Missile Expansion, but both are on the other side of a wall. At the end of it&lt;br&gt;you&amp;#39;ll reach Torvus Lagoon, but you&amp;#39;ll be behind the gate. Scan the panel to&lt;br&gt;lower the gates and extend the walkway to connect both doorways. You may want&lt;br&gt;to save again, then go through the door at the other end of the walkway.&lt;br&gt;&lt;br&gt;This door goes to Forgotten Bridge, and as soon as you enter you&amp;#39;ll encounter&lt;br&gt;two very dangerous animals that look like crosses between a lizard, a wolf, and&lt;br&gt;a frog: GRENCHLERS. Grenchlers are fast and agile, and they can attack from up&lt;br&gt;close with their teeth or from a distance by firing a bolt of electricity. The&lt;br&gt;only way to defeat one is to destroy the armored shell on its back, then fire&lt;br&gt;at the exposed flesh beneath it. The best strategy is to lock-on to one of the&lt;br&gt;Grenchlers, then jump and strafe to both avoid its attacks and try to get&lt;br&gt;behind it. Once you get a shot, fire as many missiles as you can. It will take&lt;br&gt;five missiles to destroy the shell, but you haven&amp;#39;t killed it yet. You still&lt;br&gt;need to get behind it again to fire a few more shots at the exposed flesh to&lt;br&gt;kill it. One thing to avoid while fighting the Grenchlers is getting pushed&lt;br&gt;against the wall. You&amp;#39;ll have more success if you can stay in the open, so&lt;br&gt;you&amp;#39;re free to run and jump in any direction. Once you survive the fight and&lt;br&gt;kill both Grenchlers, use the ledges against the wall to jump onto the large&lt;br&gt;bridge that spans the room. You can see a Missile Expansion in front of a door&lt;br&gt;on a ledge, but there&amp;#39;s no way to reach it now. Follow the bridge to reach a&lt;br&gt;Dark Portal, although there&amp;#39;s a transparent Bomb Slot nearby; that means you&lt;br&gt;need to find the corresponding slot in the dark world.&lt;br&gt;&lt;br&gt;Go through the portal to make your first (brief) visit to Dark Torvus Bog. You&lt;br&gt;can find two Research scans here: DARK SENTINEL CRYSTAL (the blue eyes) and&lt;br&gt;INGSPHERE CACHE (the dark blue blobs that contain items), but the main thing&lt;br&gt;to do here is to activate the Bomb Slot. This will cause the bridge to rotate&lt;br&gt;so that it connects to a different doorway, and you know that the bridge has&lt;br&gt;also rotated in Light Aether. You can&amp;#39;t go through any of the doors out of this&lt;br&gt;room, so follow the bridge until you can jump off and reach the Light Portal&lt;br&gt;(Make sure not to fall into the water: it&amp;#39;s toxic.) As soon as you&amp;#39;re back in&lt;br&gt;Torvus Bog, though, several Space Pirates will materialize in the room out of&lt;br&gt;nowhere! It won&amp;#39;t take long for you to realize that these are no ordinary Space&lt;br&gt;Pirates, either. These are DARK PIRATE COMMANDOS, the deadliest version of&lt;br&gt;Pirates that you will face. Dark Pirate Commandos have the ability to turn&lt;br&gt;invisible, meaning that they will appear, fire a shot at you, then disappear&lt;br&gt;and move somewhere else. They can fire two different weapons at you: standard&lt;br&gt;shots of dark energy, and new EMP grenades that will not only do damage if they&lt;br&gt;hit you, but will short out your visor for several seconds if they land&lt;br&gt;anywhere near you. All you can do against these enemies is to find one when it&lt;br&gt;appears, lock-on and fire as fast as you can at it until it disappears, all the&lt;br&gt;while watching out for incoming attacks from the others. While you may want to&lt;br&gt;use Missiles and light ammo on the commandos, it&amp;#39;s best to just stick to the&lt;br&gt;Power Beam. That&amp;#39;s because the Pirates will automatically disappear after a few&lt;br&gt;minutes, so all you have to do is survive against them for that long.&lt;br&gt;&lt;br&gt;Once they&amp;#39;re gone, climb back onto the bridge, which has been rotated, and&lt;br&gt;follow it to the door you saw earlier and collect the MISSILE EXPANSION which&lt;br&gt;is just waiting for you. The door leads to Abandoned Worksite, which you need&lt;br&gt;to navigate with the Morph Ball. Before rolling through the tunnel in the wall,&lt;br&gt;though, you need to kill the plant that lives on the opposite wall. This is a&lt;br&gt;SPORB, and it will fire a grappling hook at the Morph Ball if you go near it.&lt;br&gt;Otherwise, it will &amp;quot;spit&amp;quot; toxic acid at you. The Light Beam is especially&lt;br&gt;effective against the Sporb. Now roll through the tunnel (be careful not to&lt;br&gt;fall out). When you reach the other side of the room, jump down and go through&lt;br&gt;the door at the end. This will take you to an upper ledge of Great Bridge. Scan&lt;br&gt;the panel there to open a Kinetic Orb Cannon on a ledge across the room from&lt;br&gt;you, in front of a green translator gate. Jump down, then jump up to the cannon&lt;br&gt;and let it fire you onto the bridge. Cross the bridge (watch out for&lt;br&gt;Shriekbats) and go through the door to reach the upper level of the Morph Ball&lt;br&gt;tunnel you rolled through earlier. There are three circles on the narrow path,&lt;br&gt;and the first one is cracked. Bomb it, and you&amp;#39;ll fall through it to grab the&lt;br&gt;ENERGY TANK you saw earlier.&lt;br&gt;&lt;br&gt;Return to the top level and cross it to the door to enter Torvus Temple. You&amp;#39;re&lt;br&gt;at the bottom of a bowl-shaped room with high, sloping walls, but what will&lt;br&gt;draw your attention is that a skiff will appear, dropping off a number of&lt;br&gt;Pirate Troopers, along with two Pirate Aerotroopers. You should be able to&lt;br&gt;handle these fairly easily with missiles, Dark Beam, and Light Beam. Just focus&lt;br&gt;on one Pirate at a time, and take out the Aerotroopers as soon as you can. Use&lt;br&gt;the crates around the room for ammo and energy as necessary. Once all the&lt;br&gt;Pirates are dead, the lasers blocking an object that looks like a Missile&lt;br&gt;Expansion on a platform against the wall will disappear. When you get the item,&lt;br&gt;you&amp;#39;ll discover that it is actually the SUPER MISSILE, the Charge Combo for the&lt;br&gt;Power Beam and the weapon that can destroy green blast shields. The platform it&lt;br&gt;was on is also an elevator, and it will carry you up to a door which,&lt;br&gt;coincidentally, is green. Use your new weapon to destroy the blast shield and&lt;br&gt;go through to reach the Torvus Energy Controller, which is very similar to its&lt;br&gt;counterpart in Agon Wastes.&lt;br&gt;&lt;br&gt;Step up to the green holographic device to activate a message from the guardian&lt;br&gt;of Torvus Temple. He will tell you that most of the temple is flooded, and you&lt;br&gt;will need to explore the flooded regions to find all the Dark Temple Keys. He&lt;br&gt;will also warn you that the water in Dark Torvus Bog is toxic. Finally, he will&lt;br&gt;give you the ability to translate Emerald (green) holograms, and refill your&lt;br&gt;energy. There is a Lore to be found in the Energy Controller room, titled DARK&lt;br&gt;AETHER; it tells how the Luminoth designed machines to generate Dark Portals&lt;br&gt;and began to prepare for war with the Ing to reclaim their energy. Return to&lt;br&gt;the temple and you&amp;#39;ll find that it is now swarming with Shriekers. You can kill&lt;br&gt;them if you want, or you can scan the green hologram on the circular platform&lt;br&gt;in the center of the room. This will cause the platform to lower a few feet,&lt;br&gt;revealing a chamber with several doorways leading in different directions.&lt;br&gt;&lt;br&gt;/==============================================================================&lt;br&gt;3. Engines of War                                                     [III.C.3]&lt;br&gt;\==============================================================================&lt;br&gt; |[Upper Torvus Bog, Upper Dark Torvus Bog]                          |&lt;br&gt; |o Boost Ball                                                       |&lt;br&gt; |o Dark Torvus Temple Key 1                                         |&lt;br&gt; |o Missile Expansion 30                                             |&lt;br&gt; ---------------------------------------------------------------------&lt;br&gt;There are four doors out of the lower chamber of Torvus Temple: a purple door&lt;br&gt;that you can&amp;#39;t open yet, a green door that leads back to Great Bridge, a&lt;br&gt;translator door that leads to an unexplored area, and a regular blue door at&lt;br&gt;the end of a Morph Ball tunnel that also leads to new areas. If you recall,&lt;br&gt;there was a translator door behind the cannon in Great Bridge, so go through&lt;br&gt;the green door and return there briefly to see what&amp;#39;s behind it. There is now&lt;br&gt;a Grenchler patrolling Great Bridge, but you don&amp;#39;t have to fight it if you&lt;br&gt;don&amp;#39;t want to. Simply jump to the ledge with the cannon, scan the translator&lt;br&gt;door, and go through it to find the Torvus Map Station. With the map, you can&lt;br&gt;see that you have explored most of the surface of Torvus Bog, but that there is&lt;br&gt;a whole lower level that you have yet to enter. Return to the Torvus Temple,&lt;br&gt;and you&amp;#39;ll see that the translator door leads to a room that appears to&lt;br&gt;connect with Forgotten Bridge, while the door beyond the tunnel leads to the&lt;br&gt;lower levels. You might as well explore all of the surface before entering the&lt;br&gt;lower section, so open the translator door and go through.&lt;br&gt;&lt;br&gt;The next room is a watery tunnel, and a Grenchler will charge down the tunnel&lt;br&gt;at you. This can be a difficult fight since there&amp;#39;s not much room to&lt;br&gt;maneuver, but you&amp;#39;ll do a little better if you can fight the Grenchler in the&lt;br&gt;entrance area next to the door rather than in the middle of the tunnel, but it&lt;br&gt;will be difficult in any case. Just try to kill it as fast as possible (try the&lt;br&gt;Dark Beam). When it&amp;#39;s dead, you can collect an easy Missile Expansion by&lt;br&gt;rolling underneath the ledge that the door is on. There&amp;#39;s a gap that you can&lt;br&gt;roll in next to the wall, and it leads to a MISSILE EXPANSION hidden underneath&lt;br&gt;the metal grating. Now go down the tunnel, and at the other end you&amp;#39;ll find two&lt;br&gt;Sporbs. Once they&amp;#39;re dead, you can jump onto the ledge with the door. However,&lt;br&gt;turn around before you go through and you&amp;#39;ll see a Lore projector: this one,&lt;br&gt;OUR WAR BEGINS, describes the Luminoth&amp;#39;s development of Light Crystals.&lt;br&gt;&lt;br&gt;The tunnel leads to Torvus Grove, which contains several mutated trees in the&lt;br&gt;center, with Phazon containers on the ground underneath them. As if that wasn&amp;#39;t&lt;br&gt;a tip-off, when you reach the middle of the room two Space Pirates of a new&lt;br&gt;variety will appear by sliding down steep tracks in the room and begin to&lt;br&gt;attack. These are PIRATE COMMANDOS (the non-Ing versions of the ones you fought&lt;br&gt;in Forgotten Bridge), and they have attacks similar to their Ing-possessed&lt;br&gt;companions. The main difference is that they cannot disappear, but they are&lt;br&gt;able to move very swiftly. This can actually be a very simple fight: a charged&lt;br&gt;Dark Beam shot will freeze a Pirate Commando, and then a single missile will&lt;br&gt;kill it. Once both are dead, the lasers blocking the door will turn off. Go&lt;br&gt;through the door to reach a Dark Portal generator. Since there&amp;#39;s nowhere else&lt;br&gt;to go in Torvus Grove, go though the portal.&lt;br&gt;&lt;br&gt;The dark version of Torvus Grove is called Polluted Mire, and when you enter it&lt;br&gt;you&amp;#39;ll encounter a new enemy: HUNTER ING. These dangerous Ing are made up of a&lt;br&gt;central orange and black ball with several long black tentacles extending from&lt;br&gt;it. Hunter Ing are difficult to defeat because they can attack from a distance&lt;br&gt;with their tentacles, because they rarely stay in the same place long, and&lt;br&gt;because they can desolidify, causing any weaponfire to just go through them.&lt;br&gt;Do your best to avoid the Ing&amp;#39;s tentacles, and be ready to attack with a&lt;br&gt;charged Light Beam shot when it is solid. It will take several charged shots to&lt;br&gt;kill it, which is why Hunter Ing are so annoying. Once the Hunter Ing is dead&lt;br&gt;you can climb up the platforms on the trees and the surrounding walls. At the&lt;br&gt;top is a door, and in the next room is a Save Station.&lt;br&gt;&lt;br&gt;The door out of the Save Station room leads to Dark Forgotten Bridge, but&lt;br&gt;you&amp;#39;ll be in a metal walkway that is separate from the main part of the room.&lt;br&gt;There are two Lightflyers in the tunnel (use the Dark Beam), as well as a&lt;br&gt;transparent version of a device you haven&amp;#39;t seen before, but which the Scan&lt;br&gt;Visor will identify as a &amp;quot;Spinner&amp;quot;. At the end of the walkway is a door that&lt;br&gt;leads to a Morph Ball tunnel, and at the end of the tunnel is a large, open&lt;br&gt;room called Dark Torvus Arena. When you first enter the room, you&amp;#39;ll see an Ing&lt;br&gt;that resembles a large Warrior Ing below you at the other end of the room. It&lt;br&gt;will immediately transform into a black Morph Ball and shoot through a round&lt;br&gt;tunnel in the wall at high speed! The main part of the room is a giant&lt;br&gt;halfpipe, and you can see a Dark Temple Key high up the side of one, out of&lt;br&gt;reach. It should be obvious that you&amp;#39;re going to have to fight the Ing on the&lt;br&gt;other side of the tunnel, so stand in the Safe Zone until your energy is full.&lt;br&gt;&lt;br&gt;When you&amp;#39;re ready, roll up the slope and through the tunnel to enter the&lt;br&gt;circular arena where you will battle the BOOST GUARDIAN. The Boost Guardian is&lt;br&gt;quite simply the hardest mini-boss in the game, and ranks near the top of the&lt;br&gt;list when compared with the full-fledged bosses. The Boost Guardian is loathed&lt;br&gt;by almost everyone who plays this game, and this author is no exception. But&lt;br&gt;you&amp;#39;ve got to fight him, so just grit your teeth and get on with it.&lt;br&gt;&lt;br&gt;The first thing to notice is that there are no Safe Zones of any kind in the&lt;br&gt;arena. This means that you will continually take damage due to the atmosphere,&lt;br&gt;not to mention damage inflicted by the Boost Guardian himself. The only way to&lt;br&gt;regain energy during the fight is by picking up energy that appears either&lt;br&gt;after defeating Inglets that will appear during the battle or if the Boost&lt;br&gt;Guardian destroys any of the four pillars in the arena.&lt;br&gt;&lt;br&gt;At the start of the battle, the Boost Guardian will attack in a manner similar&lt;br&gt;to a Warrior Ing. After scanning him for your Logbook, fire a charged Light&lt;br&gt;Beam shot at him. This will do damage to him, after which he should switch to&lt;br&gt;Morph Ball form. (He is invulnerable while he is transforming). When the Boost&lt;br&gt;Guardian switches forms, so should you. The Boost Guardian will charge up his&lt;br&gt;Boost Ball ability, which will cause him to ricochet around the room at high&lt;br&gt;speed. Unless you have lightning-fast reflexes, you won&amp;#39;t be able to avoid him&lt;br&gt;if he is heading towards you, so the best strategy is just to stay in place or&lt;br&gt;to move around randomly while he&amp;#39;s doing this. Once he slows to a stop, though,&lt;br&gt;you should approach him and lay bombs near him. Actually, lay bombs as much as&lt;br&gt;possible while the Boost Guardian is in Morph Ball form. If a bomb detonates on&lt;br&gt;or right next to the Morph Ball-Boost Guardian, it will lose its Morph Ball&lt;br&gt;form and simply turn into a black puddle that will move around the room. While&lt;br&gt;in this form, lay as many bombs as you can in his path. These bombs will not&lt;br&gt;actually do damage to the Boost Guardian (i.e. lower his energy bar), but they&lt;br&gt;will cause him to return to his normal, Warrior Ing form once he gets hit&lt;br&gt;enough. This is what you want, because it is only when he is in his solid form&lt;br&gt;that you can damage him. Once he&amp;#39;s solid again, go at him with the Light Beam.&lt;br&gt;&lt;br&gt;There are a few other things to keep in mind about the battle: First, when the&lt;br&gt;Boost Guardian changes from &amp;quot;puddle&amp;quot; form back to normal, there will be a short&lt;br&gt;cutscene. Do NOT press X as soon as the cutscene is over; you will&lt;br&gt;automatically exit Morph Ball form. Second, Inglets will appear throughout the&lt;br&gt;battle. Attack these with bombs whenever you have the chance while in the Morph&lt;br&gt;Ball phase of the battle, since they will leave energy behind. However, ignore&lt;br&gt;them while the Boost Guardian is solid unless you are on the brink of death,&lt;br&gt;i.e. on your last Energy Tank. Third, if you run out of Light Ammo, you can get&lt;br&gt;more from the Inglets or, better yet, just switch to Super Missiles. In&lt;br&gt;essence, use whatever you have to attack the Boost Guardian as hard and fast as&lt;br&gt;you can. Fourth, note that if the Boost Guardian collides into one of the&lt;br&gt;pillars while bouncing around the room, the pillar will be destroyed and it&lt;br&gt;will leave an Ultra Energy, which restores a full Energy Tank, or 100 units.&lt;br&gt;&lt;br&gt;You will undoubtedly discover that this is a very difficult battle, and it will&lt;br&gt;most likely take you multiple attempts to defeat the Boost Guardian. It may get&lt;br&gt;frustrating, but with each attempt you will get a little better against him.&lt;br&gt;The most important thing to remember when you have to fight a boss over and&lt;br&gt;over is to not rush. It is easy to get frustrated and just try to do things as&lt;br&gt;frantically and quickly as possible. This will get you killed, merely adding to&lt;br&gt;your frustration. Before you begin the fight, calm yourself, plan out what&lt;br&gt;you&amp;#39;re going to do, then go in and do it. If things get crazy and you don&amp;#39;t&lt;br&gt;know what to do, remember that you can pause at any time to think things&lt;br&gt;through. Finally, one of the most frustrating things about this battle is that&lt;br&gt;its success is partially dependent on luck. Sometimes the Boost Guardian will&lt;br&gt;hit you every time as he bounces around, sometimes hardly at all. Also, when&lt;br&gt;and if the pillars get destroyed can crucially affect the battle. If several&lt;br&gt;get destroyed early in the battle, they will mostly have been wasted, while if&lt;br&gt;one doesn&amp;#39;t get destroyed at the time you really need it, you&amp;#39;ll die from the&lt;br&gt;atmosphere. So if things are going your way, it&amp;#39;s important to try and make the&lt;br&gt;most of the opportunity.&lt;br&gt;&lt;br&gt;It will take approximately five charged Light Beam shots to kill the Boost&lt;br&gt;Guardian. When you finally succeed, the BOOST BALL will be yours, along with a&lt;br&gt;multitude of energy and ammo pick-ups. The Boost Ball allows you to &amp;quot;charge up&amp;quot;&lt;br&gt;the Morph Ball by holding B, then zoom off at high speed when you release B,&lt;br&gt;just like the Boost Guardian did. Roll out through the tunnel and you can use&lt;br&gt;the Boost Ball to reach the DARK TORVUS TEMPLE KEY high up the side of the&lt;br&gt;halfpipe. Position yourself underneath the key and boost up one side. As you&lt;br&gt;reach the top of your boost, charge up another boost and release it when you&lt;br&gt;reach the bottom of the halfpipe. The additional boost will send you higher up&lt;br&gt;the side, and you can repeat this until you reach the key. Now, you can&lt;br&gt;backtrack to the portal generator (don&amp;#39;t forget to save on the way!) and go&lt;br&gt;through the Light Portal.&lt;br&gt;&lt;br&gt;When you return to Torvus Grove, notice that there&amp;#39;s another halfpipe just in&lt;br&gt;front of the door to Underground Tunnel. Boost up to the top of it and you&amp;#39;ll&lt;br&gt;discover a ledge that runs along the walls of the room. Follow the ledge around&lt;br&gt;the room and you&amp;#39;ll find a door. In the next room are several small, mostly&lt;br&gt;harmless creatures known as KROCUSSES, and past them you&amp;#39;ll reach Forgotten&lt;br&gt;Bridge but, like before, you&amp;#39;ll be inside the metal tunnel. However, nearby is&lt;br&gt;the solid version of the transparent device you saw here in Dark Aether. This&lt;br&gt;is a SPINNER, and by rolling into it and boosting several times you can open&lt;br&gt;up a gate in the wall, allowing you to travel between the metal walkway and the&lt;br&gt;main part of Forgotten Bridge. In the Morph Ball maze through the door at the&lt;br&gt;end of the walkway, you can find a MISSILE EXPANSION. It&amp;#39;s fairly&lt;br&gt;straightforward how you need to progress, but once you activate the second Bomb&lt;br&gt;Slot you can reach the tunnel that leads straight back. At the end of it you&amp;#39;ll&lt;br&gt;find a halfpipe, and at the top is the expansion. On the other side of the&lt;br&gt;maze, though, you&amp;#39;ll reach Torvus Plaza, the light version of where you just&lt;br&gt;fought the Boost Guardian. This room is full of trees and luscious plants,&lt;br&gt;though, not terrifying Ing. There is a halfpipe here just like in Dark Aether,&lt;br&gt;but unfortunately there&amp;#39;s nothing at the top that you can reach right now;&lt;br&gt;you&amp;#39;ll have to return here later.&lt;br&gt;&lt;br&gt;You&amp;#39;ve now explored almost all of the surface of Torvus Bog, but there is still&lt;br&gt;much of Dark Torvus that you have not seen. Since you just used the Spinner to&lt;br&gt;open the gate in Forgotten Bridge, return there and drop onto the ledge&lt;br&gt;underneath the gate. To your right is the Dark Portal you used earlier; go&lt;br&gt;through it again.&lt;br&gt;&lt;br&gt;/==============================================================================&lt;br&gt;4. Disturbing Anomalies                                               [III.C.4]&lt;br&gt;\==============================================================================&lt;br&gt; |[Upper Dark Torvus Bog, Upper Torvus Bog, Temple Grounds West, Agon|&lt;br&gt; |Wastes, Dark Agon Wastes]                                          |&lt;br&gt; |o Seeker Missile Launcher                                          |&lt;br&gt; |o Darkburst                                                        |&lt;br&gt; |o Energy Tank 12                                                   |&lt;br&gt; |o Missile Expansions 18,22,24,27                                   |&lt;br&gt; ---------------------------------------------------------------------&lt;br&gt;Once you are in Dark Forgotten Bridge, jump back up onto the bridge and follow&lt;br&gt;it to the green door; open it with a Super Missile (which you couldn&amp;#39;t do&lt;br&gt;before). In the next room you&amp;#39;ll need to shoot the LIFTVINE CRYSTAL with the&lt;br&gt;Light Beam to make the platform rise, then jump up to the upper ledge. Drop&lt;br&gt;down on the other side to reach Venemous Pond, Dark Torvus&amp;#39;s Great Bridge. You&lt;br&gt;can clearly see a Dark Temple Key on a ledge above a white door, but there&amp;#39;s no&lt;br&gt;way to reach it, not even by jumping from the ledge at the other end of the&lt;br&gt;Morph Ball tunnel. When you drop down to the floor of this room, a Hunter Ing&lt;br&gt;will appear. One way to defeat it is to wait until it is over the liftvine&lt;br&gt;plant in the water, then activate the Liftvine Crystal to create a Safe Zone.&lt;br&gt;There&amp;#39;s a Save Station behind the red door, and the white door leads into the&lt;br&gt;lower level of the Dark Torvus Temple. While you can&amp;#39;t raise the platform into&lt;br&gt;the main section of the temple because you don&amp;#39;t have all three keys yet, there&lt;br&gt;are two other doors here. The blue door leads to an Ammo Station, and at the&lt;br&gt;end of the Morph Ball tunnel is a green door with an ENERGY TANK behind it!&lt;br&gt;&lt;br&gt;Return to Venemous Pond and go through the only other door in this room: the&lt;br&gt;black door on ground level. It leads to Portal Chamber, which is almost&lt;br&gt;identical to the version of the room in Light Aether. Almost: after you roll&lt;br&gt;through the tunnel and reach the other end of the room, look for some platforms&lt;br&gt;in the area containing the door that you can jump up. These platforms lead to&lt;br&gt;another tunnel which will take you to the area with the Light Portal. Go&lt;br&gt;through the portal and you&amp;#39;ll find a MISSILE EXPANSION waiting right in front&lt;br&gt;of you. Once back in Dark Torvus, you can continue on to the next room,&lt;br&gt;Poisoned Bog, which for now is a dead end. That&amp;#39;s all you can do in Dark&lt;br&gt;Torvus right now, so backtrack to Dark Forgotten Bridge and go through the&lt;br&gt;Light Portal.&lt;br&gt;&lt;br&gt;If you attempt to explore the lower levels of Torvus Bog now, you will discover&lt;br&gt;that you need a new item. In order to save some backtracking later on, you&lt;br&gt;should go ahead and get this item now. This will also give you a chance to&lt;br&gt;re-explore old areas with your new abilities and find several useful items.&lt;br&gt;With that in mind, return to the elevator out of Torvus Bog, but be careful,&lt;br&gt;because many of the rooms will now be guarded by Grenchlers.&lt;br&gt;&lt;br&gt;When you reach Temple Grounds, you should head back towards Meeting Grounds.&lt;br&gt;However, you can use a shortcut through Path of Eyes: there&amp;#39;s a Morph Ball&lt;br&gt;tunnel located very close to the door you&amp;#39;ll enter by. It can be difficult to&lt;br&gt;spot, but once you find it it will take you directly to the other end of the&lt;br&gt;room. At the end of the tunnel you&amp;#39;ll find a Luminoth Lore (THE WORLD WARPED)&lt;br&gt;and a platform that you&amp;#39;ll need to shoot with the Dark Beam to move out of the&lt;br&gt;way. Now you can open the green doors to easily return to Meeting Grounds.&lt;br&gt;You&amp;#39;ll probably want to get rid of the War Wasp Hives in the room, but then&lt;br&gt;notice the large halfpipe in the room. Boost up it and you&amp;#39;ll find another&lt;br&gt;Luminoth Lore, AGE OF ANXIETY, with a Morph Ball tunnel nearby. Roll through&lt;br&gt;the tunnel, and when you reach a place where you must roll across a series of&lt;br&gt;collapsable blocks, boost across them to keep from falling. If you do fall,&lt;br&gt;you&amp;#39;ll have to backtrack to Meeting Grounds and try again. Once you make it&lt;br&gt;across, you can just follow the track as it leads you through several rooms&lt;br&gt;before finally sending you over a purple door and dropping you out on the other&lt;br&gt;side.&lt;br&gt;&lt;br&gt;The room you&amp;#39;ll end up in is the Hall of Honored Dead, and you&amp;#39;ll notice from&lt;br&gt;the map that it is directly underneath the Great Temple. Large statues of&lt;br&gt;Luminoth heroes surround the room, but what most attracts your attention is the&lt;br&gt;item that is locked inside a strong cylindrical cage in the center of the room.&lt;br&gt;In order to unlock the cage, you must use the four Spinners around the room to&lt;br&gt;rotate sections of the floor. The floor surrounding the cage is divided into&lt;br&gt;five rings, and each Spinner simultaneously rotates two adjacent rings. When a&lt;br&gt;ring is in the correct position, it will glow yellow. Once all five rings are&lt;br&gt;correctly aligned, the cage will open. This puzzle can be time-consuming if you&lt;br&gt;approach it by rotating rings randomly, but with a little strategy it can be&lt;br&gt;solved quickly. Each Spinner controls two concentric rings, so the key is to&lt;br&gt;figure out which rings each Spinner controls, then work from the inside out.&lt;br&gt;Numbering the rings from the inside out, here are the rings controlled by each&lt;br&gt;Spinner:&lt;br&gt;&lt;br&gt;   red: 1 &amp;amp; 2&lt;br&gt;yellow: 2 &amp;amp; 3&lt;br&gt;  blue: 3 &amp;amp; 4&lt;br&gt;purple: 4 &amp;amp; 5&lt;br&gt;&lt;br&gt;To align the rings, use the red Spinner until ring 1 is aligned, then go to the&lt;br&gt;yellow Spinner and use it until ring 2 is aligned. Do the same for ring 3 with&lt;br&gt;the blue Spinner, then finally use the purple Spinner until the last two rings&lt;br&gt;are aligned. Once all five rings are aligned, the outer ring will raise from&lt;br&gt;the floor and the giant statues around the room will focus lasers on the cage,&lt;br&gt;shattering it. Now you can collect the item inside, which is the SEEKER MISSILE&lt;br&gt;LAUNCHER. Now, by holding down the Y button, an orange targeting reticule will&lt;br&gt;appear which you can use to select up to five different targets. When you&lt;br&gt;release Y, Missiles will be fired at every target. Also, if you hold down Y&lt;br&gt;while locked-on, up to five dots will gradually appear inside the orange&lt;br&gt;reticule, indicating how many Missiles will be fired when you release Y. Use&lt;br&gt;the Seeker Launcher to get out of the Hall of Honored Dead by selecting each of&lt;br&gt;the purple balls around the purple door.&lt;br&gt;&lt;br&gt;Now you can head back the way you came, but on the ground and not in the Morph&lt;br&gt;Ball tunnel. In the second room you&amp;#39;ll go through, Service Access, you&amp;#39;ll see a&lt;br&gt;Morph Ball-sized pipe which leads back to Meeting Grounds, but first go through&lt;br&gt;the door, which leads to Landing Site. You&amp;#39;ll be on a ledge you couldn&amp;#39;t reach&lt;br&gt;before, and you&amp;#39;ll discover another Luminoth with a Keymaker Lore entry,&lt;br&gt;M-DHE&amp;#39;S TESTAMENT, behind some rocks. Jump down to save and refill your ammo,&lt;br&gt;then get back onto the ledge by using a movable platform underneath the ledge.&lt;br&gt;Also, if you haven&amp;#39;t scanned your ship for a Logbook entry yet, do it now,&lt;br&gt;because soon you will no longer be able to do so. Now, return to Meeting&lt;br&gt;Grounds and follow the path back to Torvus Bog. Once in Torvus, make your way&lt;br&gt;to the lower level of Torvus Temple. You may be ready to explore the lower&lt;br&gt;levels, but there are still more items to be collected. One of the doors out of&lt;br&gt;this chamber is a purple door, so use the Seeker Launcher to open it. Behind it&lt;br&gt;is an elevator that goes back to Agon Wastes.&lt;br&gt;&lt;br&gt;When you leave the elevator room on Agon, you&amp;#39;ll find yourself on a ledge above&lt;br&gt;Transport Center. Below you is a halfpipe, and on the other side of the&lt;br&gt;halfpipe, but higher up, is another ledge with a Dark Portal. You should know&lt;br&gt;what to do: drop down onto the halfpipe and boost up to the portal. When you go&lt;br&gt;through to Dark Aether, you&amp;#39;ll find a MISSILE EXPANSION waiting for you right&lt;br&gt;in front of the portal. Once you get it, though, drop down and go through the&lt;br&gt;door to the left to reach Portal Site. There are two Dark Pirate Troopers here:&lt;br&gt;you can fight them if you want, but all you need to do is go through the other&lt;br&gt;door out of Portal Site to reach Judgment Pit. After getting rid of the two&lt;br&gt;Warrior Ing here, jump up the platforms until you reach the green door above an&lt;br&gt;orange statue. Open the door with a Super Missile and in the next tunnel,&lt;br&gt;Warrior&amp;#39;s Walk, you can bomb part of the floor. Underneath the floor is a pool&lt;br&gt;of Phazon, but at the end of the Phazon is a MISSILE EXPANSION, so drop in and&lt;br&gt;roll as fast as you can to the expansion, then hurry back and jump out.&lt;br&gt;Warrior&amp;#39;s Walk connects Judgment Pit and Battlefield, so continue on to&lt;br&gt;Battlefield, then cross it to reach Doomed Entry. Here, jump up the platforms&lt;br&gt;and go through the black door. When you reach Dark Oasis, make your way through&lt;br&gt;the Inglets to the Light Portal, then return to Light Aether.&lt;br&gt;&lt;br&gt;You&amp;#39;ll now be in Main Reactor of Agon Wastes. Go through the door immediately&lt;br&gt;to the right to reach Sand Processing. After taking out the turrets, boost up&lt;br&gt;the halfpipe on the half nearest to where you came in and you&amp;#39;ll reach a&lt;br&gt;tunnel. At the end of the tunnel, scan the computer and activate the Bomb Slot&lt;br&gt;to drain the sand out of the other end of the room. With the sand gone, a&lt;br&gt;MISSILE EXPANSION is revealed. Once you&amp;#39;ve got the expansion, boost up the&lt;br&gt;halfpipe to reach the door. Once you&amp;#39;ve saved, you&amp;#39;ll discover that there are&lt;br&gt;several Metroids flying around in Bioenergy Production. Kill or run past them&lt;br&gt;to Biostorage Station, where the real fun awaits. There are several dark blue&lt;br&gt;sacs hanging from the ceiling in the room now, and tiny Metroids are issuing&lt;br&gt;from the sacs. Scan the METROID COCOONS and INFANT TALLON METROIDS for your&lt;br&gt;Logbook, then get busy. The Infant Metroids cannot suck your energy, but they&lt;br&gt;can still ram you for minor damage. A charged Power Beam shot or a single&lt;br&gt;light/dark shot will kill them. The only thing to worry about is that if an&lt;br&gt;Infant Metroid reaches one of the Phazon pools, it will transform into a&lt;br&gt;full-grown Metroid. Also, Infant Metroids will keep coming out of the cocoons&lt;br&gt;forever until they are destroyed. You don&amp;#39;t have to stay in this room, but if&lt;br&gt;you want to kill the Metroids, destroy all the cocoons, then eliminate all the&lt;br&gt;Infant Metroids. Once you&amp;#39;ve had your fun, continue on to the Command Center,&lt;br&gt;then head back to the Agon Temple.&lt;br&gt;&lt;br&gt;Go through the black door in Agon Temple to reach Mine Shaft. You already got&lt;br&gt;an Energy Tank here, but this time roll all the way down to the bottom, where&lt;br&gt;there&amp;#39;s a purple door you can now open. This leads to Mining Station B, where&lt;br&gt;a large industrial blade is hanging in the center of the room. There are also&lt;br&gt;several KRALEES in the room. They&amp;#39;re harmless, but interesting because they&lt;br&gt;will pop in and out of existence every few seconds. There&amp;#39;s also a Bomb Slot in&lt;br&gt;this room. When you activate it, the blade will start spinning and a timer will&lt;br&gt;begin ticking. Now go through the passage nearby to reach an area with a large&lt;br&gt;halfpipe. Scan the panel in front of the halfpipe to activate a Kinetic Orb&lt;br&gt;Cannon, which will shoot you up to another ledge. Now, before the timer runs&lt;br&gt;out, activate the Bomb Slot at the end of this ledge to raise the blade. It&lt;br&gt;will hit a rock outcropping and destroy it, revealing a Dark Portal.&lt;br&gt;&lt;br&gt;To reach the Dark Portal, scan the Luminoth Lore (THE STELLAR OBJECT) on the&lt;br&gt;ledge near the second Bomb Slot, then drop down and boost up the halfpipe. The&lt;br&gt;path at the top will drop you down the axle of the blade and leave you standing&lt;br&gt;on top of it. Now you can go through the portal to reach Trial Grounds. Go&lt;br&gt;through a crack in the wall of the main section, then jump from ledge to ledge&lt;br&gt;to reach a Morph Ball tunnel. Roll through the tunnel (avoid the Nightbarbs)&lt;br&gt;and at the end you&amp;#39;ll reach a Light Portal that&amp;#39;s behind a fence you&amp;#39;ve seen&lt;br&gt;before in Duelling Range. Once back in Light Aether, roll back through the&lt;br&gt;tunnel, and you&amp;#39;ll discover a new item on the ledge. This is the DARKBURST, the&lt;br&gt;Charge Combo for the Dark Beam. It uses 5 missiles and 30 Dark Ammo to create a&lt;br&gt;large cloud that does heavy damage to anything inside it when it detonates. As&lt;br&gt;soon as you claim the Darkburst, two Pirate Aerotroopers will appear. Take them&lt;br&gt;out however you want, then leave Mining Station B and make your way back to&lt;br&gt;Transport Center. Boost up the halfpipe to reach the elevator, and use it to&lt;br&gt;return to Torvus Bog. At long last, it&amp;#39;s finally time to explore the lower&lt;br&gt;level.&lt;br&gt;&lt;br&gt;/==============================================================================&lt;br&gt;5. Craven Savages                                                     [III.C.5]&lt;br&gt;\==============================================================================&lt;br&gt; |[Lower Torvus Bog, Lower Dark Torvus Bog]                          |&lt;br&gt; |o Gravity Boost                                                    |&lt;br&gt; |o Dark Torvus Key 2                                                |&lt;br&gt; |o Missile Expansion 33                                             |&lt;br&gt; ---------------------------------------------------------------------&lt;br&gt;Roll through the Morph Ball-sized tunnel in the lower section of Torvus Temple&lt;br&gt;to reach an elevator, with a Luminoth corpse lying against the wall. At the&lt;br&gt;bottom of the elevator, you&amp;#39;ll step into Hydrodynamo Station. This large,&lt;br&gt;cylindrical room is mostly underwater, but you&amp;#39;ll enter on a ledge that rings&lt;br&gt;the room and is above the surface. There is a central shaft that runs the&lt;br&gt;entire height of the room, and underwater are several levels of ledges and&lt;br&gt;platforms. Before jumping in the water, though, jump up the rotating platforms&lt;br&gt;that are spinning around the central shaft. (Watch out for PREEDS, though.) At&lt;br&gt;the top you can reach a red door which contains a Save Station.&lt;br&gt;&lt;br&gt;Now jump into the water, but jump towards the central pillar. You&amp;#39;ll land on a&lt;br&gt;circular platform attached to the pillar, and you can see three doors on ledges&lt;br&gt;spaced around the room across from your platform. One of them has a Missile&lt;br&gt;Expansion on it, but none of them are reachable. Your only choice is do drop&lt;br&gt;down to the bottom of the room, and it&amp;#39;s here that you&amp;#39;ll likely encounter&lt;br&gt;BLOGGS for the first time. Bloggs are fast, strong, and dangerous, and quick&lt;br&gt;reflexes are the key to defeating them. The best way to kill one is to lock-on&lt;br&gt;to it and wait until it is charging straight at you with its mouth open, then&lt;br&gt;fire a missile at it before it reaches you. This will kill it immediately. At&lt;br&gt;the bottom of Hydrodynamo Station you&amp;#39;ll find a scannable control panel, which&lt;br&gt;will extend the platform in front of the purple door above and release one of&lt;br&gt;the locks securing access to a door at the very bottom of the room. To get back&lt;br&gt;up, roll into the central tube, where a cannon will fire you to the top of the&lt;br&gt;room. Now you can use the extended platform to reach the ledge, get the MISSILE&lt;br&gt;EXPANSION, and use the Seeker Launcher to open the purple door.&lt;br&gt;&lt;br&gt;Through the door is an upward-sloping tunnel, and when you emerge from the&lt;br&gt;water you&amp;#39;ll see the air is full of sparkling blue particles, just like when&lt;br&gt;you defeated Dark Samus in the Agon Wastes. When you exit the tunnel and enter&lt;br&gt;the next room, Training Chamber, the blue particles will merge and condense to&lt;br&gt;form Dark Samus! The evil twin of yourself will laugh at you, then explode into&lt;br&gt;blue particles again. Apparently Dark Samus isn&amp;#39;t ready to fight you again yet,&lt;br&gt;but he/she/it wants to let you know that he/she/it is still alive and strong.&lt;br&gt;&lt;br&gt;Now for the Training Chamber. You&amp;#39;ll be standing on a ledge, but most of the&lt;br&gt;room is filled with water. Across the room is a large Luminoth statue, but it&lt;br&gt;doesn&amp;#39;t look like you can do much with it now. Drop into the water, where&lt;br&gt;you&amp;#39;ll have to fight two Bloggs. Focus on one at a time, and after you&amp;#39;ve fired&lt;br&gt;a missile into each one&amp;#39;s open mouth, a Spinner in front of the statue will&lt;br&gt;power up. Using the Spinner will rotate a section of the floor containing a&lt;br&gt;Morph Ball track, allowing it to connect to two different tracks. When a track&lt;br&gt;is connected, lights on the sides of the track will glow a specific color. The&lt;br&gt;first track you can connect is the red track, and by following it it will lead&lt;br&gt;underneath a wall and to a dry ledge containing a black door as well as a&lt;br&gt;Luminoth Lore: this one is titled RECOVERING ENERGY, in which the Luminoth&lt;br&gt;discuss their plans to build a device to transfer planetary energy from Dark to&lt;br&gt;Light Aether. This is the Energy Transfer Module, the glowing blue ball which&lt;br&gt;you found early in your journey.&lt;br&gt;&lt;br&gt;Through the black door is Transit Tunnel East. A cannon will fire you (in&lt;br&gt;Morph Ball form) into a series of underwater pipes. Simply roll through it, and&lt;br&gt;at the end is another door leading to the Catacombs. The Catacombs is another&lt;br&gt;room that is flooded, but with a few ledges and structures above the waterline.&lt;br&gt;You can see several damaged and collapsed pillars in the room, evidence that&lt;br&gt;the room was in much better condition prior to being flooded. There&amp;#39;s a Dark&lt;br&gt;Portal in this room, but it is behind a cage on a platform. Underwater you&amp;#39;ll&lt;br&gt;have to fight two more Bloggs, and there&amp;#39;s also a Bomb Slot on an underwater&lt;br&gt;ledge, but it is too high to reach with your limited jumping abilities&lt;br&gt;underwater. You can cross the room to reach the ledge on the other side,&lt;br&gt;though. Here you&amp;#39;ll find a gray door (you haven&amp;#39;t seen very many of these yet,&lt;br&gt;but you can&amp;#39;t open it), as well as a black door. Before you go through the&lt;br&gt;black door, though, scan the Luminoth body for G-SCH&amp;#39;S TESTAMENT, and if you&lt;br&gt;look above the Dark Portal you can scan another Lore: THE NEW TERROR,&lt;br&gt;describing the horror the Luminoth felt when the Ing first began to possess the&lt;br&gt;Luminoth.&lt;br&gt;&lt;br&gt;Now go through the black door, and at the end of a downward-sloping tunnel&lt;br&gt;you&amp;#39;ll reenter Hydrodynamo Chamber, this time on a different ledge. There&amp;#39;s&lt;br&gt;another control panel in front of you, and by scanning it you&amp;#39;ll extend the&lt;br&gt;platform for the ledge you&amp;#39;re on and release another lock. Also, the Bloggs in&lt;br&gt;the water are now BLOGGLINGS, small versions that are not nearly as strong. You&lt;br&gt;still can&amp;#39;t reach the final ledge (the one with the white door), but you can&lt;br&gt;return to the Training Chamber and use the Spinner to connect the second set of&lt;br&gt;Morph Ball tracks, which are blue and lead to a white door. Through this door&lt;br&gt;is Transit Tunnel West, another set of pipes. Here, fans will create strong&lt;br&gt;currents preventing you from making progress. By using the Bomb Slots, you can&lt;br&gt;turn the currents on or off, allowing you to make it through to the other side.&lt;br&gt;&lt;br&gt;The third and final large room surrounding the central Hydrodynamo Station is&lt;br&gt;Gathering Hall, and like the rest, it too is flooded. Like the others, this&lt;br&gt;room also contains a large Luminoth statue, but the platform on this statue&lt;br&gt;contains a large laser beam which is currently focused on a rock wall.&lt;br&gt;Underwater you&amp;#39;ll have to defeat one more Blogg, and you&amp;#39;ll also discover a&lt;br&gt;large section of the floor is made of cracked Benzium, which you cannot&lt;br&gt;destroy. In the center of the room underwater is a Dark Portal, but it is&lt;br&gt;behind bars. There&amp;#39;s also another Lore entry underwater on the other side; it&amp;#39;s&lt;br&gt;titled NEW WEAPONS, and it relates the invention of the Dark and Light Beams.&lt;br&gt;There are also several large spiky objects floating on the surface of the&lt;br&gt;water. By firing the Dark Beam at the crystals on the undersides of these&lt;br&gt;objects, they will flip over and you can use them to reach the ledge on the&lt;br&gt;other side of the room. Along the way you&amp;#39;ll jump onto the platform with the&lt;br&gt;laser, and you can see that the laser is controlled by a transparent Spinner.&lt;br&gt;On the other side of the room is another gray door, along with a Bomb Slot.&lt;br&gt;When you activate the Bomb Slot, the bars in front of the Dark Portal will&lt;br&gt;lower, so drop underwater and enter the portal.&lt;br&gt;&lt;br&gt;When you reach the Dark Aether version of this room, called Crypt, you&amp;#39;ll see&lt;br&gt;that you are no longer underwater: this room is dry except for a small pool of&lt;br&gt;toxic water in the center of the room. You&amp;#39;ll also discover, likely to your&lt;br&gt;dismay, that there are several Dark Pirate Commandos in this room. Like before,&lt;br&gt;these enemies are very strong and resilient. Reach a Safe Zone and try to avoid&lt;br&gt;their attacks as best you can. You may want to occasionally move to a different&lt;br&gt;Safe Zone in order to avoid the EMP grenades. If you want to try to kill the&lt;br&gt;pirates before they disappear, you can, but be aware that it will drain your&lt;br&gt;missile and ammo supplies. Otherwise, you can try to just avoid their attacks&lt;br&gt;until they disappear (which will take several minutes), or you can just try to&lt;br&gt;reach the platform containing the laser and use the Spinner device to move the&lt;br&gt;laser without getting hit. However you do it, all you need to do here is move&lt;br&gt;the laser, which will cause part of the wall to crumble in Light Aether. When&lt;br&gt;you return to Gathering Hall, you&amp;#39;ll see that a Missile Expansion is now&lt;br&gt;exposed near the laser, although it is behind a shield. Also, from the ledge&lt;br&gt;with the gray door, you can jump to a cannon underneath the Missile Expansion,&lt;br&gt;which will fire you on to a ledge containing a white door.&lt;br&gt;&lt;br&gt;Through the white door is another watery tunnel, and at the end is the ledge&lt;br&gt;containing the final control panel in Hydrodynamo Station. Once the final&lt;br&gt;platform is extended and the final lock released, the central section of the&lt;br&gt;floor of Hydrodynamo Station will rise, revealing a door underneath. Go through&lt;br&gt;the door in the bottom of Hydrodynamo Station to reach Hydrodynamo Shaft, which&lt;br&gt;s just an underwater spiral staircase that winds around a large cylindrical&lt;br&gt;chamber in which you can see a very large creature swimming. Towards the bottom&lt;br&gt;of the shaft you&amp;#39;ll encounter a swarm of Hydlings, which you can use to refill&lt;br&gt;any energy or ammo you need.&lt;br&gt;&lt;br&gt;The door at the bottom of the shaft leads to the Main Hydrochamber, which is&lt;br&gt;directly underneath the cylindrical chamber you spiraled around. Drop down to&lt;br&gt;the bottom of the room, which contains a door on one side and an alcove on the&lt;br&gt;other. The alcove leads to a ledge too high to reach, so go through the door.&lt;br&gt;Here, in a small storage room, you&amp;#39;ll find the GRAVITY BOOST. This useful piece&lt;br&gt;of equipment will undo all the handicaps you had to deal with in water. Now&lt;br&gt;your visibility is crystal clear, your movement and jumping abilities are at&lt;br&gt;full strength, and you can even drift upwards for a considerable distance&lt;br&gt;underwater.&lt;br&gt;&lt;br&gt;As soon as you return to Main Hydrochamber, though, the walls will rotate to&lt;br&gt;lock you into the room and a hatch in the ceiling will open, releasing the&lt;br&gt;creature you saw through the bars in Hydrochamber Shaft. This is the ALPHA&lt;br&gt;BLOGG, and it is in essence a very large, very fast, and very strong Blogg. The&lt;br&gt;Alpha Blogg has an additional attack as well: it can fire sonic blasts, which&lt;br&gt;will appear as swirls in the water. These can be easily dodged, but if one hits&lt;br&gt;you it will blur your vision and prevent you from firing for several seconds.&lt;br&gt;The Alpha Blogg&amp;#39;s most potent attack, though, is its charge. Just like regular&lt;br&gt;Bloggs, the Alpha Blogg will charge straight at you from across the room,&lt;br&gt;leaving you only a second or two to respond. Unfortunately, this is also the&lt;br&gt;time when the Alpha Blogg is most vulnerable to damage. The best strategy is to&lt;br&gt;keep a powerful attack charged up and ready to fire as soon as the Alpha Blogg&lt;br&gt;begins to charge, then immediately jump or dash out of the way. Super Missiles,&lt;br&gt;Seeker Missiles, and charged Dark Beam shots are all effective against the&lt;br&gt;Alpha Blogg. A hit by any of these attacks will take a significant chunk out of&lt;br&gt;its energy bar, so use whichever you prefer or have ammo for. The most&lt;br&gt;difficult part of the battle is avoiding the charge, but if you can survive&lt;br&gt;long enough to get several strong hits in you will destroy the Alpha Blogg.&lt;br&gt;&lt;br&gt;Once the creature is dead, the walls will unlock and a fan set in the wall will&lt;br&gt;stop turning. In order to leave the room, use your new Gravity Boost to reach&lt;br&gt;the ledge in front of the fan, and from there you can use the Gravity Boost&lt;br&gt;again to drift up and across the room to another ledge. By similarly boosting&lt;br&gt;to several more ledges, you can return to the door leading back to the bottom&lt;br&gt;of Hydrochamber Shaft.&lt;br&gt;&lt;br&gt;In Hydrochamber Shaft, use the school of Hydlings to refill your energy,&lt;br&gt;missiles, and ammo, but wait a moment before you go back up. Just before the&lt;br&gt;short drop where the door to Main Hydrochamber is located, there is a&lt;br&gt;cylindrical platform with a ledge on top. Gravity Boost up to the top of it,&lt;br&gt;and you&amp;#39;ll find a Dark Portal! When you go through the portal, you&amp;#39;ll discover&lt;br&gt;the second DARK TORVUS TEMPLE KEY is waiting for you on the ledge! Don&amp;#39;t try to&lt;br&gt;explore any more of this part of Dark Torvus now; immediately go back through&lt;br&gt;the portal and return to Hydrodynamo Station. You can no longer use the cannon&lt;br&gt;to reach the top of the room, but you can Gravity Boost up. Now would be a good&lt;br&gt;time to return to the top of the room and use the Save Station there.&lt;br&gt;&lt;br&gt;/==============================================================================&lt;br&gt;6. Dark Swarms                                                        [III.C.6]&lt;br&gt;\==============================================================================&lt;br&gt; |[Torvus Bog, Dark Torvus Bog]                                      |&lt;br&gt; |o Grapple Beam                                                     |&lt;br&gt; |o Dark Torvus Key 3                                                |&lt;br&gt; |o Energy Tank 11                                                   |&lt;br&gt; |o Beam Ammo Expansion 3                                            |&lt;br&gt; |o Missile Expansions 25,26,28,37                                   |&lt;br&gt; ---------------------------------------------------------------------&lt;br&gt;Now that you have the Gravity Boost, you need to see if there are any other&lt;br&gt;areas in Lower Torvus you can access. From Hydrodynamo Station, take the blue&lt;br&gt;door to Training Chamber. When you enter the water, the two Blogglings in the&lt;br&gt;water will be possessed and transform into DARK BLOGGS. These are tough&lt;br&gt;creatures, because it will take about three missiles in the mouth to kill one.&lt;br&gt;Try to keep both Dark Bloggs in your field of vision, and do your best to dodge&lt;br&gt;out of the way after you fire. When they&amp;#39;re both gone, use the Spinner to&lt;br&gt;rotate the floor so that the red track is connected. Use the Morph Ball tunnel&lt;br&gt;to reach Transit Tunnel East. Now that you can bomb jump normally underwater,&lt;br&gt;you can reach and activate the Bomb Slot at the top of a short vertical tube.&lt;br&gt;When you do, currents will begin moving up or down the other vertical pipes in&lt;br&gt;the tunnel. Go to the third tube past the Bomb Slot, where there is an upward&lt;br&gt;current. You need to reach the top of the tube, but it will take some&lt;br&gt;ingenuity. The current increases the height of your bomb jump and lowers the&lt;br&gt;speed at which you fall. You need to do a bomb jump into the tube, then lay&lt;br&gt;another bomb when you are almost at the apex of your jump so that you fall onto&lt;br&gt;the bomb just as it detonates. Try it a few times and you&amp;#39;ll soon see what you&lt;br&gt;need to do. You&amp;#39;ll have to do this twice to reach the top of the tube, where&lt;br&gt;you&amp;#39;ll find a second Bomb Slot. This will reverse the direction of the&lt;br&gt;currents temporarily, creating an upward current in the tube containing the&lt;br&gt;Energy Tank, which you can see is to the left of the second Bomb Slot. If you&lt;br&gt;can reach the top of its tube before time expires, you&amp;#39;ll get the ENERGY TANK.