Environmental Station Alpha

Environmental Station Alpha

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Environmental Station Alpha Quick+Full Guide
By Oymon
This is a full guide Environmental Station Alpha, including a Quick-Reference section for those who don’t want spoilers!
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Introduction
Hi there all!

So, after playing this game myself, I did find it surprising that someone hadn’t already made a guide for this game. So I set upon the task myself, to help all those that might find themselves a little lost in the game.

I’ve deliberately made two sections to this guide; a Quick Reference Guide for those who just want a small helping hand without any real spoilers, and a fully detailed guide that tells you how to get from A to B to C all the way to the end boss and beyond!

NOTE: While I was planning to finish this guide to the max possible content, external factors have made me busy. As such the guide is on-hold until I get more free time. However, the main guide (collecting all the items, beating all the bosses, and getting to the first end) is complete, as well as a bunch of post-game stuff, so I felt I should post it for those who are having trouble with the game to be able to use. I hope to be able to come back to this guide at a later date...

Hopefully you’ll be able to find what you need here, and if not, let me know and I’ll see what I can do...

Enjoy, and good luck!
Quick Reference Guide
All items and bosses are hidden under spoiler tags for obvious reasons. Hover over each one in order down the Main Section to find the last thing you did and then look at the next one. This will hopefully avoid spoilers you don't want. It lists the Items and Bosses in the order you collect/fight them respectively, with the Optional Items that aren't necessary for beating the game and the Health Tanks listed separately at the bottom.
A Note on Map Coordinates: The Map in ESA starts at 0, not 1. Take this into account when working out the location of your next objective. You can see your current coordinates in the top-left corner of the Map Screen if you need them.

- Main Section -
This part takes you through the flow of the game from the beginning to the end credits.

Boss: Class C Guardian
Location: 13-05


Boss: Queen Beatle
Location: on: 14-12


Item: Jump Booster
Location: 13-13


Boss: Scrapping Unit
Location: 28-10


Item: Hookshot
Location: 26-10


Item: Teleporter Access
Location: 11-19


Boss: Goliath Jelly
Location: 01-16


Item: Propeller Upgrade
Location: 01-20


Item: Charge Shot
Location: 00-08


Boss: Serpent 5
Location: 02-09


Boss: Overgrowth
Location: 08-03


Item: Dash Booster H
Location: 05-03


Boss: Class D Guardians
Location: 12-16


Boss: Tomb Spider
Location: 24-01


Boss: Robed Statue
Location: 26-07


Item: Heat-Resistant Suit
Location: 25-08


Boss: Station AI
Location: 19-17


Item: Yellow Keycard
Location: 29-19


Boss: Plague Hive
Location: 31-19


Item: Dash Booster V
Location: 11-07


Boss: Security Overmind
Location: 15-21


Boss: Class A Guardian
Location: 20-05


Boss: Final Boss Sequence
Location: 18-09


- Optional Items -

Item: Map
Location: 19-12


Item: Triple Shot
Location: 15-04


Item: Plasma Field
Location: 03-15


Item: Supercharge Module
Location: 28-15


Item: Dash Booster X
Location: 22-12


- Health Tanks -

I’ll list the earliest point in the game where you can get the item with the required upgrades. Waiting until later can sometimes make them easier.

#01: 15-12
Earliest Point: After Class C Guardian


#02: 26-14
Earliest Point: After Hookshot


#03: 26-12
Earliest Point: After Teleporter Access


#04: 11-13
Earliest Point: After Teleporter Access


#05: 02-13
Earliest Point: After Propeller Upgrade


#06: 06-16
Earliest Point: After Dash Booster H


#07: 23-04
Earliest Point: After Dash Booster H


#08: 31-24
Earliest Point: After Station AI
Main Guide - Intro
Intro

This guide will take you through the main game from the beginning all the way to the first, primary ending of the game. It also included all the Health Tank locations to make the game as easy as possible.

