In Retro Studios’ sequel to Metroid Prime, Samus journeys to the Planet Aether, a world split into two dimensions of dark and light. As the war escalates between the planet’s inhabitants, the Luminoth and the Ing, our heroine is also confronted by a being called Dark Samus.
Metroid Prime 2 also features multiplayer deathmatch modes to add to the fun.
(Japanese title: Metroid Prime 2: Dark Echoes)
Note: This game was released on the Wii in Japan under the Wii de asobu (New Play Control) label, which were Wiimote-compatible ports of Gamecube games.
As sole composer of Metroid Prime 2: Echoes, Kenji Yamamoto expanded the aural universe established with Prime while giving Echoes a unique flavor. The 'swamp' feel from "Chozo Ruins (Main Plaza)" was expanded to the mournful cries of the masterful "Torvus Bog", and "VS. Space Pirates" returns with tribal intensity while 'Phazon clangs' punctuate "VS. Emperor Ing (Chrysalis)" (the "Spider" form contains homage to Metroid Prime's title theme). Echoes' originality shines through the neon Tron-scapes of "Sanctuary" with its tower chorale and poingnant electronic whistles, and the industrial clanging and insectile scritching of "Temple Grounds". The battle themes also stand out, especially "VS. Quadraxis", which oozes Ing goo punctuated by metallic rumbles, behemoth in size. The best by far, however, is "Title ~ Dark Echoes" with its haunting melancholic nostalgia, a longing to put right some mysterious loss. At the soundtrack's heart is the mix of light and dark, through the airy Luminoth themes and the Dark Aether themes. The latter emphasize atmospheric minimalism, containing distorted echoes of the Light Aether themes ruptured by static discharge and punctuated by the violent dischord of the Ing battles. Atmospheric, but not exactly easy listening.
To please longtime fans, Yamamoto-san arrange classic Metroid tunes, including "Silence" ("Item Room"), "Save Room" ("Tourian"), and "Splinter Hive" ("Gold Statue Room"). There's a watery arrange of "Brinstar Red Soil Swampy Area" in "Torvus Catacombs", the electrical "Multiplayer ~ Hunters" as the beloved "Brinstar Plant Overgrowth Area", and the heart-pounding "Escape" theme from Metroid 1. Finally, "Theme of Super Metroid" makes a pleasant return for the heroic Galactic Federation in "Last Stand".
Like Prime, Echoes contains lots of audio bugs. Once again, audio master extraordinaire PrimeBlue spent long, tedious hours removing them to create the clean audio heard below. I can’t thank him enough for making this the definitive version of the soundtrack. Note track titles have been changed from PrimeBlue's original listing to reflect their American names. The Echoes Demo soundtrack is below.
Most of the demo tracks are identical to the final versions in Echoes. The main exceptions are the "Landing Area", which is an original 'ruins area' type theme similar to the Chozo Ruins from Prime, and a unique "End Jingle", which is a shortened version of "Record of Samus". The demo also contains the Prime version of the Elevator Room theme. The demo was recorded through line-in. Audio tracks were not normalized, but retain their relative in-game volume.
v2.00 by Oy, 06.23.05
UNLOCKING HIDDEN FEATURES
Here’s how to get all the secret unlockable content in Metroid Prime 2: Echoes
- HARD MODE: Beat the game on Normal.
- PROMOTIONAL GALLERY: Get 40% of the Log Book scans.
- CHARACTER GALLERY: Get 60% of the Log Book scans.
- CREATURE GALLERY: Get 80% of the Log Book scans.
- BOSS GALLERY: Get 100% of the Log Book scans.
- ROUGH SKETCH GALLERY: Complete Metroid Prime 2: Echoes on Normal Mode.
- STORYBOARD GALLERY: Complete Metroid Prime 2: Echoes on Hard Mode.
- ZERO SUIT ENDING: 75% Item Collection Rate.
- DARK SAMUS ENDING: 100% Item Collection Rate.