&lt;br&gt;&lt;br&gt;Continue on to the Catacombs, which now is home to two Grenchlers. Don&amp;#39;t forget&lt;br&gt;that now you can fight them underwater just as well as on land. Once they&amp;#39;re&lt;br&gt;dead, return to the Bomb Slot on a high underwater ledge underneath the Dark&lt;br&gt;Portal. You couldn&amp;#39;t reach it before, but with the Gravity Boost you can easily&lt;br&gt;activate the Bomb Slot, lowering the bars around the Dark Portal. Jump onto the&lt;br&gt;ledge and go through the portal.&lt;br&gt;&lt;br&gt;The Dark Aether room you&amp;#39;ll appear in is called Dungeon, and there are two DARK&lt;br&gt;GRENCHLERS in it. Fight them just like you would fight a regular Grenchler,&lt;br&gt;only use the Light Beam instead of the Dark Beam. Go through the only door out&lt;br&gt;of the room to reach Undertransit Two, where you need to avoid being crushed by&lt;br&gt;the cylinders that move up and down in the tunnel. At the end is Sacrificial&lt;br&gt;Chamber. This room contains two large, bright objects that generate Safe Zones&lt;br&gt;and look like some sort of power generator. There is a Hunter Ing in this room,&lt;br&gt;but it&amp;#39;s obvious that it&amp;#39;s not the only creature here. There is obviously a&lt;br&gt;large creature walking around just above you. You can see what it is by&lt;br&gt;climbing up the pile of debris on one side of the room, which will let you&lt;br&gt;reach a ledge where you can see, through a metal grate, a large creature with a&lt;br&gt;single rhinoceros horn. However, you can&amp;#39;t scan it from here, so you won&amp;#39;t be&lt;br&gt;able to find out exactly what it is.&lt;br&gt;&lt;br&gt;Go through the white door at the other end of the room to reach Undertransit&lt;br&gt;One, which is laid out like some pipes you encountered in the NES Metroid game!&lt;br&gt;There are three pipes stacked on top of each other, with invisible gaps in them&lt;br&gt;that will drop you down to the pipe below. Use the windows in the pipe to keep&lt;br&gt;track of your location, and when you can&amp;#39;t go forward anymore, do a bomb jump&lt;br&gt;to go through a gap up to the pipe above. There&amp;#39;s actually an expansion hidden&lt;br&gt;in these pipes, which you may discover by accident or not even suspect its&lt;br&gt;existence. The expansion is in the top pipe, just left of the central wall. On&lt;br&gt;the left side, head for the right half of the middle pipe and find a gap in the&lt;br&gt;ceiling. If you bomb up and veer left, you&amp;#39;ll land on a ledge in the top level&lt;br&gt;from which you can reach the central ring. If you veer right, though, you&amp;#39;ll&lt;br&gt;run right into the MISSILE EXPANSION. Once you&amp;#39;ve got the expansion, continue&lt;br&gt;through the pipes to the other end.&lt;br&gt;&lt;br&gt;At the end of this tunnel, you&amp;#39;ll enter Crypt, a room you explored before.&lt;br&gt;However, this time you&amp;#39;ll enter on a ledge surrounded by an energy shield.&lt;br&gt;Fire a Dark Beam shot at the crystal to lower the shield and cause several&lt;br&gt;platforms in the walls to begin moving in and out from the wall. Also, two Dark&lt;br&gt;Pirate Troopers (not Commandos!) will teleport in the room, but you can get rid&lt;br&gt;of them easily with the Light Beam. Use the moving platforms to reach the ledge&lt;br&gt;above the laser, which contains a white door. The door leads to a tunnel filled&lt;br&gt;with Darkling Tentacles; the Power Beam gives you the best chance of hitting&lt;br&gt;these fast-moving tentacles.&lt;br&gt;&lt;br&gt;The tunnel leads to the Dark Aether version of Hydrodynamo Station, called&lt;br&gt;Undertemple Shaft. This room is dry, but it still has all the same ledges as&lt;br&gt;the Light Aether room, with the addition of a metal cage in the center of the&lt;br&gt;room on the level of the three doors. The only way for you to go is down, so&lt;br&gt;jump to the bottom of the shaft. You&amp;#39;ll find two Hunter Ing down here, which&lt;br&gt;you probably don&amp;#39;t want to fight, so use the ledges around the edge to jump to&lt;br&gt;a Kinetic Orb Cannon, which will fire you up to the top of the room. Here you&lt;br&gt;can go through the red door to find a Save Station, then drop down onto a&lt;br&gt;metal floor that covers most of the shaft. There is one opening in it, which&lt;br&gt;will let you drop onto a ledge with a metal path in front of it. This leads&lt;br&gt;into the central cage, where you&amp;#39;ll find a Bomb Slot next to the body of a&lt;br&gt;Luminoth. The slot will rotate the cage and the walkway so that it connects to&lt;br&gt;the door to Sacrificial Chamber. In the tunnel you&amp;#39;ll find several Ingsphere&lt;br&gt;Caches, so use them to refill as much energy, missiles, and light ammo as you&lt;br&gt;can. Past them is some Venom Weed. Shoot it to make it temporarily withdraw,&lt;br&gt;then cross it quickly.&lt;br&gt;&lt;br&gt;The tunnel leads to the upper half of Sacrificial Chamber, and as soon as you&lt;br&gt;enter you&amp;#39;ll meet the large creature you saw and heard earlier, the GRAPPLE&lt;br&gt;GUARDIAN. This sub-guardian resembles a large Grenchler and still has its&lt;br&gt;weakness in its back shell. The Grapple Guardian can still ram and bite like a&lt;br&gt;regular Grenchler, and it is powerful, so you generally want to stay as far&lt;br&gt;away as you can. Its other attack is, of course, its grapple beam, which it&lt;br&gt;fires from its horn. If it hits you it will slowly drag you toward it while&lt;br&gt;draining energy away. Fire at its eye in order to break free. You can also fire&lt;br&gt;at its eye any other time, but you&amp;#39;ll notice that doing so will cause it to&lt;br&gt;flash yellow, not red, meaning you&amp;#39;re not actually doing damage. If you shoot&lt;br&gt;its eye enough, you will stun the Grapple Guardian momentarily, possibly just&lt;br&gt;long enough for you to get behind it and fire off a missile to do damage. A&lt;br&gt;better strategy is to wait until it uses the grapple beam, then try to get it&lt;br&gt;to grapple one of the power generators. This will cause it to get stuck to the&lt;br&gt;generator, allowing you to get behind it and fire away with the Light Beam.&lt;br&gt;Even if it doesn&amp;#39;t get stuck to the generator, your best bet of doing damage is&lt;br&gt;while it&amp;#39;s using the grapple beam attack.&lt;br&gt;&lt;br&gt;It will take around four or five solid attacks to drop the Grapple Guardian&amp;#39;s&lt;br&gt;energy bar to 1/4, at which point its shell will break. However, now things&lt;br&gt;will work a little differently. The Grapple Guardian will surround its&lt;br&gt;vulnerable back with energy from its grapple beam, meaning you can&amp;#39;t attack it&lt;br&gt;directly like normal. Instead, you&amp;#39;ll have to fire at its eye (use the Power&lt;br&gt;Beam for this) in order to stun the Grapple Guardian, at which point it will&lt;br&gt;be vulnerable to damage for a few seconds. Fire missiles or whatever you have&lt;br&gt;as fast as you can here, because it won&amp;#39;t last long. (Note that you do not have&lt;br&gt;to fire at its back to do damage here.) You&amp;#39;ll have to do this about three&lt;br&gt;times to finally kill the Grapple Guardian and claim the GRAPPLE BEAM as your&lt;br&gt;own.&lt;br&gt;&lt;br&gt;Once you get the Grapple Beam, the floor will descend down to the lower level,&lt;br&gt;preventing you from reaching the door back to Undertemple Shaft. Or has it?&lt;br&gt;Climb up the debris pile, and from the ledge there you can lock-on to the&lt;br&gt;GRAPPLE POINT on the ceiling (hold down L) to fire the Grapple Beam. This will&lt;br&gt;cause you to swing out across the room, and when you&amp;#39;re over the ledge with the&lt;br&gt;door you can release the Grapple Beam (let go of L) to drop onto the ledge and&lt;br&gt;return to Undertemple Shaft. You&amp;#39;ve now completed your exploration of lower&lt;br&gt;Torvus Bog (at least for now), but there&amp;#39;s no way to go directly from lower to&lt;br&gt;upper Dark Torvus Bog, so you need to find a Light Portal. Use the Grapple&lt;br&gt;Points to reach the white door which leads to Crypt and its Light Portal. Once&lt;br&gt;you&amp;#39;re back in Light Aether, you can leave lower Torvus and head to Great&lt;br&gt;Bridge.&lt;br&gt;&lt;br&gt;In Great Bridge, you&amp;#39;ll have to fend off two Dark Pirate Commandos for a couple&lt;br&gt;minutes, then you can go through the door to Path of Roots. Here you&amp;#39;ll see a&lt;br&gt;Luminoth Lore that you passed up the first time you saw it because you hadn&amp;#39;t&lt;br&gt;yet reached the Torvus Energy Controller. Now you can scan it and read THE ING&lt;br&gt;ATTACK and learn about the Luminoth&amp;#39;s discovery of the Ing&amp;#39;s ability to take&lt;br&gt;control of creatures in Light Aether. What&amp;#39;s more, there&amp;#39;s a Grapple Point in&lt;br&gt;this room that you can use to reach a MISSILE EXPANSION. Continuing on to&lt;br&gt;Torvus Lagoon, there&amp;#39;s an area to the right of the ramp that slopes up to the&lt;br&gt;dry land. This area is home to a patch of Venom Weed, and in an alcove high&lt;br&gt;above the weed is another MISSILE EXPANSION, which you can reach with the&lt;br&gt;Gravity Boost. You can find one more expansion by returning to Great Bridge,&lt;br&gt;then going through the white door on the ledge across from the bridge to reach&lt;br&gt;Abandoned Worksite. Use the Grapple Point here to swing to yet another MISSILE&lt;br&gt;EXPANSION.&lt;br&gt;&lt;br&gt;Now you have only a few tasks remaining before entering the Dark Torvus Temple.&lt;br&gt;Head to Forgotten Bridge and use the portal there, then go through the blue&lt;br&gt;door on the bridge to reach Venemous Pond. Before you get the final key,&lt;br&gt;though, there is one important expansion you should get. Go through the black&lt;br&gt;door and roll through Portal Chamber to reach Poisoned Bog, the dark version of&lt;br&gt;Torvus Lagoon. It is mostly filled with toxic water and is home to a Hunter&lt;br&gt;Ing, but you can reach a ledge with a purple door. Use the Seeker Launcher to&lt;br&gt;open it, and inside you&amp;#39;ll find a rare BEAM AMMO EXPANSION, which will increase&lt;br&gt;your light and dark ammo capacity by 50.&lt;br&gt;&lt;br&gt;Now, return to Venemous Pond and reach the ledge with the Light Crystal on it.&lt;br&gt;Roll through the Morph Ball tunnel to the left to reach a ledge across from the&lt;br&gt;key. Now you can use the Grapple Beam to swing across and claim the final DARK&lt;br&gt;TORVUS TEMPLE KEY. Head over to the nearby Save Station, then enter Dark Torvus&lt;br&gt;Temple. Before you step into the swirling light in the center of the room,&lt;br&gt;though, roll through the branches to the left to reach an Ammo Station. Now&lt;br&gt;that your energy, missiles, and ammo are all full, step into the red light.&lt;br&gt;&lt;br&gt;/==============================================================================&lt;br&gt;7. True Deathblows                                                    [III.C.7]&lt;br&gt;\==============================================================================&lt;br&gt; |[BOSS: Chykka]                                                     |&lt;br&gt; |o Dark Visor                                                       |&lt;br&gt; ---------------------------------------------------------------------&lt;br&gt;The three Dark Temple Keys will move into place on the three small pillars in&lt;br&gt;front of the platform. Then, toxic water will begin pouring into the room,&lt;br&gt;causing the platform you&amp;#39;re standing on to begin rising with the water. You&amp;#39;ll&lt;br&gt;emerge in the center of the main Dark Torvus Temple, a large circular room&lt;br&gt;surrounded by high cliff walls. The room is full of toxic water except for your&lt;br&gt;platform in the center. On the wall in front of you is a giant cocoon, held up&lt;br&gt;by four supporting structures. Use the Seeker Launcher to target all four&lt;br&gt;supports at once, and the cocoon will break and fall into the water, releasing&lt;br&gt;the creature inside...&lt;br&gt;&lt;br&gt;That creature is Chykka, a gigantic black and blue monster. Scan it to learn&lt;br&gt;that this is a CHYKKA LARVA, and that its belly is its weak spot. At first,&lt;br&gt;Chykka will just swim in a circle around your platform. As it swims, DARK&lt;br&gt;SHREDDERS will jump out of the water and begin drifting towards you. (Make sure&lt;br&gt;to scan one; this is your only chance!) Shoot the Dark Shredders before they&lt;br&gt;crash into you, then focus your attention on Chykka. It will dive underneath&lt;br&gt;the water, but watch for it to reappear on your HUD radar. When you see the&lt;br&gt;orange dot reappear, turn to face it with a charged Light Beam blast. Chykka&lt;br&gt;will leap out of the water and fire a blast of acid at you. Simultaneously&lt;br&gt;jump and fire to both avoid the acid and do damage to Chykka, then make sure to&lt;br&gt;jump over the splash that will wash over the platform when Chykka lands. Chykka&lt;br&gt;is only in the air for a second, so the Power or Light Beams are the only&lt;br&gt;weapons that have time to hit it; anything else is just too slow. Chykka will&lt;br&gt;leap twice before circling again.&lt;br&gt;&lt;br&gt;Sometimes, instead of leaping, Chykka will simply rise up and &amp;quot;stand&amp;quot; out of&lt;br&gt;the water in front of your platform. When this happens, it is about to try to&lt;br&gt;grab you with its tongue and drag you towards it. You can prevent this by&lt;br&gt;firing at it or jumping out of the way. Whenever Chykka tries this attack,&lt;br&gt;simply pummel it with the Light Beam as much as you can until it resumes&lt;br&gt;circling. When your light ammo gets low, fire the Dark Beam at the Dark&lt;br&gt;Shredders to get more. This battle is actually fairly easy and you shouldn&amp;#39;t&lt;br&gt;have too many problems. Once you kill the Chykka Larva, though, is when the&lt;br&gt;fun really starts.&lt;br&gt;&lt;br&gt;The dead larva will sink into the water and the platform you&amp;#39;re on will divide&lt;br&gt;into three pieces. Then, out of another cocoon will burst a second, adult&lt;br&gt;Chykka! This CHYKKA (a different scan!) has a long, slender body and two sets&lt;br&gt;of insect-like wings which it uses to hover in the center of the room. Scanning&lt;br&gt;will tell you that the adult Chykka is a light creature, so it is vulnerable to&lt;br&gt;the Dark Beam. The adult Chykka&amp;#39;s main attack is to fire a swath of several&lt;br&gt;acid blasts that are very difficult to completely avoid. The best way is to try&lt;br&gt;to jump ahead of the blast until it ends, but this is by no means foolproof.&lt;br&gt;The hardest part of this battle is simply trying to stay on the platforms,&lt;br&gt;since a hit from the acid will usually knock you off, and it can be difficult&lt;br&gt;to make your way back on while you are focusing on Chykka. If you are having&lt;br&gt;trouble, break your lock-on and focus on getting back on the plaform and in the&lt;br&gt;Safe Zone, then return to deal with Chykka. If you see Chykka stay in one place&lt;br&gt;for several seconds, it is about to charge you, so immediately use the Grapple&lt;br&gt;Beam to swing to one of the other platforms.&lt;br&gt;&lt;br&gt;To damage Chykka, the first step is to fire the Power or Dark Beams at it. Make&lt;br&gt;sure that you remain locked-on to it; sometimes it will zip from side to side,&lt;br&gt;which will break your lock-on. These blasts will only cause Chykka to flash&lt;br&gt;yellow, though, meaning they&amp;#39;re not actually doing damage. However, once Chykka&lt;br&gt;is hit enough it will be stunned for several seconds. When this happens, it&lt;br&gt;will start slowly rotating and red circles will appear at the bases of each of&lt;br&gt;its wings. Now is your chance to damage Chykka, but you have to be fast.&lt;br&gt;Quickly use the Grapple Beam to swing to the platform so that you are in front&lt;br&gt;of the wings. As soon as you land, charge up the Seeker Launcher and lock-on to&lt;br&gt;all four of the targets on the wings. When you hit all four targets&lt;br&gt;simultaneously, you will take off 1/8 of Chykka&amp;#39;s energy meter.&lt;br&gt;&lt;br&gt;Once you&amp;#39;ve done this twice, Chykka will fall into the toxic water in the&lt;br&gt;center of the temple. When it arises several seconds later, it will be taken&lt;br&gt;over by the Ing and become DARK CHYKKA (new scan). Dark Chykka has a large,&lt;br&gt;swolen eggsac, and this is its weak spot. Lock-on to it and fire at it with the&lt;br&gt;Light Beam as much as you can. Dark Chykka&amp;#39;s main attack is also several blasts&lt;br&gt;of acid, although Dark Chykka fires them all in the same place instead of in a&lt;br&gt;wide swath, making it a little easier to dodge. Also, Dark Chykka will&lt;br&gt;periodically release a swarm of small flying cretures called CHYKLINGS from its&lt;br&gt;tail which will head towards you. These can be useful for refilling light and&lt;br&gt;dark ammo, so take advantage of them as necessary. Dark Chykka is much easier&lt;br&gt;than regular Chykka, since you basically just have to fire at it as fast as you&lt;br&gt;can.&lt;br&gt;&lt;br&gt;When you have Dark Chykka down to half energy, it will change back to normal&lt;br&gt;Chykka, and you&amp;#39;ll have to do the stun, grapple, missile routine again. If you&lt;br&gt;can do it successfully two more times, though, you&amp;#39;re almost there. It will&lt;br&gt;turn into Dark Chykka once more, and now simply pummel it with the Light Beam,&lt;br&gt;missiles, Power Beam, or whatever you have left until it is dead.&lt;br&gt;&lt;br&gt;Once Chykka dies, the three platforms will rejoin into one, the toxic water&lt;br&gt;will drain out of the temple, and a new item will appear in the center of the&lt;br&gt;room. This is the DARK VISOR, which allows you to see objects that are not&lt;br&gt;visible otherwise. You&amp;#39;ll need to put it to good use, too. You&amp;#39;ll see a series&lt;br&gt;of platforms rise up, but as they do they will turn invisible. Switch to the&lt;br&gt;Dark Visor, though, and they will show up in bright red. Using the visor, jump&lt;br&gt;up the platforms until you reach a door at the top. This leads to the Dark&lt;br&gt;Torvus Energy Controller where, just like in Agon Wastes, you will interface&lt;br&gt;with the Energy Controller and absorb the planetary energy stored there. Once&lt;br&gt;you have transferred the energy, Dark Torvus&amp;#39;s sky will change from purple to&lt;br&gt;an eerie red.&lt;br&gt;&lt;br&gt;Now to transfer the energy to the Light Torvus temple. Head for Dark Forgotten&lt;br&gt;Bridge (you may want to stop by the Save Station off of Venemous Pond) and go&lt;br&gt;through the portal there. Now you can easily return to Torvus Temple and&lt;br&gt;refill the Energy Controller there with the energy. Congratulations, you have&lt;br&gt;now restored the planetary energy to two of Aether&amp;#39;s regions; only one more to&lt;br&gt;go! All that&amp;#39;s left now is to visit U-Mos in the Great Temple again to find out&lt;br&gt;where to go for the final Energy Controller. However, when you reach Great&lt;br&gt;Bridge, you&amp;#39;ll be visited by some more Dark Pirate Commandos. This time,&lt;br&gt;though, things will go differently. Before, the hardest part about this fight&lt;br&gt;was that they are constantly turning invisible, making it hard for you to know&lt;br&gt;where to look for them. Now, with the Dark Visor, you can see the pirates lit&lt;br&gt;up bright red all the time, making the fight much easier. You still have to&lt;br&gt;watch out for their attacks, but you&amp;#39;re much less likely to be surprised by an&lt;br&gt;attack. Once the Dark Pirate Commandos have gone, return to Torvus Lagoon and&lt;br&gt;take the elevator back up to Temple Grounds.&lt;br&gt;&lt;br&gt;  ##/#&lt;br&gt; ##/###  &amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&lt;br&gt;##/--/## D. SANCTUARY FORTRESS                                          [III.D]&lt;br&gt; ###/##  &amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&lt;br&gt;  #/##&lt;br&gt;&lt;br&gt;/==============================================================================&lt;br&gt;1. Metallic Warriors                                                  [III.D.1]&lt;br&gt;\==============================================================================&lt;br&gt; |[Temple Grounds, Sanctuary Fortress Level 1, Ing Hive Level 1]     |&lt;br&gt; |o Missile Expansion 48                                             |&lt;br&gt; ---------------------------------------------------------------------&lt;br&gt;Make your way back towards Meeting Grounds, and when you get there you&amp;#39;ll be&lt;br&gt;met by three Dark Pirate Commandos. This time, however, you&amp;#39;ll have to kill&lt;br&gt;them. Use the Dark Visor to keep track of them and attack with the Light Beam&lt;br&gt;or Super Missiles, and keep in mind that each pirate will have to take a large&lt;br&gt;amount of damage before it dies. Also, the pirates cannot be hurt just before,&lt;br&gt;during, or after they move from one point to another.&lt;br&gt;&lt;br&gt;Once the Dark Pirate Commandos have been dispatched, take the elevator up to&lt;br&gt;the Great Temple and talk to U-Mos in the Main Energy Controller. He&amp;#39;ll inform&lt;br&gt;you that there is only one temple remaining to be restored. It is in a fortress&lt;br&gt;built by the Luminoth; this fortress was once guarded by numerous machines they&lt;br&gt;designed, but now the machines have been corrupted by the Ing and will view you&lt;br&gt;as an enemy. After receiving the instructions, return to Temple Sanctuary and&lt;br&gt;open the final translator door in the room, which leads to Transport A Access.&lt;br&gt;There&amp;#39;s a Save Station through a hole in the wall here, but before you use it&lt;br&gt;look for a pile of rocks against the wall. Bomb the rocks to discover a path&lt;br&gt;leading underneath the Save Station to a hidden MISSILE EXPANSION.&lt;br&gt;&lt;br&gt;After you take the elevator back down to Temple Grounds you&amp;#39;ll be in Sacred&lt;br&gt;Path; this is the part of Temple Grounds you explored at the start of your&lt;br&gt;adventure. Make your way past the swarms of War Wasps in this room to reach&lt;br&gt;Sacred Bridge, which seems at first glance to be a dead end. Scan the raised&lt;br&gt;drawbridge and you will learn that the controls for the bridge are not in the&lt;br&gt;&amp;quot;visible spectrum or current timespace&amp;quot;. What item do you have that helps you&lt;br&gt;see objects that aren&amp;#39;t normally visible? That&amp;#39;s right, the Dark Visor. With&lt;br&gt;the Dark Visor you can see five targets around the bridge; use the Seeker&lt;br&gt;Launcher to hit them and lower the bridge. The next room is GFMC Compound,&lt;br&gt;where the Federation ship landed. There are three Pirate Troopers inspecting&lt;br&gt;things here; if you forgot to scan one earlier, do so now. After you kill the&lt;br&gt;pirates you can open the green translator door to reach Fortress Transport&lt;br&gt;Access. At the beginning of this suspended walkway you&amp;#39;ll meet a LUMINOTH&lt;br&gt;TURRET, which is similar to other turrets you&amp;#39;ve encountered but which takes&lt;br&gt;three missiles to kill. At the end of the walkway is another turret along with&lt;br&gt;a column of bright yellow light and a Lore entry: THE SKY TEMPLE. Here you&amp;#39;ll&lt;br&gt;learn that the Ing ruler lives in a place called the Sky Temple, which is&lt;br&gt;locked with ten keys hidden across Dark Aether. Through the door is the&lt;br&gt;elevator to Sanctuary Fortress.&lt;br&gt;&lt;br&gt;The elevator will come to a stop in a room with metal walls, a glass floor, and&lt;br&gt;many indications of a high level of technological sophistication. There are&lt;br&gt;also three dead Luminoth lying on the floor, and it appears they were killed by&lt;br&gt;their own machinery. In the long hallway that follows you&amp;#39;ll enounter two more&lt;br&gt;Luminoth Turrets, then have to scan a control panel to rotate a large &amp;quot;security&lt;br&gt;ring&amp;quot; in order to progress. The second half of the hallway contains a group of&lt;br&gt;Serenity Class Drones moving along the side wall, and you&amp;#39;ll need to use a&lt;br&gt;Spinner to rotate a second security ring. Through the windows on the left you&lt;br&gt;can catch glimpses of huge machinery.&lt;br&gt;&lt;br&gt;When you go through the door at the end of the hallway, you&amp;#39;ll step outside&lt;br&gt;onto a ledge in front of a long bridge leading across a chasm to a huge tower&lt;br&gt;of metal and rock: Sanctuary Fortress. The greenish sky and gray-blue rock&lt;br&gt;gives even the outside a harsh, mechanical feel. As you cross the bridge, you&lt;br&gt;may notice that it is littered with Space Pirate crates and even a few Phazon&lt;br&gt;containers. So you won&amp;#39;t be too surprised when about seven Pirate Commandos&lt;br&gt;appear when you&amp;#39;re halfway across the bridge. Make sure to scan one if you&lt;br&gt;didn&amp;#39;t the first time you fought them, then attack the pirates closest to you.&lt;br&gt;The Dark Beam is especially effective, but any weapon will do; and don&amp;#39;t forget&lt;br&gt;about the Phazon canisters! Also, don&amp;#39;t forget about any pirates that are&lt;br&gt;behind you, and don&amp;#39;t try to attack a pirate that has its shield out. Pirate&lt;br&gt;Commandos are dangerous, and with so many of them this battle can be difficult.&lt;br&gt;By staying on the bridge you can take them one at a time, and use the crates&lt;br&gt;for cover and to get energy or ammo. Once all the pirates are dead the doors&lt;br&gt;will unlock and you can enter the main building of the fortress.&lt;br&gt;&lt;br&gt;In the tunnel the door leads to you&amp;#39;ll encounter OCTOPEDES; shoot them a few&lt;br&gt;times to cause their sections to separate, then back away unti they all&lt;br&gt;self-destruct. In the next room you&amp;#39;ll see two large and strong-looking&lt;br&gt;humanoid mechanisms. You don&amp;#39;t know what they are, but they&amp;#39;re turned off right&lt;br&gt;now. There&amp;#39;s another drawbridge high up in the wall, and with the Dark Visor&lt;br&gt;you can see the Seeker Launcher targets to open it. Opening the bridge will&lt;br&gt;release a REZBIT, the first of many you&amp;#39;ll encounter in Sanctuary Fortress. The&lt;br&gt;Rezbit has a variety of attacks: a sweeping laser blast, a series of rapid-fire&lt;br&gt;blasts, as well as a shield to temporarily deflect attacks. But its most&lt;br&gt;dangerous attack is a virus that it releases into the air. You&amp;#39;ll know this&lt;br&gt;attack is coming when you cannot lock-on to the Rezbit and blue swirls appear&lt;br&gt;in front of it. The only way to prevent the attack is to shoot the Rezbit with&lt;br&gt;a charged shot before it launches the attack, which you&amp;#39;ll have to do manually.&lt;br&gt;The virus, once released, will infect your Power Suit, preventing you from&lt;br&gt;firing and causing your visor to malfunction. You&amp;#39;ll have to press L+R+B to&lt;br&gt;reboot your Power Suit, and you won&amp;#39;t be able to fire again until it&amp;#39;s&lt;br&gt;completely finished. The Dark Beam is the weapon of choice against the Rezbit,&lt;br&gt;since a charged shot will stun it for a second and two charged shots will kill&lt;br&gt;it.&lt;br&gt;&lt;br&gt;Once the Rezbit is gone, use a platform on the wall to jump to the bridge and&lt;br&gt;enter the Reactor Core. As you enter the room you&amp;#39;ll soon see a four-legged&lt;br&gt;robot patrolling the area with a red beam sweeping around. When the beam&lt;br&gt;focuses on you, it has spotted you and will begin attacking. This robot is&lt;br&gt;actually composed to two separate mechanisms, the QUAD CM (the head) and the&lt;br&gt;QUAD MB (the body). The head will fire laser blasts at you while the body will&lt;br&gt;swipe at you when you get close and turn itself into a top that will spin&lt;br&gt;around the room. Whichever part you kill first, the other will continue to&lt;br&gt;fight separately. The easiest way to fight these enemies is to destroy the&lt;br&gt;head first using any weapon. Once the head is destroyed, only the body will be&lt;br&gt;left. Switch to Morph Ball form, and once the Quad MB uses the spinning attack,&lt;br&gt;boost into it. This will stun the Quad, which is your chance to roll underneath&lt;br&gt;it and lay a bomb, which will destroy it.&lt;br&gt;&lt;br&gt;Upon killing the Quad, the door into the central part of the room will open.&lt;br&gt;&lt;/font&gt;&lt;font color=&quot;#00ff00&quot;&gt;In front&lt;/font&gt; &lt;font color=&quot;#00ff00&quot;&gt;of it, a curved hallway leads to two doors on either side. The left&lt;br&gt;door is a blue&lt;/font&gt; &lt;font color=&quot;#00ff00&quot;&gt;translator that you can&amp;#39;t open, and the right door leads to a&lt;br&gt;Save Station. The central section contains a tall shaft with a gold sphere and&lt;br&gt;other objects on it; this is the reactor for the fortress. There&amp;#39;s a useless&lt;br&gt;(for now) cannon on the ground, as well as a series of ledges leading up to the&lt;br&gt;top of the shaft. You&amp;#39;ll encounter three Rezbits on your way up, and at the top&lt;br&gt;is a yellow door (can&amp;#39;t open) and a blue door (go through it). This door leads&lt;br&gt;to a small room with a large window in front looking out on several concentric&lt;br&gt;spinning rings. Scan the panel in front of the window to learn the code to turn&lt;br&gt;off the structure: AMBER COBALT CRIMSON EMERALD. To the left is a Morph Ball&lt;br&gt;tunnel that leads to a circular path around the rings. Along the path are four&lt;br&gt;Bomb Slots, each with a different color. All you need to do is to activate the&lt;br&gt;Bomb Slots in the order indicated by the code. In case your vocabulary is&lt;br&gt;especially small, here&amp;#39;s what the code means:&lt;br&gt;&lt;br&gt;  amber = yellow&lt;br&gt; cobalt = blue&lt;br&gt;crimson = red&lt;br&gt;emerald = green&lt;br&gt;&lt;br&gt;When you activate all the Bomb Slots in the appropriate order, the rings will&lt;br&gt;stop spinning and you can roll across them to the door. This leads to the Hall&lt;br&gt;of Combat Mastery, a large room that is guarded by two Quads. You&amp;#39;ll also see&lt;br&gt;that there are Morph Ball mazes inside many of the walls, including a Missile&lt;br&gt;Expansion in one of them, but there&amp;#39;s no way for you to enter them. You&amp;#39;ll also&lt;br&gt;pass a door that is behind a force field. At the end of the room, you&amp;#39;ll go&lt;br&gt;through a short tunnel (with a door visible outside it) then reach a portal&lt;br&gt;generator. Since there&amp;#39;s nowhere else for you to go, activate the generator and&lt;br&gt;enter the portal.&lt;br&gt;&lt;br&gt;Once the transport is complete, you&amp;#39;ll no longer be in Sanctuary Fortress, but&lt;br&gt;instead in Ing Hive. In this room, Culling Chamber, you&amp;#39;ll discover a new form&lt;br&gt;of item storage, the INGWORM CACHE, a black sphere composed of tiny Ing. In the&lt;br&gt;area where the tunnel was, it is now gone and you can go through the door to&lt;br&gt;reach Hazing Cliff. Here, you&amp;#39;ll encounter a DARK TALLON METROID, which acts&lt;br&gt;similarly to a regular Metroid, although the Ing possession makes it stronger.&lt;br&gt;Use the Light Beam to kill it, then walk to the far side of the room where&lt;br&gt;you&amp;#39;ll find a short tunnel guarded by two DARK DILIGENCE DRONES. Kill them with&lt;br&gt;charged Light Beam shots, and behind them you&amp;#39;ll find a MISSILE EXPANSION.&lt;br&gt;&lt;br&gt;Now, return to Culling Chamber and enter the main part of the room. In the wall&lt;br&gt;to the left, in one of the Morph Ball mazes and over a bed of Phazon, you&amp;#39;ll&lt;br&gt;see one of the keys needed to enter the temple, but you can&amp;#39;t get it yet.&lt;br&gt;You&amp;#39;ll also meet several Warrior Ing in this room; use the Light Beam on them&lt;br&gt;as well, or Super Missiles if you get low on light ammo. The door that was&lt;br&gt;behind a wall is now accessible in Dark Aether: it leads to an elevator. While&lt;br&gt;this is where you want to go, you can explore the rest of this floor if you&lt;br&gt;want. At the end of Culling Chamber is Unseen Way, which appears to be an&lt;br&gt;uncrossable chasm. As its name suggests, though, the Dark Visor will show you&lt;br&gt;a moving platform you can use to cross. This leads to Hive Reactor, which&lt;br&gt;contains more Warrior Ing. This room also has doors on either side of the&lt;br&gt;central shaft: the one on the left leads to an Ammo Station, the one on the&lt;br&gt;right to a Save Station. The door leading out of the hive is yellow and cannot&lt;br&gt;be opened.&lt;br&gt;&lt;br&gt;Having reached a dead end here, your only option is to take the elevator off of&lt;br&gt;Culling Chamber up to the second floor.&lt;br&gt;&lt;br&gt;/==============================================================================&lt;br&gt;2. Slithering Like Beasts                                             [III.D.2]&lt;br&gt;\==============================================================================&lt;br&gt; |[Ing Hive Level 2, Sanctuary Fortess Level 2]                      |&lt;br&gt; |o Spider Ball                                                      |&lt;br&gt; |o Missile Expansion 42                                             |&lt;br&gt; ---------------------------------------------------------------------&lt;br&gt;At the top of the elevator is Hive Dynamo Works, a room with two ledges&lt;br&gt;separated by a wide pit. Furthermore, through the metal grating on the left you&lt;br&gt;can see that there is another section of this room which you cannot reach now.&lt;br&gt;A swarm of Nightbarbs surrounds a grapple point in the middle of the point, and&lt;br&gt;once you&amp;#39;ve cleared out most of them you can grapple to the ledge across the&lt;br&gt;pit. There you&amp;#39;ll see a Light Portal behind a force field, as well as a white&lt;br&gt;door. The door leads to a dead end, so you need to find a way to lower the&lt;br&gt;force field. A scan indicates that the controls are not in the visible spectrum&lt;br&gt;or current timespace; again, this is your cue to switch to the Dark Visor. Look&lt;br&gt;across the pit and you&amp;#39;ll see five targets on the wall. You may need to clear&lt;br&gt;out some more Nightbarbs so that they don&amp;#39;t interfere with your targeting. Once&lt;br&gt;you hit all five targets and lower the force field, open the Light Portal and&lt;br&gt;travel through.&lt;br&gt;&lt;br&gt;Now in simply Dynamo Works, you&amp;#39;ll see that the light version of the room does&lt;br&gt;not contain a pit, just a tunnel with a broken Quad MB in the middle. Go&lt;br&gt;through the nearby black door to reach Dynamo Access. Get rid of the DILIGENCE&lt;br&gt;CLASS DRONES in the tunnel with the Dark Beam, then scan the MECHLOPS under the&lt;br&gt;floor. Now use the gap to the right of the door to roll underneath the floor&lt;br&gt;and lay a bomb in the Mechlop&amp;#39;s path so that it grabs it and is destroyed, then&lt;br&gt;roll around the wall and exit the floor on the other side. After getting past&lt;br&gt;more Diligence Class Drones, you&amp;#39;ll reach a door that leads into the large room&lt;br&gt;known as Main Gyro Chamber.&lt;br&gt;&lt;br&gt;The part of the room you&amp;#39;ll enter has a locked semi-circular security door in&lt;br&gt;front of you, and to the right is a large window. Through the window you can&lt;br&gt;see two giant metal rings spinning around a purple electrified sphere. It&amp;#39;s a&lt;br&gt;rather impressive sight. There&amp;#39;s also a control panel that activates an&lt;br&gt;elevator down to the bottom of the room here, but there&amp;#39;s nothing you can do&lt;br&gt;down there now. There&amp;#39;s also access to a Morph Ball tunnel in the wall next to&lt;br&gt;the window, so roll through the tunnel to reach a ledge on the side of the&lt;br&gt;room. There&amp;#39;s another Morph Ball tunnel on the other side of this ledge, and&lt;br&gt;this tunnel leads to another enclosed area with a large window looking out on&lt;br&gt;the gyro. The red door in this area leads to a Save Station.&lt;br&gt;&lt;br&gt;When you activate the Bomb Slot, a 3 x 3 grid of red, green, and blue circles&lt;br&gt;will appear in front of the window. To the left of each row is a beam of light:&lt;br&gt;from top to bottom the light is red, green, blue. Finally, there are four small&lt;br&gt;gray circles in between the colored circles in the grid. When you fire at one&lt;br&gt;of the gray circles, the four colored circles around it will rotate clockwise.&lt;br&gt;The goal of the puzzle is to get all three red circles in the top row (as&lt;br&gt;indicated by the red beam of light), all the green circles in the middle row,&lt;br&gt;and all the blue circles in the bottom row. It&amp;#39;s not really that difficult; the&lt;br&gt;toughest part is realizing that that&amp;#39;s how to solve the puzzle. The best way to&lt;br&gt;solve the puzzle is to focus on completing the top row, then solve the bottom&lt;br&gt;two rows. Once you have it, a second Bomb Slot will raise from the floor. This&lt;br&gt;Bomb Slot will cause the outer ring of the gyro to stop spinning, forming a&lt;br&gt;walkway around the room. Go through the Morph Ball tunnel to the side platform,&lt;br&gt;then jump onto the ring and use it to reach a similar ledge on the other side.&lt;br&gt;There, roll through the Morph Ball tunnel to reach the other side of the area&lt;br&gt;where you entered the room. Use the Spinner to open the door connecting the two&lt;br&gt;sides, then activate the elevator on this side and ride it up to a door.&lt;br&gt;&lt;br&gt;This door leads to Temple Access, and when you drop down into the center of the&lt;br&gt;room you&amp;#39;ll have to fight a Quad. However, unlike most Quads, if you kill the&lt;br&gt;head first, another one will appear. For this one, you must destroy the body&lt;br&gt;first. Roll underneath it while it is firing the laser beam and lay a bomb to&lt;br&gt;destroy the body, then attack the head using the beam opposite to the color of&lt;br&gt;its shielding (for white shields use the Dark Beam, for purple shields use the&lt;br&gt;Light Beam). Only after the head is destroyed will the door unlock.&lt;br&gt;&lt;br&gt;Sanctuary Temple, like the others, is a large circular arena with high walls.&lt;br&gt;However, this temple is different in that it contains several platforms and&lt;br&gt;large pieces of what must have been a gigantic mechanoid. As soon as you drop&lt;br&gt;down onto the floor of the temple, two Quads in the temple will be possessed,&lt;br&gt;each one becoming a DARK QUAD CM (head) and a DARK QUAD MB (body). They&amp;#39;re&lt;br&gt;basically the same as normal; you don&amp;#39;t need to change your strategy. Just try&lt;br&gt;to keep in mind where the other one is while you&amp;#39;re fighting one. The best way&lt;br&gt;to fight multiple Quads is to destroy all the heads, then take out all the&lt;br&gt;bodies. Once they&amp;#39;re both dead, head to the far side of the temple where you&amp;#39;ll&lt;br&gt;find a platform that slopes upward. Jump onto this platform and by both jumping&lt;br&gt;and grappling you can reach the topmost platform in the center of the temple.&lt;br&gt;To the left is a blue translator door, to the right is a gray door, and&lt;br&gt;straight ahead are two grapple points. To reach the door on the far side, you&lt;br&gt;have to latch onto the first grapple point, swing across, then let go and&lt;br&gt;immediately press L again to latch onto the second point, from which you can&lt;br&gt;reach the door.&lt;br&gt;&lt;br&gt;This door, of course, leads to the Sanctuary Energy Controller, where just as&lt;br&gt;before you&amp;#39;ll find a holographic message left by the last guardian of the&lt;br&gt;fortress. He will tell you that this fortress was a place of refuge for the&lt;br&gt;Luminoth, but the portals here lead to the Ing Hive, the center of their&lt;br&gt;operations. This guardian devised the various mechanisms used to fight the Ing,&lt;br&gt;but eventually they were all corrupted. Finally, the guardian will give you the&lt;br&gt;ability to translate Cobalt holograms and refill your energy. There is a blue&lt;br&gt;Lore entry on the wall next to the Energy Controller; this entry is titled&lt;br&gt;AGON FALLS, and it describes the loss of the first region to the Ing along with&lt;br&gt;the horror the Luminoth felt when they realized the Ing were using the Energy&lt;br&gt;Transfer Module to steal the energy from Luminoth.&lt;br&gt;&lt;br&gt;When you return to Sanctuary Temple, there will be MEKENOBITES hanging from the&lt;br&gt;bottom of the platforms. These mechanoids are very annoying and can only be&lt;br&gt;destroyed by using the Seeker Launcher to fire missiles at each of their legs,&lt;br&gt;but the best strategy is usually just to run past them. Grapple back to the&lt;br&gt;central platform, and now you can grapple to the ledge with the translator door&lt;br&gt;and open it. This leads to an outdoor room called Workers Path. Jump to the&lt;br&gt;third platform, then turn around and scan the panel on the bottom of the&lt;br&gt;second platform to activate a cannon there, and use it to fire you to another&lt;br&gt;set of platforms, which lead to the door.&lt;br&gt;&lt;br&gt;Through the door is the other side of Dynamo Works. You&amp;#39;ll be facing a solid&lt;br&gt;wall with a Morph Ball tunnel leading through it. You&amp;#39;ll also see a large&lt;br&gt;Pillbug rolling around inside the wall. Scan the Pillbug and you&amp;#39;ll realize&lt;br&gt;that it is the SPIDER GUARDIAN! Note that this is the only time you can scan&lt;br&gt;the Spider Guardian; you will not have a chance once the battle starts. Roll&lt;br&gt;into the tunnel and you&amp;#39;ll enter a Morph Ball maze that is shared by the Spider&lt;br&gt;Guardian. That&amp;#39;s right: this battle will be fought entirely in Morph Ball form.&lt;br&gt;The Spider Guardian will roll along the blue tracks in the middle of the maze,&lt;br&gt;and a circle of blue energy emanates from it. You will take damage if you&lt;br&gt;touch this circle, meaning you cannot be right next to the Spider Guardian. The&lt;br&gt;circle also extends through walls, so even if you and the Spider Guardian are&lt;br&gt;on opposite sides of a wall, you may still take damage. Basically, if there is&lt;br&gt;just a &amp;quot;thin&amp;quot; wall or floor between you, you will be hurt, but not if there is&lt;br&gt;a &amp;quot;thick&amp;quot; wall separating you (this will make sense when you fight him). To&lt;br&gt;damage the Spider Guardian, you must damage it with bombs; this is made&lt;br&gt;difficult because you can&amp;#39;t get close to it. After you hit it once, the energy&lt;br&gt;circle around it will turn red and it will start rolling faster. Hit it twice&lt;br&gt;more and several things will happen. The energy circle will turn green, the&lt;br&gt;Spider Guardian will start moving slower than normal, and most importantly a&lt;br&gt;Bomb Slot on the right side of the maze will turn on. To damage the Spider&lt;br&gt;Guardian, you must reach the Bomb Slot before the guardian&amp;#39;s circle turns blue&lt;br&gt;again and the Bomb Slot turns off. When you activate the slot, a gate nearby&lt;br&gt;will switch positions, directing the Spider Guardian into a blue electrical&lt;br&gt;cylinder. This will take off 1/6 of the guardian&amp;#39;s energy bar, and it will&lt;br&gt;continue on to another section of the room.&lt;br&gt;&lt;br&gt;Follow the Spider Guardian into the next section, which contains a half-pipe.&lt;br&gt;This section is tricky because the guardian&amp;#39;s path takes it along the narrow&lt;br&gt;areas on both sides of the half-pipe, so try to avoid boosting when it is in&lt;br&gt;those areas. To bomb the Spider Guardian in this section, the best way is to&lt;br&gt;boost onto the left platform, then drop down laying bombs as you fall. When the&lt;br&gt;energy circle turns green, a platform will extend along with the Bomb Slot&lt;br&gt;powering up. Boost up to the left platform, then roll across the platform to&lt;br&gt;reach the slot. The next section also features a half-pipe, but only leads up&lt;br&gt;to platforms on one side and has a more complicated set of platforms in the&lt;br&gt;center. The best way to bomb the guardian here is either by dropping through&lt;br&gt;the hole in the top platforms and laying them as you fall or by boosting up the&lt;br&gt;right side and laying them at the top there. Several platforms will extend when&lt;br&gt;the energy circle turns green here: boost up the left side, then follow the&lt;br&gt;platforms down to the Bomb Slot.&lt;br&gt;&lt;br&gt;Once you clear this area, you&amp;#39;ll reach a passage blocked by several crates.&lt;br&gt;Bomb the crates to regain some energy before dropping into the final section of&lt;br&gt;the maze. This final section is the most difficult, consisting of three levels&lt;br&gt;of platforms with very little space between them. The fact that this section is&lt;br&gt;so cramped is what makes it difficult, since is is hard to avoid being hit by&lt;br&gt;the Spider Guardian&amp;#39;s energy circle. However, note that there are several&lt;br&gt;humps in some of the platforms and dips in the floor below, forming a few&lt;br&gt;places where the space between levels is thicker than usual. You are safe from&lt;br&gt;the Spider Guardian if you are on one side of the thick floor and it is on the&lt;br&gt;other. It is also important to watch your health in this area because it is&lt;br&gt;easy to get killed here due to the difficulty in avoiding the guardian.&lt;br&gt;&lt;br&gt;You&amp;#39;ll note that this section also has three Bomb Slots and three electrical&lt;br&gt;cylinders that will damage the Spider Guardian. The first time the guardian&lt;br&gt;turns green here, only the slot in the bottom-left will turn on. Activate this&lt;br&gt;slot and the Spider Guardian will run into one of the cylinders and take&lt;br&gt;damage. The next time the guardian turns green, both the first Bomb Slot and&lt;br&gt;the one in the upper-right will turn on. To damage the Spider Guardian this&lt;br&gt;time, you must activate BOTH Bomb Slots while it is green. The best way to do&lt;br&gt;this is to activate the first slot, then bomb the Spider Guardian again, which&lt;br&gt;effectively restarts its clock. Now head for the second Bomb Slot, and&lt;br&gt;hopefully the Spider Guardian will run into the second electric cylinder. Note&lt;br&gt;the word &amp;quot;hopefully&amp;quot;: if the guardian runs into a gate from the wrong side, it&lt;br&gt;will push the gate open and undo everything. For the final cylinder, you&amp;#39;ll&lt;br&gt;have to activate ALL THREE Bomb Slots: lower-left, upper-right, and upper-left.&lt;br&gt;Just like before, bomb the guardian again in between each Bomb Slot to buy&lt;br&gt;yourself more time. This can be repeated indefinitely, so if you&amp;#39;re having&lt;br&gt;trouble making a jump, roll over and bomb it again before you have to restart.&lt;br&gt;Also, the Spider Guardian&amp;#39;s position when you activate the final Bomb Slot will&lt;br&gt;determine whether or not it will reach the final cylinder without going through&lt;br&gt;any gates. It&amp;#39;s difficult to tell for sure, but in general if the guardian is&lt;br&gt;in the lower-right, center, or upper-right, you should be OK.&lt;br&gt;&lt;br&gt;When the Spider Guardian runs into the final electric cylinder, it will die and&lt;br&gt;a tunnel will be revealed where the cylinder once was. Roll through the tunnel&lt;br&gt;to reach a small chamber containing the SPIDER BALL. Now return to the maze and&lt;br&gt;use the Spider Ball to get out. When you have to go up and need to reach a&lt;br&gt;higher level of track, use a bomb jump while still holding down R. When you go&lt;br&gt;over a large section of wall as you turn the corner, look for a ledge at the&lt;br&gt;top of the track. Bomb jump off of the track here and the ledge will take you&lt;br&gt;to a MISSILE EXPANSION just in front of a tunnel. The tunnel will drop you off&lt;br&gt;on the other side of Dynamo Works; a handy shortcut. Roll up the Spider Ball&lt;br&gt;track on the side of the ledge to reach the door to the elevator down to the&lt;br&gt;first level, but not before scanning the dead Luminoth on the ledge for C-ACH&amp;#39;S&lt;br&gt;TESTAMENT.&lt;br&gt;&lt;br&gt;/==============================================================================&lt;br&gt;3. Deliverance from Terror                                            [III.D.3]&lt;br&gt;\==============================================================================&lt;br&gt; |[Sanctuary Fortress Level 1, Lower Torvus Bog, Lower Dark Torvus   |&lt;br&gt; |Bog]                                                               |&lt;br&gt; |o Power Bomb                                                       |&lt;br&gt; |o Hive Temple Key 1                                                |&lt;br&gt; |o Energy Tanks 3,13                                                |&lt;br&gt; |o Missile Expansions 34,35,40                                      |&lt;br&gt; ---------------------------------------------------------------------&lt;br&gt;At the bottom of the elevator you&amp;#39;ll enter the walled-off section of Hall of&lt;br&gt;Combat Mastery, which contains a Lore projector. THE FINAL CRUSADE tells of the&lt;br&gt;Luminoth&amp;#39;s final desparate mission to invade the Sky Temple and retrieve the&lt;br&gt;Energy Transfer Module. Use the SPIDER BALL TRACK (you can scan it for a&lt;br&gt;Logbook entry) to get out of the closed-off section, then roll up the nearby&lt;br&gt;track on the side of the wall to enter the Morph Ball maze inside the walls.&lt;br&gt;To make it through the maze, you&amp;#39;ll have to dodge flames, lasers, and Phazon&lt;br&gt;by careful timing, accurate bomb jumping, and riding moving platforms. When you&lt;br&gt;make it to the end you can grab a MISSILE EXPANSION before exiting the maze.&lt;br&gt;Now use the portal generator to travel to Dark Aether. Straight ahead at the&lt;br&gt;end of the first hallway is a Spider Ball track, and riding it will take you&lt;br&gt;inside the wall where you can grab HIVE TEMPLE KEY 1. Once you&amp;#39;ve got the key,&lt;br&gt;use the portal again to return to Light Aether.&lt;br&gt;&lt;br&gt;Now backtrack to the Reactor Core and make sure to destroy all the Rezbits as&lt;br&gt;you climb down to the bottom. It&amp;#39;s time to get some practice with your new&lt;br&gt;Spider Ball technology. Launch yourself from the cannon, but hold down R while&lt;br&gt;doing so; this way, you will latch onto the magnetic surface of the gold sphere&lt;br&gt;you were fired at. Keep holding down R as you roll around the sphere, and when&lt;br&gt;the electricity at the top of the sphere turns off, roll up the blue track&lt;br&gt;there to reach a second sphere. On this sphere, position yourself over the red&lt;br&gt;circle on the sphere, then hold B (while still holding R) to charge up a boost.&lt;br&gt;When you release the boost, you will launch off of the surface of the track and&lt;br&gt;(if you were on the red circle) onto another, smaller sphere. This sphere has&lt;br&gt;another red circle on it, so repeat this procedure, boosting from sphere to&lt;br&gt;sphere, until you finally boost onto another blue Spider Ball track. Now you&lt;br&gt;can follow this track until it leads you to an ENERGY TANK! Once you&amp;#39;ve got the&lt;br&gt;tank, let go of R to fall to the bottom of the room.&lt;br&gt;&lt;br&gt;Now you can open the translator door at one end of the semicircular hallway,&lt;br&gt;and behind it is a room containing a Map Station. Stop by the nearby Save&lt;br&gt;Station if you need to, then take a look at your map. There&amp;#39;s nowhere else in&lt;br&gt;Sanctuary Fortress that you can access right now, and the reason is that you&lt;br&gt;need a new item. However, getting that item is going to require a trip back to&lt;br&gt;Torvus Bog. Head out of Reactor Core back towards the fortress entrance, and in&lt;br&gt;the hallway just before you reach the bridge you&amp;#39;ll once again see the glowing&lt;br&gt;blue dots that signal that Dark Samus is nearby. When you step outside into&lt;br&gt;Sanctuary Entrance, Dark Samus will materialize in the middle of the bridge,&lt;br&gt;then let out a blast of energy that will completely destroy the bridge before&lt;br&gt;disappearing once again! You still need to get across to the elevator, but it&lt;br&gt;will be more of a challenge with no bridge to walk across. Turn to your left&lt;br&gt;(as you face the cliff) and you&amp;#39;ll see a Spider Ball track against the wall.&lt;br&gt;This track will lead you out across the cliff until it ends halfway across.&lt;br&gt;Here you&amp;#39;ll need to boost off the track and onto the track on the other side,&lt;br&gt;then follow the second track to complete the trip.&lt;br&gt;&lt;br&gt;Once you&amp;#39;ve made it, return to the elevator and take it back to Temple Grounds.