Optional Items and Sequence Breaking
There are many opportunities to sequence break in the game; getting items ahead of time or just getting optional items that aren't required for beating the main game, but only if you have the knowhow, skill and a little bit of luck. That being said, doing so can often destroy your experience of a game and makes things too easy, especially on your first playthrough. As such, I’ll only be mentioning a few times when you can sequence break. They’re not required and there are likely a lot more options scattered throughout the game. The choice is yours.
Main Guide 01 - First Steps
Contents:
- Boss 01: Class C Guardian
- Health Tank 01/08
- Boss 02: Queen Beatle
- Item 01: Jump Booster
- Optional Item: Rough Map

‘So here it begins...
We could not use the Main Entrance because the generators are offline.
Be careful, though, because there are probably some backup engines running.
When you enter the station, we will no longer be able to contact you.
The first thing now is to turn the generators back online.’

Things start simply enough; head right through the door and in the corridor ahead use your gun to shoot your way through the brown-ish vines, as well as the two easy-to-kill enemies wandering around. Cross through the next room and then drop down in the room with the large screen in the background. Kill the little guy moving around and then access the console.
‘Power Generator Offline. Main Battery: 0/300
Searching For Backup...
Backup Found! Battery 121: 152/300
Do you want to turn the power back online?
Turning the power on...
...
Alert! Alert!
Unauthorized access detected!
Activating defence System...’


Boss 01: Class C Guardian
Right into your first boss!
This one is simple enough fortunately. The guardian will hover above you and fire down projectiles; just walk back and forth to avoid them. After several projectiles its hovering ability will cut out and it’ll drop like a brick. Once you see it doing this quickly stop moving to avoid getting hit when it thumps down to the floor. Once it’s floored, fire at the thing as fast as you can to knock off health. After a while it’ll rise back up and repeat the firing sequence.
Rinse and repeat to finish it off.


Once its dust, climb up the new steps on the left and leave the room the way you came in. Cross over the platform and...
‘Alert! Alert!
Sealing AI Mainframe and surrounding area...’

A quick explosion and lengthy drop later...
‘...
Yo# a#e too deep in#o the s#ation.
Thi# is our la#t me#sage.
Tr# to find ou# wh#t h#ppen#d there, a#d retu#n to us.
Fa#e##ll...’

Use the Save Point here (it’s the red tube-like thing) and then have a look at the console if you want to know about them. Once you’ve read it or not head left. Kill the enemy and head out to the left. Drop down the shaft here all the way to the bottom, and then head right. Blast the lower line of the green blocks, and then the top row, being sure to leave the middle so you can use it to climb up. Jump over the gap when you destroy the next set of green blocks and then drop into the water. Walk along the bottom, and at the far right end swim up and through the right door. In this room, kill the enemies and access the computer.
‘Security Computer Online.
Access level 2 granted.’

Now we can open some of the smaller security gates!
Head back left and into the water, kill the fish and then swim up and check the computer.
‘Access level sufficient.’
The yellow-ish gates will now open, so head through and up the steps into the room above. Head up the steps on the right and up onto the platforms and then across to the left. This will avoid the enemies below, but you’ll still have to deal with one. In the next room you can drop down with the block at the end of the little corridor you’re in. Once down, head back up the steps and through the door to the right. Head to right through this corridor, using the Save Point if necessary, and then continue right into the next room.
Go right and over the platforms, through the yellow gate and then down the steps. Drop down, and go down through the corridor out the right side of the room. Drop down this room to the bottom.

Health Tank 01
If you want to pick up this Health Upgrade before the up-coming boss, which is recommended, go right at the bottom of this shaft. In the next room, dropdown again, and head left where the S on the wall is. Keep an eye out for those as they mean there’s a Save Point nearby. Head inside and use the Save Point if you wish, but then blast the wall on the left side of the room. In this new room you’ll find the Health Tank. You’ll then need to make your way back to where we left off by going right, right, up and then left.


Head through the left door where and along the corridor inside, at the end of which you’ll spot what appears to be a Health Tank. But when you go to get it you’ll see that it was just a trap and you’ll drop down into a Boss Fight.

