Metroid Prime 2: Echoes throws you into the boots of bounty hunter Samus Aran on the alien world of Aether. You’ll navigate treacherous, dual-reality environments, master alien beam weapons like the Echo Visor and Dark Beam, and engage in intense combat against menacing creatures and bosses. This single-player adventure on GameCube and Wii is a challenging exploration experience focused on acquiring new gear and uncovering the planet’s dark secrets.
This guide is your essential companion for a 100% playthrough. We cover every collectible, energy tank, and beam weapon acquisition, ensuring you don’t miss a thing. Detailed walkthroughs will guide you through the most challenging boss fights and treacherous areas, helping you survive the Echoes of a dying planet and master the alien worlds of Aether.
== 8. Samus' Toolkit:
Explore Samus Aran's extensive toolkit in Metroid Prime 2: Echoes. Learn about Power Suit upgrades, Morph Ball enhancements, movement abilities, visors, and beam weapons.
The Power Suit, a Chozo exosuit that raised Samus, provides life support and defense. It's modular, allowing for new upgrades. While many items are lost after an Ing attack, the Varia Suit, Morph Ball, and Charge Beam are retained.
Armor Enhancements
- VARIA SUIT: Increases defense and heat resistance. Takes 6 damage/sec from Dark Aether, 12 damage/sec from Dark Vapor/Ingstorm.
- DARK SUIT: Luminoth technology reducing Dark Aether atmospheric damage to 1.2/sec. Ingclaws and Ingstorm inflict 6 damage/sec.
- LIGHT SUIT: Luminoth technology powered by the Light of Aether. Resistant to all Dark Aether atmospheric effects, allows submersion in Dark Water, and uses Luminoth Energy Transports.
Morph Ball Enhancements
- MORPH BALL BOMB: Default Morph Ball weapon. Limitless supply, can use three at a time.
- BOOST BALL: Charge kinetic energy for a burst of speed. Longer charge equals longer boost. Useful for half-pipes and Spider Ball tracks.
- SPIDER BALL: Magnetically charges the Morph Ball to travel on magnetic rails. Press B to launch from tracks.
- POWER BOMB: Strongest Morph Ball weapon, destroys dense materials like Denzium and vaporizes enemies. Opens yellow Power Bomb Doors. Can be expanded with Power Bomb Expansions.
Movement Enhancements
- SPACE JUMP BOOTS: Grants a double jump activated by pressing B a second time in the air.
- GRAPPLE BEAM: Allows latching onto Grapple Points to swing across areas. Press and hold L while looking at a Grapple Point. Cannot lock onto enemies.
- GRAVITY BOOST: Allows normal movement in water and a third "boost" jump underwater. Press B a third time after Space Jumping.
- SCREW ATTACK: Allows lengthy travel across gaps. Press B a third time after jumping while holding Forward. Can chain up to 5 jumps. Allows jumping off electrically-charged walls.
Visor Enhancements
- SCAN VISOR: Collects data and activates devices. Cannot fire while in use.
- DARK VISOR: Allows seeing interdimensional objects highlighted red and tracking dark enemies.
- ECHO VISOR: Uses echolocation to interact with Luminoth sonic security systems.
Beam Weapon Enhancements
- Beam weapons now have a limited ammo system, with a base capacity of 50, expandable to 250 with Beam Ammo Expansions.
- DARK BEAM: Fires dark energy shots that open Dark Doors/Portals.
== 8. Walkthrough:
Detailed walkthrough for Metroid Prime 2: Echoes, covering all objectives, items, and scans. Follow the developer-intended route with efficient item acquisition and clear mission segments.
This guide section provides the core walkthrough for Metroid Prime 2: Echoes. It has been revised from a single, potentially confusing walkthrough to a more structured approach, incorporating elements of speedrunning efficiency while still ensuring all scans and items are collected. The walkthrough follows a routed path, meaning items are acquired when convenient within the overall progression, rather than immediately upon discovery, unless required for ammunition. This generally adheres to the developer-intended route with minor pathing adjustments for conciseness.
The walkthrough is divided into subchapters corresponding to the game's main segments, such as Temple Grounds and Agon Wastes. Each subchapter covers all primary objectives for that area, including necessary excursions to other locations if they serve the main route. Trips between areas will be marked with "Mission Outlook" prefaces detailing objectives, items, and scans.
LOG BOOK ENTRIES:
All necessary scans for Log Book completion are annotated upon first encounter. One-time scans are marked with asterisks (*), and limited-time scans with double asterisks (**). Lore Scans are numbered and annotated with their type and a tracker (e.g., "[LUMINOTH LORE: "TITLE" (01/41)]").
ITEM NUMBERING:
Key items for percentage completion (Translator Modules, Energy Tanks, Beam Ammo Expansions, Missile Expansions, Power Bomb Expansions, and Suit Items) are bracketed and capitalized, showing the current count versus the endgame total and a percentage tracker (e.g., "[ENERGY TANK (01/14) - 2%]").
The walkthrough begins after Samus arrives on Aether and experiences her ship's crash landing.
9A. Temple Grounds
This initial section covers the game's beginning, introducing the conflict on Aether and concluding with the first journey to Agon Wastes.
Temple Grounds
MISSION OUTLOOK
OBJECTIVES
1. Investigate area and locate members of GFMC Trooper Squad Bravo.
ITEMS
1. Upgrades: Missile Launcher
2. Expansions: None
3. Keys: None
LOG BOOK
1. Scans: Samus' Gunship, GF Gate VI, Worker Splinter, Bomb Slot, Dark Trooper, Splinter Cocoon, Green Kralee, GF Bridge, GF Gate MK VII, *Growler Class Turret*, G.F.S. Tyr, Dark Splinter, Kinetic Orb Cannon, War Wasp, War Wasp Hive
2. Lore
- GFMC: "GSGT C. Benet", "SPC B. Reevs", "PFC M. Veroni", "PFC L. Brouda", "SPC M. Angseth", "CAPT A. Exeter", "LCPL J. Brode" "PFC G. Haley", "PFC S. Milligan", "SPC F. Triplette", PFC I. Crany", "PFC E. Denys"
- Pirate: None
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