&lt;br&gt;To reach the elevator to Torvus Bog, you&amp;#39;ll need to go via the Great Temple, so&lt;br&gt;head for the nearest Great Temple elevator. From Great Temple, take Temple&lt;br&gt;Transport C to reach Meeting Grounds and the path to Torvus Bog. Along the way,&lt;br&gt;in Path of Eyes, you&amp;#39;ll pass a green door. Open it with a Super Missile, then&lt;br&gt;let the cannon launch you across the gap to the other side, where you can use&lt;br&gt;your Grapple Beam to reach an ENERGY TANK! Unfortunately, you can&amp;#39;t open the&lt;br&gt;yellow door here, so return to Path of Eyes and continue on to the Torvus&lt;br&gt;elevator. When you make it back to Torvus Bog, head straight for Torvus Temple&lt;br&gt;and take the elevator down to the lower levels. Drop straight to the bottom of&lt;br&gt;Hydrodynamo Station and go through the door to reach Main Hydrochamber, where&lt;br&gt;you previously fought the Alpha Blogg. There&amp;#39;s an alcove in this room that&lt;br&gt;contains a Spider Ball track, and by rolling up it you&amp;#39;ll reach a dark portal&lt;br&gt;on a ledge. Go through the portal to enter the Dark Torvus version of this&lt;br&gt;room, Undertemple, and when you step out into the center of the room you&amp;#39;ll&lt;br&gt;encounter the final Sub-Guardian.&lt;br&gt;&lt;br&gt;The POWER BOMB GUARDIAN is a gigantic Sporb perched on top of a pillar in the&lt;br&gt;center of the room. This Sporb is even more annoying than most, however, due to&lt;br&gt;its ability to spit not just toxic darts, but Power Bombs. The only way to&lt;br&gt;damage the Power Bomb Guardian is to activate four Bomb Slots located high on&lt;br&gt;the walls around it which are accessible via a maze of Spider Ball tracks on&lt;br&gt;the walls. This is easier said than done, however, because the Power Bomb&lt;br&gt;Guardian will fire bombs at you trying to knock you off. Additionally, Inglets&lt;br&gt;will patrol the walls; they can also knock you off, although you can bomb them&lt;br&gt;to regain energy. The key to staying on the tracks is to keep moving and to&lt;br&gt;head towards the nearest Bomb Slot as fast as possible. Don&amp;#39;t be afraid to&lt;br&gt;take shortcuts such as releasing R so that you start falling, then holding R&lt;br&gt;again so that you latch onto a lower track. If a Power Bomb lands close to you,&lt;br&gt;get far away as fast you can, since these bombs have a wide range and will&lt;br&gt;knock you off the wall.&lt;br&gt;&lt;br&gt;When you do activate a Bomb Slot, a surge of electricity will arc into the&lt;br&gt;Power Bomb Guardian, taking away 1/4 of its energy. Once you have used a Bomb&lt;br&gt;Slot, the Safe Zone around it will disappear so you can quickly tell whether or&lt;br&gt;not you have used it. You will automatically fall to the ground after&lt;br&gt;activating a slot, so return to the Spider Ball tracks and head for the next&lt;br&gt;Bomb Slot. Repeat this for all four slots to defeat the Power Bomb Guardian.&lt;br&gt;Near the end it becomes especially difficult to reach the Bomb Slot because it&lt;br&gt;will fire several bombs in succession. The best strategy is to roll around away&lt;br&gt;from the slot until the bombs are launched, then make a break for the Bomb Slot&lt;br&gt;before any more can be fired. Once the final slot is activated, a beam from the&lt;br&gt;ceiling will fall and crush the Power Bomb Guardian. Use the Spider Ball tracks&lt;br&gt;one last time to reach the top of the beam, and in the center of it you&amp;#39;ll find&lt;br&gt;the POWER BOMB. Now you can lay Power Bombs while in Morph Ball mode, which are&lt;br&gt;capable of dealing heavy damage to almost any enemy, destroying Denzium&lt;br&gt;materials, and opening yellow doors, which will come in handy in leaving the&lt;br&gt;room. Note that you only have two Power Bombs, so use them only when necessary&lt;br&gt;for now. You will now receive Power Bomb Ammo from crates and enemies, and you&lt;br&gt;can also find Power Bomb Expansions which will increase your capacity by one.&lt;br&gt;&lt;br&gt;The yellow door leads to Undertemple Access. Quickly (since there are no Safe&lt;br&gt;Zones) shoot the Darkling Tentacles to reach the top of the stairs and lay&lt;br&gt;another Power Bomb to open the door. Your new Power Bombs will allow you to&lt;br&gt;collect several expansions, so use the Kinetic Orb Cannon to reach the top of&lt;br&gt;the room, save, then drop down and grapple to the white door to reach Crypt.&lt;br&gt;Go through the light portal here to reach Gathering Hall, where the center of&lt;br&gt;the floor is made of cracked Denzium. Lay a Power Bomb to destroy the floor and&lt;br&gt;reveal a curved area underneath with a yellow plug in the center. Another Power&lt;br&gt;Bomb will destroy this plug, causing the water to drain out of the room. Now&lt;br&gt;you can boost up the curved walls and latch onto Spider Ball tracks in the air&lt;br&gt;on either side. Follow these tracks (you&amp;#39;ll have to do some boosting) and&lt;br&gt;you&amp;#39;ll reach two Bomb Slots, one on each side. When you activate both slots,&lt;br&gt;the force field surrounding the Missile Expansion in this room will disappear.&lt;br&gt;To reach the expansion, grapple onto the ledge with the laser, then turn around&lt;br&gt;and jump onto the newly-extended platform, from which you can jump to the&lt;br&gt;MISSILE EXPANSION.&lt;br&gt;&lt;br&gt;Now exit through the white door, go through the connecting tunnel, and reach&lt;br&gt;Training Chamber. Jump over the fence into the center of the room, destroy the&lt;br&gt;Dark Bloggs, then roll up the Spider Ball track to the left of the statue. This&lt;br&gt;track will end over a small ledge with a Bomb Slot, and when you activate the&lt;br&gt;slot the statue will slide forward. Look behind the statue and you&amp;#39;ll find not&lt;br&gt;only a MISSILE EXPANSION but also a Spider Ball track up to a yellow door. Open&lt;br&gt;the door with a Power Bomb and you&amp;#39;ll find a hallway leading to an elevator.&lt;br&gt;This elevator goes to, of all places, Sanctuary Fortress.&lt;br&gt;&lt;br&gt;/==============================================================================&lt;br&gt;4. Extreme Caution Recommended                                        [III.D.4]&lt;br&gt;\==============================================================================&lt;br&gt; |[Sanctuary Fortress Levels 1,2]                                    |&lt;br&gt; |o Echo Visor                                                       |&lt;br&gt; |o Power Bomb Expansions 6,7                                        |&lt;br&gt; ---------------------------------------------------------------------&lt;br&gt;After stepping off the elevator and passing through a hallway guarded by&lt;br&gt;Octopedes, you&amp;#39;ll enter a large room called Main Research that is guarded by&lt;br&gt;two Quads. Once the Quads are gone, scan the lore entry, TORVUS FALLS, by the&lt;br&gt;door to add it to your Logbook. This entry, along with many you&amp;#39;ve recently&lt;br&gt;discovered, appear to be fairly recent, describing the Luminoth&amp;#39;s defeat as the&lt;br&gt;Ing take over more and more of Aether. It&amp;#39;s obvious there&amp;#39;s much more in this&lt;br&gt;room, but for now all you can do is follow the Spider Ball track across the&lt;br&gt;room up to a door. This door leads to Transit Station, and be ready to take out&lt;br&gt;a Luminoth Turret that will be waiting for you as soon as you enter.&lt;br&gt;&lt;br&gt;There&amp;#39;s another turret guarding the door out, but if you want to go on a little&lt;br&gt;adventure for an expansion, destroy the Denzium panel in the middle of the room&lt;br&gt;with a Power Bomb and go through the dark portal behind it. In the dark version&lt;br&gt;of the room, called Hive Portal Chamber, a DARK INGSHASHER will break out of a&lt;br&gt;wall and attack! You&amp;#39;ve seen these giant robots in several places throughout&lt;br&gt;the fortress, but until now they&amp;#39;ve all been deactivated. What&amp;#39;s more, this one&lt;br&gt;is Ing-possessed, making it even more dangerous. Ironically, these were&lt;br&gt;designed by the Luminoth to fight the Ing, but now this one has been taken over&lt;br&gt;by an Ing. Ingsmashers are very tough and powerful: they can fire missiles from&lt;br&gt;the launcher mounted on their shoulders, they can create shock waves on the&lt;br&gt;floor by smashing it, and they can simply punch with their massive fists. They&lt;br&gt;will also periodically create a sphere of purple or white energy which it will&lt;br&gt;use to deflect all attacks. You can get past this barrier by firing a charged&lt;br&gt;shot of the opposite beam (Light Beam for purple shield and vice versa). Any&lt;br&gt;other time you should attack the Dark Ingsmasher with missiles as fast as you&lt;br&gt;can while avoiding its attacks.&lt;br&gt;&lt;br&gt;Once its dead, walk into the alcove it broke out of and you&amp;#39;ll find a light&lt;br&gt;portal. When you go through the portal you&amp;#39;ll appear to be trapped in an alcove&lt;br&gt;of Transit Station, but there&amp;#39;s actually a Morph Ball tunnel near the grate&lt;br&gt;that leads to another dark portal. Now, back in Hive Portal Chamber, a Spider&lt;br&gt;Ball track leads to another light portal. Transport between worlds one more&lt;br&gt;time, and in Transit Station you&amp;#39;ll find another Spider Ball track which leads&lt;br&gt;across the room (don&amp;#39;t fall off!) and finally ends at a POWER BOMB EXPANSION,&lt;br&gt;which will allow you to carry one more Power Bomb.&lt;br&gt;&lt;br&gt;When you finally leave Transit Station you&amp;#39;ll be back at the top of Main&lt;br&gt;Reactor. Drop down and save, then head for the entrance one more time to make&lt;br&gt;more use of your Power Bombs. You won&amp;#39;t get very far, however, before the doors&lt;br&gt;will lock and you&amp;#39;ll be forced to fight two INGSMASHERS, one at a time. Use the&lt;br&gt;same strategies against them that you did for the Dark Ingsmashers. Once you&amp;#39;ve&lt;br&gt;destroyed both of them you can proceed to the entrance. Facing the cliff, turn&lt;br&gt;to the right and you&amp;#39;ll find a sheet of Denzium blocking an elevator. Destroy&lt;br&gt;the Denzium and ride the elevator to a control panel, which will activate a&lt;br&gt;cannon in front of the bottom of the elevator. The cannon will fire you onto a&lt;br&gt;platform in the middle of the cliff with a Vigilance Class Turret on it, the&lt;br&gt;kind you can control. Before you enter the turret, though, use the Scan Visor&lt;br&gt;to locate two sections of wall, one on each side, that can be destroyed. Use&lt;br&gt;the turret to destroy both sections of wall, then follow the Spider Ball track&lt;br&gt;to another cannon which will shoot you back.&lt;br&gt;&lt;br&gt;Now head to the other side of the door where there are some ledges you can jump&lt;br&gt;up. They lead to a lore entry, TWILIGHT, which describes the Luminoth&amp;#39;s final&lt;br&gt;retreat, and a Spider Ball track. Follow the track up to one of the ledges you&lt;br&gt;exposed by destroying the walls. On this ledge is a dead Luminoth which you can&lt;br&gt;scan for S-JRS&amp;#39;S TESTAMENT and a cannon. This cannon will fire you all the way&lt;br&gt;across the cliff to the other newly-exposed ledge, where you can collect&lt;br&gt;another POWER BOMB EXPANSION. Drop down from the ledge, ride the Spider Ball&lt;br&gt;track back across the abyss, and return to Main Reactor.&lt;br&gt;&lt;br&gt;By studying your map, you&amp;#39;ll notice that a yellow door in Main Gyro Chamber&lt;br&gt;leads to a tall, unexplored shaft. Head for that room, and as you pass through&lt;br&gt;Hall of Combat Mastery, some of the Ingsmashers will come to life and attack.&lt;br&gt;You can just run past them if you don&amp;#39;t want to fight them, but once you kill&lt;br&gt;them they&amp;#39;ll be gone for good, so it&amp;#39;s not a bad idea to go ahead and get rid&lt;br&gt;of them (just make sure you&amp;#39;ve scanned one). If you want, you can use a Power&lt;br&gt;Bomb in the Denzium tunnel just before the portal generator to reach a passage&lt;br&gt;leading to an elevator to Agon Wastes, but there&amp;#39;s not much reason to return&lt;br&gt;there now. Reach the elevator to the second level by using the Spider Ball&lt;br&gt;at the end of the walls of the enclosed area.&lt;br&gt;&lt;br&gt;When you reach Main Gyro Chamber, take the elevator down to the bottom just so&lt;br&gt;you can scan the lore entry there, called SHATTERED HOPE. Now take the elevator&lt;br&gt;up to the area with the white door, which leads to the temple. A Power Bomb&lt;br&gt;can destroy the cylinders on the floor there, which will allow a Bomb Slot to&lt;br&gt;rise up from the floor. When you activate it, another colored-circle puzzle&lt;br&gt;will appear in the air. Just like the first one, you must shoot the targets in&lt;br&gt;the center of each cluster of circles to rotate them so that all the circles of&lt;br&gt;each color are in the correct row. When you solve the puzzle, a second Bomb&lt;br&gt;Slot will rise; this slot will cause the inner ring of the gyro to stop&lt;br&gt;rotating, although it will stop at an angle, not horizontally. When you&lt;br&gt;approach the ring, you&amp;#39;ll see that a Spider Ball track runs along its edge.&lt;br&gt;Ride the track as far as you can: it ends across from a panel of glass blocking&lt;br&gt;the yellow door. However, part of the glass is cracked and it seems that it&lt;br&gt;wouldn&amp;#39;t be hard to break it. Go as far on the Spider Ball track as you can,&lt;br&gt;then boost off of the track and you will shatter the glass, landing on the&lt;br&gt;platform. Now you can Power Bomb the door and go through.&lt;br&gt;&lt;br&gt;As soon as you enter Checkpoint Station, you&amp;#39;ll see (through a window) several&lt;br&gt;Space Pirates firing at Dark Samus! Dark Samus will easily defeat them, then&lt;br&gt;start drawing Phazon from several containers in the room. Head to the right to&lt;br&gt;enter a passage full of crates; use these to refill your energy, missiles, and&lt;br&gt;ammo, especially light ammo. When you&amp;#39;re ready, go through the gate to enter&lt;br&gt;the other side of the room, but Dark Samus won&amp;#39;t be there! As soon as you go&lt;br&gt;through the door out of the room and into Aerie Transport Station, though,&lt;br&gt;you&amp;#39;ll find your nemesis drawing more energy from a wall of Phazon on the far&lt;br&gt;side of a large circular platform. When Dark Samus turns and sees you, she will&lt;br&gt;press a button on a control panel nearby, then begin her attack. As the battle&lt;br&gt;begins, the platform will begin to climb up through a tall vertical shaft.&lt;br&gt;That&amp;#39;s right, your second battle with Dark Samus will take place on a moving&lt;br&gt;elevator. Let&amp;#39;s get going!&lt;br&gt;&lt;br&gt;Make sure to scan DARK SAMUS 2 for a new Logbook entry, then get ready for a&lt;br&gt;long, intense fight. Just like before, Dark Samus is fast-moving, frequently&lt;br&gt;breaking your lock-on with quick dashes and jumps. She is vulnerable to your&lt;br&gt;attacks anytime she isn&amp;#39;t surrounded by a blue sphere of Phazon (except for&lt;br&gt;Power Bombs), and the Light Beam is your best weapon. Fire charged shots of it&lt;br&gt;at her as often as possible, but be aware that she may dodge your shot or&lt;br&gt;quickly create a shield of Phazon to block it. The best way to prevent this is&lt;br&gt;to fire two shots in quick succession or to fire just after she has finished an&lt;br&gt;attack. You can also use missiles, especially once your light ammo gets low.&lt;br&gt;Dark Samus retains many of her attacks from your first encounter, such as the&lt;br&gt;scatter shot and missiles. She has also acquired a few new attacks: a charged&lt;br&gt;shot that will temporarily encase you in Phazon and a sweeping beam shot.&lt;br&gt;&lt;br&gt;When the elevator reaches its destination, Aerie, the fight will continue in a&lt;br&gt;slightly larger arena, and Dark Samus will unleash a few additional attacks.&lt;br&gt;She now has the ability to transform into a Boost Ball that bounces crazily&lt;br&gt;around the room at high speed, very similar to the Boost Guardian; she is&lt;br&gt;invulnerable in this form. Additionally, Dark Samus can still use the collision&lt;br&gt;attack in which she fires herself straight at you from the air; she is also&lt;br&gt;invulnerable during this attack and while a sphere of Phazon surrounds her&lt;br&gt;after she lands. This attack is fairly easily to avoid by dodging just before&lt;br&gt;she launches herself; for the Boost Ball attack, just pay close attention and&lt;br&gt;try your best to dodge it. Dark Samus&amp;#39;s final trick is the ability to become&lt;br&gt;invisible. When you see her disappear, switch to the Dark Visor and she&amp;#39;ll&lt;br&gt;show up as bright red. Dark Samus will continue to fight as normal while&lt;br&gt;invisible, but eventually one hit from you will cause your Dark Visor to&lt;br&gt;overload, completely blacking it out. Once this happens, switch back to the&lt;br&gt;Combat Visor.&lt;br&gt;&lt;br&gt;Know that there is no quick way to defeat Dark Samus, it is simply a matter of&lt;br&gt;gradually whittling down her energy and staying alive longer than her. Note&lt;br&gt;that Dark Samus&amp;#39;s attacks will destroy some of the columns and crates in the&lt;br&gt;Aerie, which will provide a little bit of extra ammo and energy, but not much.&lt;br&gt;When you finally deliver the last shot to Dark Samus, she will break one of the&lt;br&gt;walls at the edge of the room, then fall off to the ground an unimaginable&lt;br&gt;distance below. You know enough by now not to believe that Dark Samus is gone&lt;br&gt;for good, but at least you won&amp;#39;t be bothered by her again for a while.&lt;br&gt;&lt;br&gt;Now that Dark Samus is gone, you&amp;#39;ll realize that the only place for you to go&lt;br&gt;appears to be to jump onto a ledge outside the broken section of wall. Here&lt;br&gt;you&amp;#39;ll find a narrow walkway that leads around the edge of Aerie to an alcove&lt;br&gt;containing a Dark Portal. Once in Dark Aether, stay in the Safe Zone around the&lt;br&gt;portal for a while if necessary, so that you have at least one or two full&lt;br&gt;Energy Tanks. Then follow the narrow walkway back, where you&amp;#39;ll find some&lt;br&gt;crates full of health and a Spider Ball track that leads over the wall. You&amp;#39;ll&lt;br&gt;see that a circular ring of Spider Ball track occupies the center of the room,&lt;br&gt;with a Spinner device in front of it. Use the Spinner to rotate the ring until&lt;br&gt;it locks in position, then ride the Spider Ball track up and around the ring&lt;br&gt;until it ends at a beam angled back and directly in front of a ledge with a&lt;br&gt;light portal. Boost off the track onto the ledge, then go through the portal.&lt;br&gt;Back in Aerie, you&amp;#39;ll see an item waiting for you on a platform in the center&lt;br&gt;of the room. Jump to it to earn the ECHO VISOR, the coolest visor in the game.&lt;br&gt;This visor creates an image by sending out sonic pulses which bounce off&lt;br&gt;objects.&lt;br&gt;&lt;br&gt;Drop back down to the floor and switch to your new visor to get a shock:&lt;br&gt;everything will be black, with only the edges of objects visible as gray&lt;br&gt;outlines that periodically brighten as the visor sends out sonic waves. You&amp;#39;ll&lt;br&gt;also see several special icons in your visor: there are three closed padlocks&lt;br&gt;over each of the three columns in the elevator platform, as well as three&lt;br&gt;orange icons on the structures around the platform. These orange icons resemble&lt;br&gt;waves spreading out from a source, and you can actually see sound waves&lt;br&gt;travelling from the orange icons to the padlocks. It appears that the orange&lt;br&gt;icons indicate sonic transmitters of some sort, and they appear to be connected&lt;br&gt;to the locks. You can lock-on to the transmitters, and when you shoot one the&lt;br&gt;sound waves will stop traveling from it, and its corresponding padlock icon&lt;br&gt;will open. Shoot all three transmitters and the elevator will unlock, returning&lt;br&gt;you back down to Checkpoint Station. However, as soon as you enter this room&lt;br&gt;you&amp;#39;ll realize that all the doors out have locked. Switch to the Echo Visor&lt;br&gt;again to see another transmitter and lock in the room. Turn off this&lt;br&gt;transmitter (it will take more than one shot) to unlock the doors.&lt;br&gt;&lt;br&gt;/==============================================================================&lt;br&gt;5. Battered Fortress                                                  [III.D.5]&lt;br&gt;\==============================================================================&lt;br&gt; |[Sanctuary Fortress Levels 1,2, Ing Hive Levels 1,2]               |&lt;br&gt; |o Screw Attack                                                     |&lt;br&gt; |o Hive Temple Keys 2,3                                             |&lt;br&gt; |o Energy Tank 14                                                   |&lt;br&gt; |o Beam Ammo Expansion 4                                            |&lt;br&gt; |o Missile Expansions 41,43,44,47                                   |&lt;br&gt; ---------------------------------------------------------------------&lt;br&gt;Back in Main Gyro Chamber, you&amp;#39;re probably ready to drop by the nearby Save&lt;br&gt;Station. Once that&amp;#39;s done, you can use the Echo Visor to grab an easy Missile&lt;br&gt;Expansion. Go to Temple Access, which is through the white door on the top&lt;br&gt;level. If you haven&amp;#39;t already, use the Dark Visor to locate Seeker Missile&lt;br&gt;targets on the wall. When you hit them all, a Morph Ball cannon will open in&lt;br&gt;the center of the room. Use the cannon to return to the upper ledge, then&lt;br&gt;switch to the Echo Visor. You&amp;#39;ll see a transmitter on the column in front of&lt;br&gt;you and when you turn it off, a timer will start. Quickly drop down and use the&lt;br&gt;cannon again, but this time you&amp;#39;ll end up under the floor, where there&amp;#39;s a&lt;br&gt;MISSILE EXPANSION. To get out, use the Spinner under the floor to open up an&lt;br&gt;exit.&lt;br&gt;&lt;br&gt;Now return to Main Gyro Chamber and go through the black door to Dynamo Works.&lt;br&gt;Use the dark portal there and then go through the white door nearby, heading&lt;br&gt;back the way you came. In Hive Dynamo Access, your way will be blocked by a&lt;br&gt;rounded gate with several red circles in it. This gate is receiving sonic&lt;br&gt;signals from several nearby transmitters. Switch to the Echo Visor to see the&lt;br&gt;transmitters, and when you shoot them all the gate will open. Beyond the gate&lt;br&gt;is the door to Hive Gyro Chamber. Unlike in Light Aether, this room does not&lt;br&gt;have several rapidly rotating rings in the center, but instead a large&lt;br&gt;magnetic sphere surrounded by rotating platforms. There is also no glass in&lt;br&gt;front of any of the ledges, allowing you to jump straight onto the ledges. Do&lt;br&gt;so, and use the Spider Ball to roll onto the central sphere. (Use bombs to fend&lt;br&gt;off the Darkling Tentacles.) At the top of the sphere is another Spider Ball&lt;br&gt;track, from the top of it you can boost onto a circular ring of track, and by&lt;br&gt;boosting across this ring you can snag HIVE TEMPLE KEY 2 in the center. Before&lt;br&gt;leaving you can explore where all the doors out of Hive Gyro Chamber lead.&lt;br&gt;Above where you entered is the access to the Hive Temple, which is blocked&lt;br&gt;because you haven&amp;#39;t yet found the third key. On the other side, the lower ledge&lt;br&gt;contains a red door that leads to a save station, and the ledge above it leads&lt;br&gt;towards where the Aerie elevator is in Light Aether. The room with the window&lt;br&gt;is home to two Warrior Ing, and in the place of the elevator is an Ammo&lt;br&gt;Station. Once you&amp;#39;ve investigated all these places, return to Hive Dynamo Works&lt;br&gt;and go back through the light portal.&lt;br&gt;&lt;br&gt;Your next destination is to return to Main Research; you can see on the map&lt;br&gt;that a door there will connect you to some of the last unexplored areas in the&lt;br&gt;fortress. When you make it back to Main Research, kill both of the Quads there,&lt;br&gt;then take a look at the blue wall. It is covered with Spider Ball tracks, but&lt;br&gt;to successfully navigate the tracks you&amp;#39;ll have to dodge a variety of&lt;br&gt;mechanical devices that will knock you off if you hit them. If the avoid them&lt;br&gt;all, your reward will be a MISSILE EXPANSION. Now look inside the central&lt;br&gt;walled-off cylinder in the room. A large machine has lowered and is now visible&lt;br&gt;inside; this is the CARETAKER CLASS DRONE, and you need to scan it now. There&amp;#39;s&lt;br&gt;also a green gate in the room; scan it to learn that it&amp;#39;s receiving sonic&lt;br&gt;transmissions. Switch to the Echo Visor and you&amp;#39;ll see three transmitters&lt;br&gt;in the room beaming signals to the gate: the gate will open when you shoot all&lt;br&gt;of them, revealing a dark portal. Go through the portal and you&amp;#39;ll have to deal&lt;br&gt;with two Hunter Ing in the dark version of the room. You can fight them or just&lt;br&gt;ignore them as you cross to the other side of the room, where there&amp;#39;s another&lt;br&gt;sonic gate. Again use the Echo Visor to turn off four transmitters, and behind&lt;br&gt;this gate is a control panel. The panel will raise up a section of floor&lt;br&gt;surrounding the central shaft. Now you can go underneath the floor into the&lt;br&gt;bottom of the shaft, where there&amp;#39;s a light portal.&lt;br&gt;&lt;br&gt;After emerging from the portal you&amp;#39;ll be inside the central cylinder in Main&lt;br&gt;Research. The only thing you can do in here is ride the Spider Ball track up to&lt;br&gt;a horizontal track that forms a ring around the wall. When you reach this&lt;br&gt;track, the floor will rise so that it is just underneath the track, and the&lt;br&gt;Caretaker drone will descend so that it is just above you. The Caretaker drone&lt;br&gt;attacks by extending its robot arms and rotating them along the track in an&lt;br&gt;attempt to knock you off. If they hit you, that in itself will do damage, but&lt;br&gt;then you will fall onto the floor, which will have electricity surge through it&lt;br&gt;periodically. If you get knocked off, bomb jump back onto the track as soon as&lt;br&gt;you can. To damage the drone, look for a narrow red pole to extend from its&lt;br&gt;underside. When you see this pole, boost off of the track into it, and it will&lt;br&gt;explode. Boosting across the ring is a very useful move in this battle, since&lt;br&gt;you can also use it to avoid the robot arms and collect energy. Once you hit&lt;br&gt;the red pole three times, then the next time a larger cylinder will extend from&lt;br&gt;the center of the drone, but only for a short time. Have a boost charged up,&lt;br&gt;and boost as soon as you see the cylinder to destroy it. This will cause the&lt;br&gt;drone to climb up to the next level of the cylinder.&lt;br&gt;&lt;br&gt;Use the Spider Ball track that will be revealed to reach another ring and&lt;br&gt;repeat the whole process over again. The only catch is that this time, the&lt;br&gt;track does not form a complete circle around the shaft, but instead is divided&lt;br&gt;into three pieces. This just means that you&amp;#39;ll have to boost more often, and&lt;br&gt;that you&amp;#39;ll have to watch when you boost to make sure you&amp;#39;ll land on a track.&lt;br&gt;Once you&amp;#39;ve done the same thing on the second level, you&amp;#39;ll reach the third&lt;br&gt;level, where you&amp;#39;ll have to do it once more, this time on a ring broken into&lt;br&gt;four pieces. After you destroy the cylinder on the third level, however, the&lt;br&gt;Caretaker drone will be destroyed and you can access a Morph Ball tunnel that&lt;br&gt;will drop you off on a high ledge with a door out of Main Research.&lt;br&gt;&lt;br&gt;This door leads to the bottom of a tall shaft with a Kinetic Orb Cannon in&lt;br&gt;front of you. However, a security gate will immediately surround the cannon;&lt;br&gt;this gate is receiving sonic signals. Use the Echo Visor to locate a&lt;br&gt;transmitter that is keeping the gate closed. Once the gate is open, launch&lt;br&gt;yourself out of the cannon. It will fire you across the shaft to a second&lt;br&gt;cannon, which will fire you to a third, and so on until you are finally ejected&lt;br&gt;at the top of the shaft. Before you proceed, though, drop back down into the&lt;br&gt;shaft, where you&amp;#39;ll land on a platform before you&amp;#39;ve fallen very far. In the&lt;br&gt;wall of the shaft you&amp;#39;ll see several Morph Ball-size tunnels. Drop into the&lt;br&gt;left tunnel and you&amp;#39;ll realize you&amp;#39;ve fallen into a maze in the side of the&lt;br&gt;shaft. After going down the left tunnel, go right each time you have a choice,&lt;br&gt;and you&amp;#39;ll drop into a MISSILE EXPANSION before reaching the bottom of the&lt;br&gt;shaft again. After getting shot back up one more time, go through the door.&lt;br&gt;&lt;br&gt;Now you&amp;#39;ll find yourself in Watch Station, an open-air room that consists of&lt;br&gt;platforms built over a tremendous expanse of air. The room is guarded by two&lt;br&gt;Rezbits, and near the white door you&amp;#39;ll find the final Luminoth lore hologram:&lt;br&gt;SANCTUARY FALLS. Go through the white door, and you&amp;#39;ll find yourself on a ledge&lt;br&gt;next to a hallway with no floor, just a drop. To your left you can easily take&lt;br&gt;an ENERGY TANK, then scan the control panel to lower Grapple Points. You can&lt;br&gt;now cross the gap to the other side, which leads to Main Gyro Chamber. There&lt;br&gt;are two other doors out of Watch Station, but they both lead to dead ends right&lt;br&gt;now.  There&amp;#39;s also a dark portal behind a gate: that appears to be your best&lt;br&gt;bet. To unlock the gate, look for a Spider Ball track that starts next to the&lt;br&gt;white door. Ride this track halfway, then bomb jump up to a second track that&lt;br&gt;starts above it. This track will drop you into a Morph Ball cannon, which will&lt;br&gt;launch you onto yet another track high on the wall. When you follow this track,&lt;br&gt;you&amp;#39;ll have to ride a track that&amp;#39;s on the side of a rotating gear. This can be&lt;br&gt;tricky. Bomb jump onto the gear, then let the gear carry you; don&amp;#39;t move on&lt;br&gt;your own. When you pass through two narrow red poles above and below you, lay a&lt;br&gt;bomb. The bomb will go off just before you hit the wall and propel you onto the&lt;br&gt;second gear. Do the same thing with the second gear to reach a large rectangle&lt;br&gt;of Spider Ball track. At the bottom-right of this rectangle, a track leads to a&lt;br&gt;Bomb Slot that will open the gate. Drop out of the slot and you&amp;#39;ll be right in&lt;br&gt;front of the portal.&lt;br&gt;&lt;br&gt;You can go ahead through the portal now, but if you&amp;#39;re up for more Spider Ball&lt;br&gt;antics you can grab a very nice expansion. Repeat everything you just did up&lt;br&gt;until you reach the rectangle of tracks. Now go to the bottom-left of the&lt;br&gt;rectangle and you&amp;#39;ll see another Spider Ball track below you. Drop onto it and&lt;br&gt;follow it until you reach two more gears. Once you successfully get past those,&lt;br&gt;you&amp;#39;ll reach a Morph Ball tunnel that heads to the right. Follow it until you&lt;br&gt;see another tunnel heading straight back. Go down this tunnel to reach a&lt;br&gt;chamber with a BEAM AMMO EXPANSION, increasing your maximum capacity of dark&lt;br&gt;and light ammo by 50! Return to the main tunnel and keep going right to drop&lt;br&gt;into a pipe that will again deposit you right in front of the portal. Now, go&lt;br&gt;through the portal.&lt;br&gt;&lt;br&gt;The dark version of this room is called Aerial Training Site and you can see a&lt;br&gt;temple key on an inaccessible platform. Fight the Dark Pirate Commandos if you&lt;br&gt;wish, then go through the door to the right of the portal (with your back to&lt;br&gt;the portal) to reach Judgment Drop, basically a huge cliff. Shoot all the Dark&lt;br&gt;Preeds from the ledge, wait for the poison to clear, then use the series of&lt;br&gt;Grapple Points to cross to the other side. There, jump down to a lower ledge to&lt;br&gt;find a light portal.&lt;br&gt;&lt;br&gt;Back in Light Aether, jump back up and go through the door to reach Vault.&lt;br&gt;You&amp;#39;ll see how it got its name when you cross the bridge and see the item&lt;br&gt;waiting for you behind indestructible bars. Actually the entire central&lt;br&gt;structure is a vault designed to protect the item. Obviously, you need to get&lt;br&gt;it open. On the back side of the vault you&amp;#39;ll discover a Bomb Slot: when&lt;br&gt;activated, laser beams will fire out of four turrets around the vault, but&lt;br&gt;they&amp;#39;ll fire into the air, doing nothing. Perhaps those lasers are necessary to&lt;br&gt;unlock the vault. Also on the lower level of the vault you&amp;#39;ll find a control&lt;br&gt;panel. This will lower the bridge you just walked across so that stops right in&lt;br&gt;front of you and leads to a dark portal underneath the door. There&amp;#39;s nowhere&lt;br&gt;else to go now, so cross the bridge and enter the portal. On the Dark Aether&lt;br&gt;side, there&amp;#39;s nothing to do except grapple across the abyss to the far ledge.&lt;br&gt;Make sure to grapple quickly, though, so you don&amp;#39;t get attacked by DARK WAR&lt;br&gt;WASPS (notice they&amp;#39;re a new scan). On the far ledge is a portal generator,&lt;br&gt;which you can use to return to Vault.&lt;br&gt;&lt;br&gt;You&amp;#39;ll now be behind the vault, but there are platforms here that will allow&lt;br&gt;you to reach the platforms with the laser turrets on them. Each laser is&lt;br&gt;guarded by a Rezbit, however, and the jumps are long, so be careful. At each&lt;br&gt;laser platform is a spinner, which you can use to rotate the laser so that it&lt;br&gt;points towards the vault. Once all four lasers have been rotated, all that&amp;#39;s&lt;br&gt;left is to get back to the Bomb Slot in the vault. To do that, you&amp;#39;ll have to&lt;br&gt;go through the portal generator, grapple to the light portal on the other side,&lt;br&gt;then walk back across the bridge into the vault. When you activate the Bomb&lt;br&gt;Slot this time, the lasers will focus on receptors on top of the vault. The&lt;br&gt;entire top of the vault platform will then lift up, leaving the item exposed&lt;br&gt;and ready to be collected. Jump up to earn the uber-cool SCREW ATTACK!&lt;br&gt;&lt;br&gt;The Screw Attack allows you to continually somersault after performing a&lt;br&gt;double jump. This move is not only damaging to enemies, it allows you to cross&lt;br&gt;gaps of immense distances. Once you start using the Screw Attack, you can&lt;br&gt;continue to press B up to 5 times to keep using it. And it&amp;#39;s a good thing, too,&lt;br&gt;because you&amp;#39;ll need it to get out of Vault. Since the bridge has lowered, use&lt;br&gt;the Screw Attack from the vault platform to reach the door out. In the next&lt;br&gt;room, Grand Abyss, use the Screw Attack again to quickly and easily cross the&lt;br&gt;huge gap and return to Watch Station, where you&amp;#39;ll meet a few Pirate&lt;br&gt;Aerotroopers: enemies you haven&amp;#39;t encountered in a while.&lt;br&gt;&lt;br&gt;Now the only task remaining in Sanctuary is to collect the final temple key.&lt;br&gt;You&amp;#39;ve seen this key sitting inside an enclosed cage in Aerial Training Site,&lt;br&gt;but to reach it you&amp;#39;ll have to come at it from a different direction. In fact,&lt;br&gt;you&amp;#39;ll need to return to Main Research once more. Go through the dark portal&lt;br&gt;there, then jump onto the platform ringing the central shaft (you raised this&lt;br&gt;platform the last time you were here). Get rid of any Inglets in your way and&lt;br&gt;walk around the platform until you see another ledge on the wall that you can&lt;br&gt;jump to. From this ledge you will be able to jump to a door. The door leads to&lt;br&gt;a vertical shaft, but instead of Kinetic Orb Cannons, this shaft has two tall&lt;br&gt;rectangular surfaces covered in strange purple and gold patterns. You may have&lt;br&gt;seen surfaces like this in a few other places, but now you can scan this WALL&lt;br&gt;JUMP SURFACE for a Logbook entry and learn that these surfaces work with your&lt;br&gt;Screw Attack. To use it, face the lower surface and back up several steps. Now&lt;br&gt;jump towards the surface, timing your jumps so that you are performing the&lt;br&gt;Screw Attack when you hit the surface. You will stick to the surface&lt;br&gt;temporarily, so quickly press B again to Screw Attack up and across to the&lt;br&gt;opposite surface, where you can wall jump again, and so on all the way up to&lt;br&gt;the top of the shaft. When you finally reach the top, walk through the door to&lt;br&gt;find HIVE TEMPLE KEY 3 right in front of you.&lt;br&gt;&lt;br&gt;Scan the control panel inside the cage to lower the walls, then Screw Attack&lt;br&gt;over the gap to the portal. You&amp;#39;ll notice there&amp;#39;s another wall jump surface in&lt;br&gt;front of the portal, so use it just like the last one to reach a MISSILE&lt;br&gt;EXPANSION. The only thing you have left to do is to reach the Hive Temple: the&lt;br&gt;quickest way is to go through the light portal, then cross Main Gyro Chamber&lt;br&gt;and use the dark portal in Dynamo Works. Now in Ing Hive, return to Hive Gyro&lt;br&gt;Chamber and use first the Ammo Station, then the Save Station located through&lt;br&gt;doors out of this room. Once you&amp;#39;re fully armed and ready to go, go through the&lt;br&gt;door on the upper ledge with bright pillars of light on either side to reach&lt;br&gt;Hive Temple Access.&lt;br&gt;&lt;br&gt;/==============================================================================&lt;br&gt;6. Tactical Control Unit                                              [III.D.6]&lt;br&gt;\==============================================================================&lt;br&gt; |[BOSS: Quadraxis]                                                  |&lt;br&gt; |o Annihilator Beam                                                 |&lt;br&gt; |o Missile Expansion 45                                             |&lt;br&gt; |o Power Bomb Expansion 8                                           |&lt;br&gt; ---------------------------------------------------------------------&lt;br&gt;Step into the swirling light, and the three temple keys, just like the two&lt;br&gt;times before, will set themselves in place on the gate in front of you, which&lt;br&gt;will then open. Past the gate is the door to Hive Temple, and as you ride the&lt;br&gt;elevator down to the floor it will be impossible for you to miss that the&lt;br&gt;temple is dominated by a robot that can only be described as massive. This&lt;br&gt;robot has four long jointed legs supporting a central head, very similar to a&lt;br&gt;humongous Quad. As you walk towards the mechanoid, however, all of a sudden a&lt;br&gt;large pool of Ing will appear and begin infiltrating the giant machine. After&lt;br&gt;a few seconds, the robot will be under the control of the Ing, and it will come&lt;br&gt;to life.&lt;br&gt;&lt;br&gt;The name of this gargantuan Guardian is QUADRAXIS, and you can scan it now for&lt;br&gt;the first of five scans that are necessary to complete its Logbook section.&lt;br&gt;From the scan you&amp;#39;ll learn that its only weak points are at its feet and knee&lt;br&gt;joints. You can bomb or boost into the glowing red circles in Quadraxis&amp;#39;s feet&lt;br&gt;anytime to get a quick Ultra Energy, but you cannot damage Quadraxis by&lt;br&gt;attacking its feet. To hurt Quadraxis, you have to go after its knee joints,&lt;br&gt;but not all of them are vulnerable at any given time. If you look at&lt;br&gt;Quadraxis&amp;#39;s knees, you&amp;#39;ll see that one or two of them will be flashing blue.&lt;br&gt;These are the only joints that are vulnerable, so lock-on to one, get a clear&lt;br&gt;line of sight to it, and fire at it with the Light Beam. You&amp;#39;ll know you&amp;#39;ve&lt;br&gt;destroyed a knee when you see Quadraxis stumble and temporarily lose its&lt;br&gt;footing.&lt;br&gt;&lt;br&gt;Of course, while you&amp;#39;re attacking Quadraxis&amp;#39;s knees, it will be attacking you.&lt;br&gt;Quadraxis has a variety of attacks, including powerful blasts of a form of&lt;br&gt;white-and-black energy and rapid-fire laser shots. Quadraxis can also jump&lt;br&gt;(impressive for its size) sending out shock waves from its legs when it lands.&lt;br&gt;Occasionally during the fight, you&amp;#39;ll see three red lasers start sweeping the&lt;br&gt;area, then finally converge on you. This means that Quadraxis is locking-on to&lt;br&gt;you in preparation for firing a homing missile, so you need to get away from&lt;br&gt;the lasers. The way to do this is to switch to Morph Ball mode, wait until the&lt;br&gt;three beams converge into one on you, then boost away before the missile is&lt;br&gt;fired. Quadraxis&amp;#39;s final attack is to draw its legs close to its body and spin&lt;br&gt;just like a Quad. The only difference is that Quadraxis&amp;#39;s spin will generate a&lt;br&gt;powerful wind pulling you towards it. Switch to the Morph Ball when this&lt;br&gt;happens and boost to stay away from Quadraxis.&lt;br&gt;&lt;br&gt;Do your best to avoid Quadraxis&amp;#39;s attacks as much as possible while attacking&lt;br&gt;its knees as fast as you can. Once you knock out the first couple knees, it can&lt;br&gt;be hard to get a clear shot at the remaining ones, as Quadraxis will try to&lt;br&gt;keep them far away from you and will use the homing missile and spin attacks&lt;br&gt;more often. Sometimes if the vulnerable knee is on the far side, boosting&lt;br&gt;across the room to it will give you a clear shot. Just work as fast as you can,&lt;br&gt;and remember that you can always bomb or boost the feet to replenish your&lt;br&gt;energy and ammo.&lt;br&gt;&lt;br&gt;When all four knees are destroyed, Quadraxis&amp;#39;s body will no longer be able to&lt;br&gt;support itself and it will collapse in the center of the floor. However, you&amp;#39;re&lt;br&gt;not done yet. The head will separate itself from the rest of the body and begin&lt;br&gt;flying around the room, where it will continue launching all its projectile&lt;br&gt;attacks. In this second phase of the battle, scan both the body (DAMAGED&lt;br&gt;QUADRAXIS) and the head (SHIELDED HEAD MODULE). You&amp;#39;ll learn that the head is&lt;br&gt;receiving signals from a transmitter on the body; knocking out this transmitter&lt;br&gt;will temporarily stun the head. Switch to the Echo Visor to see and lock-on to&lt;br&gt;this transmitter in the center of the body. You&amp;#39;ll need 8 missiles to damage&lt;br&gt;it; one Super Missile followed by 3 missiles will also do the trick. However&lt;br&gt;you do it, once the transmitter is destroyed, the shielding around the head&lt;br&gt;will disappear and it will now be STUNNED HEAD MODULE (a separate scan!). Using&lt;br&gt;the Echo Visor again, you can see there are three sonic receptors on the head.&lt;br&gt;Each receptor will take 8 more missiles to destroy; as soon as you destroy one,&lt;br&gt;the head module will reestablish its link with the transmitter on the body, its&lt;br&gt;shielding will return, and a Dark Quad will appear. Take out the Dark Quad&lt;br&gt;first, then repeat the process until you&amp;#39;ve destroyed all three receptors on&lt;br&gt;the head module.&lt;br&gt;&lt;br&gt;When that happens, the outer covering on the top of the head module will&lt;br&gt;shatter and the head will fall out of control, colliding into all four legs and&lt;br&gt;breaking a covering on the top of them as well. When the head regains control&lt;br&gt;and the battle resumes, scan it once more for the FINAL HEAD MODULE entry,&lt;br&gt;completing the Quadraxis section of your Logbook. In this final stage,&lt;br&gt;Quadraxis will continue to attack just like before, but now you can attack it&lt;br&gt;directly with the Light Beam, missiles, or whatever you have left. Once you hit&lt;br&gt;Quadraxis enough, it will be stunned and will start to slowly drift around the&lt;br&gt;room. Now, watch which direction the head is moving, switch to Morph Ball mode,&lt;br&gt;and head for the next Quadraxis leg that the head will pass. There are now&lt;br&gt;Spider Ball tracks on all four legs, so roll up to the top of the leg, and when&lt;br&gt;the head passes in front of you, boost onto the head (keep holding R to stay&lt;br&gt;latched onto the magnetic surface of the head). Roll into one of the two&lt;br&gt;depressions in the side of the head and lay a bomb to damage Quadraxis. Do this&lt;br&gt;just one more time to bomb the other side and Quadraxis will finally be&lt;br&gt;defeated, crashing to the ground and exploding dramatically.&lt;br&gt;&lt;br&gt;Quadraxis&amp;#39;s head will leave behind a powerful new item, the ANNIHILATOR BEAM.&lt;br&gt;This final beam weapon is formed from a mix of light and dark energy, and thus&lt;br&gt;firing the Annihilator Beam costs one dark ammo and one light ammo.&lt;br&gt;Additionally, the Annihilator Beam has certain sonic properties and has the&lt;br&gt;ability to interact with some sonic-based equipment. Since it is formed from a&lt;br&gt;blend of light and dark energy, the Annihilator Beam is effective against both&lt;br&gt;light and dark enemies; other advantages include that shots from the&lt;br&gt;Annihilator Beam will automatically home on the nearest enemy, whether or not&lt;br&gt;it is locked-on, and that it has a very good rate of fire, second only to the&lt;br&gt;Power Beam. Enemies and crates destroyed with the Annihilator Beam will leave&lt;br&gt;behind both dark and light ammo.&lt;br&gt;&lt;br&gt;Once you take the Annihilator Beam, Quadraxis&amp;#39;s body will disappear and a large&lt;br&gt;platform with a Spider Ball track up the side will rise in its place. From the&lt;br&gt;top of the platform you can Screw Attack to a gray door across from where you&lt;br&gt;entered the temple; open the door with the Annihilator Beam to reach the Hive&lt;br&gt;Energy Controller. Extract the energy there just like you have for the previous&lt;br&gt;two temples. Now, to return the energy to Sanctuary Fortress where it belongs.&lt;br&gt;&lt;br&gt;The quickest way to go is to Screw Attack back to the central platform in the&lt;br&gt;temple, then turn to the left and Screw Attack to a second gray door there.&lt;br&gt;This leads to a curving hallway that contains two swarms of flying blue dots,&lt;br&gt;these are INGSTORM. They cannot be damaged by your weapons, but they will&lt;br&gt;damage you while you pass through them, so go fast! Once you approach the far&lt;br&gt;door, a gate will spring up behind you, so you won&amp;#39;t be going back this way.&lt;br&gt;The door leads to Aerial Training Site. You can use the Annihilator Beam to&lt;br&gt;take out the Dark Pirate Commandos if you want, and also make sure to fire a&lt;br&gt;shot at the beacons and crystals in the room to turn them into SUPER CRYSTALS&lt;br&gt;and SUPER BEACONS. While they probably won&amp;#39;t be much use against the pirates,&lt;br&gt;these are very, very handy: any creature that gets close to one is drawn&lt;br&gt;towards it, and is destroyed as soon as it touches the Safe Zone! Use the light&lt;br&gt;portal here to get back to Sanctuary Fortress.&lt;br&gt;&lt;br&gt;Use the Spider Ball track next to the white door to reach the blue door leading&lt;br&gt;to Sentinel&amp;#39;s Path, which connects to the temple. There are two Mekenobites in&lt;br&gt;here, which can only be destroyed with two Seeker Missiles. Also, in the center&lt;br&gt;of the curving hallway is another sonic gate, but this one is different than&lt;br&gt;the others you&amp;#39;ve encountered. Instead of being unlocked by destroying nearby&lt;br&gt;transmitters, this gate must be unlocked by generating a specific sequence of&lt;br&gt;sounds. Switch to the Echo Visor and you&amp;#39;ll see an orange icon consisting of&lt;br&gt;three orange waves spreading away from a central dot in the center of the gate,&lt;br&gt;surrounded by four lock icons. Additionally, there are key icons on the three&lt;br&gt;panels on stands in front of the gate. Lock-on to the orange icon and fire a&lt;br&gt;shot from the Annihilator Beam at it. You will hear a sequence of four sounds&lt;br&gt;that will be either high, medium, or low in pitch. Shooting the different key&lt;br&gt;icons with the Annihilator Beam will generate one of those three sounds. To&lt;br&gt;open the gate, you must fire at the keys necessary to recreate the combination&lt;br&gt;without making a mistake. You can fire at the gate to rehear the combination as&lt;br&gt;many times as necessary, and if you mess up, just start over again at the&lt;br&gt;beginning. When you enter the combination correctly, the gate will lower and&lt;br&gt;behind it you will find a MISSILE EXPANSION.&lt;br&gt;&lt;br&gt;Having gotten the expansion, continue to Sanctuary Temple and grapple or&lt;br&gt;&amp;quot;screw&amp;quot; (hee-hee) across the gap to the Energy Controller. Just like before,&lt;br&gt;approach the large device to transfer the energy back into its rightful&lt;br&gt;location. When you&amp;#39;re done, you will have almost completed your mission here on&lt;br&gt;Aether: you have restored the energy to all three of Aether&amp;#39;s regions! Now it&amp;#39;s&lt;br&gt;time to return to U-Mos in the Great Temple, to find out what needs to be done&lt;br&gt;next.&lt;br&gt;&lt;br&gt;When you reach Main Gyro Chamber, drop down to the bottom for one more&lt;br&gt;expansion. At the bottom of the room is another sonic gate that operates just&lt;br&gt;like the one in Sentinel&amp;#39;s Path. As before, use the Echo Visor and Annihilator&lt;br&gt;Beam to find out the combination, then recreate it using the keys located in&lt;br&gt;the central area and in the hallway. When the gate opens, launch yourself from&lt;br&gt;the Morph Ball cannon it guarded and you will collide with the glowing purple&lt;br&gt;ball in the center of the room! The force of your impact will destroy the&lt;br&gt;object, revealing a POWER BOMB EXPANSION that you can easily collect! Now you&lt;br&gt;can make your way back to the elevator to Temple Grounds, saying farewell to&lt;br&gt;Sanctuary Fortress, at least for now.&lt;br&gt;&lt;br&gt;  ##/#&lt;br&gt; ##/###  &amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&lt;br&gt;##/--/## E. THE KEYBEARERS                                              [III.E]&lt;br&gt; ###/##  &amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&lt;br&gt;  #/##&lt;br&gt;&lt;br&gt;/==============================================================================&lt;br&gt;1. Beams of Light                                                     [III.E.1]&lt;br&gt;\==============================================================================&lt;br&gt; |[Temple Grounds, Great Temple, Sky Temple Grounds]                 |&lt;br&gt; |o Light Suit                                                       |&lt;br&gt; |o Sunburst                                                         |&lt;br&gt;|o Energy Tank 3                                                    |&lt;br&gt;|&lt;br&gt; |o Missile Expansion 9                                              |&lt;br&gt; ---------------------------------------------------------------------&lt;br&gt;Obviously, you need to return to the Great Temple to speak with U-Mos, but if&lt;br&gt;you&amp;#39;re willing to take a short detour you can find a new charge combo. When you&lt;br&gt;return to GFMC Compound, look for a yellow door and Power Bomb it. Inside is a&lt;br&gt;Morph Ball tunnel which leads to a large open-air room called Grand&lt;br&gt;Windchamber. The room consists of several platforms built over a very tall&lt;br&gt;cliff, with a large cylindrical structure in the center. Two Pirate&lt;br&gt;Aerotroopers will be in the room when you first enter. The only way to reach&lt;br&gt;the other platforms is with the Screw Attack, and on the other side you&amp;#39;ll find&lt;br&gt;a dark portal as well as another door out of the room; this door eventually&lt;br&gt;connects to Path of Eyes. A lone platform on the back side of the central&lt;br&gt;structure has a cannon on it, but don&amp;#39;t use it. The cannon will shoot you up&lt;br&gt;to the top of the structure, but there&amp;#39;s a force field blocking it right now,&lt;br&gt;so you will fall into the abyss. Right now, go through the portal.&lt;br&gt;&lt;br&gt;The dark version of the room is very similar to the original, except that four&lt;br&gt;platforms centered around the structure all have Spinners and cannons on them.&lt;br&gt;Scanning the central structure will reveal that it is locked by four rings that&lt;br&gt;surround it. Each Spinner will rotate one of the four rings, and at two&lt;br&gt;positions a ring will turn either yellow or blue. What you need to do is to&lt;br&gt;travel to each Spinner, rotating each ring until they are all aligned and all&lt;br&gt;the same color (either yellow or blue, it doesn&amp;#39;t matter as long as they&amp;#39;re all&lt;br&gt;the same). Once all the rings are aligned, head to the platform in front of the&lt;br&gt;targets on the rings and fire seeker missiles at all of them. When all four&lt;br&gt;targets are hit simultaneously, two narrow platforms will extend from two&lt;br&gt;corners of the structure. Now you need to rotate the rings so that they are all&lt;br&gt;the other color and do the same thing. This will cause two more platforms to&lt;br&gt;extend, and then the rings will fall off. From the trailing transparent images,&lt;br&gt;you can tell that the same thing has happened in Light Aether.