Boss 02: Queen Beatle
This boss is a little tricker then before, but if you picked up the Health Tank shouldn’t pose too much of a challenge.
First the Queen will stamp its feet on the floor, and if you’re in front of it you’ll get hurt, but you should be heading in the opposite direction as after it’s stomped its feet it’ll walk towards to. To avoid it you have to stand on the platform to jump over it. Once jumped, it’ll fly up into the air and release three little insects that will fly right at you, so fire up and kill them with a quick blast. After that it’ll hover around a bit more before dropping out of the sky. When it does this it’ll always announce with a little noise, so you easily predict when. At this point the face will become vulnerable, so stand in front of it and wail on it. Be careful however as it’ll fire off glowing projectiles in front of itself. Once it’s back to not taking any damage, quickly move away, as it’s about to start its cycle again by pounding on the floor. Just keep repeating the jumping, killing and zapping and eventually she’ll go down.


Phew!
Once she’s dead you can go right to the place where the Health Tanks was (if for some reason you didn’t get it the first time around) as well as the Save Point if you wish to heal up after the fight. The correct way to go however is to the left. You’ll fall through the floor into some water, but swim back out and we’ll finally have our first Upgrade!

Item 01: Jump Booster
Description: Allows for a second jump in mid-air.


After getting your new toy, head right to find a Save Point which you might need if you didn’t use the previous mentioned one. Continue right into the next room and jump across onto the pink mushrooms. Try not to fall down here as there’s an annoying bug enemy that’s hard to avoid; although the green things that dart from holes in the wall are annoying too, and also best avoided. Jump across the pink mushrooms and through the right exit at the top of the room. Here, climb up the small steps and then head left at the top. Use the Save Point to the left if you want (especially if you’re thinking of going for the Optional item below) and then climb this room and go right at the top. You’ll end up in a large room with green water, which is actually dangerous and shouldn’t be entered if you can at all help it...except...

Optional Item: Rough Map
Description: Shows the edges of the station and marks the Teleport Rooms.
You have the chance to get an optional item now, but doing so means you have to risk dying. To your right you can see the little steps going upwards. Once you reach the top on that’s on the right side of the room, you can jump off and drop down into the water, your momentum carrying your down faster and saving time. You’ll lose health quickly, but if you’re fast enough you can destroy the block down here and get to the Map. This item is totally option and can always be left for later in the game when you have more health. It’s up to you. If you do try this, head back to the previous Save Point before continuing on, as you’re going to need a lot of Health.
Main Guide 02 - Feeling The Heat
Contents:
- Boss 03: Scrapping Unit
- Item 02: Hookshot
- Health Tank 02/08

Either way, to get to the other side of the room you’re going to have to jump up the platforms and then jump to the far right side of the room to a safe place. Head on through and then you’ll need to shoot the barriers blocking your path to keeping going in the next room. In the room beyond that you’ll see a large pink lift, but we’ll use that later on. Continue right, make note of the Teleporter in the room and read the console.
‘It has been a week since the incident, and several sectors have become completely inaccessible.
The ocean dome sector is now completely flooded, and the volcanic sector is a molten hellhole.
However, I have got messages from crewmates trapped in the volcanic sector.
They say that they are stuck, but that there is a safe area on the other side of the sector.
Now we just need to figure out how to rescue them from there.’

We’re about to take a trip through the volcanic sector, and as you might imagine it’s too hot for you to really handle. As such you’ll be slowly losing health as we go. It’s not as fast as the acid, so don’t worry, and just move quickly and pretty much don’t stop moving right. Move right through the first corridor, avoiding the rocks that fall from the ceiling. Drop down at the end, and then continue right and slowly downwards avoiding the jet of flame along the way, through the door on the right, and then through one final corridor over some lava pits. Here you’ll find a likely much-welcome Save Point.
To the right is a room that is thankfully cool enough to not take damage in, and that you should go up, using the platforms and avoiding the jets of fire from the walls. Go left at the top and then use the conveyer belts in the next room to climb slowly upwards, being sure to avoid the traps that falls from the ceiling onto the belts. Once you’re a high as you can go, head right. Blast the walls away and then time your jumps carefully to get across the lava, destroying the wall opposite too. Once on the other side climb up the destructible platforms by only shooting one of the two avalible, avoid the flames, and reach the Save Point at the top of the room. Be sure to use it, as there’s a Boss incoming in the room to your left.