UNLOCKING MULTIPLAYER FEATURES
You can unlock music tracks and two multiplayer arenas as well by playing through the single player mission:
- DARK ECHOES: Complete the Game
- DARKNESS: Complete the Game
- LUMINOTH: Talk to U-Mos
- PIRATE FEAR: Restore Energy to Agon Temple and talk to U-Mos
- TORVUS BOG: Restore Energy to Torvus Temple and talk to U-Mos
- SANCTUARY: Restore Energy to Sanctuary Temple and talk to U-Mos
- PIPELINE ARENA: Restore Energy to Torvus Temple and talk to U-Mo
- SPIRES ARENA: Restore Energy to Sanctuary Temple and talk to U-Mos
If you wish to go for 100% of the Log Book scans, it’s important to realize that there are a fair number of items that you have only a limited number of chances — in some cases, only one — to scan, and that you won’t have the ability to return to later. Following is a list of scans that must be obtained when you first encounter them.
Bosses & Guardians
To start off, the Bosses and Guardians you encounter in this game are all (obviously) one-time scans. Some bosses (like Quadraxis) have multiple body parts that you fight, so make sure you are very thorough while scanning these formidable foes.
Here is a list of all the boss scans in the game:
Alpha Splinter & Dark Alpha Splinter
Alpha Sandigger & Bomb Guardian
Amorbis (2 scans)
Dark Missile Trooper
Chykka (3 scans & Chyklings)
Power Bomb Guardian
Caretaker Class Drone
Quadraxis (4 scans)
Emperor Ing (3 scans)
Dark Samus (3 scans)
found in: Landing Site
Scan this right at the beginning of the game; it will change when you progress later.
found in: Battleground
One of the most-missed scans in the game. Scan the doors when you fight the Warrior Ings on in the area where you find the third Dark Key in Dark Agon Wastes.
found in: Feeding Pit Access
When you’re going through the Dark Agon Wastes, you should easily encounter this enemy.
Flying Ing Cache:
found in: Various
These invisible creatures contain the keys to enter the Sky Temple. There are nine of them, so you have nine chances to scan a single one. They are scannable after becoming visible.
GF Gate Mark VII
found in: Dynamo Chamber and Trooper Security Station
You can easily encounter this while in the Temple Grounds, but be sure not to blow them up before scanning them.
found in: Sky Temple Gateway
Scan the nine clues to finding the temple keys before placing them into position.
Growler Class Turret
found in: Trooper Security Station
Be sure to scan this turret before destroying it in the Temple Grounds.
found in: Dueling Range
These only appear briefly in Dark Agon Wastes. They no longer appear once Space Jump Boots are acquired.
found in: Various
Pirate Troopers are plentiful, as you will have many encounters with them. However, they will not return once you’ve destroyed them all.
Vigilance Class Turret
found in: Central Mining Station
You can only scan these when the Space Pirates are using them against you. You will encounter them in Agon Wastes.
found in: Torvus Lagoon
Shredders appear plentiful while trekking through the Torvus Bog. They will disappear once the Boost Ball is collected.
found in: Torvus Grove/Various
You will first encounter Pirate Commandos in the Torvus Bog, shortly after receiving Super Missiles. You encounter them elsewhere, but make sure to scan them when you can because they will not respawn.
found during: Chykka battle
These will attack you during your battle with Chykka, so don’t forget to scan them then.
found in: Hall of Combat Mastery
You will awaken several Ingsmashers while you battle through the Sanctuary Fortress. However, once they’re gone, they’re gone for good.
Dark Quad CM and Dark Quad MB
found in: Sanctuary Temple and Quadraxis battle
These can be found first in the at your first visit, or while fighting Quadraxis. No other times.