&lt;br&gt;&lt;br&gt;Now go back through the portal to see what you&amp;#39;ve done. The four platforms you&lt;br&gt;extended have grapple points on them, although the Screw Attack has rendered&lt;br&gt;them mostly obsolete. Head back to the platform with the cannon, though, and&lt;br&gt;you&amp;#39;ll see that the force field has now been lowered, so let the cannon shoot&lt;br&gt;you to the top of the structure. There you&amp;#39;ll find the LIGHTBURST, the charge&lt;br&gt;combo for the Light Beam. Like the Darkburst, this uses 5 missiles and 30 light&lt;br&gt;ammo. It creates a large blast of light that damages anything near it. As soon&lt;br&gt;as you get the item, four Dark Pirate Commandos will appear, so switch to the&lt;br&gt;Dark Visor and eliminate them (you can&amp;#39;t just run; the doors will lock).&lt;br&gt;&lt;br&gt;There&amp;#39;s an Energy Tank to be found nearby: go through the yellow door across&lt;br&gt;the room from where you entered to reach Wind Chamber Gateway, another room&lt;br&gt;consisting mainly of a giant cliff. Near the door you&amp;#39;ll find a grapple point&lt;br&gt;which you can use to swing to a lonely ledge bearing an ENERGY TANK.&lt;br&gt;&lt;br&gt;Having added to your weapon and energy repertoire, now its time to return to&lt;br&gt;U-Mos. Backtrack to GFMC Compound, then take the familiar route to the Great&lt;br&gt;Temple. When you reach Main Energy Controller, U-Mos will congratulate you for&lt;br&gt;your work in restoring energy to Aether&amp;#39;s three regions. He&amp;#39;ll explain that&lt;br&gt;there is a single Energy Controller remaining in Dark Aether. However, it is&lt;br&gt;located in Dark Aether&amp;#39;s version of this temple, called the Sky Temple, and it&lt;br&gt;is guarded by the strongest Ing of all. Before you can even access the Sky&lt;br&gt;Temple, you must find nine keys that are scattered across Dark Aether. In order&lt;br&gt;to help you fight this final foe, U-Mos will offer you a new suit of armor&lt;br&gt;energized by the very Light of Aether.&lt;br&gt;&lt;br&gt;At this, the base of the Energy Controller will separate, revealing the&lt;br&gt;familiar Metroid icon, representing a new suit of armor. When you step into the&lt;br&gt;Energy Controller, pure yellow light from the collection chamber above will&lt;br&gt;spiral around and focus on you, culminating in a blinding flash. When the light&lt;br&gt;fades, you will be wearing the LIGHT SUIT. This suit of armor, with its white&lt;br&gt;color and smooth surfaces, is a dramatic change from the angular, brown Dark&lt;br&gt;Suit. The changes are much more than cosmetic, however: the Light Suit is&lt;br&gt;completely unaffected by Dark Aether&amp;#39;s atmosphere, meaning you no longer need&lt;br&gt;to worry about staying inside Safe Zones. Additionally, with the Light Suit you&lt;br&gt;can safely enter the toxic water found in Dark Aether. Your HUD will also&lt;br&gt;mention the strange-sounding ability to ride on beams of light. As for what&lt;br&gt;this means, look at the Energy Controller again. There is now an icon of&lt;br&gt;spreading light rays in the center of it, and if you step into the icon you can&lt;br&gt;ride along the light rays to the Energy Controller of each region. This&lt;br&gt;transportation system will come in handy soon, but don&amp;#39;t use it just yet.&lt;br&gt;&lt;br&gt;It seems that your mission right now is to locate the nine Sky Temple Keys.&lt;br&gt;However, you currently have no idea where any of them are. Perhaps if you could&lt;br&gt;find the entrance to the Sky Temple where these keys will be used, you could&lt;br&gt;get some clues. As to where that entrance might be, remember that the Sky&lt;br&gt;Temple is the analogue to the Great Temple. The Great Temple is accessed by&lt;br&gt;three elevators around Temple Grounds, but there are no such elevators in Sky&lt;br&gt;Temple Grounds. However, the Hall of Honored Dead, where you found the Seeker&lt;br&gt;Missile Launcher, is directly underneath the Great Temple. It looks like the&lt;br&gt;dark version of that room may be your best shot.&lt;br&gt;&lt;br&gt;To get there, leave the Main Energy Controller and take the door to the left,&lt;br&gt;which leads to Meeting Grounds. Once you&amp;#39;ve taken the elevator down to Temple&lt;br&gt;Grounds, proceed to Hall of Eyes and use the dark portal there. The first time&lt;br&gt;you used this portal, on your way to Torvus Bog, you went through a blue door&lt;br&gt;out of the room. This time, though, go through the green door on the other side&lt;br&gt;of the room. This leads back to the dark version of Meeting Grounds, called War&lt;br&gt;Ritual Grounds. There are two Hunter Ing here, but there&amp;#39;s no need to be&lt;br&gt;worried about them anymore. Fire the Annihilator Beam at one of the Light&lt;br&gt;Beacons to turn it into a Super Beacon. Now just watch as the Hunter Ing are&lt;br&gt;drawn towards the Safe Zone and are killed the moment they touch it. You see&lt;br&gt;that the Annihilator Beam should be your primary weapon in Dark Aether now, and&lt;br&gt;defeating enemies simply becomes a matter of watching them kill themsevles by&lt;br&gt;running into Safe Zones.&lt;br&gt;&lt;br&gt;Before moving on, you&amp;#39;ll see that there&amp;#39;s a gate in the front of a huge tower&lt;br&gt;of Ingworms located where the elevator to Great Temple should be. Using the&lt;br&gt;Dark Visor and the Seeker Launcher, fire missiles at the targets around the&lt;br&gt;gate to open it and reach the MISSILE EXPANSION inside. A door to the right&lt;br&gt;leads to Shrine Access, where you&amp;#39;ll roll through a Morph Ball tunnel before&lt;br&gt;exiting into a room criss-crossed with lasers from Corrupted Sentryeyes. Take a&lt;br&gt;few out quickly so you can stand still without getting hit, then head towards&lt;br&gt;the purple door, avoiding the many pools of Phazon on the ground. Note that&lt;br&gt;there is also a green door in this room, but it will be saved for later. The&lt;br&gt;purple door leads to a hallway full of Darkling Tentacles and Phazon; it&amp;#39;s&lt;br&gt;obvious that something important is at the end of this.&lt;br&gt;&lt;br&gt;Indeed, when you do reach the door and enter Sky Temple Gateway you&amp;#39;ll see a&lt;br&gt;large circular room with a massive amount of Phazon climbing up the high wall&lt;br&gt;on the far side. There is a circle of pillars in the middle of the room,&lt;br&gt;surrounding what appears to be a large inactive elevator. Slumped against the&lt;br&gt;base of one of the pillars is a dead Luminoth, scan it to read A-KUL&amp;#39;S&lt;br&gt;TESTAMENT. In it she says that her &amp;quot;key is in place&amp;quot;, and there are yellow&lt;br&gt;lights on the pillar she lies against. She goes on to say that she knows where&lt;br&gt;the bodies of those bearing the other keys are and will leave this knowledge so&lt;br&gt;that they may be found by future warriors. Well, that warrior is you, and if&lt;br&gt;you scan each of the other pillars you&amp;#39;ll find a clue as to the location of a&lt;br&gt;Luminoth warrior. All in all, you&amp;#39;ll download the following entries to your&lt;br&gt;Logbook: M-DHE&amp;#39;S KEY, J-FME&amp;#39;S KEY, J-STL&amp;#39;S KEY, B-STL&amp;#39;S KEY, S-DLY&amp;#39;S KEY,&lt;br&gt;G-SCH&amp;#39;S KEY, S-JRS&amp;#39;S KEY, C-RCH&amp;#39;S KEY, and D-ISL&amp;#39;S KEY.&lt;br&gt;&lt;br&gt;Looking at these names, they may sound familiar. They are the same names on the&lt;br&gt;entries for dead Luminoth you&amp;#39;ve found that were filed under the &amp;quot;Keybearer&lt;br&gt;Lore&amp;quot; section. Obviously these are the Luminoth that A-Kul was referring to. If&lt;br&gt;you look up those entries, you&amp;#39;ll see that each one has a single word&lt;br&gt;highlighted, referring to where the Luminoth died. Although it doesn&amp;#39;t&lt;br&gt;explicitly give the room name, the highlighted word is usually enough to figure&lt;br&gt;out where the Luminoth is. Since these Luminoth apparently held the Sky Temple&lt;br&gt;Keys, you need to return to the rooms housing their remains and search there&lt;br&gt;for the keys. This will also provide an excellent opportunity to stock up on&lt;br&gt;expansions before heading to the final battle.&lt;br&gt;&lt;br&gt;Since you might as well go in some sort of order, why not start with the first&lt;br&gt;region you explored, Agon Wastes? To get there, you can make use of your Light&lt;br&gt;Suit&amp;#39;s new transportation method. Leave the Sky Temple Gateway and head back&lt;br&gt;the way you came to the light portal. Now return to the Great Temple and step&lt;br&gt;into the light rays in the center of the Energy Controller. A map of Aether&lt;br&gt;will appear; select Agon Wastes as your destination and you will ride along&lt;br&gt;with the light rays to the Agon Wastes Energy Controller.&lt;br&gt;&lt;br&gt;/==============================================================================&lt;br&gt;2. Final Rest                                                         [III.E.2]&lt;br&gt;\==============================================================================&lt;br&gt; |[Agon Wastes, Dark Agon Wastes]                                    |&lt;br&gt; |o Sonic Boom                                                       |&lt;br&gt; |o Sky Temple Keys 1,2                                              |&lt;br&gt; |o Energy Tank 4                                                    |&lt;br&gt; |o Missile Expansions 12,17,19,23                                   |&lt;br&gt; |o Power Bomb Expansions 2,3                                        |&lt;br&gt; ---------------------------------------------------------------------&lt;br&gt;After you complete your unusual transportation to Agon Wastes, head towards the&lt;br&gt;&lt;/font&gt;&lt;font color=&quot;#00ff00&quot;&gt;right side of Agon Temple and go through the black door there. When you reach&lt;br&gt;Mining Station B, where you found the Darkburst, look for a weak section of&lt;br&gt;Denzium wall. Power Bomb it, and behind you&amp;#39;ll find a storage chamber holding a&lt;br&gt;MISSILE EXPANSION. Now return to Agon Temple and this time make for Mining&lt;br&gt;Plaza, the first large room you explored in Agon Wastes. You may have noticed&lt;br&gt;that there are three circular lenses at the top of the rocky mound in the&lt;br&gt;center of the room, and the Scan Visor will inform you that they are controlled&lt;br&gt;by sonic emitters. Switch to the Echo Visor and you&amp;#39;ll see the three emitters&lt;br&gt;on the cliff walls around the room. Fire a Power Beam shot at each emitter to&lt;br&gt;disable it, and when you do one of the three lenses will move into position so&lt;br&gt;that it focuses the sun&amp;#39;s rays towards a circular gate on the cliff wall. Once&lt;br&gt;all three emitters have been destroyed, all three lenses will focus the&lt;br&gt;sunlight, causing the gate to open. The only way to reach the gate is to Screw&lt;br&gt;Attack from the top of the central mound, and inside you&amp;#39;ll find an ENERGY&lt;br&gt;TANK! Move on to Mining Station A where you&amp;#39;ll find another Denzium wall. This&lt;br&gt;one hides a cannon which will shoot you up to Spider Ball tracks on the rim of&lt;br&gt;the cliff wall. Latch onto the tracks and follow them to snag another MISSILE&lt;br&gt;EXPANSION.&lt;br&gt;&lt;br&gt;If you check the Keybearer Lore entries you&amp;#39;ve found, you&amp;#39;ll see that J-Stl&lt;br&gt;died in a &amp;quot;mining station&amp;quot;. However, he is not to be found in Mining Station A&lt;br&gt;or B, so he and his key must be in Central Mining Station. Similarly, B-Stl&lt;br&gt;appears to be in Main Reactor. These are the two Luminoth whose keys you are&lt;br&gt;searching for. Since Central Mining Station is straight ahead, make your way&lt;br&gt;there. When you reach it, the location of J-Stl may not be immediately obvious.&lt;br&gt;If you think back, though, you&amp;#39;ll remember that you found J-Stl behind the&lt;br&gt;force field in the cliff wall, along with a Beam Ammo Expansion. To get back&lt;br&gt;there, roll up the Spider Ball tracks onto the ledges with the turrets, then&lt;br&gt;jump across to a cave on the right side. Go out the other end and roll through&lt;br&gt;a Morph Ball tunnel next to the force field to get behind it and find the dead&lt;br&gt;Luminoth. However, there do not seem to be any signs of a Sky Temple Key. This&lt;br&gt;Luminoth held a key, but how are you supposed to get it from him? Perhaps&lt;br&gt;you&amp;#39;re not seeing everything here, though: switch to the Dark Visor and you&amp;#39;ll&lt;br&gt;see an unusual shape outlined in the air. You don&amp;#39;t recognize the shape, and&lt;br&gt;nothing happens when you touch it. The shape looks like it&amp;#39;s not an actual&lt;br&gt;item, just some sort of marker. Now think: all the Dark Temple Keys you found&lt;br&gt;were in Dark Aether. Wouldn&amp;#39;t it make sense that the Sky Temple Keys are also&lt;br&gt;in Dark Aether? But they&amp;#39;re supposed to be near the Keybearers, so the keys&lt;br&gt;must be in the Dark Aether versions of the rooms where the Keybearers are!&lt;br&gt;&lt;br&gt;You could head straight to Command Center and use the portal there to reach the&lt;br&gt;Dark Aether version of Central Mining Station, but if you hold off on that&lt;br&gt;temporarily you can gain a few more expansions. You do need to enter the Space&lt;br&gt;Pirate facility, though, so do so and head to Bioenergy Production. This is the&lt;br&gt;room with the towers of movable platforms. You&amp;#39;ll find it home to several&lt;br&gt;Metroids, so take them all out. Now go the side of the room which contains&lt;br&gt;computer terminals to control each tower and look for a Spider Ball track in a&lt;br&gt;corner. This track will go down the length of the room along the ceiling, then&lt;br&gt;you&amp;#39;ll have to boost between short curving sections of track. When you see&lt;br&gt;another track directly above you, get underneath it and boost off the track&lt;br&gt;you&amp;#39;re on to latch on to the higher track. From here you&amp;#39;ll boost to a track on&lt;br&gt;the top of one of the platform towers, and finally you must boost off the far&lt;br&gt;side of the tower track to land on a ledge with a green door. Open the door&lt;br&gt;with a Super Missile, and inside you&amp;#39;ll find a storage room with a MISSILE&lt;br&gt;EXPANSION waiting for you amidst several small fires.&lt;br&gt;&lt;br&gt;Now head to Main Reactor, where you first fought Dark Samus. Near the elevator&lt;br&gt;you&amp;#39;ll find a Spider Ball track leading up to the body of B-Stl, and just&lt;br&gt;around the corner from that track is another track. From the top of this track&lt;br&gt;you can boost onto a track on a robot that works on the tanks of Phazon below.&lt;br&gt;There are a series of these robots, and you must boost across each of them&lt;br&gt;without falling into the Phazon below. This is complicated by the fact that the&lt;br&gt;robots move up and down and that you must boost through a small gap in the&lt;br&gt;fence, meaning you must wait until both robots are level with the gap. This is&lt;br&gt;not as difficult as it sounds, but you do need to pay attention. If you mess up&lt;br&gt;and fall, you can get out of the Phazon by rolling through a hole in the side&lt;br&gt;of the fence that is closest to you (the player). Of course, this means you&amp;#39;ll&lt;br&gt;have to start over. When you make it across all the robots you&amp;#39;ll reach a&lt;br&gt;platform with a circular piece of glass covering a shallow depression in the&lt;br&gt;floor. Bomb the glass to break it and get the MISSILE EXPANSION inside. Now go&lt;br&gt;through the white door near the Luminoth body, and at the end of a Morph Ball&lt;br&gt;tunnel you&amp;#39;ll reach Sandcanyon. Normally you would use the cannon to reach the&lt;br&gt;other side, but there&amp;#39;s a small platform in the middle of the pit. You need to&lt;br&gt;Screw Attack to it; this may take several tries. When you make it, lay a Power&lt;br&gt;Bomb to destroy the weak rock next to the platform. The destruction of this&lt;br&gt;rock will cause the giant metal structure it supported to fall away, revealing&lt;br&gt;a POWER BOMB EXPANSION. You have now found every expansion there is in Agon&lt;br&gt;Wastes, so it&amp;#39;s time to find those Sky Temple Keys!&lt;br&gt;&lt;br&gt;Return to Command Center and use the portal there. The first order of business&lt;br&gt;is to find the Sky Temple Key in Battleground, the Dark Aether version of&lt;br&gt;Central Mining Station. There are actually two paths leading from Judgment Pit&lt;br&gt;to Battleground; you want to take the upper path. You&amp;#39;ll end up on a ledge&lt;br&gt;looking down at the floor of the room, where two Warrior Ing are. You need to&lt;br&gt;kill the Warrior Ing, but you CANNOT drop down to the floor. Instead, fire an&lt;br&gt;Annihilator Beam shot at the Light Beacon on the ledge. This will draw the Ing&lt;br&gt;towards it, and they will die as soon as they touch it. (Alternatively, one of&lt;br&gt;the Ing may reach the upper ledge and freeze without touching the Safe Zone. In&lt;br&gt;this case you can just shoot it until it dies.) Now that all enemies are out of&lt;br&gt;the way, it&amp;#39;s time to have a look around. You still see no sign of the key, but&lt;br&gt;once again switch to the Dark Visor. Your screen will light up with several&lt;br&gt;bright red platforms slowly moving back and forth in the air. Hopefully these&lt;br&gt;platforms will lead you to the key.&lt;br&gt;&lt;br&gt;Be very careful on the platforms. All of them can be reached with single jumps.&lt;br&gt;It&amp;#39;s important to take care because if you fall, you&amp;#39;ll have to go back to&lt;br&gt;Judgment Pit, then return to the upper ledge of Battleground and kill the&lt;br&gt;Warrior Ing again before you can try again. Not particularly difficult, but&lt;br&gt;really annoying. You can jump to the first platform from the left side of the&lt;br&gt;ledge (with your back to the door). The next two platforms are to your right.&lt;br&gt;Again, don&amp;#39;t rush and make sure your jump is lined up before pushing the&lt;br&gt;button. From the third platform, you can jump to a ledge on the side of the&lt;br&gt;cliff; DON&amp;#39;T try to go straight for the final platform. From the ledge, there&lt;br&gt;is one more moving platform to jump to. This is the trickiest jump, and it may&lt;br&gt;require a double jump. Once you reach the last platform, one more jump will&lt;br&gt;land you on another ledge on the far side of the room.&lt;br&gt;&lt;br&gt;Floating in the air above this ledge you&amp;#39;ll find what appears to be a living&lt;br&gt;creature. Its top is wide and roundish, while below it tapers to a thin tail.&lt;br&gt;In fact, it has the same shape as the outline you saw in Central Mining&lt;br&gt;Station! This must be the key, or else the key must be inside it! This thing&lt;br&gt;definitely looks like it&amp;#39;s alive, so fire a shot at it. When your shot hits the&lt;br&gt;creature, your Dark Visor will be washed-out, so switch to the Combat Visor.&lt;br&gt;The creature is now visible, and you can scan it to learn that it is a FLYING&lt;br&gt;ING CACHE, a creature whose sole job is to guard the Ing&amp;#39;s most valuable&lt;br&gt;treasures. A charged Power Beam shot is all that&amp;#39;s necessary to destroy it, and&lt;br&gt;when you do SKY TEMPLE KEY 1 will be revealed. That&amp;#39;s one down, eight to go!&lt;br&gt;&lt;br&gt;Before you set out for the second Sky Temple Key, head to Junction Site for a&lt;br&gt;quick expansion. Junction Site consists of a Morph Ball tunnel that goes&lt;br&gt;through what looks like a giant stone egg. In the middle of the &amp;quot;egg&amp;quot; is a&lt;br&gt;Spider Ball track that leads up to a Bomb Slot. Activate the Bomb Slot to cause&lt;br&gt;the egg to rotate, revealing a MISSILE EXPANSION at the bottom. Once you&amp;#39;ve&lt;br&gt;rotated the egg back you can head back the way you came.&lt;br&gt;&lt;br&gt;You know that the second key is located in the Dark Aether version of Main&lt;br&gt;Reactor, which is called Dark Oasis. To get there, return to Judgment Pit and&lt;br&gt;go through the door to the right (with your back to Battleground). This isn&amp;#39;t&lt;br&gt;the most direct route, but it will yield some rewards. When you reach Feeding&lt;br&gt;Pit (the room with lots of Lumites), drop into the water. You couldn&amp;#39;t do this&lt;br&gt;before, but the Light Suit protects you from its toxic properties. However,&lt;br&gt;your vision in toxic water is similar to your vision in regular water before&lt;br&gt;you got the Gravity Boost. Underwater you&amp;#39;ll find an opening in a rock wall&lt;br&gt;which leads into a small alcove containing a POWER BOMB EXPANSION. Now continue&lt;br&gt;to Phazon Site, the large room with a floor covered in Phazon and now home to&lt;br&gt;a number of Dark Tallon Metroids. There is a gray door on a ledge high up the&lt;br&gt;wall of this room, so use the moving platforms to get as close as you can, then&lt;br&gt;Screw Attack to reach the door. Inside you&amp;#39;ll find the last remaining charge&lt;br&gt;combo, the SONIC BOOM! This charge combo for the Annihilator Beam is quite&lt;br&gt;powerful and looks really cool when you fire it, but it is the most expensive&lt;br&gt;weapon you have, requiring 5 missiles, 30 dark ammo, and 30 light ammo to use.&lt;br&gt;&lt;br&gt;Now that you&amp;#39;ve found those expansions, make your way to Dark Oasis in search&lt;br&gt;of the second key. Dark Oasis appears to consist of just a hallway with a&lt;br&gt;portal at one end and an Ammo Station at the other, but the Scan Visor will&lt;br&gt;show that a large part of one wall is composed of Denzium. When you Power Bomb&lt;br&gt;it, the wall will crumble to reveal a lake of toxic water behind it. You won&amp;#39;t&lt;br&gt;find any signs of the key above the water, so drop down into the lake. Switch&lt;br&gt;to the Dark Visor again, and this time you&amp;#39;ll find another Flying Ing Cache in&lt;br&gt;a corner. Just like before, shoot it once to render it visible through the&lt;br&gt;Combat Visor, then destroy it to get SKY TEMPLE KEY 2. It appears that all of&lt;br&gt;the Sky Temple Keys will be found inside Flying Ing Caches.&lt;br&gt;&lt;br&gt;With that, you have completely explored both Agon Wastes and Dark Agon Wastes,&lt;br&gt;finding every item, expansion, and Sky Temple Key. That means it&amp;#39;s time to move&lt;br&gt;onto the next region. You can use the light portal in Dark Oasis to return to&lt;br&gt;Agon, then head straight for the Energy Controller (though you might want to&lt;br&gt;visit a Save Station along the way). Step into the center of the Energy&lt;br&gt;Controller like before, and this time select Torvus Bog as your destination.&lt;br&gt;&lt;br&gt;/==============================================================================&lt;br&gt;3. Uncommon Valor                                                     [III.E.3]&lt;br&gt;\==============================================================================&lt;br&gt; |[Torvus Bog, Dark Torvus Bog]                                      |&lt;br&gt; |o Sky Temple Keys 3,4                                              |&lt;br&gt; |o Energy Tanks 9,10                                                |&lt;br&gt; |o Missile Expansions 31,36,38                                      |&lt;br&gt; |o Power Bomb Expansions 4,5                                        |&lt;br&gt; ---------------------------------------------------------------------&lt;br&gt;When you arrive in Torvus Bog, make your way out of the temple and into Great&lt;br&gt;Bridge. Two Dark Pirate Commandos will appear when you enter, and the doors&lt;br&gt;will lock so that you have to fight them. Expect this to happen frequently.&lt;br&gt;Once you&amp;#39;ve either killed them or they&amp;#39;ve left, head to the end of the bridge&lt;br&gt;across from the temple. You&amp;#39;ll find a Denzium rock, and behind it is a Morph&lt;br&gt;Ball tunnel. In the middle of the tunnel is a POWER BOMB EXPANSION, and the&lt;br&gt;tunnel will deposit you in front of the door towards Forgotten Bridge, which&lt;br&gt;you should go through.&lt;br&gt;&lt;br&gt;If you study your Keybearer Lore entries again, you&amp;#39;ll see that the Keybearers&lt;br&gt;are to be found in Torvus Lagoon and Catacombs. Torvus Lagoon is in the upper&lt;br&gt;level, while Catacombs is in the lower level. Since the two sections are&lt;br&gt;separated in Dark Aether, it makes sense to explore each level separately. So&lt;br&gt;you could use the dark portal in Forgotten Bridge and head straight for the&lt;br&gt;first key, but like in Agon there are a few expansions to be found. Kill the&lt;br&gt;Grenchlers in Forgotten Bridge if you want, then reach the enclosed walkway&lt;br&gt;along one side of the room. You can reach it by jumping from the center of the&lt;br&gt;bridge to a platform to the right of the portal, then jump up into the walkway.&lt;br&gt;At the end of the walkway is a door that, after a Morph Ball tunnel, leads to&lt;br&gt;Torvus Plaza. This room corresponds to where you fought the Boost Guardian, but&lt;br&gt;thankfully you won&amp;#39;t have to relive that experience. Instead, boost up the&lt;br&gt;halfpipe until you can latch onto Spider Ball tracks at the top of one side.&lt;br&gt;On the first section of track you&amp;#39;ll be pestered by a Sporb on the opposite&lt;br&gt;wall; you can either ignore it or let it grab you, then bomb it. Soon past the&lt;br&gt;Sporb you&amp;#39;ll reach a series of rotating rings with small squares of track on&lt;br&gt;them that you must navigate. It&amp;#39;s fairly obvious what to do, but this can be&lt;br&gt;tricky, and a mistake means you have to start all over again. Making it to the&lt;br&gt;end of this Spider Ball track requires lots of carefully timed bomb jumps and&lt;br&gt;drops, but if you study what&amp;#39;s going on and figure out what you need to do&lt;br&gt;before you do it, you&amp;#39;ll make it through. At the end is a Kinetic Orb Cannon&lt;br&gt;which will shoot you across the room to an ENERGY TANK.&lt;br&gt;&lt;br&gt;Now leave Torvus Plaza and go through the door at the other end of the metal&lt;br&gt;walkway. After crossing an intervening room you&amp;#39;ll reach Torvus Grove, where&lt;br&gt;you&amp;#39;ll have to fight more Dark Pirate Commandos. Once they&amp;#39;re gone scan the&lt;br&gt;large tree in the center. You&amp;#39;ll see that several of the roots have been&lt;br&gt;weakened by Phazon and Denzium, so Power Bomb them. This will cause the entire&lt;br&gt;tree to lean over and collide with a rock wall. The wall will crumble,&lt;br&gt;revealing a MISSILE EXPANSION. Now go through one of the doors out of Torvus&lt;br&gt;Grove to Meditation Vista. This room contains little more than a portal&lt;br&gt;generator at the edge of a cliff. Little more, but not nothing more. If you&lt;br&gt;look through the generator you&amp;#39;ll see a floating platform moving back and forth&lt;br&gt;amidst the trees. The only way to reach the platform is with a Screw Attack,&lt;br&gt;which must be accurately timed. Start jumping when the platform is farthest&lt;br&gt;away from you, and you should reach it. Once you&amp;#39;re on the platform, simply let&lt;br&gt;it carry you into another ENERGY TANK!&lt;br&gt;&lt;br&gt;That&amp;#39;s all the expansions you have to collect in upper Torvus, so it&amp;#39;s time to&lt;br&gt;get the first Sky Temple Key. Screw Attack back to land and use the portal&lt;br&gt;generator to enter Dark Torvus Bog. Head for Dark Forgotten Bridge (more&lt;br&gt;commandos) and look for a yellow door. Through it you&amp;#39;ll find a small room&lt;br&gt;containing a Dark Phlogus. It&amp;#39;s easy to simply run through here, but use the&lt;br&gt;Scan Visor to locate a weak section of wall; behind it is a POWER BOMB&lt;br&gt;EXPANSION. Now continue on to Poisoned Bog. This room is the Dark Aether&lt;br&gt;equivalent of Torvus Lagoon, and thus home to the key. After eliminating the&lt;br&gt;Hunter Ing, take a look around with the Dark Visor; you won&amp;#39;t see anything.&lt;br&gt;However, you&amp;#39;ve already found one key underwater, might this one be underwater&lt;br&gt;too? Jump into the water with the Dark Visor and you&amp;#39;ll see the Flying Ing&lt;br&gt;Cache at the end of a passage to the right of the ramp up to dry ground. As&lt;br&gt;before, shoot the creature to make it visible, then destroy it to claim SKY&lt;br&gt;TEMPLE KEY 3.&lt;br&gt;&lt;br&gt;The second key is in the lower level of Dark Torvus Bog, which can&amp;#39;t be reached&lt;br&gt;directly from the upper level, so you need to return to Light Aether. Head back&lt;br&gt;to Dark Forgotten Bog and use the portal there, then make your way back to the&lt;br&gt;temple and take the elevator down to the lower level. Again, there are a few&lt;br&gt;more expansions you can round up, so start out by dropping all the way to the&lt;br&gt;bottom of Hydrodynamo Station and descending down to Main Hydrochamber, where&lt;br&gt;you fought the Alpha Blogg. Use the dark portal there, then hop off the ledge&lt;br&gt;with the portal. On the walls on either side of you are wall jump surfaces, so&lt;br&gt;Screw Attack up them to reach a ledge with a MISSILE EXPANSION. Now return to&lt;br&gt;Light Aether and climb back up to Hydrodynamo Station.&lt;br&gt;&lt;br&gt;Go through the black door, which leads to Catacombs. Your Keybearer Lore tells&lt;br&gt;you this is where G-Sch is located, and sure enough you&amp;#39;ll see him to the right&lt;br&gt;of the door as you enter. With the Dark Visor, you can see the outline of a&lt;br&gt;Flying Ing Cache underwater, so this is definitely the right spot. Before using&lt;br&gt;the portal, though, find a gray door out of the room. You couldn&amp;#39;t open it&lt;br&gt;before, but now you have the Annihilator Beam. Through the door is another&lt;br&gt;underwater Morph Ball maze, completing the circle connecting Training Chamber,&lt;br&gt;Catacombs, and Gathering Hall. There&amp;#39;s a Bomb Slot near where you enter the&lt;br&gt;tunnels; activate it and water will start flowing up in a nearby vertical&lt;br&gt;shaft. With the water helping to push you up, you can double bomb jump up to a&lt;br&gt;ledge at the top of the shaft. You can now reach a second Bomb Slot, which will&lt;br&gt;allow you to bomb jump up a second shaft, which leads to a third Bomb Slot.&lt;br&gt;When you activate the third slot, it too will cause water to flow up a nearby&lt;br&gt;shaft, but you won&amp;#39;t be able to get back to the shaft. You&amp;#39;ll have to drop down&lt;br&gt;to the bottom, return to the beginning and make your way back to the shaft.&lt;br&gt;When you return, bomb jump up the shaft to snag one more MISSILE EXPANSION.&lt;br&gt;&lt;br&gt;You&amp;#39;ve now collected every expansion to be found in Torvus Bog; your only&lt;br&gt;remaining task is to find the second Sky Temple Key. Return to Catacombs and&lt;br&gt;go through the portal there to transport to Dungeon. This room has a metal&lt;br&gt;grate floor and is guarded by two Dark Grenchlers, but there is also a small&lt;br&gt;pool of dark water underneath the portal. Drop into this water and you&amp;#39;ll&lt;br&gt;discover a network of underwater hallways beneath the floor. You&amp;#39;ll soon be&lt;br&gt;stopped, however, by a small black object which is blocking a gap through one&lt;br&gt;of the walls. This object is a WATCHDRONE, an indestructible creature that can&lt;br&gt;only be made to move by shining &amp;quot;bright, pure light&amp;quot; on it. Luckily, there is&lt;br&gt;a Light Beacon directly overhead. Activate it, and the light of the Safe Zone&lt;br&gt;will cause the mechanism to move out of the way, allowing you to continue.&lt;br&gt;You&amp;#39;ll encounter one more Watchdrone as you continue, and after that you should&lt;br&gt;switch to the Dark Visor to see the Flying Ing Cache which contains SKY TEMPLE&lt;br&gt;KEY 4.&lt;br&gt;&lt;br&gt;That&amp;#39;s it; you&amp;#39;ve gotten everything you came for in Torvus Bog. All that&amp;#39;s left&lt;br&gt;to do is return to the light portal (you&amp;#39;ll have to move the Watchdrones&lt;br&gt;again), save if you want, take the elevator up from the lower level to the&lt;br&gt;temple, enter the Energy Controller and travel to Sanctuary Fortress.&lt;br&gt;&lt;br&gt;/==============================================================================&lt;br&gt;4. Time Draws Near                                                    [III.E.4]&lt;br&gt;\==============================================================================&lt;br&gt; |[Sanctuary Fortress, Ing Hive]                                     |&lt;br&gt; |o Sky Temple Keys 5,6                                              |&lt;br&gt; |o Missile Expansion 39                                             |&lt;br&gt; ---------------------------------------------------------------------&lt;br&gt;As before, this is an excellent chance to pick up any expansions that you&lt;br&gt;haven&amp;#39;t yet collected. However, if you followed the Sanctuary Fortress section&lt;br&gt;of this walkthrough, you should have collected almost all of the items here.&lt;br&gt;In fact, there is only one left, and to find it you should head to Main&lt;br&gt;Reactor. On your way you&amp;#39;ll pass right by one of the Keybearers in Dynamo&lt;br&gt;Works; you can switch to the Dark Visor, but you won&amp;#39;t see the outline of a&lt;br&gt;Flying Ing Cache anywhere. You should remember, however, that Dynamo Works&lt;br&gt;has two separate halves; the key must be in the other half. Also, the other Sky&lt;br&gt;Temple Key is located in the Ing Hive version of Sanctuary Entrance, so you&amp;#39;re&lt;br&gt;heading in the right direction to collect this expansion. When you reach Main&lt;br&gt;Reactor, follow the outer hallway to the left as you face the central shaft to&lt;br&gt;enter Sanctuary Map Station. Since you already downloaded the map here, there&amp;#39;s&lt;br&gt;nothing in this room except for a column of pure yellow light, just like the&lt;br&gt;light that is emitted from the Energy Controllers. Your Light Suit gives you&lt;br&gt;the ability to &amp;quot;ride&amp;quot; light; would it work here? Step into the beam of light&lt;br&gt;and you will be transported to a small chamber above, where you&amp;#39;ll find a&lt;br&gt;MISSILE EXPANSION.&lt;br&gt;&lt;br&gt;Now that you&amp;#39;ve got the expansion, you need to reach the dark version of&lt;br&gt;Sanctuary Entrance for a Sky Temple Key. The nearest dark portal is in Hall of&lt;br&gt;Combat Mastery, so use it and then return to Hive Reactor. When you drop down&lt;br&gt;to the floor, a Dark Ingsmasher there will power up and attack. Fight it if you&lt;br&gt;want, or just make for the yellow door leading to the Entrance. Power Bomb it&lt;br&gt;and go through to reach Hive Reactor Access. Here, the tunnel will end in front&lt;br&gt;of a circular pit with a small platform in the center and a swarm of Nightbarbs&lt;br&gt;circling around it. There&amp;#39;s a Nullified Beacon on the platform; energize it and&lt;br&gt;most of the Nightbarbs will die as they collide with the Safe Zone. Use the&lt;br&gt;platform to cross the pit and continue down the tunnel. Here you&amp;#39;ll run into an&lt;br&gt;ING LARVA SWARM, a large group of small, fast-moving Ing that will collide with&lt;br&gt;you as they move through the tunnel. Try to shoot as many as you can as they&lt;br&gt;come at you, but make sure to scan them if you want a complete Logbook!&lt;br&gt;&lt;br&gt;At the end of the tunnel you&amp;#39;ll reach Hive Entrance. Like its Light Aether&lt;br&gt;counterpart, the entrance consists of a huge cliff with ledges on either side.&lt;br&gt;Here, however, there is no bridge of any sort connecting the two sides, and the&lt;br&gt;gap is filled with Dark Preeds. You can see another column of light on the far&lt;br&gt;side, though, so you need to get across. The only way to do so is with a Screw&lt;br&gt;Attack, but it must be properly executed in order to get all the way across. A&lt;br&gt;little to the left of the door, the ledge extends out slightly. Stand on the&lt;br&gt;edge of this ledge and Screw Attack across, stretching out each &amp;quot;pulse&amp;quot; of the&lt;br&gt;attack as long as possible. You only get five &amp;quot;pulses&amp;quot; per jump, and you need&lt;br&gt;to stretch each one as far as you can to get across. When you do make it, enter&lt;br&gt;the light to travel to a higher ledge. Using the Dark Visor here, you can see&lt;br&gt;the Flying Ing Cache on a ledge at the same height as yours, on the other side.&lt;br&gt;This means you have to Screw Attack back across to this new ledge, although&lt;br&gt;this jump is not so bad, since the higher ledge extends farther out over the&lt;br&gt;cliff. When you reach the ledge, destroy the Ing to retrieve SKY TEMPLE KEY 5.&lt;br&gt;In order to get back to the original ledge, you can&amp;#39;t just drop down because&lt;br&gt;you&amp;#39;ll just fall into the pit. You need to Screw Attack back across, take the&lt;br&gt;light down, then Screw Attack across once more.&lt;br&gt;&lt;br&gt;Once you&amp;#39;ve made it back, it&amp;#39;s time to go after the second key, which you know&lt;br&gt;is located in Hive Dynamo Works. It&amp;#39;s not located in the half which connects&lt;br&gt;with the elevator and the Main Gyro Chamber, though, so it must be in the other&lt;br&gt;half, the half containing the Spider Guardian&amp;#39;s maze. There&amp;#39;s no way to&lt;br&gt;directly access this half of Hive Dynamo Works from Ing Hive, so you&amp;#39;ll have to&lt;br&gt;find another way. Return to Hall of Combat Mastery and use the portal to return&lt;br&gt;to Light Aether, then head to the Spider Guardian&amp;#39;s maze in Dynamo Works. This&lt;br&gt;involves going to the temple, then taking one of the side doors out of the&lt;br&gt;temple to an open-air room which connects to Dynamo Works. Once there, make&lt;br&gt;your way through the tunnels (which are now occupied by Pillbugs) until you&lt;br&gt;reach the end. There, roll through the tunnel out of the maze into a small&lt;br&gt;chamber where you got the Spider Ball. In this chamber is a yellow door. Open&lt;br&gt;it, and behind it you&amp;#39;ll find a dark portal.&lt;br&gt;&lt;br&gt;Go through the portal, then roll through the Morph Ball tunnel leading out.&lt;br&gt;You&amp;#39;ll emerge on a ledge over a pit, surrounded by walls on three sides. With&lt;br&gt;the Dark Visor, you can clearly see the Flying Ing Cache floating over a ledge&lt;br&gt;on the far side. To get across, follow a Spider Ball track on the wall until it&lt;br&gt;ends across from a moving magnetically charged sphere. Wait until the sphere is&lt;br&gt;level with you, then boost onto the sphere. Now position yourself over the red&lt;br&gt;dot on the sphere and boost onto a second sphere. From here, again get over the&lt;br&gt;red dot and boost onto another magnetic rail track on the wall. Follow this&lt;br&gt;track to reach the ledge, where you can get SKY TEMPLE KEY 6. Getting back&lt;br&gt;across is much easier, since this ledge is higher up than the one you started&lt;br&gt;on. Simply Screw Attack across and go back through the portal.&lt;br&gt;&lt;br&gt;You have now collected the Sky Temple Keys from all three of Aether&amp;#39;s outlying&lt;br&gt;regions; the only region remaining is the Temple Grounds itself. Make your way&lt;br&gt;back to the temple, enter the Energy Controller, and select the Great Temple as&lt;br&gt;your destination.&lt;br&gt;&lt;br&gt;/==============================================================================&lt;br&gt;5. Champion of Aether                                                 [III.E.5]&lt;br&gt;\==============================================================================&lt;br&gt; |[Great Temple, Temple Grounds, Sky Temple Grounds]                 |&lt;br&gt; |o Sky Temple Keys 7,8,9                                            |&lt;br&gt; |o Energy Tank 2                                                    |&lt;br&gt; |o Beam Ammo Expansion 1                                            |&lt;br&gt; |o Missile Expansions 5,6,7,8                                       |&lt;br&gt; |o Power Bomb Expansion 1                                           |&lt;br&gt; ---------------------------------------------------------------------&lt;br&gt;When you arrive in Main Energy Controller, check your Keybearer Lore entries&lt;br&gt;one more time to see where to look for the final Sky Temple Keys. You&amp;#39;ll see&lt;br&gt;that two of the keys are located in Landing Site and Industrial Site, but&lt;br&gt;you&amp;#39;ll also discover that you are apparently missing one entry! Either you&amp;#39;ve&lt;br&gt;missed a Keybearer somewhere along the way, or the Keybearer is in a room you&lt;br&gt;haven&amp;#39;t reached yet. Check your map of Temple Grounds and you&amp;#39;ll see one room&lt;br&gt;off of Communications Area that you haven&amp;#39;t entered. You should check that room&lt;br&gt;to look for the last Keybearer Lore entry, and you can also collect the final&lt;br&gt;few expansions in Temple Grounds.&lt;br&gt;&lt;br&gt;The quickest way to get to the unexplored room is to take Temple Transport A&lt;br&gt;from the Great Temple, which will deposit you in Sacred Path. Make your way to&lt;br&gt;GFMC Compound, where an expansion is hiding. You can find it by standing on the&lt;br&gt;ledge with the door to Grand Windchamber on it and Screw Attack onto the ship.&lt;br&gt;You&amp;#39;ll find a MISSILE EXPANSION on the rear of the ship. You can also find one&lt;br&gt;more easy expansion by making a quick stop in Fortress Transport Access, the&lt;br&gt;hallway leading to the elevator to Sanctuary Fortress. At the end of the tunnel&lt;br&gt;is another pillar of light. Like before, the Light Suit will transport you up&lt;br&gt;the pillar into a small chamber containing the final ENERGY TANK: once you&lt;br&gt;collect this tank, your maximum energy will be as high as it can be: 1499&lt;br&gt;units. Return to GFMC Compound and go through the door on ground level; the&lt;br&gt;door you came through when you first entered this room.&lt;br&gt;&lt;br&gt;Through the door is Trooper Security Station, where you&amp;#39;ll find your way&lt;br&gt;blocked by a Federation gate. This gate closed after you passed through it way&lt;br&gt;back at the beginning of your adventure, meaning the rooms behind it have been&lt;br&gt;inaccessible to you for a long time. Now that you have the Power Bombs, though,&lt;br&gt;you can destroy the gate and reach Communications Area. Again, you haven&amp;#39;t been&lt;br&gt;here since you first landed on Aether, when you had very few abilities. Now you&lt;br&gt;can jump off of the path onto a wide ledge on the right. You&amp;#39;ll find a round&lt;br&gt;piece of metal fixed to the ground on the ledge: Power Bomb it to expose a&lt;br&gt;MISSILE EXPANSION. To reach the door to the unexplored room, jump from the&lt;br&gt;ledge onto the top of a column, then from there to another ledge where a bridge&lt;br&gt;leads to the door.&lt;br&gt;&lt;br&gt;Inside Storage Cavern A you&amp;#39;ll find a path that slopes down to a mostly empty&lt;br&gt;floor. There is a small platform on the ground that indicates that an item once&lt;br&gt;rested there, but you&amp;#39;ll see nothing. Nearby you&amp;#39;ll also see a dead Luminoth,&lt;br&gt;and scanning him will reveal that you have found D-Isl, your missing Keybearer&lt;br&gt;and holder of D-ISL&amp;#39;S TESTAMENT. Now that you have found where one of the Sky&lt;br&gt;Temple Keys must be, you just need to travel to Dark Aether to get it. With&lt;br&gt;that goal in mind, return to Sacred Path and use the dark portal there.&lt;br&gt;&lt;br&gt;Appropriately, the counterpart to Sacred Path is named Profane Path, and there&lt;br&gt;will be three Dark Pirate Commandos to fight here. After killing them and&lt;br&gt;before leaving the room, check out the massive tower of Ingworms that is in&lt;br&gt;place of the elevator to Great Temple. There&amp;#39;s a sonic gate in the tower, so&lt;br&gt;switch to the Echo Visor and use the Annihilator Beam on the gate to get the&lt;br&gt;combination, then fire at the three emitters on the ledge to open the gate.&lt;br&gt;Inside is a valuable prize, the final BEAM AMMO EXPANSION which will bring your&lt;br&gt;dark and light ammo capacities up to their maximum of 250.&lt;br&gt;&lt;br&gt;Now exit Profane Path and enter Phazon Pit. This tunnel contains a pool of&lt;br&gt;Phazon at the bottom of a pit (hence the name), as well as a Dark Tallon&lt;br&gt;Metroid. Kill the Metroid, then grapple over the pit to reach Phazon Grounds.&lt;br&gt;This dark version of GFMC Compound is a wide plain with pools of Phazon and&lt;br&gt;bodies of Space Pirates scattered throughout. Dark Tallon Metroids fly around&lt;br&gt;this area, one of them carrying a dead Pirate Commando (this is your last&lt;br&gt;chance to scan one!). There are also several DORMANT INGCLAWS on the walls:&lt;br&gt;they pose no threat but are necessary for a complete Logbook. You&amp;#39;ll probably&lt;br&gt;want to take out most of the Dark Tallon Metroids, then look out over the edge&lt;br&gt;of the cliff. Beyond it you&amp;#39;ll see a rocky tower with a small orange glow in&lt;br&gt;it. There are several Metroids between you and the tower, but you can just&lt;br&gt;Screw Attack right through them. When you reach the tower, land in an alcove to&lt;br&gt;find another MISSILE EXPANSION.&lt;br&gt;&lt;br&gt;The door out of Phazon Grounds in on ground level at the end of a short tunnel.&lt;br&gt;In the next room, Reliquary Access, is a cloud of Ingstorm near the bodies of&lt;br&gt;two Luminoth that were killed by them. You can roll around the Ingstorm (or go&lt;br&gt;through them; they&amp;#39;re not that thick) to reach Reliquary Grounds, the Sky&lt;br&gt;Temple Grounds version of Communications Area. You&amp;#39;ll have to start off by&lt;br&gt;fighting several Warrior Ing, and you&amp;#39;ll have to do it the old-fashioned way&lt;br&gt;because there are no Light Beacons in this room. This room is laid out just&lt;br&gt;like Communications Area, so jump up the same ledges to reach the door and&lt;br&gt;enter Ing Reliquary. Just switch to the Dark Visor, find the Flying Ing Cache&lt;br&gt;and kill it to claim SKY TEMPLE KEY 7. You have now found the first of the&lt;br&gt;three keys in Sky Temple Grounds, but unfortunately this room is a dead end,&lt;br&gt;meaning you&amp;#39;ll have to backtrack all the way back to the light portal in&lt;br&gt;Profane Path.&lt;br&gt;&lt;br&gt;Back in Light Aether, the next key on your list is located in the dark&lt;br&gt;equivalent of Landing Site. You&amp;#39;ll obviously have to use a different portal to&lt;br&gt;reach that section of Sky Temple Grounds, specifically the portal in Hall of&lt;br&gt;Eyes. The quickest way to get there is to take the nearby elevator up to Great&lt;br&gt;Temple, then take Temple Transport C back down to Meeting Grounds. Ignore the&lt;br&gt;Dark Pirate Commandos and go through the door to reach Hall of Eyes and the&lt;br&gt;dark portal. Go the same way you came when you found Sky Temple Gateway, but&lt;br&gt;when you reach Shrine Access (with the Corrupted Sentreyes), look for a green&lt;br&gt;door. Go through this door to reach Defiled Shrine, which in Light Aether is&lt;br&gt;Landing Site. There are several Warrior Ing here, but you can create Super&lt;br&gt;Beacons to quickly dispose of them. You&amp;#39;ll find the Flying Ing Cache near where&lt;br&gt;your ship would be; inside the creature is SKY TEMPLE KEY 8.&lt;br&gt;&lt;br&gt;Again, you&amp;#39;ve reached a dead end so once more return to the light portal. For&lt;br&gt;the final Sky Temple Key, you need to find the dark version of Industrial Site.&lt;br&gt;This will require the use of yet another portal; you can see from the map that&lt;br&gt;the nearest one is in Temple Assembly Site. So once more return to Great Temple&lt;br&gt;and this time use Temple Transport B to quickly reach Temple Transport Site.&lt;br&gt;Before looking for the portal, though, go through the door on a ledge to reach&lt;br&gt;Dynamo Chamber. This hallway is divided into two levels: on top are several&lt;br&gt;SPLINTER COCOONS, and below both ends are blocked by GF Mark VII gates (last&lt;br&gt;chance to scan!). Make sure to scan the cocoons from as far away as you can,&lt;br&gt;because if you get close to them they will burst open, releasing the Splinters&lt;br&gt;inside. What you&amp;#39;re interested in is the gates, though. Power Bomb them to open&lt;br&gt;them, and inside you&amp;#39;ll find a weakened section of Denzium wall. Another Power&lt;br&gt;Bomb will destroy the wall, revealing the final POWER BOMB EXPANSION, allowing&lt;br&gt;you to carry up to 10 Power Bombs.&lt;br&gt;&lt;br&gt;Now that that&amp;#39;s out of the way, return to Temple Assembly Site and head for the&lt;br&gt;door at the far end from the elevator. Near the door is a movable stone with a&lt;br&gt;purple crystal on it. Shoot the crystal with the Light Beam and the stone will&lt;br&gt;move aside, revealing a dark portal. Go through the portal to enter Plain of&lt;br&gt;Dark Worship. If that&amp;#39;s not a creepy name for a room, I don&amp;#39;t know what is.&lt;br&gt;However, Plain of Dark Worship is basically just a big empty room. There&amp;#39;s&lt;br&gt;hardly any enemies in it, and if you walk up to the Ingworm tower, you&amp;#39;ll see&lt;br&gt;that there&amp;#39;s a MISSILE EXPANSION just sitting behind an open gate. That&amp;#39;s&lt;br&gt;right, all you have to do to collect the final expansion of all is just walk&lt;br&gt;into it. Now that you have 14 Energy Tanks, 250 dark and light ammo, 255&lt;br&gt;missiles, and 10 Power Bombs, go through the door into Lake Access. Shoot the&lt;br&gt;Venom Weed on the floor to lower it so you can reach the door to Accursed Lake,&lt;br&gt;which corresponds to Industrial Site.&lt;br&gt;&lt;br&gt;There is a shallow lake filling much of this room, but there are several ledges&lt;br&gt;and platforms around the side. One ledge on the side contains a Light Beacon,&lt;br&gt;which you can use to help take out the Hunter Ing in the room. Using the Dark&lt;br&gt;Visor, you&amp;#39;ll spot the final Flying Ing Cache hovering over a ledge on the far&lt;br&gt;side of the lake. If you haven&amp;#39;t scanned one, do so before you kill it or you&lt;br&gt;won&amp;#39;t be able to complete your Logbook. When you destroy the Ing, the key will&lt;br&gt;move over the center of the lake. Jump from the ledge with the Light Beacon to&lt;br&gt;claim SKY TEMPLE KEY 9.&lt;br&gt;&lt;br&gt;That&amp;#39;s it! You have now collected all nine Sky Temple Keys, along with every&lt;br&gt;item and expansion in the game! You&amp;#39;ll receive a message notifying you that&lt;br&gt;you&amp;#39;ve collected 100% of the items, as well as all the Sky Temple Keys. If&lt;br&gt;you&amp;#39;ve scanned every Logbook entry so far, you should have 96% of all scans at&lt;br&gt;this point, as well. You can now gain access to the Sky Temple and attempt to&lt;br&gt;destroy Dark Aether once and for all. In order to do that, though, you&amp;#39;ll have&lt;br&gt;to leave this section of Sky Temple Grounds, so return to the portal and travel&lt;br&gt;to Light Aether one last time. Since you&amp;#39;re likely to face a long, grueling&lt;br&gt;fight, you need to make sure you&amp;#39;re in top-notch shape. Luckily, you&amp;#39;re near&lt;br&gt;Landing Site, so stop by your ship to both save your game and max out all&lt;br&gt;health, ammo, bombs, and missiles.&lt;br&gt;&lt;br&gt;Once you are fully armed and ready, leave Landing Site via the door on the&lt;br&gt;ledge and head for Meeting Grounds. You want to keep your ammo maxed out, so&lt;br&gt;only use the Power Beam to fight. Don&amp;#39;t worry if you take damage, though; there&lt;br&gt;will be another save station before the final fight. As usual, there will be&lt;br&gt;Dark Pirate Commandos in Meeting Grounds, but you&amp;#39;ll probably want to run past&lt;br&gt;them to the door at the end of the tunnel and enter Hall of Eyes, where you&lt;br&gt;should use the dark portal to enter Dark Aether for the final time.&lt;br&gt;&lt;br&gt;In Dark Aether, make your way to Sky Temple Gateway, where you&amp;#39;ll find a&lt;br&gt;swirling red light in the center of the circular platform. When you step into&lt;br&gt;the light, the nine Sky Temple Keys you collected will move into place on the&lt;br&gt;columns around the platform. Now that all ten keys (your nine plus A-Kul&amp;#39;s) are&lt;br&gt;in position, the circle of columns will lower and a beam of light will shoot up&lt;br&gt;from the center of the platform to the base of the Sky Temple directly above.&lt;br&gt;Step into the light to be carried up to the Sky Temple.