Boss 03: Scrapping Unit
This is the first boss that might legitimately cause you some trouble, and there are even two phases to the boss fight.
In the first half you’ll be fighting the Scrapping Unit itself. In order to damage it you have to hit the head, which is the bit with the glowing orb that likes to swing around a lot. It’ll attack you by creating energy balls that fly in a straight line towards you, creating two explosive balls that’ll home in on you, or generating a large ball of energy that slowly sinks to the floor and creates a shock wave that you’ll have to jump over. This is the harder of the two phases, as these attacks often overlap, leaving you precious little time to attack it. The trick is to keep moving, especially with the homing explosives. If you’re going to get hit, try to get hit by either the small balls or the explosives as they do the least damage and use the moment of invincibility to run through the shockwave. Aside from that just hammer the fire button at the head until you take half its health away.
In the second half you won’t be able to hurt the Scrapping Unit directly and will instead have to focus on avoid its attacks while you damage a glowing pillar at either end on the room. This is actually easier than it sounds if you’re able to get into an easy-to-handle rhythm. The trick is that it can’t hurt you with the explosives or the giant laser if you’re at the furthest left/right position of the room, right next to the entrance/exit. If you wait at either extreme end of the room until it fires off the two you-seeking explosives you can then run across to the far enough of the room. The large energy ball will get fired as you run across the room, but when the laser goes off you can hide at the far end, wait for the two explosives to hit the wall and then jump over the wave from the giant energy ball as you’re running back the other way. Whilst you’re doing all this avoiding you’ll notice that there’s a glowing pillar on one side of the room near where you hide. Whilst you’re hding you can shoot at it to damage the infernal machine. It’ll then move to the other side of the room where you just happen to be running to, so you can easily fit it into your avoidance rhythm. A few sweeps back-and-forth and you’ll be the one doing the scrapping!


We sadly can’t go back to the save point, so head left to find...

Item 02: Hookshot
Description: Allows you to swing from a point on the ceiling or even a wall!


You’ll need to use the hookshot to get up to the top of this room. Take plenty of time to practice with it, as you’ll be using it a hell of a lot throughout this game, and it’s a vital piece of equipment. One tip I can give you is that you can use the second jump given to you by the jump booster after using the hookshot to get a little extra height. Once you’ve practiced and gotten to the top of the room, head right and then drop down and shoot the wall here to access the Health Station to refill the damage that the Scrapping Unit did to you. The console above just tells you about the Health Station below, so you can use the air column on the left to get back up. Again, these are important, so take note. Once back up where you came into this room, use the hookshot to get across. Again, take your time and practice, getting this kinda thing right is invaluable. Once on the far side, drop down and go through the door on the right. Examine the console...
‘This is it. As I write this, there’s really no help for our group.
Although I highly doubt any human is safe on this station anymore.
The robots seem to all have gone on murderous rampages. And I can’t seem to shut them off!
I’ve heard that some scientists are trying to find out what’s going on over in the underwater sector.
Although even if they do, I doubt they’ll be able to stop the slaughter.
Still, maybe the data they uncover will be helpful for someone.’
Your map will then get updated with your next objective. Blast the white tiles on the floor here and you’ll drop down to the Save Point from earlier. Use it and then drop back down the room, shooting always the walls blocking your way back downwards and left. Drop down this room too and go right at the bottom, and then in this shaft drop all the way down to the very bottom. Here you can see a way out through the left, and you’ll need to use the hookshot followed by a second jump to get over the upper platform. It’s a bit tricky and my take a bit of trial-and-error, but it’s possible. In this room you’ll find a Teleporter and a Console.
‘These Teleports would be mighy useful if I actually had access to them!
Too bad I don’t have my access card with my anymore.
Furthermore, the rest are locked up rather far away.’
You’ll then have another point of interest added to your map with the location of the Teleporter Access Card, which we’ll be getting shortly. So while it’s useless now, visiting this room added a useful location to the map and will allow you to warp back here later, but there’s also something else too...