ITEM AUDIO CLUE
Just like in Prime, you’ll notice a low, ominous, droning sound fade in and out as you move around. At first you may think it’s an environmental sound effect, or an annoying piece of avant-garde background music, but in fact it’s an audio clue that an item (a Missile, Energy Tank, Power Bomb, or any major upgrade) is nearby. Pay attention to this sound and use it to tell if you are “hot” or “cold” in relation to the item, even if it’s hidden behind a wall or inside an object.
101% ITEM COLLECTION RATE (via GameFAQs)
In GMFC Compound, a cutscene is supposed to occur, and then you blast a yellow crate and recieve the Missile Launcher. However, right before the “invisible wall” leading to activate the cutscene, there is a boot shaped formation. Jump onto it, and you will be propelled onto the ledge above, allowing you to skip the activation of the cutscene and go straight to the Missile Launcher. After getting it and then activating the cutscene, glitchingly, the yellow crate reapperars, with ANOTHER Missile Launcher. Collect this as well, and the remaining 99 items in the game will allow you to have 101% items at the end of the game (But your Missile count won’t go over 255).
FLOATY JUMP (via GameFAQs)
This glitch is found during the Chykka boss fight. First, make sure you are in the water when breaking the last strand off the cocoon. After the cutscene, you will be on land, but when you jump you get an anti-gravity lift that lets you jump incredibly high. The reason for this is the game still thinks you are in water, so your jumps carry you farther. The disadvantage is, if you touch any water, the effect wears off. Apparently, you must be in dark water when a cutscene occurs to activate this, therefore, the Chykka battle is the only place to activate this glitch.
JUMP GUARDIAN TRICK (via GameFAQs)
After entering the judgement pit, don’t enter the light sphere in the middle yet. Instead go around the room and jump up to a light beacon to the right of the door, and aim towards the green door across the room. Then begin firing in front of the Luminoth statue’s face and, if done correctly, your shots should be stopped in midair by the Jump Guardian (he’s invisible until the fight begins). You can shoot him as much as you like and when you start the fight he will start with that much damage! (You can’t kill him before the fight begins but you can get him to the point where 1 shot kills.)
NO DAMAGE FROM BOTTOMLESS PITS (via GameFAQs)
In the room called “Windchamber Gateway”, look for a piece of metal that links the side of the room with the Power Bomb door to the platform with an Energy Tank. Jump onto this metal and you will respawn back where you started, but you will notice that you didn’t take any damage. You won’t be harmed by bottomless pits.
Note: This glitch wears off when you go to a different level, turn off the game etc.
SKIP THE DARK SUIT (via GameFAQs)
You need to be an extremely good player to beat the game without the Dark Suit, but there IS a way to pass it up, as well as nearly the entire Agon Wastes segment of the game. You can move on to Torvus Bog as soon as you get your translator updated for amber holograms and acquire the Space Jump Boots. Retro put a failsafe in the Abandoned Base in Dark Aether. That is, your energy drains a lot faster in that room unless you have the Dark Suit. However, there is a shortcut in this room that will allow you to reach the portal within seconds of entering the room.
Once you enter the Abandoned Base, strafe along the right side of the room. Just before the Ingclaw, there are two flat rocks up against the right wall with a small crack between them. Jump in this crack to get a small vertical boost that will propel you just high enough to space jump onto the platform with the portal. From here, you can enter Torvus Bog and continue with the game.
Metroid Prime 2: Echoes follows in its predecessor’s footsteps and has three different endings. The ending you receive is dependent on your item % completion at the end of the game.
Item Collection Rate
|Best Ending (Suitless Samus bonus scene & post-credits cutscene)||100%|
|Second Best Ending (Suitless Samus bonus scene)||75%-99%|
|Fair Ending (no bonus)||<75%||N/A|
As the official guide from Nintendo Power, this guide gives players a step-by-step walkthrough of Echoes’ intricacies while managing not to spoil any of the story. Complete with maps and great pictures, this guide helps you stay on track even if you get lost in the dark. (See what I did there?) Plus the cover is shiny. Who doesn’t like shiny covers?