&lt;br&gt;&lt;br&gt;  ##/#&lt;br&gt; ##/###  &amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&lt;br&gt;##/--/## F. SKY TEMPLE                                                  [III.F]&lt;br&gt; ###/##  &amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&lt;br&gt;  #/##&lt;br&gt;&lt;br&gt;/==============================================================================&lt;br&gt;1. Alpha and Omega                                                    [III.F.1]&lt;br&gt;\==============================================================================&lt;br&gt; |[BOSS: Emperor Ing]                                                |&lt;br&gt; ---------------------------------------------------------------------&lt;br&gt;As you travel up the beam of light, the Energy Controller in the Sky Temple&lt;br&gt;will open, so that you can exit the light beam and rematerialize in the Sky&lt;br&gt;Temple. As soon as you complete the trip, you will see a giant sphere of energy&lt;br&gt;near the ceiling of the room. The energy will be grabbed by several large,&lt;br&gt;spiky tentacles extending from a mass of liquid Ing material on the ceiling,&lt;br&gt;and the tentacles will pull the energy through the ceiling. That must have been&lt;br&gt;the energy stored in this Energy Controller, which is now all that is holding&lt;br&gt;Dark Aether together. It must have been taken by the Ing in order to prevent&lt;br&gt;you from absorbing it with your Energy Transfer Module.&lt;br&gt;&lt;br&gt;As you look around the room you arrived in, you&amp;#39;ll notice that something seems&lt;br&gt;slightly odd. There are circular platforms on one side which you can jump up to&lt;br&gt;reach a Save Station and a walkway around the room which contain a few Ingworm&lt;br&gt;Caches, in case you need to refill any weapons. From this upper level,&lt;br&gt;especially near the door out across from the Save Station, you can see what is&lt;br&gt;wrong with this room: it is upside down. The surface you&amp;#39;re walking on is&lt;br&gt;curved like the top of an archway, while the ceiling is flat like a floor. The&lt;br&gt;door out is not level with the ground, but is flush with the ceiling, so you&lt;br&gt;have to jump up to get through the door. This disconcerting fact makes the Sky&lt;br&gt;Temple seem just a little bit creepier, and reinforces the fact that it is a&lt;br&gt;twisted perversion of the Great Temple where U-Mos is awaiting your return. The&lt;br&gt;next room is simply a vertical shaft which you must Wall Jump up, and at the&lt;br&gt;top is the final door.&lt;br&gt;&lt;br&gt;The door leads to Sanctum, a large room in which the walls are lined with&lt;br&gt;Phazon and the energy sphere is resting in the center. When you drop down from&lt;br&gt;the door onto the ground, however, a huge pool of Ing will appear around the&lt;br&gt;energy and more giant tentacles will spring out of the ground, blocking you&lt;br&gt;from approaching the energy. Then the Ing will engulf the energy sphere,&lt;br&gt;forming itself into a giant trunk planted on the ground, with a massive sphere&lt;br&gt;of a head on top and four spiked tentacles extending from the head.&lt;br&gt;&lt;br&gt;This is the ruler and most powerful member of the Ing Horde, the Emperor Ing.&lt;br&gt;There are two separate scans available right now: EMPEROR ING BODY and EMPEROR&lt;br&gt;ING HEAD. They will reveal that the Emperor Ing has been heavily strengthened&lt;br&gt;by Phazon, and has now absorbed the final energy sphere and is drawing from its&lt;br&gt;power. You will also learn that the way to attack the Emperor is to go after&lt;br&gt;its tentacles. The tentacles can be locked-on to, and one Light Beam shot is&lt;br&gt;enough to eliminate one. The tentacles are almost always moving, however, and&lt;br&gt;are the source of all Emperor Ing&amp;#39;s attacks, so you should generally avoid&lt;br&gt;whatever attack the tentacles are performing, then fire at them afterwards. The&lt;br&gt;tentacles&amp;#39; attacks are described below.&lt;br&gt;&lt;br&gt;One of the most common attacks is for all the tentacles to lift upwards and&lt;br&gt;group together, forming a blob of dark energy accompanied by a specific noise.&lt;br&gt;After a few seconds, they will fire this energy at you, doing serious damage&lt;br&gt;and possibly knocking you into the Phazon walls. The way to avoid this is to&lt;br&gt;switch to the Morph Ball when you see the tentacles forming the attack and&lt;br&gt;boost towards the nearest circular design in the corners of the room. The idea&lt;br&gt;is to be moving when the attack is launched so that it misses; staying on the&lt;br&gt;circular designs seems to prevent you from running into the Phazon so much. The&lt;br&gt;tentacles can also simply sweep around the room leaving a short purple trail&lt;br&gt;behind them; just take a step or two back to avoid this. Sometimes the&lt;br&gt;tentacles will lower to just a few inches above the ground, then sweep around&lt;br&gt;the room. When this happens, just wait for the tentacles to get to you and&lt;br&gt;jump over them, jump rope style. The tentacles may also slam into the ground in&lt;br&gt;an attempt to hit you; jump or dodge to the side to avoid this.&lt;br&gt;&lt;br&gt;Once all the tentacles are gone, the Emperor Ing&amp;#39;s head will fold away,&lt;br&gt;exposing the EMPEROR ING EYE. This is a core of energy surrounded by a shield&lt;br&gt;with only one narrow slit in it. After a few seconds the eye will fire an&lt;br&gt;extremely powerful laser blast at you: not only is the blast itself damaging,&lt;br&gt;it will also push you into the Phazon and prevent you from firing for several&lt;br&gt;seconds. Make sure to dodge to avoid this blast; if you get hit by it every&lt;br&gt;time you have little chance of defeating the Emperor Ing. After the eye fires&lt;br&gt;three laser blasts, the head will return with new tentacles and the first part&lt;br&gt;of the fight will repeat.&lt;br&gt;&lt;br&gt;However, the eye phase is your only chance to actually damage Emperor Ing. You&lt;br&gt;must fire shots through the gap in the shield in order to damage it.While any&lt;br&gt;weapon will do damage, I prefer to use the Super Missile. As soon as you&lt;br&gt;destroy the last tentacle, switch to the Power Beam and charge it up. Now&lt;br&gt;lock-on to the eye and as soon as the laser blast is over, get close to the&lt;br&gt;shield gap and wait for it to move in front of you. When the gap in the shield&lt;br&gt;is straight ahead, fire the Super Missile. This may take several tries to get&lt;br&gt;the timing down (meaning several rounds of tentacle-fighting), but when you do&lt;br&gt;get a hit it is worth it: one hit will knock off almost 25% of Emperor Ing&amp;#39;s&lt;br&gt;energy meter. If you can get two hits in one round, this fight can go rather&lt;br&gt;quickly.&lt;br&gt;&lt;br&gt;Once the eye fires three laser blasts, the head will return with fresh&lt;br&gt;tentacles. As the fight progresses and you do more damage to Emperor Ing, the&lt;br&gt;number of tentacles will gradually increase from four at the start up to ten.&lt;br&gt;Also, there will be a few changes in the Emperor&amp;#39;s attacks later in the battle:&lt;br&gt;in the &amp;quot;jump rope&amp;quot; attack, the tentacles will sweep around twice, so be ready&lt;br&gt;to jump again if necessary. In addition, the tentacles will start using a new&lt;br&gt;attack once the Emperor Ing reaches about 50%. If colored light surrounds the&lt;br&gt;ends of the tentacles, then they are about to create some sort of wormhole so&lt;br&gt;that the ends of the tentacles will appear in random spots in the air right&lt;br&gt;around you, where they can lash you. The way to avoid this attack is to roll&lt;br&gt;into the Morph Ball when you see it and roll around the room in a zig-zag&lt;br&gt;pattern, so that as each tentacle appears on the ground in front of you, you&lt;br&gt;are rolling past it. Other than these changes, the battle plan stays the same:&lt;br&gt;avoid attacks, destroy tentacles, attack eye. Avoiding the attacks is the most&lt;br&gt;difficult part, and that simply comes with experience. Don&amp;#39;t worry about saving&lt;br&gt;missiles here: you won&amp;#39;t need them after this. Also, light ammo shouldn&amp;#39;t be an&lt;br&gt;issue because the tentacles will leave ammo when they are destroyed. Just make&lt;br&gt;sure to use the Charge Beam periodically to draw in ammo and energy that is out&lt;br&gt;of reach.&lt;br&gt;&lt;br&gt;Once you deplete Emperor Ing&amp;#39;s energy meter, its head will rotate upside down&lt;br&gt;and surround the body. It will then harden into a solid shell, and toxic gas&lt;br&gt;will suddenly fill the room. Quickly scan the EMPEROR ING CHRYSALIS to learn&lt;br&gt;that the Emperor Ing is regenerating inside this shell, which is magnetically&lt;br&gt;charged and contains 11 weak spots, which are easily visible as bright yellow&lt;br&gt;spots on the black surface of the shell. Roll onto the chrysalis to get above&lt;br&gt;the toxic fumes, and you&amp;#39;ll discover that there are other threats on the shell.&lt;br&gt;Small Ing move across the surface of the chrysalis, and whip-like tentacles&lt;br&gt;will emerge from the weak spots any time you get close to one. However, these&lt;br&gt;are not necessarily bad. Every time you destroy one of these Ing they will&lt;br&gt;leave a Large Energy, which refills 50 energy units. Therefore, don&amp;#39;t be in too&lt;br&gt;big a hurry to destroy all the weak spots. Take as much time as you need to&lt;br&gt;just kill Ing and refill your Energy Tanks. When you are ready to destroy the&lt;br&gt;weak spots, you can do so by leaving a couple bombs on one, then rolling out of&lt;br&gt;the way to avoid the tentacle. If the bomb kills the tentacle, then the weak&lt;br&gt;spot will be destroyed (you&amp;#39;ll know it&amp;#39;s destroyed if you see purple flame&lt;br&gt;coming out of it). The only other thing to note is that every few minutes the&lt;br&gt;level of the gas will rise temporarily, forcing you up to the top of the shell.&lt;br&gt;Just watch out for the Ing while you&amp;#39;re up here since you have less maneuvering&lt;br&gt;room. This phase of the battle is not very difficult, so you shouldn&amp;#39;t have too&lt;br&gt;much trouble destroying all eleven weak spots.&lt;br&gt;&lt;br&gt;When you do, the chrysalis will explode, revealing a very different Emperor&lt;br&gt;Ing. It now has a body with four jointed legs and a large opening that is sort&lt;br&gt;of like a face with a glowing red light inside. This is the MUTATED EMPEROR&lt;br&gt;ING, its final and most dangerous form. Scans will tell you to fire&lt;br&gt;opposite-polarity weapons at its &amp;quot;heart&amp;quot;, but right now its heart is red, which&lt;br&gt;doesn&amp;#39;t correspond to any weapon. That means that anything will work; missiles&lt;br&gt;are a good option. You&amp;#39;ll notice that when you hit the Emperor now it will&lt;br&gt;flash yellow, not red, meaning you&amp;#39;re not actually damaging him. Four or five&lt;br&gt;missiles will cause a noise like a small explosion to occur in the mouth/face&lt;br&gt;of the Mutated Emperor. It will close its mouth (that&amp;#39;s what I&amp;#39;m going to call&lt;br&gt;it anyway) and when it reopens, the glowing light inside will be either purple&lt;br&gt;or white. It is during this time that you can damage the Emperor, and now is&lt;br&gt;when you should use opposite-polarity weapons. If it is purple, it is&lt;br&gt;vulnerable to light, so fire as many charged Light Beam shots at it as you can.&lt;br&gt;If its heart is white, that means it is vulnerable to darkness. However, the&lt;br&gt;Dark Beam is too slow to be very effective, so instead fire the Annihilator&lt;br&gt;Beam as fast as you can to do significant damage.&lt;br&gt;&lt;br&gt;Of course, you can only attack the Emperor when you&amp;#39;re not busy dodging its&lt;br&gt;attacks. The Mutated Emperor is very fast, powerful, and agile, and possesses&lt;br&gt;several attacks that are very hard to avoid. Perhaps the easiest attack to&lt;br&gt;avoid is when the Emperor generates several energy beams out of the air around&lt;br&gt;him, like a Warrior Ing. Just jump out of the way to avoid being hit by this&lt;br&gt;one, and this is also a good time to attack yourself. The Mutated Emperor&amp;#39;s&lt;br&gt;physical attacks, however, can be hard to avoid. If you find yourself too close&lt;br&gt;to the Emperor, it will slash or stomp you with its legs; the Morph Ball is&lt;br&gt;usually the best way to get out from under its legs. If you find yourself on&lt;br&gt;the far side of the room from the Emperor, you can expect either a charge or a&lt;br&gt;jump. The jump is the easier attack to avoid. The Emperor will leap across the&lt;br&gt;room, generating a shock wave on the ground when it lands. If you see the&lt;br&gt;Emperor remain in place and open its mouth very wide, though, it&amp;#39;s getting&lt;br&gt;ready to charge. Jump, boost, or do whatever works to get out of its way as&lt;br&gt;soon as possible. Damaging the Mutated Emperor Ing is not too difficult;&lt;br&gt;avoiding its attacks is, and that is what will determine whether or not you win&lt;br&gt;the battle.&lt;br&gt;&lt;br&gt;Attacking the Emperor will use up quite a bit of ammo, and there are no crates&lt;br&gt;or other means to refill your ammo in the room. However, when you get low on&lt;br&gt;ammo the Emperor Ing will release a swarm of small glowing white particles&lt;br&gt;(they are not a Logbook entry), which you can destroy to recover a ton of ammo&lt;br&gt;in a hurry, and hopefully some energy as well. The Emperor also has a specific&lt;br&gt;attack it will only perform while it is dark or light. When the Emperor has a&lt;br&gt;purple heart, it may create a purple cloud which will fire a beam of energy at&lt;br&gt;you. If the beam hits you, you will be encased in dark matter and must press B&lt;br&gt;to free yourself. While the Emperor is white, it may create a white cloud whose&lt;br&gt;energy beam will not freeze you but does do more damage. That&amp;#39;s about it to&lt;br&gt;fighting the Mutated Emperor Ing; there aren&amp;#39;t many tricks. Basically, don&amp;#39;t&lt;br&gt;let it get near you and attack as often as possible.&lt;br&gt;&lt;br&gt;When you finally deliver the fatal blow to the Emperor Ing, it will collapse&lt;br&gt;and explode, leaving behind the final sphere of planetary energy it was&lt;br&gt;collecting. Now you can step up to the sphere and stick your arm cannon inside&lt;br&gt;it to absorb it into your Energy Transfer Module. As soon as the transfer is&lt;br&gt;complete, the ground will start shaking and debris will start falling from the&lt;br&gt;ceiling because Dark Aether has been destabilized. Platforms will rise up in&lt;br&gt;the center of the room, and a message on your HUD will inform you, &amp;quot;Planetary&lt;br&gt;condition critical: escape at once!&amp;quot; With that, a timer will start counting&lt;br&gt;down from 8:00:00. Quickly jump up the platforms and Screw Attack to the door,&lt;br&gt;then drop down the shaft and step into the light to transport out of the Sky&lt;br&gt;Temple.&lt;br&gt;&lt;br&gt;NOTE: Don&amp;#39;t try to use the Save Station before you leave the Sky Temple; it&lt;br&gt;won&amp;#39;t work and you&amp;#39;ll just waste time. If you die before completing the game,&lt;br&gt;you will be asked if you want to restart from the last saved point. If you say&lt;br&gt;yes, you will restart from Sanctum just as the clock begins ticking down. If&lt;br&gt;you say no, you will return to the title screen and the next time you open your&lt;br&gt;file, you will begin at the last Save Station you saved at. Thus you must&lt;br&gt;complete the entire end-game section without quitting your file, but once&lt;br&gt;you&amp;#39;ve beaten Emperor Ing, you don&amp;#39;t have to fight him again until you quit&lt;br&gt;your file.&lt;br&gt;&lt;br&gt;/==============================================================================&lt;br&gt;2. Disrupted Essence                                                  [III.F.2]&lt;br&gt;\==============================================================================&lt;br&gt; |[BOSS: Dark Samus]                                                 |&lt;br&gt; ---------------------------------------------------------------------&lt;br&gt;You will arrive in Sky Temple Gateway and will start walking towards the door,&lt;br&gt;but suddenly a large mass of Phazon will appear, completely blocking the door!&lt;br&gt;You will turn and see that Dark Samus is there, although having been defeated&lt;br&gt;twice already, her suit is translucent and her body has been reduced to a&lt;br&gt;skeleton. It&amp;#39;s time to put an end to Dark Samus, and you have less than eight&lt;br&gt;minutes to do so.&lt;br&gt;&lt;br&gt;Scan DARK SAMUS 3 for the next-to-last entry in your Logbook, then get ready&lt;br&gt;to fight. This final fight with Dark Samus will be different from the first two&lt;br&gt;in that Dark Samus will use only a small number of attacks, instead of the wide&lt;br&gt;variety she&amp;#39;s previously employed. There is also the added pressure of the&lt;br&gt;clock counting down, but try not to look at it too much. Eight minutes sounds&lt;br&gt;short, but it is actually plenty of time to defeat Dark Samus. Dark Samus will&lt;br&gt;&lt;/font&gt;&lt;font color=&quot;#00ff00&quot;&gt;alternate between two activities. When she rises into the air, she is preparing&lt;br&gt;to fire a massive amount of Phazon at you. Pay attention and be ready to dodge&lt;br&gt;when she fires, and keep moving because the beam will follow you. Dark Samus is&lt;br&gt;invulnerable during this time, so all you can do is avoid the attack. After&lt;br&gt;firing several Phazon blasts, Dark Samus will drop to the ground and disappear,&lt;br&gt;even from your Dark Visor. The Echo Visor is the only visor that can see Dark&lt;br&gt;Samus now, and it is at this time that she is vulnerable to attack. Lock-on to&lt;br&gt;Dark Samus and fire away with whatever you have left: the Annihilator Beam is&lt;br&gt;best, followed by the Light Beam, missiles, and finally the Power Beam. Pay&lt;br&gt;attention as you fire, though; Dark Samus will often jump quickly to another&lt;br&gt;spot, and this will break your lock-on. If you don&amp;#39;t pay attention to this, you&lt;br&gt;can waste ammo firing at nothing. Once your shots start bouncing off of Dark&lt;br&gt;Samus, she has become visible again. Switch back to the Combat Visor and get&lt;br&gt;ready to dodge more Phazon blasts.&lt;br&gt;&lt;br&gt;After a couple minutes of this, in which you may be able to do around 25%&lt;br&gt;damage to Dark Samus, the pattern will change. When you see Dark Samus rise&lt;br&gt;into the air in the center of the room and a sphere of Phazon surround her, get&lt;br&gt;ready for the final portion of the fight. Also, Dark Samus is now DARK SAMUS 4,&lt;br&gt;which will complete your Logbook. The scan will indicate that Dark Samus is now&lt;br&gt;invulnerable to everything except Phazon itself, and it recommends using the&lt;br&gt;Charge Beam to collect Phazon expelled by Dark Samus. In order to do that,&lt;br&gt;however, you need to pay very close attention to Dark Samus while she is in the&lt;br&gt;air. Have a charged Power Beam shot ready, however, throughout this period of&lt;br&gt;the fight. Samus&amp;#39;s attack now is a brief but fast-moving blast of Phazon.&lt;br&gt;Normally, you can tell this is coming because Dark Samus will contract her body&lt;br&gt;slightly before releasing the attack.&lt;br&gt;&lt;br&gt;However, if the Phazon sphere around Samus expands briefly before she contracts&lt;br&gt;and fires, get ready. Dodge the attack like normal, but if you are locked-on to&lt;br&gt;Dark Samus, your targeting reticule will move up slightly to lock-on to several&lt;br&gt;small Phazon pellets that were also released. These contain the Phazon energy&lt;br&gt;you need to absorb. If they&amp;#39;re not headed straight towards you, line yourself&lt;br&gt;up with the pellets and let them get sucked up by the Charge Beam. Your Charge&lt;br&gt;Beam will now be glowing blue with Phazon energy. Once you have absorbed the&lt;br&gt;pellets, your lock-on will automatically shift back to Dark Samus. As soon as&lt;br&gt;it has, release the Charge Beam to do heavy damage to Dark Samus.&lt;br&gt;&lt;br&gt;After firing several Phazon blasts, usually including two which release Phazon&lt;br&gt;pellets, Dark Samus will drop to the ground and begin hovering around the room,&lt;br&gt;quickly jumping from place to place and generating temporary Phazon barriers&lt;br&gt;to hurt you and block your shots. Dark Samus is vulnerable during this period,&lt;br&gt;so stay locked-on and use up any missiles or ammo you have left. However, don&amp;#39;t&lt;br&gt;expect to do very much damage during these segments, just try to avoid getting&lt;br&gt;hit or walking into the Phazon on the walls. When Dark Samus returns to the air&lt;br&gt;in the center of the room, switch to the Power Beam and charge it up.&lt;br&gt;&lt;br&gt;Both avoiding the Phazon blasts and absorbing the Phazon pellets can be&lt;br&gt;difficult, and this simply takes practice and learning to recognize Dark&lt;br&gt;Samus&amp;#39;s signals and timing. Another important fact to keep in mind is that if&lt;br&gt;you are locked-on to Dark Samus, the targeting reticule will AUTOMATICALLY move&lt;br&gt;to focus on the Phazon pellets, then back to Dark Samus. At no point do you&lt;br&gt;need to release the L button or use manual aiming. This can be an unnecessary&lt;br&gt;cause for missed pellets and missed shots at Dark Samus. Depending on how much&lt;br&gt;damage you did to Dark Samus in the beginning, it will take around five to&lt;br&gt;seven Phazon shots to kill Dark Samus, and you usually (but not always) get two&lt;br&gt;opportunities per round.&lt;br&gt;&lt;br&gt;When you deliver the final blow to Dark Samus, she will fall to the ground, her&lt;br&gt;body burning with blue flames. Desperately, she will crawl towards Samus and&lt;br&gt;stretch out her hand towards Samus, but she will disintegrate into blue&lt;br&gt;particles before she touches you. Once Dark Samus is gone a number of Warrior&lt;br&gt;Ing will enter the room, surrounding Samus. However, as Dark Aether continues&lt;br&gt;to be destroyed, the tower of Phazon on one wall will explode, revealing a&lt;br&gt;portal generator behind it. Samus will run towards the generator, scanning it&lt;br&gt;to activate it as she runs, so that when she leaps up to the portal she will&lt;br&gt;travel through it into Light Aether, into the Hall of Honored Dead to be&lt;br&gt;specific. Once Samus emerges, you will see the Ing trying to get through the&lt;br&gt;portal as their world collapses, but soon the portal will explode and&lt;br&gt;disappear. Simultaneously, the purple clouds and distortions in Aether&amp;#39;s&lt;br&gt;atmosphere will vanish, indicating that Dark Aether has now been destroyed and&lt;br&gt;the planet is whole once more.&lt;br&gt;&lt;br&gt;In the Great Temple, several Luminoth will look up as the sky clears overhead,&lt;br&gt;then turn to the Main Energy Controller. The Energy Controller will close as&lt;br&gt;Samus emerges from it in her Varia Suit, having surrendered the Luminoth power&lt;br&gt;of the Light Suit. The Luminoth will bow to Samus as she walks past them to the&lt;br&gt;exit, giving a brief wave in farewell. As Samus blasts off from Aether, take&lt;br&gt;comfort in knowing that you have restored the planet&amp;#39;s divided energy,&lt;br&gt;returning peace and health to Aether and destroying forever the toxic world of&lt;br&gt;Dark Aether. The Luminoth can live once again in peace.&lt;/font&gt;&lt;/font&gt;&lt;hr size=&quot;1&quot;&gt;&lt;br/&gt;</description></item><item><title>METROID PRIME</title><link>http://cheatheroes.wetpaint.com/page/METROID+PRIME</link><author>WRAITH325</author><guid isPermaLink="false">http://cheatheroes.wetpaint.com/page/METROID+PRIME</guid><pubDate>Mon, 01 Oct 2007 14:07:21 CDT</pubDate><description>&lt;font color=&quot;#00ff00&quot;&gt;&lt;font size=&quot;1&quot;&gt;Space Pirate Frigate&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;**********************&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;After the prologue... Samus will land her Gunship on the Space Pirate Frigate&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Orpheon and then flip out of it like a 14 year old Russian gymnast. It&amp;#39;s&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;time for the fun to begin! The game will now guide you through the first area,&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;which is essentially a training level. On either side of the force field up&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;ahead are two pairs of red globes. Lock onto them one by one and shoot them all&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;to deactivate it. Head on through. Switch to the Scan Visor and scan the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;console on the pillar up ahead to activate the next set of switches. Activate&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;the four switches around the next force field like before, but you will then&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;have to hold R to tilt up and hit another two. Make your way into the Frigate&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;via the door up ahead, and then head through the corridor to the Air Lock. Scan&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;the console on your left to depressurise the lock, then go through the door and&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;follow the corridor to the next room.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;There are lots of cool things to scan in here, but the things you really want&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;to scan are the Parasites which are eating the dead Space Pirates. Make your&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;way around the huge beast in the middle of the room, and then head on through&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;the door to the next area. But watch out for the Space Pirate near the door;&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;he is still has some kick in him. As the game tells you, charge up your beam to&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;blast through the rubble and enter the door ahead. Morph into a ball and roll&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;through small tunnel on your right that the parasites ran down. It leads to a&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Map Station, make sure you scan it before downloading the auto map. Roll back&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;and head through the door to the Deck Beta elevator. Scan the console and&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;then step on the hologram to take it down.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;The corridor ahead is filled with rubble and electric currents, morph into a&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;ball and carefully roll past the obstacles to reach the door. Space Pirates&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;are guarding this walkway, but thankfully they are all injured. Just fire at&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;them rapidly while strafing constantly. In the next room (Deck Beta Security&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Hall) there is a Auto-Turret around the corner, blast it away with a missile&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;and then head on through to the Biohazard Containment Room.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;Make sure your scan the computer screen up ahead (its scan icon is red unlike&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;the others) to download the &amp;quot;Fall of Zebes&amp;quot; Pirate Data; you will not be able&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;to get this scan later in the game if you miss it. Also, scan the console on&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;your left as you enter this room to disable the Auto-Turret in this room, it&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;would be a good idea to scan the Auto-Turret once it is disabled to add it to&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;your &amp;quot;Creatures&amp;quot; Log Book. Make your way around the central tank to the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;elevator, scan the console near it and then stand in the hologram to take it&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;up. Watch out, there are some Space Pirates up on the gangway with only minimal&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;injuries. As before, fire at them rapidly while constantly strafing from left&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;to right to avoid their gun-fire. Head through the door and via the hall to the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Cargo Freight Lift.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;Quickly dispatch the Auto-Turret with a missile and then scan the console to&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;activate the lift and then step in to take it down. There are more parasites&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;up ahead so scan them if you missed them before. No worry if you miss them&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;again as you&amp;#39;ll have one more chance later. Beware, a healthy Space Pirate will&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;ambush you; get ready to blast it away. Scan the console, morph into a ball&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;and then roll into the hologram to open the door. Two Auto-Turrets are guarding&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;this room, so blast them away with Missiles and then head through the door on&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;your left to find your first Save Station! Save and then head back to the last&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;room. Scan the console, morph into a ball and roll onto the hologram to open&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;the door to the Reactor Core. Upon reaching the Reactor Core, one of the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Parasite Queens will appear and run behind the stasis field of the core.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;P a r a s i t e Q u e e n&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;--------------------------&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;First things first, scan the Parasite Queen. In the unfortunate circumstance&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;that you get killed, make sure you re-scan her, as once you&amp;#39;ve defeated her you&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;will not be able to get the scan later. Now, lock-on to the Parasite Queen&amp;#39;s&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;mouth and dash around her (press left or right and hit A while you&amp;#39;re locked&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;on). As you can see it is surrounded by a blue barrier which protects it from&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;your weapons, however there is a thin gap in the barrier. Find that gap and&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;fire as many Missiles and charged shots through it to the Parasite Queen.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;If the barrier scrambles, fire your power beam rapidly and some shots will&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;get through. It only attacks with energy breath, which is easily avoided by&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;dashing. It shouldn&amp;#39;t take you long to defeat it.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;--------------------------&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;The death of the Parasite Queen in the core causes the reactor to overheat.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;You&amp;#39;ve got 7 minutes to get the hell out of there. Go through the only&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;available door and jump up the steps in the Monitor Hall to reach the door to&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;the Connection Elevator. Scan the console ahead to disable another turret and&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;make your way to the Biotech Research. The Pirates are trying to contain the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;other Parasite Queen but an explosion kills all of them. Deal with them and&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;then head to the right and the ventilation shaft will blast open!&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;Jump into it and follow its winding tunnels down, they are filled with&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Parasites. So if you haven&amp;#39;t scanned them yet, do so. This is your last chance.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Eventually you will make it to a room with some Auto-Turrets, take them out&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;with Missiles or charged shots and then head up through the door. Keep heading&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;down the tunnels and through the doors until you reach a room with molten metal&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;on the floor. There is a deadly piston in this room, wait for its forward&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;stroke and then follow it as it withdraws and quickly go through the door on&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;the right. After one more ventilation shaft you will reach a wide-open room.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Old foe Ridley will appear and cause some destruction. Press L to swing across&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;the grapple points to the other side of the room. To swing between grapple&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;points simply release L and then press it again when you get near the next&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;point. Head on through the door.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;Scan the console to disable yet another Auto-Turret and then scan the console&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;up ahead to activate the elevator. An explosion will throw Samus violently&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;against the wall, damaging all of her Power Suit upgrades. Head into the shaft,&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;it&amp;#39;s very poorly lit and so it&amp;#39;s hard to navigate through. Use your auto-map if&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;you get stuck. Once you reach the Air Lock, scan the console to pressurise&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;the room and then head on through the doors to the Exterior Docking Hangar,&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;which Samus has docked her GunShip at. As the Orpheon crumbles up, Samus will&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;pursue Ridley down to Tallon IV.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;Tallon Overworld&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;**********************&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;After landing on Tallon IV, ignore the other doors for now and just head&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;through the one on your right (west). Some Beetles will surface from the ground&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;and attack, lock on and kill them with rapid power beam shots. Head down the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;dark tunnel on your left to reach the door to the next area. Don&amp;#39;t worry about&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;climbing any ledges here, just head to the door on the other side of this&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;canyon, and make your way through the Zoomer infested tunnel to the elevator&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;down to the Chozo Ruins. Scan the console nearby to activate it, then jump on.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;Chozo Ruins&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;*************&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Go through the door to the Ruins Entrance. Clear the area of Beetles, and then&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;scan the water-like inscription above the door; it is your first Chozo Lore,&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&amp;quot;Beginnings&amp;quot;. Go through the door, and you&amp;#39;ll get to see a fly-through of the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;beautiful Main Plaza. Head forward and up the stairs, killing any Beetles you&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;engage. Take a left and head through the door which is lower than you are to&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;the Nursery Access. Swarms of scarabs will come at you, so blast them for&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;power-ups and head on to the next area. The Eyon&amp;#39;s in this tunnel are kind of&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;annoying, they won&amp;#39;t cause much damage so you can carefully dash past them.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;But if you want to be very careful, you can aim at them and fire to stun them&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;for a short while. In the next room there is a Chozo Lore on the far wall,&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&amp;quot;Harmonization&amp;quot;. Climb up the ruins (it&amp;#39;s easier to go around the red foliage).&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Once you&amp;#39;re up on the higher level, War Wasps will attack, kill them and then&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;head through the door on your far left (west), it leads to Save Station 1.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;Head back to the last room and head through the door on your left (north).&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;More Scarabs swarm in his area, avoid them and continue on to the Ruined&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Gallery. Dispose of the War Wasps and then make your way across the platforms&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;running along the right wall to the next door. The Plazmites in this hall are&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;not much of a threat, but kill them regardless. Shoot the crate in the middle&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;of this access tunnel for a large energy, and head on through to the Hive&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Totem. Once you head for the Missiles, they will be locked down and the room&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;will fill with poisonous water. It&amp;#39;s a mini-boss battle, the Hive Mecha.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;Make sure you scan both a Ram War Wasp and the Hive Mecha, as this will be the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;only chance you get to add them to your &amp;quot;Creatures&amp;quot; log. Anyway, the Ram War&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Wasps will fly around you as a swarm. They are too fast to lock onto whilst&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;they are like this. Wait for them to stop, Lock-on and shoot down as many as&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;you can. You will hear an insect like screech when they stop, which also means&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;they are going to attempt ram into Samus. Watching your radar might be helpful&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;in this battle. Once you&amp;#39;ve killed them all the Hive Mecha will open up for a&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;short time, exposing its brittle core; lock-on and rapidly fire away. After&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;blasting away at the core three times it should release the Missile Launcher&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;and stop releasing Ram War Wasps. So go over and collect the Missile Launcher.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;[ Missile Launcher acquired! ]&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;The door ahead is guarded by a blast shield. I suggest you scan it now before&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;you blast it with a missile since there are only a limited number in the game.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Head through the door it was guarding to find your first Energy Tank. There&amp;#39;s&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;nothing else you can do in this room, so exit and backtrack all the way back to&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;the Ruined Gallery. Then make your way past the poison lake and then look down&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;at the left side of the back wall (north-west) to find cracked Brinstone; use&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;a missile on it to uncover a missile expansion. Then use your missiles to&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;destroy the lock on the bottom-right (south-west) door, to find the Chozo Ruins&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Map Station. If you didn&amp;#39;t scan the Map Station of the Orpheon, I suggest you&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;scan this one before downloading, since there are only a limited amount of them&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;in the game. Now continue backtracking to the Main Plaza; saving in Save&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Station 1 on the way if you wish.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;Once in the Main Plaza head back towards the entrance and blow the Missile Door&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;lock on the door to your right (south-west). Head on through it and down the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;scarab filled access tunnel to the Ruined Shrine. The Morph Ball is in sight,&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;but shit loads of Beetles will attack. After killing what seems like the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;entire nest another mini-boss will emerge, a Plated Beetle. To kill it, lock-on&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;and keep dashing until you are facing its glowing red abdomen, and then let&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;loose with Missiles and rapid power beam shots. You&amp;#39;ll have it spraying green&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;ooze in no time. Collect the Morph Ball.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;[ Morph Ball acquired! ]&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;Now roll through the hole in the east wall to get to the exit door and head&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;back to the Main Plaza. Head up the stairs in the middle of the plaza and then&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;climb the rocks in front of you (north) and make your way around the perimeter&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;and across the wooden bridge. War Wasps will constantly attack you around&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;here, but you can stop them by destroying their nests with Missiles. Anyway,&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;head through the door on the other side of the organic bridge.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;Apart from scarabs, this tunnel has overgrown roots in the way. So morph into&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;a ball and roll past until you reach the door to the Ruined Fountain. Don&amp;#39;t&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;shoot out the Plazmites in here, as they are practically your only source of&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;light. Make your way to the fountain using the stones running along the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;right (east) side of the chamber. There is a Chozo Lore behind the fountain,&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;it&amp;#39;s called &amp;quot;Purification&amp;quot;. Anyway, cross the platforms to reach the eastern&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;door and head on through it. Shriekbats will fly at you really quickly here,&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;it&amp;#39;s very annoying to try and scan them like this. Blast the missile lock at&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;the end of this access hall and head on through. The Reaper Vines in here are&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;annoying, shoot to make them recede and then jump across the platforms over to&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;the tree and until you reach a wooden bridge with fluoro-tipped planks. Cross&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;it and follow the path along the side down to a door, keeping the Reaper Vines&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;at bay with shots from your arm cannon. Blast the missile lock with a missile&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;and then head on through and down a cramped corridor to the Gathering Hall.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;The door up the ramp to your right leads to Save Station 2; it has a missile&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;lock on it.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;Climb up the platforms on the left side (west) of the hall, making sure you&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;kill the Blast Caps (mushrooms) on the platforms in advance so they don&amp;#39;t&amp;#39;&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;explode and damage you. Then climb along the platforms along the top (north)&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;wall to the top-right corner (north-east). Jump on the very small platform&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;there and make your way across the Blast Cap infested platform to a tunnel&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;highlighted by red lights. Morph into a ball and roll through the tunnel...&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Once you emerge, kill the Shriekbats that appear and then jump the gap to&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;reach the next door. Follow the atrium to a tunnel filled with Eyons and&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;follow that tunnel until you reach the Energy Core. Head down the passageway&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;on your left until you reach an illuminated tunnel. Morph into a ball and&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;roll through it to get to the door that leads to the Burn Dome.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;You will fight another mini-boss in here, the Incinerator Drone. Lock onto it&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;and strafe in between its flamethrowers to avoid them. Eventually a red power&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;cell will pop out of its top, lock-on and fire away. The Incinerator will fire&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;a flame directly up at a War Wasp nest, aggravating them. Make sure you scan&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;both the Incinerator Drone and the Barbed War Wasp, since it&amp;#39;s only possible&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;to scan them in this battle; it would also be a good time to scan the locked&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;door, since they are hard to find later in the game. Anyway, kill the wasps&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;and keep avoiding the flamethrowers. If they tilt, run under the high end and&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;jump the low end. After four or so good hits, the Incinerator will short&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;circuit and explode, torching the Barbed War Wasp nest in the process. Collect&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;the Morph Ball Bomb after it is unlocked.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;[ Morph Ball Bomb acquired! ]&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;Follow the ditch in the wall to a tunnel blocked by cracked bricks. Bomb them&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;to open it up and then roll through to find a Missile Tank. Now back track all&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;the way to the Energy Core. Use bombs to propel yourself up into the higher&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;tunnels. After emerging, turn left to find a Stone Toad. Roll into a ball and&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;roll near the toad to be swallowed by it, bomb it from the inside to destroy&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;it. The passageway leads to a Morph Ball Slot connected to a device. Bomb to&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;bounce up into it and then lay a bomb to activate it. Quickly roll through the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;hole behind the device to reach the newly drained area. Activate the Morph Ball&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Slot down there to adjust the platforms. Quickly climb up the ruins on the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;other side of the room and cross the platforms over to a tunnel, the tunnel&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;leads to the last Morph Ball Slot which will raise more platforms. Cross those&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;platforms to reach a door to a tunnel that leads to the Furnace.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;Roll into the hole to reach a Morph Ball area; simply roll over to the other&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;side and bomb jump up to the exit hole that will take you to a small chamber&amp;#39;&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;with an Energy Tank. You must now backtrack all the way to the Gallery Hall.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Drop down and save in Save Station 2 if you wish. Head up to the door ahead,&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;a cluster of Blastcaps are in your way so stand back and fire a missile to&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;clear the way. In the next access tunnel, The path dips down into toxic water.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;To the left of the platform down there is a Brinstone wall; fire a missile at&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;it to uncover another Missile Expansion.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;Continue on and blast the missile lock off to reach the Watery Hall. You must&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;scan four runes in this area to open up a gate in your way. The first rune is&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;straight behind you after you jump over to the first platforms in the toxic&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;water. Keep jumping across the platforms in the water, watch out for the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Reaper Vine. When you see a platform covered in Blastcaps, fire a missile at&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;them to clear the way. Then look down at the floor where they were to find the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;second rune to scan. The third tune is one the wall these platforms lead to.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Now make your way back to the start and this time make your way across the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;suspended platforms (again watching out for the Reaper Vine), they will take&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;you to the gate you are intending to open. Thankfully, the last rune is to the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;right of it. Scan it and then scan the rune on the gate to open it up. You&amp;#39;re&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;now free to collect the Charge Beam straight ahead.