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{{Header Nav|game=Metroid Prime 2: Echoes}}
{{Header Nav|game=Metroid Prime 2: Echoes}}
The Galactic Federation has called on Samus to do them a favor yet again-a frigate and the marine group on-board suddenly stopped making contact about 8 days ago while patrolling space around the rogue planet Aether. Of course, the investigation doesn't exactly start off smoothly-Samus' Gunship is heavily damaged while heading through an atmospheric storm en route to the planet's surface.
The Galactic Federation has called on Samus to locate Trooper Squad Bravo who lost contact 8 days ago while patrolling space around the rogue planet Aether. But Samus' Gunship is heavily damaged while heading through an atmospheric storm en route to the planet's surface and crash lands inside a building.


The game starts you off in '''Temple Grounds''', which serves as the game's hub world. Right now, you're going to have to proceed along a relatively linear course to the Main Temple.
==Temple Grounds==
You start in '''Temple Grounds''', which serves as the game's hub world. The first part is a training area, or really a warm up area since it's likely you've played the previous game in the series. You proceed along a relatively linear course, but there are some surprises on the way.


===Landing Site===
{{sidebar
|float=right
|width=250px
|title=Logbook
|contents=
:Samus's Gunship
}}
You take control of Samus on top of her '''Gunship''', which you should scan right away for a Logbook entry. Stepping into the blue circle on top of the ship will allow you to save your game, as well as restoring all of your health and ammunition, which will come into play later in the game. Right now, however, your only weapons are the '''Power Beam''', an unlimited-ammunition weapon that trades strength for a high rate of fire, the '''Charge Beam''', a more powerful weapon which takes time to charge, and '''Missiles''', high-explosive weapons that run on an ammo system. At the moment, you can carry 5 of these maximum. There's a purple crystal to the left of the ship, but you can't interact with it yet.


== Starting Off ==
After you get used to the interface, locate the webbing blocking the passage in front of the ship. To get through, lock on to and blast the green orbs in the center with your Power Beam, then shoot the door to proceed.
You take control of Samus on top of her '''Gunship''', which you should scan right away for a Research entry. Stepping into the blue circle on top of the ship will allow you to save your game, as well as restoring all of your health and ammunition, which will come into play later in the game. Right now, however, your only two weapons are the '''Power Beam''', an unlimited-ammunition weapon that trades strength for a high rate of fire, and '''Missiles''', high-explosive weapons that run on an ammo system. At the moment, you can carry 15 of these maximum. There's a purple crystal in the room, but you can't interact with it yet.


After you get used to the interface, turn towards the blue door behind the several layers of webbing. To get through these, lock on to and blast the green orbs in the center with your Power Beam, then shoot the door to proceed.
===Hive Access Tunnel===
There is a fork in the passage, but the left path leads to a wall with the Violet hologram which can't be opened. So head right where you will jump down into a hole.


== Command Center and Splinter Hive ==
===Hive Chamber A===
After exiting the Landing Site, you'll find yourself at a crossroads. The wall with the Violet hologram cannot be interacted with yet, so jump down the hole to the right, where you'll find yourself outside what appears to be a small Federation base.
{{sidebar
|float=right
|width=250px
|title=Logbook
|contents=
:GF Gate Mk VI
}}
The room is filled with a green gas, namely a type of industrial-grade pesticide, which explains the large pile of dead insectoid creatures around the room. The crates here are Federation supply crates which you can destroy to refresh your supplies. Get a scan of the gate for the Log, then scan the Interface Module, the small box with a rotating hologram displayed on it. These are used to activate machinery throughout the game, so make sure to scan them whenever possible. After scanning the module, blast the two red circles that appear above the gate to proceed.


=== Hive Chamber A ===
In the next hallway, you'll have to turn to your right to scan another Interface Module to cause the cargo pod gate to recede. Scan the computer displays in the next section to learn about what's been happening here. The Marines had a makeshift base here and fought the native life forms called "Splinters". Step into the '''Map Station''' to download a partial map of the area. Destroy the webbing in the same manner as before to proceed to the next room.
The room is filled with a green gas, namely a type of industrial-grade pesticide, which explains the large pile of dead insectoid creatures around the room. Scan around to get some info, including the '''Galactic Federation Crate''', '''Heavy Galactic Federation Crate''', and '''GF Gate Mk VI''' research scans, then scan the Interface Module, the small box with a rotating hologram displayed on it. These are used to activate machinery throughout the game, so make sure to scan them whenever possible. After scanning the module, blast the two red circles that appear above the gate to proceed.


