Metroid Prime 2: Echoes/Spider Ball

Great Temple
It's time to explore the next and last new area of the game. It's larger and more complex than the previous area, so getting around will take longer in general now.

Temple Sanctuary
Scan the door with the Emerald hologram and go through. This is actually the door you first used to enter the sanctuary near the start of the game, but it closed behind you then and was locked until you got the Emerald translation module in Torvus.

Transport A Access
The floor under the Save Station is slightly transparent and you might notice a Missile Expansion below. To reach it, use a Morph Ball Bomb to clear the Talloric rock to the right, then go down the ramp behind it.

Sacred Bridge
Continue back to the Sacred Bridge following the same route you took to the Great Temple near the start of the game. This is where you would get stuck if you tried to go this way earlier. There is a portal in the Sacred Path on the way, but it's a dead end for now.

There is a drawbridge blocking the way forward. To unlock it, switch to the Dark Visor and locate the five spots above the door to the left and right. Use the Seeker Launcher to target all five spots and fire, just as you would do to open a Purple door. When you hit all five, the drawbridge lowers; this not only opens the passage, but creates a convenient way of hopping over the pit below.

GFMC Compound
This is the your first time back to visit the GF landing site in a while, and there are Space Pirate infesting the place now. so clear them out so you can explore again. If you check inside the ship you may hear a pickup nearby, but it's pretty well hidden. Get to the ledge with the Yellow Door and stand near the tunnel that leads to the next ledge. Do a running jump from there to land on nose of the ship; this may take a few tries since you have to time the jump just right. Once on the nose of of ship, walk along the top to find the Missile Expansion on the other end.

When you're done with that, scan the Emerald hologram and go through. The remaining exit, Trooper Security Station, is still a dead end for now.

Fortress Transport Access
You are attacked by a new type of turret, so get a scan and shoot it with Missiles until it's destroyed. Continue through to fight another turret, the get the history scan near the exit.

Transport to Sanctuary Fortress
Scan the control panel to activate the lift.

Transport to Temple Grounds
Continue to the next room.

Temple Transport Access
Defeat more turrets and scan the control panel to open the doorway. In the next section there are Serenity Drones crawling on the wall; these are harmless but you may want to harvest some refills from them. At the end is a Spinner which opens a second doorway so you can reach the exit.

Sanctuary Entrance
This is a long bridge serving as a gateway to the main part of the area; you get a short overview when you enter.

When you're about half-way across the bridge, a number of Pirate Commandos materialize and you have to battle it out with them. Don't fire when they pull out their shields since your shot will just bounce off. With a bit of luck you can take some of them out by firing Missiles at the Phazon containers on the bridge, they have to be close to the container for this to work though. The doors unlock when you've won the battle.

Power Junction
There are small drones guarding the passage here; get a scan and either defeat them or step around them. If you shoot them with the Dark beam a whole group will immediately blow up without a trace.

Reactor Access
Switch to Dark Visor here and look for the spots to aim the Seeker Launcher as at the Sacred Bridge. This opens the gate to the next room, but also releases a new drone called the Rezbit. This has an attack where it fires at you, another where it hacks your suit so you're forced to do a system reboot (follow the directions on the screen), and when it's not attacking it usually puts up a shield which prevents you from hitting it. A Super Missile with a few regular Missile will take it out if you shoot when the shield is down, but if you have the ammo it's better to freeze it with the charged Dark beam and finish it with a Missile.

Jump up to the gate, which is now a ledge, and continue.

Reactor Core
At this point the path diverges and this room serves as a kind of hub for the area. When you enter, you see a new type of drone, but it's actually two drones in one so there are two scans. The best way to take it out is to first fire a Super Missile at the head. When that's gone, wait from the body to start spinning and ram it using the Boost Ball. This stuns it for a bit and you can then bomb its vulnerable underside.

The main path forward is through the central part of the room, but first blast open the Red door on the right.

Save Station A
This is a good place to save since it's been a while.

Reactor Core (cont.)
Go into the central part of the room and start scaling the ledges around the wall, defeating more Rezbits as you go. Go through the Blue door when you reach the top ledge.

Minigyro Chamber
Scan the device with the holographic rings to get a code key needed to get through; a good mnemonic is "aMber cObalt cRimson Emerald". Continue into the Morph Ball tunnel on the left and activate the bomb slots in the same order (yellow blue red green for people who are used to the usual color names). Wait for each of the gyroscopic rings to lock into place before activating the next bomb slot. When they're all locked you can roll through the enter to reach the exit.

Hall of Combat Mastery
There are more Quad pairs here; it's an especially good idea to get the heads first now since if you get the bodies first the heads can escape and come back with spares.

There is more going on here but you can't do anything about it quite yet, so continue to the portal and use it.

Culling Chamber
There are three ways out of this room, but the far exit is pretty much a dead end for now. Start by making a sharp right to the door nearest the portal.

Hazing Cliff
Start by defeating the Dark Tallon Metroid lurking here; a few Missiles should do the trick. Follow the ledge on the left to a tunnel and use charged Light blasts to defeat the drones inside. Then go in and collect a Missile Expansion. That's all you can do here so go back.

Culling Chamber (cont.)
Follow the hall for a bit and go through the Black door on the right.

Central Hive East Transport
Scan the control panel to activate the lift and use it.

Hive Dynamo Works
The ledge here is a point of no return, in other words once you jump off you won't be able to get back without the Spider Ball. There is a chasm ahead and you can use the grapple beam to get across, but first clear the Nightbarbs so they don't knock you down.

The White door here turns out to be a dead end for now, but there's a portal here too. It's behind a force field though and it get through you need to turn around, switch to the Dark Visor, and shoot the red targets on the opposite wall using the Seeker Launcher. If some of the Nightbarbs have respawned already then clear them out first so they don't get caught in the launcher's targeting. When the force field is gone, go ahead and use the portal.

Dynamo Works
Don't head back toward the lift unless you want to fight more quads; you won't be able to use it anyway. Instead, continue through the Black door.

Dynamo Access
The Light version of the Diligence Drone is here; you can take it out with a single Dark beam shot. Then move forward to a spot where you must roll under the floor in Morph Ball form. This section is guarded by Mechlops, this game's version of the Triclops. In case you don't remember from Metroid Prime (or never played it), you need to drop a bomb in front of one so it will swallow it. It's easy enough to just dodge them though. When you get through there is another drone and the exit.

Main Gyro Chamber
This is a large room, but you can already see what you're heading for, the White door visible through the green wall in front of you. Ignore the lift on the left and start through the Morph Ball path on the right. Follow this to a second section, then follow another Morph Ball path to a third section. Blast open the Red door here.

Save Station B
You might want to save now, but it's not needed much since soon you'll want to come back again to save anyway.