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;[ Charge Beam acquired! ]&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;The Eyons in this area will now awaken. Scan the Chozo Lore &amp;quot;Meteor Strike&amp;quot; on&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;the wall behind where you collected the Charge Beam. You can actually destroy&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;the Eyons by shooting them with charged shots. To your left, before the Eyons,&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;you should see a hole blocked by sandstone or something. Bomb it to open it up&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;and roll on through. Blast and head on through two Missile Door locks on the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;other side to reach the Dynamo. Blast the metal gate on your right with a&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;missile to destroy it and collect the Missile Expansion. Now have fun&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;backtracking all the way to the Arboretum, which is the place with the huge&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;twisted tree and the reaper vines. It would probably also be a good idea to&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;save in Save Station 2 on the way.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;In the Arboretum, you&amp;#39;re looking for another four runes to scan and activate.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Drop down to the bottom of the area and you will find some red &amp;quot;Venom Weeds&amp;quot;.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Shoot them to uncover the first rune to scan. Now climb up the platforms&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;until you reach the fluoro-tipped bridge. and then look behind Samus at the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;trunk of the tree to find your second rune. Cross the fluoro-tipped bridge, but&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;this time head right and climb around the perimeter. You will come to a section&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;where you must morph into a ball to continue, so do so and bomb the sandstone&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;blocks in your way. Once on the other side, shoot a missile at the Wasp&amp;#39;s Nest&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;nearby on the tree before you get attacked by War Wasps. More importantly, the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;3rd rune is on the wall just up ahead, so scan it. There is one more strip&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;where you must morph into a ball to pass, but there are venom weeds guard it.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;So fire at them from outside and then roll through it safely before they&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;recover. Keep climbing up to the rune gate; the last rune is on the tree branch&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;behind you at the very top. Once the gate is open, bomb the sandstone wall in&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;your way and roll on through to the door with missile lock. Blast it open&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;and enter.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;The next two chambers leading to the Sun Chamber are filled with Venom Weeds&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;And Reaper vines, just carefully blast a safe passage through. Once in the Sun&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Chamber, you will meet up with the source of the toxic water... the Flaahgra.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;F l a a h g r a&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;---------------&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;This battle may seem hard if you don&amp;#39;t know what you&amp;#39;re doing. But if you&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;understand what you have to do it&amp;#39;s pretty straight-forward. Anyway, make sure&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;you scan both Flaahgra and one of Flaahgra&amp;#39;s tentacles. To beat Flaahgra, you&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;want to stop the sunlight rays concentrated on it by hitting the mirrors up&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;out of the way. Then you want to roll through one of the tunnels usually&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;guarded by a tentacle, and then lay a bomb in the Morph Ball slot at the base&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;of the Flaahgra to damage it. First there will be only one mirror, but each&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;time you bomb the mirrors will increase until there are four. The easiest way&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;to do this is to lock-on to the Flaahgra and dash around it whist firing&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;constantly to stun it. The mirrors should be in your line of fire if you get&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;the mirror targets between you and the Flaahgra. So charge up your beam and&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;shoot at the mirror targets to knock them up. The Flaahgra will burn up after&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;the fourth bomb to its base.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;---------------&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;Once you toast it nicely, the waters of the Chozo Ruins will now become&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;pristine, and the Varia (Barrier) Suit upgrade will appear; so collect it.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;[ Varia Suit acquired! ]&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;Now go through the door ahead and follow the tunnel to the Sun Tower. You can&amp;#39;t&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;kill the Pulse Bombu in the tunnel so just head past it. After a long drop down&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;to the base of the tower, you will be ambushed by a lot of War Wasps thanks to&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;the four nests. Kill them all then wipe out the nests. There is a Chozo Lore in&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;here too scan, &amp;quot;Spreading Evil&amp;quot;. Head on through the door to an elevator, but&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;don&amp;#39;t go down it just yet, since you want to go on a little expansion hunt.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;Go through the door on your left. Morph into a ball and roll onto the moving&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;platform to get taken up to a series of tunnels that lead to the vault. There&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;is a Chozo Lore on the right (western) wall of the vault, &amp;quot;Fountain&amp;quot;. As you&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;would have noticed by now, there is an expansion mockingly just beyond your&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;reach in the vault. On the southern wall of the vault you will find three&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Morph Ball slots; the first one is easy to get to, you only have to bomb the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;cover off the slot to access it; do the same for the second one, using a bomb&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;jump to reach it; the last one has no cover but requires a double bomb jump to&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;reach. To do a double jump, you must lay a bomb and then you must quickly lay&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;another two bombs just as it explodes. After landing those bombs should propel&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Samus quite high as the ball. Once you have activated all three slots with&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;bombs, the vault should open and the Missile Expansion will be yours.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;Head through the door ahead to the Plaza Access. Make your way through the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;tunnel, which is only filled with beetles, to reach a ledge over the Plaza with&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;an Energy Tank. Make sure when collecting the Energy Tank the door behind you&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;doesn&amp;#39;t close, as you won&amp;#39;t be able to re-open it to take a shortcut back to&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;the elevator. It doesn&amp;#39;t matter if it does though, as the &amp;quot;long&amp;quot; way back will&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;net you two missile expansions.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;So if the door does close behind you, drop down and head through the Nursery&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Access. Simply follow the access tunnels to the Ruined Nursery. Along the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;eastern wall of this chamber is a morph ball maze. Firstly, bomb jump up to&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;the lower path and bomb the breakable block at the end of it to drop the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;unbreakable block out of the way. Climb up to the north-east corner of the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;area and bomb your way through the upper path to reach the Missile Expansion.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Continue on to the Ruined Gallery. Drop down and look at the right (eastern)&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;wall to find two tunnels. Bomb jump into them and roll on through to find&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;another Missile Expansion. Continue on your way, once you reach Transport&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Access North you will be able to roll through the small hole now you have&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;the Morph Ball; it will lead you to the elevator. Scan the console and then&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;take the elevator down to Norfair... er... Magmoor.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;Magmoor Caverns&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;*****************&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Drop down the shaft and continue on. Beware, some Shriekbats will attack. Just&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;up ahead you will see a door on your left with a Missile Door Lock on it, blast&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;it off to reach a Save Station [Magmoor A]. Exit the station and continue on.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Watch out for yet more Shriekbats; and Grizbies, which can only be killed by&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;missiles. There are flamethrowers guarding the platforms ahead, so jump&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;carefully. A lone Burrower will ambush you as you reach the door to the next&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;section.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;Ah... Magmoor Caverns, got to love that remix of &amp;quot;Norfair Ancient Ruins Area&amp;quot;&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;theme from Super Metroid. As you can plainly see, Magmoors are quite nasty;&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;I understand why they named the cavern after them. Jump across the platforms,&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;and shoot away the Puffers from a distance. Be careful to not go near the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;poisonous cloud they leave in their wake. You will soon reach a seemingly dead&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;end, but shoot the boxes and you will reveal a cracked sandstone deposit.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Morph into a ball and blast your way through the walls. Clear the next area of&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Puffers and then make your way over to the door.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;Morph into a ball and enter the pit. Triclops will grab you in their pincers&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;and throw you back if they spot you. However, if you lay a bomb as a decoy, the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Triclops will grab the bomb and explode! Instead of climbing the platforms,&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;drop down and roll into the actual Triclops Pit. Its entrance is in a cave&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;filled with luminescent red vents. Manoeuvre over to the south-west corner of&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;the pit to find the exit that will lead you to a door to the Storage Cavern.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Inside this Storage Cavern is a Missile Expansion.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;Backtrack all the way to the high section of the Triclops Pit and make your&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;way across the suspended platforms to the door leading to the Monitor Tunnel.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Take note that the suspended platforms will slowly drop as you are standing&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;on them. In the Monitor Tunnel, get past the moving platforms and Puffers to&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;reach the Monitor Station. The station is guarded by many Auto-Turrets; so&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;stand back and pick them off with charged shots and missiles. There are three&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;located on the underside of the station. Head across the platforms to the door&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;on your left, but ignore it. Instead head over to the underside of the station&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;and follow the string of platforms on the other side of it to reach the actual&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;monitor station; an Auto-Turret guards the entrance of the station. There are&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;are lots of screens to scan up here; cross the bridge up here to the door that&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;leads to Transport Tunnel A.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;Once in the tunnel, roll into the Morph Ball section. There is a Missile&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Expansion to acquire in here if you&amp;#39;re proficient with the Double Bomb Jump.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Simply roll on top of the first block over the lava, and do a double bomb jump&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;to reach the ledge up above; if you miss you will fall down into the lava and&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;loose a lot of energy. Regardless, once on that ledge roll over to the left and&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;double bomb jump to reach another ledge. Then roll over to the left and double&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;bomb jump one more time to propel yourself up to another Energy Tank. Anyway,&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;head to the far left end of this tunnel and bomb jump your way up to the exit.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;The door leads to yet another huge elevator. Scan the console and take it up to&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;icy shores of Phendrana Drifts.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;Phendrana Drifts&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;******************&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Exit the transport room. Blast through the soft ice with either missiles or&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;charged beam shots then head on through to the Shoreline. To your left (east)&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;is a Radion grate; blast it open with a missile and then roll over the snow&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;heap to find a control panel. Scan it to open up a door above. Now head to the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;snow tunnel in the southern end of the shoreline to find Save Station 8. Save&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;and then head back to the Shoreline. As you exit, head to the left to find&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;ledges that lead all the way over to the door that you unlocked. Take note that&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Crystallites can only be killed by missiles.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;Once in the Ice Ruins Access, blast the ice in your way then morph into a ball&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;and carefully roll past the Scatter Bombu to the door to Ice Ruins East. In the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;ruins you will meet your welcoming party, two Baby Sheegoths. Lock-on to them,&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;dash around so you are behind them and then pummel their vulnerable ice shells&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;until they shatters. Once their soft backs are exposed, only a couple of shots&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;are needed to kill them. If they freeze you, tap B rapidly to escape.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;Climb up onto the ruins and make your way around the perimeter of the area,&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;heading across the rooftops to reach a door in the south-east. It&amp;#39;s important&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;you scan the Ice Burrowers ion the Plaza Walkway, as they will disappear later&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;in the game. At the end of the cave you will emerge out on the high ledges&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;which hang over the Phendrana Shoreline. Head through the door on your&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;left up here. Ignore the Pulse Bombus and take the door ahead to the Ice Ruins&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;West. Walk ahead and look to your right to find an opening in the ruins; there&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;is a Crystallite inside and a Chozo Lore called &amp;quot;Cipher&amp;quot; to scan. Avoid the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Baby Sheegoth and continue to the door leading to the next area, blast the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;missile lock off it and head on through.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;As before, morph into a ball and carefully roll past the Scatter Bombu; soon&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;you will reach the massive Phendrana Canyon. Drop down and look at the wall&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;directly behind you to find another Chozo Lore, the &amp;quot;Entrusted One&amp;quot;. Continue&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;on and you will find a console up on a edge; scan it and the floating platforms&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;will realign to form a path. Cross them to reach a dome with the Boost Ball&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;inside.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;[ Boost Ball acquired! ]&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;Roll down into the icy half-pipe. To ride the half-pipe effectively, do not&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;touch the control pad at all once you get started. Release the boost just as&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;you are approaching the ramp, and begin charging the next boost as you reach&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;the peak of your air time. Just get on either side of the ledge and make your&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;way up to the exit this huge icy canyon. Now backtrack all the way to the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;elevator down to Magmoor Caverns. As you reach the shoreline you will treated&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;with a lovely cinema of Ridley gliding ominously over the shoreline. Before&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;heading to Magmoor I suggest you visit Save Station 8.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;Magmoor Caverns&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;*****************&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Head back to the Monitor Station and head down to the door on the eastern side&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;of the area. Travel through the tunnel to the Fiery Shores. Watch the thermal&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;jets coming from above as you cross the platforms in the tunnels to reach a&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;huge sea of lava. Go over to where the Triclops is running around and quickly&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;bomb jump up into the tunnel just above. This tunnel will take you over to the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;other side of the lava. Destroy the crates nearby and morph and roll into the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;nearby cage-like ledge and bomb jump up the platforms. Once up the top,&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;carefully roll across the scaffolding and bomb jump when needed to reach a&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Missile Expansion. Kinda reminds you of Marble Madness, huh?... or for the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;younger gamers, Super Monkey Ball ^_^&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;Drop down to the platform below and make your way to the tunnel back to the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;other side of the lava. Carefully jump past more thermal vents to make it to&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;another area. Morph into a ball and roll over to the ledge on your left and&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;follow the track over to the other side of the lava, beware of the Magmoors&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;that will attack while you are still on the rail. The door up ahead leads to&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;an elevator up to the Tallon Overworld. So scan the console and take it up.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;Tallon Overworld&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;******************&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;In this tunnel is a rock bridge with steam coming up from either side of it,&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;head under this bridge to find a Missile Expansion. Enter the Root Cave ahead.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Beware of the Beetles that will swarm you down here, just climb up the rock and&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;gnarled roots to reach a door that leads to fairly familiar territory. Nearby&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;is another half-pipe, ride it to reach the ledge above and kill the Zoomer up&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;there. Cross the Rock Bridge to a seemingly dead end, but bomb your way through&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;to reach a door. Through the door is a gully; cross this gully to reach the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;higher section of the Landing Site. Follow the ledge along this northern edge&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;to another door; this takes you to an alcove with the Space Jump Boots.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;[ Space Jump Boots acquired! ]&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;Space Jump out of the area and down to your Gunship to save and recover. Roll&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;into the weed filled tunnel behind the ship to find another Missile Expansion.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;It&amp;#39;s now time to go back to Phendrana. Go via the Root Cave to Magmooor Caverns&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;East Transport, then head via the Monitor Station to Phendrana Drifts North&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Transport.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;Phendrana Drifts&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;******************&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Head to the Shoreline. With your Space Jump Boots you can now jump up to the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;icy ledge in the far SW corner. From that ledge jump up to the floating&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;platform, then up to the western temple. Go through the door, shatter the ice&amp;#39;&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;and then follow the Bombu infested entryway to the Chozo Ice Temple. Climb the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;almost spiralling platforms of ice and stone to the top of the temple. Beware&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;of the Crystallites and Ice Parasites that will crawl all over the platforms;&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;the later you should scan because they will disappear quite soon, after you&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;collect the next upgrade to Samus&amp;#39;s arsenal. At the top of the temple you will&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;find a cathedral with four Chozo busts, and a huge Chozo statue swamped in&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;sleet. If you scan the gate to the right of the statue it will mention the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Shaman. So go back and scan the busts to find out which one is the Shaman, and&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;then shoot at it with a missile to reveal aa Morph Ball slot. Bomb jump up into&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;it and activate it with another bomb to open the gate. Head on through the door&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;it was guarding.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;Morph into a ball and roll into the small ice hole. Pillars block the way&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;through to the Chapel. So bomb the breakable blocks and bomb the base of the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;pillars to make them drop out of the way. Do this with both pillars and make&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;your way through to the Chapel of Elders. Go to collect the Wave Beam;, it&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;will lower into the floor, and two Baby Sheegoth will be released from the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;corners of the chapel. There are two more that will replace the ones you kill.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Once all four baby Sheegoths are vanquished, the adult Sheegoth will tear&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;through the stone wall.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;This mini-boss is fairly challenging. The crystals on its back will absorb any&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Power Beam shots you attempt to attack it with; it will use this energy to&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;release a heavy attack on Samus. Expect to constantly get frozen by the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Sheegoth&amp;#39;s frigid breath, when this happens tap B repeatedly. After expelling&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Its ice breath, it will huff and puff worse then a fat kid after a cross&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;country run. That is your chance to fire Missiles into its mouth to cause heavy&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;damage. Bombs are also effective. Just morph into a ball, roll carefully near&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;the Sheegoth and lay as many bombs as possible. Anyway, once it&amp;#39;s dead the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Wave Beam will rise back up for you to collect.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;[ Wave Beam acquired! ]&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;The Wave Beam is weaker, but due to its deep wavelength it&amp;#39;s capable of&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;passing through solid objects. Open the Wave Beam door and backtrack all the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;way to the Shoreline. Note that the Bombu have replaced the Ice Parasites in&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;the Temple. Once at Phendrana Shoreline, climb up the southern wall and use the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;floating platform nearby to jump up to the door to the Ruins Entryway. Go on&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;through to Ice Ruins West. As you enter, look on your right to find an opening&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;with a Crystallite inside. Enter it and climb up the ledges to the top, which&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;will give you a good view of a fractured stalactite. Scan it and then fire a&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Missile at it&amp;#39;s weak point. It will drop, creating a platform for you to climb&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;up in the process. Make your way across the rooftops and overhead caves to the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;purple (Wave Beam) door in the south-east corner up here. Some Ice Shriekbats&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;will attack you on the way. This is the only place they exist so make sure you&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;scan them. Thank God they don&amp;#39;t disappear like in the NTSC version. Anyway,&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;after another Scarab infested entryway you will be at the Ruined Courtyard.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;On either side of this courtyard you will find two Spinner devices. To use&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;these, roll into them as a ball and then charge and release your boost until&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;the arm comes down and it is activated. The western Spinner opens up the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;aqueduct vents, and the eastern Spinner supplies power to the Morph Ball slot&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;above. Climb the snow hills up to that slot and activate it with a bomb, water&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;will pour from the aqueducts and the water will rise. Quickly jump across the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;floating ice platforms over to a chute on the other side. Morph into a ball and&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;bomb jump into it; it will take you down to another Energy Tank.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;Drop into yet another chute and you will emerge from a one-way access hatch.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Now, activate the Morph Ball slot again, but this time use the ice platforms&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;to reach the nearby ledge of the central tower. Beware of the Flickerbats,&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;as they will attempt to ram into you. Climb the ledges to the top of the tower.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Firstly jump over the large gap to the Blast Shielded door in the west. Use a&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Missile to break the shield and then head on through to Save Station A. Exit,&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;jump over to the purple (Wave Beam) door in the north, open it up, and set&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;forth into the unknown.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;Well.. the unknown is the Pirates Artic Research Installation in this instance.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Soon a Shadow Pirate will run at you at full force and attack; quickly waste it&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;before it can slash at Samus. There is also an Auto-Turret up ahead, stay close&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;to the left wall and then scan the terminal up ahead on the opposite wall.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Scanning the terminal will disable the Auto-Turret without having to fire a&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;single shot at it. Head through the purple door up ahead.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;Once the Space Pirate defence procedure is in full swing, it&amp;#39;s time to battle&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;the alien scum. The best strategy is to lock-on to one Space Pirate at a time,&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;first fire a charged Wave Beam blast to stun it and then fire a Missile to&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;finish it off. Strafe from side to side while you are locked on to the Pirates&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;to dodge their red projectiles. They will also swipe at you with a scythe if&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;you get too close... so don&amp;#39;t. Four dead Space Pirates later and the doors&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;will unlock.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;Up ahead on your right is a door to the Map Station. So scan it if you didn&amp;#39;t&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;scan the last to Map Stations, scan this one. Anyway, download the auto-map for&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Phendrana Drifts. Exit the station and head up the ramps of the Research&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Entrance. Beware, there is an Auto-Turret in the middle of the roof that will&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;knock you off up here; so keep a lookout and get ready to blast it with&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;missiles. Head through the purple door at the top, and travel the Bombu&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;guarded entryway to Research Lab Hydra.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;Scan the nearby console to deactivate the force field. Two Space Pirates guard&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;this lower floor. There are a lot of things to scan around here, but of most&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;interest are the Pirates Data Logs. You can download &amp;quot;Phazon Analysis&amp;quot;,&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&amp;quot;Mining Status&amp;quot; and &amp;quot;Security Breaches&amp;quot; from terminals in the western annex;&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;and &amp;quot;Parasite Larva&amp;quot; from a console in the eastern annex.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;Scan the console near the elevator to activate it and then take it up. There&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;are more Space Pirates up here on the ramps and platforms, and on the last&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;ramp at the very top is guarded by an auto-turret. Battle your way to the top.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;But before you jump up through the purple door, scan the middle terminal on the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;back wall for the &amp;quot;Glacial Wastes&amp;quot; Pirate Data.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;Three Auto-Turrets guard the icy Observatory Access. Stay behind the relative&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;safety of the crates and carefully destroy them one by one. Then head on&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;through to the Observatory. A swarm of Space Pirates guard this area. Once you&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;destroy all five, power will be supplied to the console at the back. Scan it&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;to supply power to the Morph Ball slot and begin the hologram start-up&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;sequence. You can download the &amp;quot;Contact&amp;quot; and &amp;quot;Phazon Program&amp;quot; Pirate Data Logs&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;from the terminals on either side of the power console.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;Jump up and activate the Morph Ball Slot, and then climb up and activate the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Morph Ball slot it activated on the other side of the Observatory. Once that&amp;#39;s&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;done, boost in the four activated Spinners at the base of node to lower the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;four holographic projectors. Scan the holograms of Zebes and Tallon IV to add&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;them to the Research Logs. Climb the extended platforms around the perimeter of&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Observatory and up to the top of node to find the Super Missile upgrade!&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;[ Super Missile acquired! ]&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;Destroy the Blast Shield on the door behind you, it leads to Save Station D.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Save, recover, and then exit. Enter the purple door on the other side of the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Observatory. This Bombu and Crystallite filled entrance leads to a Blast&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Shield, so destroy it and enter the next area. Activate the West Tower elevator&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;and then take it up to the purple door leading to the Control Tower roof. Three&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Space Pirates will ambush you on this rooftop, and after they have been&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;dispatched three Flying Pirates will replace them, and then another three&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Flying Pirates after the first wave. Be careful attacking the Flying Pirates,&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;once you damage their jet-pack enough they will come spiralling down at you.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;Head through the purple door to the East Tower; if you are disorientated, it&amp;#39;s&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;the tower that has a crane coming off of it. Activate the elevator and take&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;down. You will have to travel through yet another Bombu filled entryway to&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;reach Research Lab Aether.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;Wow, an actual Metroid! So pretty and squishy in three-dee! Scan it. It must&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;not like being scanned because it will break through the glass container and&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;attack. Metroids are much weaker than in the past games of the series, so&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;firing at it with conventional weapons while it&amp;#39;s not frozen will actually&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;work. If it latches onto Samus&amp;#39;s face, morph into a ball and lay a bomb to&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;dislodge it. Eventually it will absorb so much energy from your attacks that it&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;will explode. Once it is destroyed a Space Pirate will burst through the wall,&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;opening up a passage to the lab below.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;Before continuing on, scan the terminal on the back (eastern) wall for the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&amp;quot;Meta Ridley&amp;quot; Pirate Log, and the orange screen hanging above the viewing&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;window for the &amp;quot;Metroid Studies&amp;quot; Pirate Log. Drop down to the platform below&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;and scan the main terminal for the &amp;quot;Phazon Infusion&amp;quot; Pirate Log. Nearby the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Space Pirate on the boardwalk is a small platform attached to a zigzagging&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;bundle of pipes and wires leading to a Missile Expansion in the northern wall.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Jump up onto the small platform, morph into a ball, and then carefully follow&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;the zigzagging path over to a small nook with the Missile Expansion.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;Drop down to the floor and get ready to battle some Space Pirates. Blast the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;stasis tank in the north-east corner with a Missile to reach the Energy Tank&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;inside. There are two terminals in the computer annex down here that have&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Pirate Data: the one on the left has &amp;quot;Metroid Morphology&amp;quot; and the one on the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;right has &amp;quot;Metroid Forces&amp;quot;. Once that&amp;#39;s done, open the wave beam door and drop&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;down into the icy cave below. Just beyond the Ice Beetles, and another purple&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;door is the Research Core.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;There are Space Pirates, Flying Pirates and Auto-Turrets guarding their&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;prototype technology... not to mention a three part force-field. Head down one&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;level at a time, making sure you scan the consoles on the top level, the 1st&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;level, and on the ground floor to disable the security fields. Then collect&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;the floating technology.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;[ Thermal Visor acquired! ]&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;You can know see in the dark... good thing... because you will need to use that&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;attribute prematurely, as the power is now cut. So press down on the Control&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Pad to change to thermal vision. Kill the Shadow Pirates now after you and make&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;your way back up to the top floor. Metroids will break through the glass and&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;attack, one per level, so be careful. Once at the top use your thermal vision&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;to locate the interlock, it looks sort of like a target, and then fire through&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;the wall at it with your Wave Beam to open the door. Enter it.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;Two Sentry Drones are waiting inside to ambush you. Just keep moving and firing&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;charged Wave Beam shots at them to come off as unscathed as possible. Continue&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;on to Research Lab Aether. More Space Pirates and a new Auto-Turret await you.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;If you haven&amp;#39;t already done so, scan the console near the platform to activate&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;it so you can use it. Follow the boardwalk up, killing Pirates on the way, and&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;then jump through the hole to where you met your first Metroid (in this game).&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;Keep backtracking all the way to the Observatory and recover/save in Save&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Station D. The Observatory is filled with more pirates, and the access to Lab&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Hydra has another two Sentry Drones. As soon as you re-enter Research Lab&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Hydra, disable the Auto-Turret ahead. Scan the huge seemingly solid column&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;nearby to discover that it&amp;#39;s made of Cordite, a substance weak against Super&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Missiles. So charge and blast it to uncover another Missile Expansion.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;Continue backtracking all the way out of the Space Pirates research facility&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;to the relative safety of the Ruined Courtyard. Expect for the Space Pirate&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;body count to increase in the process. Once in the natural light of the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;courtyard you can take off your thermal visor, and Save/recover in Save&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Station A if needed. Head over to the door on the eastern end of the courtyard.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Use your thermal visor to search for the lock, blast the cap of the statue in&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;the way with a Super Missile and then use your wave beam to activate it. Open&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;and head on through the newly activated door.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;Continue past the Bombu in the Access to the Quarantine Tunnel. Morph into a&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;ball and roll along the windy path to the purple door to the Quarantine Cave.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;A large pile of Phazon cover rocks will suddenly awaken... supernaturally.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;T h a r d u s&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;-------------&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;First things first, scan Thardus so you don&amp;#39;t forget to do it later. This giant&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;radioactive stone giant will attack one of three ways: one, it will send out&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;streams of ice that will instantly freeze Samus, do your best to avoid them but&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;if you get frozen tap B rapidly (bomb if in morph ball mode) to escape; two, it&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;will roll into a giant boulder and roll around attempting to crush Samus, this&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;attack is very hard to avoid but try morphing into a ball and boosting out of&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;the way; and finally, Thardus will telekinetically lift phazon rich boulders&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;and hurl them at Samus, this is not all bad as they will leave energy and&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;missiles behind after you destroy them with your shots.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;Now, to kill Thardus you must equip your thermal visor to see his &amp;quot;hot spots&amp;quot;.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Lock-on to the hotspots and fire a single Super Missile or numerous charged&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;shots to blast the casing off them. The radiation from the exposed phazon will&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;mean you will have to switch back to the Combat visor. Then simply destroy the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;exposed phazon segment with a single Super Missile or numerous charged shots.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Every three segments Thardus will create a phazon storm, so stay back. After&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;all seven segments have been destroyed: right ankle, right wrist, left wrist,&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;left hip, right shoulder, left shoulder, and the head; Thardus will be&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;well and truly dead, and the Spider Ball will be yours.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;-------------&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;[ Spider Ball acquired! ]&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;Look around the Quarantine at the magnetic rail tracks, the track beginning&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;in the due north leads to the door you want to get to. However, you can take a&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;shorcut by bomb jumping up to the one in the south-west and then at the top of&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;it bomb jumping once move to reach the track above. It doesn&amp;#39;t really matter,&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;what&amp;#39;s important is that you reach the southern wave beam door that leads to&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;the Southern Quarantine Tunnel, which in turn leads to Magmoor Caverns South&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Transport. Activate it and take it down.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;Magmoor Caverns&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;*****************&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Blast the Missile Door Lock behind you to reach Save Station Magmoor B. Save&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;and recover, exit and continue though the wave beam door. Watch out for the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;many thermal jets in the tunnel leading to the workstation. Magmoor Workstation&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;is guarded by three Flying Pirates, so quickly take them down with charged&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;shots and Missiles.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;Drop down to the workstation floor and equip your thermal visor. Locate the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;three conduits next to each channel door, and activate them with your wave&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;beam to supply energy to the machine; which will cool down the western channel.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;So roll into the Triclops Pit via the entry in the south, kill both of the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Triclops with bombs, and then roll through the cooled west channel. It leads&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;to a terminal, scan it to cool the east channel. Quickly roll back to the pit&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;and head for the east channel (your second left) to reach another terminal.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;So scan it to cool the northern channel, roll back to the pit and then into&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;the north channel (your right) to reach another Energy Tank.