In the next hallway, you'll have to turn to your right to scan another Interface Module to cause the cargo pod gate to recede. The other open area of this room contains a few more scans, but nothing that will be recorded in your logbook. This includes the '''Map Station''', which is no longer classified as a research scan. Step into it to get an overview of the path ahead of you, than destroy the webbing in the same manner as before to proceed to the next room.
===Hive Tunnel===
{{sidebar
|float=right
|width=250px
|title=Logbook
|contents=
:Worker Splinters
}}
This is a small passage with Worker Splinters, the first "enemies" in the game. They're harmless and  power beam shots will quickly clear them. What's more worrisome is that they are feeding on what's left of the Marines; they're now just corpses dangling from the ceiling.


=== Hive Tunnel ===
===Command Chamber===
This is a small room, however it does contain a large amount of '''Worker Splinters''', the first "enemies" in the game. Although they are a Creatures logbook entry, they're harmless. If you do want to take care of them, a power beam shot or two will put them under.
{{sidebar
|float=right
|width=250px
|title=Logbook
|contents=
:GSGT C. Benet
:SPC B. Reevs
:Bomb Slot
:Dark Trooper
}}
Scan the corpses on either side of the room for Logbook entries. There is a Interface Module next to one of them, but its power supply is off. Switch to Morph Ball to get under the large gate, head into the tunnel on the right, and use a bomb to clear the gate part way through. In the small room at the end, scan the Bomb Slot for the Logbook and activate it. (Drop a bomb and let it explode to propel you into the slot, then drop another bomb to activate the slot.) This restores power to the Interface Module in the first section, but it will also awaken several '''Dark Troopers''', the game's first true enemies. They are actually the reanimated corpses of the Marines you just passed. Fortunately, whatever are controlling them aren't good shoots, but when they do hit they can do decent damage. Use the Charge Beam to take them down so you'll draw in the pickups they leave behind. Head back to the main room to fight more of the Dark Troopers, then scan the Interface Module. This opens the gate but releases yet more Dark Troopers.


=== Command Chamber ===
===Hive Storage===
Upon entering this room, get out the Scan Visor. Two of the corpses in this room contain '''Lore''' entries for your logbook. After recording them, find the small Morph Ball tunnel and roll through it to find a '''Bomb Slot''', which is also a Logbook entry. While in your Morph Ball, lay a bomb and let it explode to propel you into the slot, then drop another bomb to activate it. This will allow you to use the Interface Module in the first section of the room, but this action will also awaken several '''Dark Troopers''', the game's first true enemies. They're inaccurate and can be put down by a few power beam shots or a single charge shot, but when they do hit, they can do decent damage. Knock them down, then scan the module to cause the pod gate to retract, revealing several more Dark Troopers. Fight your way through them to the door behind the gate.
There's not much of interest in this room. If you took a beating against the Troopers, blow the crates to get energy and ammunition restore power-ups. If not, just jump over the ones blocking the way.


=== Hive Storage ===
===Hive Chamber B===
There's not much of interest in this room. If you took a beating against the Troopers, blow the crates to get energy and ammunition restore power-ups, but otherwise proceed through the next door.
When you enter this room, you'll notice a mysterious figure entering an interdimensional rift. Follow the figure through and you'll watch a cinema showing it absorbing some phazon, and then a horde of creatures stealing Samus' items. Afterwards, you'll be left with your basic Varia Suit, Power Beam, Charge beam, Morph Ball, Combat Visor, and Scan Visor. (In the first game your Charge beam and Morph Ball were taken as well as you escaped the frigate, so consider yourself lucky this time.)


=== Hive Chamber B ===
You'll get everything you lost back in due time. There is a solid wall blocking the passage forward, but if you shoot the green orbs on the right you'll open a Morph Ball tunnel to duck through.  
When you enter this room, you'll notice a mysterious persona standing in front of an interdimensional rip before entering it. Follow the figure through and you'll watch a cinema depicting it attacking and a large horde of creatures-Ing-stealing Samus' items. Afterwards, you'll be left with your basic Varia Suit, the Power Beam(Charge beam included), Morph Ball, Combat Visor, and Scan Visor. You'll get everything you lost back in due time, but for now, duck through the Morph Ball tunnel to the right and press on.


A quick note for later in the game: This portal will NOT reappear. It can only be used once.
A quick note for later in the game: The portal here will NOT reappear; it can only be used once.


=== Hive Chamber C ===
===Hive Chamber C===
This room contains another squad of Dark Troopers. Deal with them as you wish, then use the '''Save Station''' in an adjacent room. This will save your progress and restore all your energy, but not your ammunition. Be sure to scan it for another Research entry, then go through the other door.
This room contains another squad of Dark Troopers. Deal with them as you wish, then go through the door behind the crates on the far wall.
 
===Save Station===
Use the '''Save Station''' to restore your energy, but not your ammunition. Go back and continue to the next room.


=== Hive Transport Area ===
=== Hive Transport Area ===