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;After exiting the channels, head through the door in the north-east corner of&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;the workstation. The Puddle Spore in the lava pit ahead is your bridge to the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;other side. Shoot at its core with a charged shot to flip it, to use it as a&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;platform. Head through the wave beam door to the Geothermal Core. Cross the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;platforms and another two Puddle Spores to reach the door leading to a tunnel.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;There is a huge rock stalactite hanging ominously over the Magmoor... scan it&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;and then fire a missile at it&amp;#39;s weak point to make it fall on the Magmoor and&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;create a platform over to the other side. The first part of the Twin Fires has&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;another two of these stalactites to help you get past all the Puffers it is&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;infested with. Roll under the thermal jets to reach the other part, which has&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;another Magmoor waiting to be crushed by the stalactite hanging precariously&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;above it... not too bright they are. Roll beneath the top thermal jet when the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;bottom thermal jet stops to reach the door to the next area. Use the magnetic&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;rail track to reach the transport to Tallon Overworld West.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;Tallon Overworld&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;******************&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Head all the way over to the Landing Site. Use the GunShip to save, recover,&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;and reload. I think it&amp;#39;s probably time you visit the Artifact Site in the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Impact Crater... we&amp;#39;ve been putting it off for too long. Climb the ledges&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;along the eastern side of the landing site and head behind the waterfall to&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;reach the door in the south-west leading to the Artifact site. Seedlings and&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Tangle Weeds guard the Temple Hall. Once in the Security Station, scan the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;hologram for the &amp;quot;Artifact Site&amp;quot; Pirate Log. Blast the Missile Door Lock and&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;continue through the lobby to the actual Artifact Temple.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;To your right (west) is the &amp;quot;Prophecy of Light&amp;quot; Chozo Lore, and to your&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;left (east) is the &amp;quot;Contain&amp;quot; Chozo Lore and a series of ramps leading down&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;to the cipher. Translate the lores and then head down to the Artifact Site.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Collect the hologram under the central totem; it is the first Chozo Artifact,&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Truth. Scan the seven awakened Chozo Totem for clues to the whereabouts of the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;artifacts. Exit the temple and head back to the GunShip.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;It&amp;#39;s now time to head back and further explore the Chozo Ruins with all your&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;new gadgets. So head to the Chozo Ruins West transport via Tallon Canyon.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;Chozo Ruins&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;*************&lt;/font&gt;&lt;br&gt;&lt;/font&gt;&lt;font color=&quot;#00ff00&quot;&gt;&lt;font size=&quot;1&quot;&gt;Go to the Main Plaza. You will notice a Cordite cap on the large tree near&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;the plaza entrance, blast it off with a Super Missile to reveal a Missile&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Expansion. You can collect it by jumping from ledge overhanging the door to&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;the Ruined Shrine Access. You&amp;#39;ll should also notice that in the very centre of&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;the plaza is a half-pipe-like stone structure. Boost back and forth until you&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;get enough air to reach the Missile Expansion on the eastern lip of it. More&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;expansions await, head to the Ruined Shrine via the door in the south-western&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;end of the plaza.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;Kill the Plated Beetle and then bomb the sandstone at the bottom of the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;northern wall to reach an annex with a Missile Expansion. Roll back, and then&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;climb onto the half-pipe near the entrance of the shrine. Use your Speed Boost&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;to ride it and get up to the southern ledge. Roll through the small tunnel to&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;reach yet another Missile Expansion! Roll back to the half-pipe and this time&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;boost over to the northern ledge. Roll through the tunnel up their, making&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;sure you hold the R Button near the end to grapple onto the magnetic rail track&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;which leads to the purple door leading to access corridor to the Tower of&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Light.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;I hope you have good aim and a lot of Missiles for this one. Climb the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;platforms up to the central suspended platform. Directly in your line of sight&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;you should be able to see darkened cracked pillars supporting the &amp;#39;levels&amp;#39; of&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;the Tower of Light. It takes three missiles each to destroy them. Once&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;all four supporting pillars have been taken care of, the level they where&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;supporting will collapse down. Plated Puffers will emerge from the port holes,&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;so quickly jump up to the next centrally suspended platform. The following two&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;levels have Oculus guarding the cracked pillars, so you must fire carefully&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;so the missiles don&amp;#39;t ricochet of those one eyed bastards. Once all three&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;levels have been collapsed, climb the platforms up to the Wavebuster.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;[ Wavebuster acquired! ]&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;Essentially useless, it&amp;#39;s a missile draining electricity beam that seeks out&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;enemies. It reminds me of the Ghostbuster&amp;#39;s Proton Pack beams. Now backtrack to&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;the Main Plaza;&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;Drop down and head through the western door to the access tunnel leading to&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;the Ruined Fountain. Since you killed Flahgraa all that time ago... the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;fountain is now pristine. Roll into the actual fountain, and when it gushes&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;water it will propel you up to the magnetic rail track above. So get ready to&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;grapple and roll along the track to reach another Missile Expansion. Take the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;magnetic rail back and head back to the Arboretum. Continue on to the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Gathering Hall.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;Once in the Gathering Hall, save and recover in Save Station 2 if you wish.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Head to the Watery Hall via the northern door leading to its access tunnel.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Roll through the small hole near where you collected the Charge Beam, the area&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;is now infested with Eyons to reach the Dynamo. You can clear the Eyons with&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;charged beam shots. Follow the magnetic rail track in the Dynamo to reach a&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;small chamber with a Missile Expansion. Back track to the Gathering Hall again.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;Climb up the platforms and through the red tunnel to reach the door leading to&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;the east atrium. But don&amp;#39;t enter it just now. Jump on to one of the red lamps&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;on either side of the door, and then space jump up to the ledge above the door.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Bomb the grating to reach yet another Missile Expansion. Since you&amp;#39;ve collected&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;that, head through the door to the East Atrium and consequently through to the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Furnace via the Energy Core.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;You can now use your spider ball ability to climb the magnetic rail track up&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;to the actual furnace. Just make sure you are quick at bomb jumping in the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;morph ball section, as the blocks will disappear shortly after you touch them.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Beetles will attack once you reach the actual Furnace. There is a tunnel in the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;north, ake sure you translate the &amp;quot;Great Poison&amp;quot; Chozo Lore above it before you&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;roll on through. Once in a chamber, bomb jump&lt;/font&gt;&lt;/font&gt;&lt;font size=&quot;1&quot;&gt; &lt;/font&gt;&lt;font color=&quot;#00ff00&quot;&gt;&lt;font size=&quot;1&quot;&gt;through the hole in the wreckage&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;to reach a purple door leading to the Crossway.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;What an awesome chamber. Ride the half-pipe to reach the other side; there are&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;three Chozo Lores to translate on your left (north): &amp;quot;Infestation&amp;quot;, &amp;quot;Cradle&amp;quot;,&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;and &amp;quot;Worm&amp;quot; respectively from left to right. There is a cordite statue nearby,&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;blast it with a Super Missile, and then activate the exposed conduit by&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;scanning or firing at it with your wave beam. A contraption will spin around&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;exposing it&amp;#39;s magnetic rail track side. Boost in the half-pipe gain enough&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;height to grapple onto it (use the vertical pillar of rusted metal as a guide),&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;roll over and bomb jump up to the morph ball slot, and then activate it to&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;expose another magnetic rail track. Do the same to that next magnetic rail&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;track and morph ball slot to withdraw the piston nearby. Quickly roll onto the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;piston and it will take you up to a ledge with another Missile Expansion.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;Drop down, cross the half-pipe again, blast the Missile Lock off the door&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;ahead, and then head on through to the access corridor that leads to the Elder&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Hall. The Hall of the Elders is haunted, guarded by a Chozo Ghost. It will fade&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;in and out of existence, attacking with balls of energy. Just keep moving and&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;when it appears fire at it with charged Power Beam shots, after five or so it&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;should kick the bucket for the moment. Behind the giant Elder Chozo statue is&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;a Chozo Lore awaiting to be translated, specifically &amp;quot;Shapeless&amp;quot;.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;Jump into the Elder statue&amp;#39;s glowing hands and morph into a ball. The Elder&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;statue will fling Samus up at the magnetic rail track system, so make sure&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;you grapple on. The magnetic track leads to a morph ball slot, activate it to&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;blast the caps off the three glowing energy fields. Climb up the platforms&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;along the eastern wall to reach them. Shoot the purple field with your&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Wave Beam to expose a morph ball slot, activate it to rotate the central&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;bridge. Morph in the Elder&amp;#39;s hands again, this time you will be flung into a&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;tube leading to the higher section of the hall.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;Roll ahead, scan the node near the door to disable the safety shield window&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;nearby. Head through the door and follow the access tunnel to the Reflecting&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Pool. At the very bottom of the pool is a Talloric Alloy drain cover. Bomb it&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;to drain the pool, exposing a half-pipe. Ride the half-pipe with boosts to&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;reach the platforms up ahead, if you get swallowed by a Stone Toad bomb&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;straight away. Head over to the door on the eastern side up there, blast the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Missile Door Lock off it and head on through to get the Ice Beam!&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;[ Ice Beam acquired! ]&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;Exit this small room and head over to the door on the other side. Blast the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Missile Door lock and enter Save Station 3 to save and recover. Now you have&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;the Ice Beam, head back to the Hall of the Elders. Kill the three Chozo Ghosts&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;that haunt this area. Of the three energy fields, shoot the white one with your&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Ice Beam and then activate the morph ball slot you uncover. The central bridge&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;will rotate again. Morph in the Elder Chozo&amp;#39;s hands again and he will roll you&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;underground to a chamber with an Energy Tank. Roll through the tunnel to&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;resurface.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;Now, head back to Save Station 3. You might as well recover and save while you&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;are here. Bomb jump into the tunnel behind the Save Station. It leads to the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Tallon Overworld East transport. Activate the transport and take it up to the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;surface.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;Tallon Overworld&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;******************&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Head through the white (Ice Beam) door. Avoid the Geemers and roll under the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;roots to reach the white door to the Overgrown Cavern. Carefully roll through&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;the gap in the roots but do not go near the Venom Weed. Instead roll over to&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;the nook on your right. Fire at the Venom Weeds to make retract into the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;ground, and then roll on through, collecting the Missile Expansion on the way.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Head through the white door to the Frigate Crash Site.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;Blast the two Flying Pirates before they can bombard you with missiles. Take&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Samus down to the Frigate entrance; a couple of wounded Space Pirates are&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;guarding it. Heading into the Frigate will only lead to a dead end, as you&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;need the Gravity Suit to make large jumps underwater. This will strand you in&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;the innermost depths of the Frigate, and the path back to the surface involves&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;climbing a vast series of small platforms; which can be very frustrating in the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;restrictive watery environment. Your only rewards? An Energy Tank and the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;knowledge you played the game in the sequence it was supposed to be played.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;So go in the Space Pirate Frigate if you wish, but otherwise and very&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;wisely, just drop into the water and head over to the other side of the lake.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;If you have never been hear before you will see two Flying Pirates examining a&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;split box containing phazon, they will scatter once you approach. Destroy the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Blast Shield with a Missile and head on through to the Waterfall Cavern.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Roll under the rock face and through the gully to the door leading back to&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;the Landing Site. Save and recover in Samus&amp;#39;s GunShip.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;Samus must now head to Phendrana Drifts to collect the Gravity Suit. Go via the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Root Cave to Magmooor Caverns East Transport, then head via the Geothermal&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Core to Phendrana Drifts South transport.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;Phendrana Drifts&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;******************&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Use the magnetic rail track behind the elevator to reach a white door, which&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;leads to an open access tunnel with a Pulse Bombu. Continue on through the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;purple door ahead to the Frozen Pike.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;Carefully descend the platforms down to the second door purple door you pass&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;below, it&amp;#39;s roughly just below the level of the Flickerbat swarm. There are&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Ice Parasite crawling all over the ice shelves; so if you missed scanning one&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;before, here is one last chance. Anyway, head through the purple door to the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Frost Cave Access.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;Roll through the tunnel like cleft in the ice shelves. Ice Beetles and Scarabs&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;will attack on the other side. Head through the purple door ahead. Some&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;stalactites hang from the roof of Frost Cave, two of which can blasted down&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;from here with missiles. Do so to create platforms up to the purple doors&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;ahead. The one on the right (west) leads to Save Station C, where you can save&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;and recover; the one on the left (south) leads to the Upper Edge Tunnel, which&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;continues the path to the Gravity Suit.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;Roll through the winding Upper Edge Tunnel to the purple door leading to&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Phendrana&amp;#39;s Edge. To Flying Pirates are awaiting to ambush you here, freeze&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;them with ice and then crack the Pirate-icle with a missile. Dive into the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;water below and head through the purple door down there to the Lower Edge&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Tunnel. Roll past the Scatter Bombu and collapsed roof to the purple door&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;to the Hunter Cave.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;Blast down the three stalactites hanging from the roof. Use them to cross the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;water and reach the purple door to the Lake Tunnel. Roll past the Scatter Bombu&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;and head through the submerged purple door to the Gravity Chamber. Once in the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Gravity Chmaber, make your way through this underwater canyon to reach the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Gravity Suit. Shoot the tips of the Aqua Reapers to make them recede so you&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;can safely cross. The Gravity Suit is located in an ice shelf in the very&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;northern end of the chamber. Collect it.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;[ Gravity Suit acquired! ]&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;Yay, &amp;quot;movement in liquid environments is no longer hindered&amp;quot;! Which means you&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;can now climb up out of the water in the Gravity Chamber, and head through the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;purple door to the Chamber Access.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;A Sentry Drone guards this cave, short circuit its electronics with charged&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Wave Beam blasts. Head through the purple door ahead, to the upper section&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;of the Hunter Cave. Quickly take out the two Flying Pirates before they knock&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;you down below. And make your way along these ledges to the purple door in the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;north east corner, it leads to the Hunter Cave Access. Jelzaps infest these&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;water, make your way through the tunnel; the purple door at the end leads back&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;to the Frozen Pike.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;It&amp;#39;s now time to begin the long trek back to the Crashed Space Pirate Frigate.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Two Flying Pirates have replaced the Ice Parasites and Flickerbats. So climb up&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;the spiralling ice ledges around the perimeter of the pike. Roll and bomb jump&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;through the ice structure near the top. Head through the access tunnel to&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Magmoor Caverns South transport. Go via the Geothermal Core to the Tallon&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Overworld West transport, then to the Frigate Crash Site via the Landing Site.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;Now that you have the Gravity Suit, you can Space Jump from the roots in the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;centre of the lake over to the Missile Expansion, that is located in a nook in&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;the northern bank of the lake. To get up to the Frigate entrance, climb up the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;underwater ledges along the eastern edge of the lake to reach a small grotto.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Roll through the small hole in the grotto to reach the white door to the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Frigate Access Tunnel.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;Head past the Tangle Weeds and through the door to the C-Section of the Main&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Ventilation Shaft. Drop down into the water and then roll through the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;ventilation duct to the B-Section. Two Auto-Turrets guard this area, so quickly&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;take them out. The door ahead has no power, so equip your Thermal Visor and&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;activate the hidden power conduit above the door with your Wave Beam. Continue&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;on to the A-Section, it&amp;#39;s swarming with Tallon Crabs, follow the ventilation&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;duct down into the Reactor Core.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;Drop down to the bottom of the core and destroy the two surveying Aqua Pirates.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Funnily enough, they are essentially exactly like Flying Pirates only aquatic.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;If you haven&amp;#39;t been down here before, the door to the Reactor Access has no&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;power, so equip the Thermal Visor and search for power conduits. One, is on the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;western wall of the reactor bed; two, is on the southern wall of the reactor&amp;#39;s&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;observation deck (where you fought the Parasite Queen from); three, is on the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;wall of the observation deck, just to the right of the rubble leading to the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;door; and four, is on the wall to the left of the door. After all four conduits&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;have been activated, the door will open.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;The door on your right leads to a Save Station, where you can save and recover.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Activate the conduits on either side of the next door to access the Cargo&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Freight Lift to Deck Gamma. This is where you would of got stuck without the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Gravity Suit to jump over the freight lift rubble. Blast the grate ahead so you&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;can collect the Energy Tank inside the crashed cargo lift.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;Climb the debris to reach the top, firing at the Aqua Reapers to get them out&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;of your way. Strangely... a wounded Space Pirate will fall into the water just&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;before you reach dry land. The door at the very top of the lift shaft has no&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;power. So equip your thermal visor to find the three conduits. One, is to the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;right of the entrance of the crashed lift; two, is on the back (eastern) wall&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;near the bottom of the shaft, and three, is on the left (southern) wall once&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;you resurface from the water. Head through the Transit Hall to Biohazard&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Containment.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;Blast the Auto-Turrets with missiles before they can give you grief, down in&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;the water lurks two Aqua Drones. Make sure you scan them as they will disappear&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;later on. One of the containment cells&amp;#39; cordite door is weakened, blast it off&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;with a Super Missile to collect the Missile Expansion inside. The door to the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Security Hall is also without power. So equip your thermal visor again and&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;search for the power conduits. One, is on the northern side of the top half of&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;the central containment tank; two, is in the north-west wall of the top floor;&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;and three, is in one of the underwater containment tanks running along the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;southern wall. Head through the door once activated.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;Shot the Aqua Reapers to clear a safe path to Biotech Research Area 1. Three&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Aqua Pirates guard this area. Unsurprisingly, the door to Conduit Hall is also&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;out of power. Equip your thermal visor once more to search for the power&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;conduits. One, is just up from the door to the Security Hall on the northern&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;wall; two, is below the last conduit on the northern wall of the ground floor;&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;and three,is on the southern wall of the ground floor. Once all three have been&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;activated, climb the debris up to the next door and head on through.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;Clear the Aqua Reapers and head through the door to the Connection Elevator&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;to Deck Beta. Another mysteriously dead Space Pirate... drop down below and&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;enter the Hydro Access Tunnel via the door. Roll into the hole on your left to&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;a morph ball section. The lift from the bubbles allows you to bomb jump quite&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;high. In the second bubble stream, bomb jump and then lay another bomb just&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;before the apex of your jump, you should drop into it and bomb jump once again.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Do this at least two times in a row to get enough height to reach the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Energy Tank above.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;Bomb jump out of the morph ball section and head through the door to exit the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Crashed Frigate. You will emerge in the underwater basin of the Great Tree&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Hall. Head under the giant root and up the steps made from rock and tree roots&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;to reach a white door. Open it with your Ice Beam and enter it. Transport&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Tunnel E is filled with intense radiation coming from the purple glowing goo,&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;it must be phazon. Clear the Seedlings and go through the white door ahead to&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;the Phazon Mines East transport. Activate it and head on down.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;Phazon Mines&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;**************&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Head through the Quarry Access to the Main Quarry. Wow... what an ominously&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;beautiful setting. Quickly drop down and run over to the magnetic rail track&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;on your left (south), follow it up and enter the purple door to the Save&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Station Mines A. Scan the console on your left to access the Save Station.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Save, recover and then head back to the Main Quarry.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;Two Mega Turrets and a Force Field guard the entrance to the mines. Destroy the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Mega Turrets with Super Missiles, and then open the Force Field by scanning&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;both the nearby consoles. Follow the walkway up to the control centre of the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;crane. On the way up Space Pirates will attack, one will even burst through a&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;vent to ambush you. They&amp;#39;re small fries (zako even)...&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;The Crane Controls have no power, so put on your thermal visor to search for&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;a power conduit. It&amp;#39;s located on the base of the crane. Once power has been&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;supplied to the crane, scan the console to swing it in the wall... uncovering&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;a Missile Expansion in the process. Now, on the north-east edge of this&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;platform is a magnetic rail track. Follow it to crawl along the boom of the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;crane up to the Missile Expansion.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;Drop down and head through the white door beyond where the force field once&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;was. Don&amp;#39;t bother destroying the Auto-Turrets in Security Access A, just&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;deactivate them by scanning the up ahead the right wall. Head through the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;white door to the Main Security Station. Switch to your thermal visor to see&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;the Shadow Pirates and take them out with charged shots. Continue down the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;winding hall, you can blast the pipes in your way if you wish. A narrow ramp&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;will take you up to the second floor.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;Wave Troopers will appear, it seems the Space Pirates have engineered analogues&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;of Samus&amp;#39;s arsenal. Use charged Wave Beam shots to take them out, they&amp;#39;ll put&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;up quite a fight. Once you&amp;#39;ve killed all three and unlocked the doors, head up&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;through the wave beam door ahead to Security Access B.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;Equip your thermal visor to battle the Shadow Pirates guarding this hall. Jump&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;up through the white door to the Elite Research. There are only a couple of&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;garden variety Space Pirates guarding this area, nothing you can&amp;#39;t handle.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Scan the console on your left behind the stasis tank to decode the &amp;quot;Elite&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Pirates&amp;quot; Pirate Data, and then scan the console on your right to activate the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;platforms leading to the second floor.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;Security barriers will enable and Wave Troopers will attack. Try taking them&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;out with the Wave Buster if you have a lot of missiles, otherwise strafing&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;charged Wave Beam blasts will do. Head around behind the security barriers to&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;find two consoles, the one on the right will lower the barriers and activate&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;the platforms leading to the top floor. A lone Power Trooper is up there, take&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;it out with a Super Missile.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;There is a Pulse Beam in the centre of the room and its controls are where the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Power Trooper came from. The spinner rotates the cannon and scanning the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;console will fire it. Blast the due east wall to uncover the Ice Beam door to&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;the Research Access and the due north wall to uncover a Missile Expansion.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Head through the Ice Beam door. Carefully crawl down the magnetic track past&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;the gaps to reach the door below leading to Ore Processing. Landing on one of&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;those moving platforms can equal instant death. Anyway, enter Ore Processing&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;via the white Ice Beam door.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;Kill the two Power Troopers with Super Missiles. This room is probably the most&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;interesting puzzle in Metroid Prime. Essentially, there is a central pillar.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;It has three magnetic rail tracks all leading to different floors: blue, first;&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;red; mezzanine, and yellow; top. The pillar is also made of three segments&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;which rotate independently through the use of morph ball slots attached to a&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;hologram of the central pillar. You must match up the tracks properly to reach&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;higher floors and other control units.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;Anyway, bomb the ground control unit once to match up the blue track, then&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;crawl up the blue magnetic rail track to the first floor. Bomb the control unit&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;on that floor twice to match the red track up on this segment. Drop down and&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;bomb the ground control unit three times to completely match up the red track.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Follow the red magnetic rail track up to the mezzanine floor. A Wave Trooper&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;will ambush you up here, so be ready to fight back with charge Wave Beam&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;blasts. The control unit up here is covered in debris, so head through the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;white door up here to Elevator Access A.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;From the lip of the magnetic rail track you can peer down the shaft and blast&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;away the Scatter Bombu with your wave beam. This will allow you to safely crawl&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;down to the white door below leading to Elevator A. Scan the console and take&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;it down to Level 2 of the Phazon Mines. What an awesome view of the Impact&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Crater.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;The crates with the glowing Space Pirate writing are highly explosive, shooting&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;once up close will damage Samus considerably. Anyway, continue through the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Ice Beam door ahead. Up ahead you will see vents expelling yellow-green gas...&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Blast the explosive crate up on the ledge to reveal a Missile Expansion and&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;kill a Space Pirate that was waiting in ambush. Go through the purple door to&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;the Elite Control.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;The Elite Pirate will awaken and smash out of its stasis chamber, so get ready&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;for a mini-boss battle. Keep moving and attacking with Super Missiles. If he&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;begins to siphon energy (he will have his palm extended with a ball of energy)&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;stop attacking as you will just give him energy to attack you with. Instead&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;keeping running at him and then retreating until he unleashes his siphoned&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;energy in the from of the Wave Quake attack. It&amp;#39;s also possible to destroy&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;his Artillery Cannon if you cause enough collateral damage to it. The bigger&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;they are, the harder they fall. The force field will now deactivate.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;The consoles in the north-east corner have two Pirate Data Logs to decode,&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&amp;quot;Impact Crater&amp;quot; from the console on the left, and &amp;quot;Hunter&amp;quot; from the console on&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;the right. Also, the console closest to the ramp leading to the higher floors&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;contains the &amp;quot;Hunter Weapons&amp;quot; Pirate Data. Head up the ramps, counter attack&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;the Ice Troopers with a charged Ice Beam shot follow by a shattering missile.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;The top of this area is filled with Pirate Data containing consoles. Along the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;hologram wall on your left (east) is &amp;quot;Chozo Studies&amp;quot;, &amp;quot;The Key&amp;quot; and &amp;quot;Artifact&amp;quot;;&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;and in the annex on your right (north-west) is &amp;quot;Chozo Ghosts&amp;quot; and &amp;quot;Gate&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;System&amp;quot;. Regardless, deactivate the force field by scanning the console in the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;south-east corner and then jump up through the Ice Beam door to the Ventilation&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Shaft.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;Drop down into the half-pipe, the vents will open releasing poisonus gas and&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Puffers. Quickly head down the corridor ahead on your right and through the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;white door to Omega Research. Blast away the Wave Troopers guarding this area.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Rather then drop down by jumping over the railing. Head down the ramp on your&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;right down to the faulty Elite Pirate stasis tank, then scan the console near&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;the force field to activate it. Blast the Power Troopers in the control room&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;ahead with Super Missiles. The middle console in the cluster ahead has the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&amp;quot;Omega Pirate&amp;quot; Pirate Date to decode. Drop down through the Ice Beam door up&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;ahead.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;Head through the access corridor to the Central Dynamo. A Sentry Drone with&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;cloaking capabilities guards the Dynamo, it doesn&amp;#39;t even up in the thermal&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;spectrum, and you cannot lock on to it. You must instead manually aim&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;approximately at the red glow of its eye and blast away with missiles. The&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;resonance from the explosion will destroy one of the dynamo&amp;#39;s supports.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Drop down through the hole created by the absence of the support into a&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;randomly generated maze of electricity. Carefully roll through the maze. The&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;yellow currents will switch on and off, and bombing the puddles of water will&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;put out all the currents surrounding them. After much trial and error, you&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;should reach the Power Bomb.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;[ Power Bomb acquired! ]&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;Head through the southern Ice Beam door to Save Station Mines B. Thank God...&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;err... Old Bird, now you can save and recover your energy. Exit to the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Central Dynamo; a posse of Ice Troopers will attack, you know the drill,&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;charged Ice Beam blasts followed by a smashing missile. Cross the purple lit&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;platforms up from the north-west corner of this area over to the Ice Beam door&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;in the south-west leading to the Dynamo Access.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;Jump up through the white door at the end of this access corridor to Omega&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Research. Another Elite Pirate has smashed out of their stasis tanks, this one&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;also smashes his way through a force field... same modus operandi... blast&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;when open and tease to attack when charging. Once dispatched, climb up to the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;second floor via the ramps near where the Elite Pirate came from. Cross the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;floating platform to the Bendezium rubble in the southern section of the second&lt;/font&gt;&lt;br&gt;&lt;/font&gt;&lt;font color=&quot;#00ff00&quot;&gt;&lt;font size=&quot;1&quot;&gt;floor. Power Bomb it and then head through the white door to the Map Station.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;If you haven&amp;#39;t scanned a Map Station before, do so before you download it, as&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;this is your very last chance. Exit and continue on to the Ventilation Shaft.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;The grate up ahead is made of Bendezium. So lay a Power Bomb to blow it open.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Roll down into it and follow the tunnel to the other side of the exhaust fans.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Scan the console nearby to activate the fans, blowing the Puffers into the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;fan grating, thus destroying it and revealing an Energy Tank. Now use the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;half-pipe to reach the door leading down into Elite Control.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;Shadow Pirates guard the Elite Control so equip your thermal visor. Keep&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;backtracking all the way back to Ore Processing via Elevator A. You can now&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;clear the Bendezium debris from the last control unit in Ore Processing.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Bomb the control unit twice to connect the yellow track to the top floor.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Drop down to the control unit on the floor below and bomb it three times to&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;match up the yellow track on this level. Then drop down to the control unit on&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;the floor level and bomb it once to completely match up the yellow mangnetic&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;rail track. Climb the yellow track up to the very top floor. Power Bomb the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Bendezium rubble up there to uncover a white door. Enter it to find the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;awesome Grapple Beam!&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;[ Grapple Beam acquired! ]&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;Exit Storage Depot B. Use your Grapple Beam to cross the gap over to the other&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;side of this floor, and enter the Ice Beam door there. Enter the small hatch&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;to a water pachinko-style morph ball section. Bomb in the bubble streams to&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;float up high and through the three sections to the exit. Head through the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;white door, it leads back to the Main Quarry. If you supplied power to the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;crane before, scan the console on your left to swing the crane towards Samus.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;You can now use the Grapple Point under the crane&amp;#39;s block to swing between&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;the crane platform and the ledge leading to Waste Disposal.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;Head through the Ice Beam door in the south-west to Security Access A. Switch&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;to the thermal spectrum to kill the Shadow Pirates easily. There is a weakened&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Bendezium grate on Samus&amp;#39;s left (east), use a Power Bomb to destroy it and&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;reveal a Missile Expansion. Backtrack to the Tallon Overworld South transport,&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;you should probably save/recover in Save Station Mines A on the way.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;Tallon Overworld&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;******************&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Head through the Transport Tunnel to the Great Tree Hall. Climb the Seedling&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;infested branches and ledges up to a Spinner. Use the Spinner to retract the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;bars of the gate, and climb on up through it to yet another level of the Great&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Tree Hall. Kill the Bloodflowers by freezing them with your Ice Beam and then&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;cracking them into pieces with a missile. Climb up to the twisting magnetic&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;rail tracks. At the top of the first track let go and grapple onto the lower&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;track. Follow it up to the Ice Door leading to the Life Grove tunnel.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;The wall ahead is cracked and contains traces of Bendezium... so blast it with&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;a Power Bomb. Roll into the hole to Morph Ball section. Up ahead is a two&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;dimensional half-pipe; do not touch the control pad when on it, simply keep&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;using the boost at the right locus to gain enough momentum to get on top of the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;large rock slab. Bomb the near the middle to drop down into a Missile&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Expansion. Anyway, roll through the tunnel from the right lip of the half-pipe&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;to the Life Grove. The X-Ray Visor is there, awaiting collection.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;[ X-Ray Visor acquired! ]&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;Switch to the X-Ray Visor and you will notice the walls of this chamber are&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;transparent, therefore false. So lay a Power Bomb to tear them down. If you&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;have no Power Bombs, kill the Seedlings that crawl down from the tunnel above.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;They will always give you Power Bombs. The Life Grove is simply beautiful...&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;probably the nicest scenery on Tallon IV. Climb up the ledges along the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;north-eastern edge to find an open Morph Ball tunnel leading up to the tree&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;branches. Keep following the ledges and flouro-tipped bridges to reach the top&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;of the citadel... but wait... as you approach the waterfall three Chozo Ghosts&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;will materialise. With the X-Ray Visor there is no way the Chozo Ghosts can&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;hide away from you, it makes battling them so much easier. Blast away at them&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;with charged shots and Super Missiles.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;Once they have all been exorcised, the beak of the Chozo Totem on top of the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;citadel will break off, revealing a morph ball tunnel. Drop down through it&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;to fall near the mouth of the tunnel leading to the Life Grove Tunnel. Go&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;through it to the Great Tree Hall. Use the X-Ray Visor here to find the hidden&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;platform that you can use to Space Jump up to the door up really high, it leads&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;to the Great Tree Chamber which has a Missile Expansion inside. Head back to&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;the Great Tree Hall and go through the white door to the tunnel that leads to&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Chozo Ruins South transport.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;Chozo Ruins&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;*************&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Head through the access tunnel to the Reflecting Pool, and then head to&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Tallon Overworld East transport via Save Station 3.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;Tallon Overworld&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;******************&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Head through the tunnels to the Fridgate Crash Site. Use the Grapple Points to&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;cross the lake and make your way to the Landing Site. Use Samus&amp;#39;s Gunship to&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;save and replenish your energy and ammunition. Now make your way to the Root&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Cave via Tallon Canyon. Use the Grapple Point to swing over to the ledge on&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;the other side of the cave. Climb up the ledges until you reach a seemingly&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;dead end. But equip your X-Ray Visor and you will see more invisible platforms&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;spiraling up. To the left of the last invisible platform is a vine covered&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;cave with a Missile Expansion inside.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;Drop down to the bottom of the cave and head through the tunnel to Magmoor&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Caverns East transport.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;Magmoor Caverns&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;*****************&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Make your way to the Geothermal Core via the Twin Fires. Cross to the other&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;side of the lava lake. Climb the ledges in the south-east corner and then use&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;the Grapple Point to swing over to the far lift platform. Use the Spinner to&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;screw the platform up into place. Jump up to the next lift platform and do the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;same. Now jump over to the last lift platform, screw it up (literally, not&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;figuratively...) and then use the magnetic rail track to climb on top of it.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Jump over to the next platform and activate the morph ball slot up there to&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&amp;quot;raise the roof&amp;quot;! Fo&amp;#39; shizzle! Wow... the king of all magnetic rail courses.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;Bomb Jump to the beginning of the rail track. It&amp;#39;s very long... but it&amp;#39;s pretty&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;basic stuff; lots of Bomb Jumps and drops, with a couple of free range sections&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;where you must dodge Plated Parasites. At the very end of the magnetic rail&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;course, above the rubble, place a Power Bomb from the magnetic rail to clear&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;the rubble. If you just drop down you may bounce off the rubble and fall. Head&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;through the white door to the chamber with the Plasma Beam, Plasma Processing.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;[ Plasma Beam acquired! ]&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;Exit Plasma Processing and make your way to the Magmoor Workstation. The Plasma&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Beam is very powerful, you can disintegrate Flying Pirates with a single&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;charged Plasma Beam blast. Climb up to the door in the southern end of the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;workstation. The Workstation Tunnel is blocked with Bendezium rubble, so clear&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;it with a Power Bomb. The door ahead opens to the Phazon Mines West transport.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt;&lt;/font&gt;&lt;br&gt;&lt;font color=&quot;#00ff00&quot;&gt;&lt;font size=&quot;1&quot;&gt;Phazon Mines&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;**************&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Cross the Transport Access using the Grapple Points, and enter the Phazon&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Processing Center. This area is heavily guarded by Mega Turrets and all types&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;of Troopers. Jump down to the main platform below and kill the Plasma and Wave&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Troopers on it. Drop of the edge of eastern walkway to the ledge below.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Equip your X-Ray Visor to see a false section in the wall with a Missile&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Expansion behind it. Use the Power Bomb to destroy the wall and collect the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;expansion.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;There is an invisible platforms which leads back up to the main platform&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;with the Ice Beam door. Enter the Maintenance Tunnel and roll into the small&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;hole to enter a Morph Ball section. There is a rock slide in your way so&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;detonate a Power Bomb to clear it. You will emerge in the Elite Control.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;Shadow Pirates lurk in here, so equip your Thermal Visor to track them. Climb&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;the boardwalks up to the Ice Door to the Ventilation Shaft and continue on to&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;the Central Dynamo via Omega Research. Beware, an Elite Pirate will awaken in&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;the Dynamo Access; you should be used to battling them by now. Once you&amp;#39;ve&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;dispatched the Ice Troopers, save and recover in Save Station Mines B.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;Clear the Bendezium rubble burying a white door in the northern end of the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Central Dynamo. It will take you to Quarantine Access A, which is heavily&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;guarded with Mega Turrets. Roll into the hole on your right, marked with&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;orange lights, and then safely roll under the protective glass past the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;turrets. Bomb Jump your way out and scan the console on the other side of the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;corridor to disable the turrets. Enter Metroid Quarantine A via the Wave Beam&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;door.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;After the short cut-scene scan the main console to disable the force field&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;containing the Metroids. Wait for the Metroids to suck the life out of the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Space Pirates, watch on in morbid glee, and then destroy any surviving Metroids&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;with the age old, Ice Beam freeze - - Missile smash combo. There is a huge&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Phazon pit in the containment area that is impossible to cross using orthodox&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;methods. But use your X-Ray Visor and you will see invisible moving platforms,&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;so climb the nearby giant mushrooms and cross the platforms to the other side.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;More Metroids await. Climb up on the platform to your right (east) and cross&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;another X-Ray platform over to the magnetic rail tracks. But do not use the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;magnetic tracks just yet. You will notice that the wall on your left is false&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;by switching between your Combat and X-Ray Visors. So detonate a Power Bomb to&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;destroy the Bendezium wall; yet another Bendezium wall is beyond it, so&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;detonate another Power Bomb. Cross the magnetic bridge over to the other side.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Use your X-Ray Visor again to spot the moving, invisible platform that will&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;take you up to a Missile Expansion.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;Back track to the magnetic rail tracks. Bomb Jump up to the first one, then&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;drop down to the second one and follow it to the white door leading to Elevator&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Access B. Run past the burrowers and enter the red Plasma door ahead. Activate&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;the elevator and take it down to Level 3 of the Phazon Mines.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;Head through the Plasma Beam door. Kill the Space Pirate below and then drop&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;down. Under the cap of the largest mushroom on the floor is a Missile&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Expansion. You must be quick in morph ball form to collect it, as the Phazon&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;will sap your energy pretty fast. Head through yet another red door to Fungal&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Hall A. Samus&amp;#39;s first encounter with Hunter Metroids... they are pretty nasty,&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;but so is Samus&amp;#39;s patented Ice-Missile combo. Climb across the tops of the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;huge mushrooms and then use the Glider as a Grapple Point to swing over to the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;other side of the canyon, to the white door leading to the Phazon Mining&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Tunnel.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;Blast the Bendezium boulder blocking your way with a Power Bomb, the hole it&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;was covering leads to a morph ball section. Use a fully charged Speed Boost&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;to roll over the rapidly disappearing platforms, and exit via the red door.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Fungal Hall B is really quite dark and filled with Metroids. Equip your&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Thermal Visor to see everything that counts; the mushrooms and the Metroids.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;There is a Missile Expansion buried in the middle of a circle of mushrooms,&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;in the very southern end of the fungal hall. Use a Bomb to unearth it.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;Anyway, jump along the mushroom tops to reach another Glider. Use the Glider&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;to swing over to the Plasma Beam door on your left (east), it leads to a&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Missile Station where you can refill your Missile Launcher. Once you&amp;#39;ve&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;replenished your missiles, swing from the Glider again, over to the mushrooms&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;in the south-west. Head through the nearby red door to Quarantine Access B.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;Invisible Pulse Bombu haunt this tunnel; so equip your X-Ray Visor and&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;blast way at them with your Wave Beam. Enter Metroid Quarantine B via the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Plasma Beam door at the end of the tunnel. Shit... Plasma Troopers and lots of&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;them; charged Plasma Beam shots will send them to a fiery death. Anyway, climb&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;to the top of magnetic rail track on the twisted girder, and then drop down on&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;its counter-girder and follow it. Jump up to the Grapple Point ahead to swing&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;over to the other side of the Phazon pit.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;Scan the console on your left to disable the force field. One Plasma Trooper&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;guards the bottom floor while two Wave Troopers guard the top floor of this&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;next section. The tank shaft in the north-east corner of this room is made of&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Cordite, blast it with a Super Missile to reveal a Missile Expansion. The&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;middle console ahead has the &amp;quot;Special Forces&amp;quot; Pirate Data to download, possibly&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;your last Pirate Data Log. The Plasma Beam door on your left (south) thankfully&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;will take you to Save Station Mines C. Save and recover, you&amp;#39;ll need it.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;Exit the Save Station and head up the boardwalk to the red door above, it leads&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;to the Elite Quarters Access. A single Plasma Trooper is waiting to ambush you&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;in this hazy corridor; so have your Plasma Beam charged in preparation. Defrost&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;the frozen part of the security gate to access the red door to the Elite&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Quarters. Approach the huge stasis capsule and the giant will awake, the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Omega Pirate...&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;O m e g a P i r a t e&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;-------------------------&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Essentially the Omega Pirate is just a giant Elite Pirate. It will siphon&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;energy, attack with the Wave Quakes, and slash with glowing claws just like an&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Elite Pirate. Instead of a Artillery Cannon strapped to it&amp;#39;s back, it has a&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Plasma Incendiary Launcher. The blasts from the incendiaries are quite huge and&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;deadly, so get ready to dash out of the way. Generally, it will only swipe&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;when you&amp;#39;re very close and fire incendiaries when you are far away. So try to&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;stay close but not too close so it will only attack with Wave Quakes, which are&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;easy to jump and leave the Omega Pirate wide open for attack. Anyway, to defeat&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;the Elite Pirate you must first destroy his Phazon armour. Do this with charged&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Plasma Beam blasts aimed at his armour pieces whenever he is not siphoning&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;energy. Power Bombs will destroy all armour pieces within the blast radius.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;With all four armour pieces destroyed, the Omega Pirate will cloak itself and&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;begin bathing itself in Phazon to regenerate armour. It will also summon a&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;group of Troopers to attack you. Kill Wave and Plasma Troopers simply with&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;charged blasts from their respective beams, Ice Troopers you can shatter with&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;a charged Ice Beam shot followed by Missile, and Power Troopers can be killed&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;with a single Super Missile. Once you&amp;#39;ve killed every Trooper summoned,&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;switch to your X-Ray visor and look at the pools of Phazon to find the Omega&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Pirate. Blast its heart with a Super Missile. If you killed the Troopers fast,&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;you may be able to get too hits in before it completely regenerates its armour.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Rinse and repeat, four Super Missiles it all it takes.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;-------------------------&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;The Omega Pirate falls on Samus... liquefy into a pool of Phazon. Her Powered&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Suit is hence infused with Phazon.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;[ Phazon Suit acquired! ]&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;Activate the elevator in the east and take it up to the upper floor. Follow&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;the boardwalks to the Plasma Beam door, enter the Processing Center Access.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;An Energy Tank is waiting for you to collect it! Scan the nearby console to&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;open the security gate. This corridor leads to the Phazon Processing Center,&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;which is now infested with the horrible Fission Metroids. This new Phazon&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;mutation of Metroid will not explode once you have brought it beyond its&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;energy holding capacity, instead it will merely split into two coloured&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Metroids that can only be killed by attacking them with their respectively&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;coloured beam. Welcome to the beginning of the end...&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;You have upgraded Samus&amp;#39;s Powered Suit well beyond its capabilities before&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;the malfunction on the Orpheon; thus allowing you to explore every corner of&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Tallon IV completely unhindered... except of course for the Impact Crater. You&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;must now collect all twelve Chozo Artifacts; with them Samus can open the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&amp;quot;Cipher&amp;quot; to the evil waiting below the surface, the &amp;quot;Worm&amp;quot;.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;&amp;gt; Truth&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Collect from the Artifact Temple (Tallon Overworld: Impact Site).&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;&amp;gt; Strength&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Climb on top of the Monitor Station (Magmoor Caverns) via the platforms&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;near the door to Transport Tunnel A. You will find a Spinner up there;&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;use it to lift the suspension bridge on your left (north). Use it to Space&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Jump over to the northern ridge and follow it over to the door leading to&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;the Warrior Shrine. The Artifact of Strength is resting in the hands of a&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;classic Chozo Statue.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;&amp;gt; Elder&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Jump up onto the eastern tower of the Control Tower (Phendrana Drifts).&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Destroy the crates there and then melt the ice formed over the window.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Directly out of the window you will see a collection of fuel cells attached&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;to the base of the southern tower. Fire a missile at the fuel cells to&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;topple the tower over and onto the southern wall. Drop down through the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;break in the floor where the tower hit, and you will find the Artifact of&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Elder waiting on the other side.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;&amp;gt; Wild&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;In the Sun Tower (Chozo Ruins). Locate four runes to open the gate in the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;way of the magnetic rail track. Two are hidden behind the Cordite wall&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;decorations on both sides of the chamber; just blast them away with Super&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Missiles and then scan the runes behind them. The other two are hidden at&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;the top of two pillars, you must stand near the wall in order to see them.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Once the gate has been opened, roll up the magnetic rail track. Bomb jump&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;past the gaps, from block to block, carefully between the Occulus. Once at&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;the top, enter the Sun Tower Access. Schei&amp;szlig;e, what was that? A ghost?&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Follow the access tunnel to the Sun Tower. From the bloom of the Flaahgra&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;comes three twisted soul spheres, three of the turned, three Chozo Ghosts!&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;These are much easier to fight with your X-Ray Visor. Lock-on and blast&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;away at them with Super Missiles and charged Power Beam blasts. After all&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;three Chozo Ghosts have been exorcised, the Artifact of Wild will appear&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;in the middle of the Flaahgra bloom.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;&amp;gt; Lifegiver&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Go to the Tower of Light (Chozo Ruins), where you possibly acquired the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Wavebuster before. Jump into the water and through the portal down there,&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;then jump up out of the water to find an Wave Beam door. It leads to the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Tower Chamber, which is where the Artifact of Lifegiver awaits.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;&amp;gt; Warrior&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;At the bottom of Elite Research (Phazon Mines) is an mutated Elite Pirate&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;in a stasis tank. Detonate a Power Bomb to free this giant. This is no&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;normal Elite Pirate, this is a Phazon Elite pirate. He does not have a&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Plasma Artillery Cannon and will only attack with Wave Quakes. Jump the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;quakes and keep firing Super Missiles at him. Once he&amp;#39;s down, the Artifact&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;of Warrior will appear.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;&amp;gt; Chozo&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Go back to the Life Grove (Tallon Overworld), where you acquired the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;X-Ray Visor. Head into the water below the waterfall and you will see a&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;structure. Morph Ball Bomb the structure to raise a pillar with a Spinner&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;at its base. Use the Spinner to rotate the structure towards the waterfall,&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;causing it to rise and reveal the Artifact of Chozo.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;&amp;gt; Nature&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;In the middle of the Lava Lake (Magmoor Caverns) is a huge stone column.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Use your X-Ray Visor to find the column&amp;#39;s weak spot, and then fire missiles&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;at it to reveal the Artifact of Nature.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;&amp;gt; Sun&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;At the top of the Chozo Ice Temple (Phendrana Drifts) is a beautiful winged&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Chozo statue. Use your Plasma Beam to defrost the statues hands. Morph in&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;the statue&amp;#39;s hands to open the shaft below the statue. The shaft will take&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;you to a chamber with the Artifact of Sun.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;&amp;gt; World&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Go to the Hall of the Elders (Chozo Ruins). Shoot the red energy field, of&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;three, with your Plasma Beam to uncover another morph ball slot. Activate it&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;and the Elder statue will slide forward, revealing an Ice Beam door. It is&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;the entrance to the Elder Chamber, in which the Artifact of World resides.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;&amp;gt; Spirit&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Climb up Phendrana&amp;#39;s Edge (Phendrana Drifts) using the platforms and&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;grapple points. Once you&amp;#39;ve made it to the ledge with a Grapple Point below&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;it, switch to your X-Ray Visor to find a hidden door. Detonate a Power&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Bomb to uncover the door, it is the entrance to the Storage Cave in which&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;the Artifact of Spirit is contained.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;&amp;gt; Newborn&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Once you have the Phazon Suit, head to the Phazon Mining Tunnel (Phazon&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Mines). Bomb your way through the triangular blocks to reach the Artifact&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;of Newborn.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;As you journey through Tallon IV to collect the Chozo Artifacts, you should&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;also attempt to achieve an 100% Item Collection rate. Here are some tips on&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;doing so:&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;* Listen for audio clues. Whenever an expansion is nearby you will be able to&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;hear a cycling low buzzing noise. You can hear it here:&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;http://www.classicgaming.com/mdb/mp/tips.htm#itemaudio&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;* Use your X-Ray Visor to look for secret alcoves and passages, and your Scan&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Visor to search for material types that you can shatter with your weapons.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Remember the material weaknesses: Sandstone/Talloric Alloy = Bombs,&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Bendezium = Power Bombs, Radion/Brinstone = Missiles, and Cordite = Super&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Missiles.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;* Use the EXPANSION LOCATION CHECKLIST section in unison with the in-game map&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;and Jason Haffner&amp;#39;s recreation of the Production Map (found on GameFAQs.com)&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;to hunt down the expansions.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;* Collect the three optional charge Beam Combos:&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;WaveBuster&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Climb the Tower of Light (Chozo Ruins). Blast the cracked pillars&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;supporting it to lower it floor by floor to reach the Wave Buster on the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;platform at the very top.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;Ice Spreader&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Detonate a Power Bomb to shatter the glass in the Shore Tunnel (Magmoor&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Caverns). Then drop down and collect the Ice Spreader suspended on a&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;platform under the walkway.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;Flamethrower&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Head to the top level of the Mine Security Station (Phazon Mines). Detonate&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;a Power Bomb near the bendezium blast gate located near the door up to&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Security Access A. Scan the console to deactivate the force field on the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;bottom floor guarding a red door. Beyond the red door is a storage depot&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;housing the Flamethrower.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;Once you have collect all twelve Artifacts, head to the Artifact Temple. The&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Chozo Totem will come to life and emit a beacon of light. Ridley must of seen&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;it, as he will come swooping down, smashing the totem into pieces.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;M e t a R i d l e y&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;----------------------&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Ridley me this, Ridley me that, you should be scared of this overgrown bat.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;In his first phase, Meta Ridley will hover near the Artifact Temple, launching&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Multi-Missiles and firing his Kinetic Breath weapon (the huge, red laser beam)&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;at Samus. Simply jump or duck the Kinetic Breath and dash out of the way of&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;the Missiles to avoid taking damage, whilst consistently launching Super&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Missiles at the weak spot in his chest. He will also occasionally glide out&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;for a Meson Bomb run on the Artifact site, make sure you morph and roll out&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;of the way.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;Soon Meta Ridley will change his tactics subtley. Ridley will now actually land&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;on the platform, kicking into the ground to create a wave of fire, called the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Ultrathermal Flamestrike. Simply jump it and retreat away from Ridley before he&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;can slash at you. Also, when Ridley conducts bombing runs he will now sweep the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;platform with his Kinetic Breath before bombing it.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;Ridley&amp;#39;s wings will burn up once you bring him down to about 15% energy,&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;grounding him permanently. This is probably the hardest part of the battle,&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;especially if you&amp;#39;re not so hot at dodging. Ridley will attack Samus three&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;ways: he will sweep his Kinetic Breath horizontally, jump it; perform&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Ultrathermal Flamestrikes, jump the impact; and execute a charge combo. The&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Combo involves Meta Ridley rearing up before ramming forward at Samus, shortly&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;followed by a sweeping head butt and a tail whip. It&amp;#39;s very important that the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;moment you see him rearing up you begin dashing out of his way. Once he&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;charges forward it might be a good idea to morph and roll out of the way of&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;his flailing tail.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;To actually cause damage in this last phase you must first stun Meta Ridley&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;by blasting his opened mouth with charged Power Beam blasts and/or Missiles.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;He will open his mouth to scream at you and momentarily before each attack.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;You will now if you hit him or not as he will flash yellow. Once you have&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;crammed enough rockets into his dragon sized cake hole, Ridley will rear up&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;in agony revealing his weak spot. Blast it with a Super Missile. Repeat.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;----------------------&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;After the final shot, the Chozo will awaken and blast Ridley off the platform&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;with red rays of death. With the Cipher enabled and the field disable, Samus&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;may now venture into the darkness below.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;Impact Crater&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;***************&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Thankfully there is a Save Point nearby, you&amp;#39;lll need to recover! Enter Crater&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Tunnel A via the Plasma Beam door ahead. It&amp;#39;s filled with what seems to be&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;orange Phazon. Lumigeks swarm in here, they aren&amp;#39;t really a threat, but they&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;are a Log Book entry! Head through the Plasma Beam door ahead to enter the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Phazon Core. It is vast and infested with Fission Metroids. The Fission&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Metroids aren&amp;#39;t that deadly, but they will tend to bump you mid-jump, causing&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;you to fall down to the bottom of the core... which is incredibly annoying.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Try detonating Power Bombs whenever they get close, they will instantly&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;rupture into goo. Precede climbing up the platforms to the top of the core.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Halfway up you will find a door leading to a Missile Recharge Station, it&amp;#39;s&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;good to be prepared. Enter the red door at the very top of the core to Crater&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Tunnel B.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;This tunnel is filled with magnetic rail tracks. Just use bomb jumps and&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;drops to move from one track to the other to reach the end. Enter the door to&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;reach the chamber in which the &amp;quot;Worm&amp;quot; sleeps... Metroid Prime! What an ugly&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;son of a bitch, she looks like the spawn of Queen Alien (Alien 2) and&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;No-Face (Spirited Away). She will awaken and flee further down into the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;impact crater. Follow her.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;M e t r o i d P r i m e&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;--------------------------&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Metroid Prime will consistently burrow down into the Subchambers of the Impact&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Crater as you weaken her. Prime is vulnerable only to the beam which&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;corresponds with her current colour markings. When she is yellow, fire Super&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Missiles; when purple, fire charged Wave Beam blasts; when white, use your&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Ice Spreader; and when red, use charged Plasma Beam shots.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;Prime has a wide array of attacks. If you get too close she will swipe at you&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;with her claws, and if you get too fire away she will launch Multi-Missiles.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;So stay at a reasonable length and Prime will only breathe Huge Satellite&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Beams at Samus, and produce heat seeking Particle Balls... joy.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;In the first Subchamber Metroid Prime will only switch between yellow and&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;purple phases. In the purple phase all of Prime&amp;#39;s attacks will cause&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;interference to Samus&amp;#39;s equipment. Use the stalagmites as shields against&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;the huge beams. Each time you cause a significant amount of damage it will&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;lunge forward. After two it will bury down into Subchamber Two.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;There are three trenches in this chamber. Each time you hit it hard, quickly&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;roll into one of them so it charges over you and not through you. Prime will&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;now begin to produce the homing Particle Balls. The yellow phase Particle Balls&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;will disable Samus&amp;#39;s weapons for a short time, so make sure you lock on them&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;and dissipate them with charge beam blasts. Apart from new attacks, Metroid&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Prime will also now shift to white, in which most of her attacks freeze Samus&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;and the Multi-Missiles contain poison. After three big hits she will burrow&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;into Subchamber Three.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;This subchamber only has trenches on the lateral sides, so it&amp;#39;s harder to seek&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;cover when Prime charges. Prime will now use all colour phases; including the&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;red phase in which all her attacks engulf Samus in flames. There is no real&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;way of escaping Metroid Prime&amp;#39;s new Snare Beam, just make sure you flee before&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;she crushes you after bringing you in close. Four large hits she will burrow&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;down into the next subchamber.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;Subchamber Four only has one trench in the centre. Metroid Prime will now&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;change her colour phase rapidly, and charge to the other side of the room&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;without being heavily attacked. Once you bring her energy down to nothing,&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Metroid Prime will fall wounded into the lair below.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;--------------------------&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;Follow. From the fallen carapace, a strange Metroid will emerge with a&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;recognisable face. The true form of Metroid Prime, its core.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;M e t r o i d P r i m e - C o r e&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;-------------------------------------&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;In this form, Metroid Prime will constantly attack with Wave Quakes. These are&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;easily avoided with a simple jump, but you will tire easily and make mistakes.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Prime will also occasionally lunge at Samus, so keep your distance. Metroid&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Prime is immune to all weaponry apart from your Phazon Beam. To use it against&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;her, wait for her to generate a puddle of Phazon. Step in this puddle and you&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;will be able to produce a constant stream of Phazon infused cannon fire, so&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;lock onto Metroid Prime and fire away. Prime will also switch between&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;spectrums, from visual to gamma to thermal to visual, et cetera. So keep&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;switching to the corresponding Visor (Combat, X-Ray then Thermal) so you can&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;keep a track of her.&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font size=&quot;1&quot;&gt;After you&amp;#39;ve caused a small amount of damage to her. She will begin to generate&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;Metroids (normal, Hunter, and Fission) as she generates pools of Phazon. So lay&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;a Power Bomb to kill them before you step in the Phazon to attack Prime. After&lt;/font&gt;&lt;br&gt;&lt;font size=&quot;1&quot;&gt;a reasonably long battle you should send that bitch to whence she came.&lt;/font&gt;&lt;br&gt;&lt;/font&gt;&lt;hr size=&quot;1&quot;&gt;&lt;br/&gt;</description></item><item><title>Next Gen</title><link>http://cheatheroes.wetpaint.com/page/Next+Gen</link><author>WRAITH325</author><guid isPermaLink="false">http://cheatheroes.wetpaint.com/page/Next+Gen</guid><pubDate>Mon, 01 Oct 2007 10:17:44 CDT</pubDate><description>&lt;font color=&quot;#00ff00&quot; size=&quot;4&quot;&gt;&lt;b&gt;&lt;a href=&quot;http://cheatheroes.wetpaint.com/page/Wii&quot; target=&quot;_self&quot;&gt;Wii&lt;/a&gt;&lt;/b&gt;&lt;/font&gt;&lt;br&gt;&lt;font color=&quot;#00ff00&quot; size=&quot;4&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font color=&quot;#00ff00&quot; size=&quot;4&quot;&gt;&lt;b&gt;&lt;a href=&quot;http://cheatheroes.wetpaint.com/page/XBOX+360&quot; target=&quot;_self&quot;&gt;XBOX 360&lt;/a&gt;&lt;/b&gt;&lt;/font&gt;&lt;br&gt;&lt;font color=&quot;#00ff00&quot; size=&quot;4&quot;&gt;&lt;/font&gt; &lt;br&gt;&lt;font color=&quot;#00ff00&quot; size=&quot;4&quot;&gt;&lt;b&gt;&lt;a href=&quot;http://cheatheroes.wetpaint.com/page/PLAYSTATION+3&quot; target=&quot;_self&quot;&gt;PLAYSTATION 3&lt;/a&gt;&lt;/b&gt;&lt;/font&gt;&lt;hr size=&quot;1&quot;&gt;&lt;br/&gt;</description></item><item><title>CHOOSE YOUR DESTINY....</title><link>http://cheatheroes.wetpaint.com/page/CHOOSE+YOUR+DESTINY....</link><author>WRAITH325</author><guid isPermaLink="false">http://cheatheroes.wetpaint.com/page/CHOOSE+YOUR+DESTINY....</guid><pubDate>Mon, 01 Oct 2007 10:15:46 CDT</pubDate><description>&lt;font color=&quot;#00ff00&quot; size=&quot;4&quot;&gt;&lt;b&gt;&lt;a href=&quot;http://cheatheroes.wetpaint.com/page/GAMECUBE&quot; target=&quot;_self&quot;&gt;GAMECUBE&lt;/a&gt;&lt;/b&gt;&lt;/font&gt;&lt;br&gt;&lt;font color=&quot;#00ff00&quot; size=&quot;4&quot;&gt;&lt;/font&gt;&lt;br&gt;&lt;font color=&quot;#00ff00&quot; size=&quot;4&quot;&gt;&lt;b&gt;&lt;a href=&quot;http://cheatheroes.wetpaint.com/page/XBOX&quot; target=&quot;_self&quot;&gt;XBOX&lt;/a&gt;&lt;/b&gt;&lt;/font&gt;&lt;br&gt;&lt;font color=&quot;#00ff00&quot; size=&quot;4&quot;&gt;&lt;/font&gt;&lt;br&gt;&lt;font color=&quot;#00ff00&quot; size=&quot;4&quot;&gt;&lt;b&gt;&lt;a href=&quot;http://cheatheroes.wetpaint.com/page/PLAYSTATION+2&quot; target=&quot;_self&quot;&gt;PLAYSTATION 2&lt;/a&gt;&lt;/b&gt;&lt;/font&gt;&lt;hr size=&quot;1&quot;&gt;&lt;br/&gt;</description></item><item><title>XBOX</title><link>http://cheatheroes.wetpaint.com/page/XBOX</link><author>WRAITH325</author><guid isPermaLink="false">http://cheatheroes.wetpaint.com/page/XBOX</guid><pubDate>Sun, 30 Sep 2007 13:12:26 CDT</pubDate><description>There is no abstract available for this page revision.&lt;hr size=&quot;1&quot;&gt;&lt;br/&gt;</description></item><item><title>PLAYSTATION 3</title><link>http://cheatheroes.wetpaint.com/page/PLAYSTATION+3</link><author>WRAITH325</author><guid isPermaLink="false">http://cheatheroes.wetpaint.com/page/PLAYSTATION+3</guid><pubDate>Sun, 30 Sep 2007 13:03:12 CDT</pubDate><description>There is no abstract available for this page revision.&lt;hr size=&quot;1&quot;&gt;&lt;br/&gt;</description></item><item><title>Nintendo</title><link>http://cheatheroes.wetpaint.com/page/Nintendo</link><author>WRAITH325</author><guid isPermaLink="false">http://cheatheroes.wetpaint.com/page/Nintendo</guid><pubDate>Sat, 29 Sep 2007 10:03:12 CDT</pubDate><description>There is no abstract available for this page revision.&lt;hr size=&quot;1&quot;&gt;&lt;br/&gt;</description></item><item><title>Sony</title><link>http://cheatheroes.wetpaint.com/page/Sony</link><author>WRAITH325</author><guid isPermaLink="false">http://cheatheroes.wetpaint.com/page/Sony</guid><pubDate>Sat, 29 Sep 2007 09:18:38 CDT</pubDate><description>There is no abstract available for this page revision.&lt;hr size=&quot;1&quot;&gt;&lt;br/&gt;</description></item></channel></rss>