Health Tank 02
If you destroy the wall on the left side of the Teleporter room you can walk through. The spikes on the floor of this room will damage you, so you’ll need to hookshot your way across the room, avoiding the two enemies. One possible way is to get the enemies attention first, kill them, and then you can swing across the room unobtrusively. Again, this may take a bit of practice, but when you get the health Tank it’ll refill your energy anyway. Once you have it you can go back.
Main Guide 03 - Gaining Access
Contents:
- Item 03: Teleporter Access
- Health Tank 03/08
- Sequence Break: Dash Booster V

Leave the Teleporter room the way you came in and head back up, leaving through the door on the left to the Save Point. Use it and then prepare to run through the super-heated areas again. This time we’re always going to be going left, so race through the corridor ahead, over the lava pits and then do the same in the next room, using your hookshot to get over the large lava bit and into the room on the left. Here you’ll find its cooler in here and there’s also a Health Station, which you’ll likely need. Jump to and read the console.
‘These pink blocks have a strong current running through them.
This means that your hookshot cannot latch onto them.’

Certainly useful information. Drop down and swing across the lava pit, then beyond that swing up and into the next room, which has a Save point. Continue on and in the next room you’ll fall down a long shaft and have to go right. Jump across the gap, ignoring the creepy but harmless eyes in the background and you’ll find another currently-useless Teleporter. Don’t worry, we’ll be using it soon enough. The green console tells you about how the Teleporters work, basically that you need to have been in the room with one to turn it on, which is why I told you to go into that previous one. The blue console says...
‘The security system has gone completely haywire.
I can no longer access these teleporters, and thus I am stuck down here.
...I wonder if there are any others still on the station.’

Head back out of this room and drop all the way down the previous room. You’ll need to use your hookshot to get up to the exit to the left. Head down the next room, killing the enemies as you go, and then out to the left. Drop down the large hole in the floor in front of you, and at the bottom head right. Kill the enemies as you go along, using the Health Station if you want, and then drop down the hole at the end. Drop down and then head left, hopping over the platforms and killing the enemies. In the next room, shoot the little glowing orb above you to create a path to the Save Point in the next room. Continue left into the next room, and then swim over the water and through the left doorway opposite. In this room swing across the platforms, killing the enemies and once you reach the mushroom, kill it and then notice the platform up near the ceiling. You need to get up there, but when you get the very hard enemy at the back of the room. It’ll fire a powerful laser at you for heavy damage, and will take many hits to hit. Keep moving and jumping to avoid the laser whilst hitting it when you can. Once you kill it the wall will open up allowing you to pick up a new item.

Item 03: Teleporter Access
Description: Allows use of the Teleporters


Now that we can use the Teleporters we need to get to one!
Head back right and through the door. If you want, you can use the Save Point to the recover if you want, then head up the shaft to the top and go right. Work your way around this room and through to the right, and then through the next room, continuing right. You’ll be back when you first dropped down into this area, so go a little right and then jump up into the column of air to go back up. Head right here and then make your way past the enemies as you continue upwards. Once again, head upwards to the top of this shaft and then right to get back to the Teleporter from earlier. Use it and then go to the room above and a little to the right of where you current area, or 22, 11 using the coordinates at the top corner of your map.

Health Tank 03
While you could wait until later to get this Health Tank, getting it now will make the up-coming bosses easier to handle. There is a risk of death however, and also will require precise use of the hookshot, so be aware of that. If you want to go for it, we’ll be going back into the lava area. Because of the constant health loss, read through this section first to understand what you need to do. Head right, through this corridor as before and then drop down. This is the tricky part; before you run out of health you have to use the hookshot to swing across the roof of this room and up that little gap in the upper-right corner. This will require actually swinging up and then using the second jump to lift your up. It can take a lot of practice and, if you’re having trouble, you’ll have to exit into the safer room to the left side for a Health Station before making your way back to the Teleporter from earlier. If you do get it however, it’ll refill your health, allowing you to return to the large room and go right, along the corridor and to the Save Point. Then you can drop down to the Teleporter here and get back to where you were before. If you don’t want to get it now, I’ll point it out again later when it’s easier to give it a go.


Head left, past the elevator, through the small room beyond, and in the large room use the hotshot to get across the room and avoid the acid. Go through the door opposite here, and then in the next room head up, and use the hookshot to get to the room on the right, above the way you came into the room. In here you’ll find a Teleporter; you don’t need to use it, but visiting this room allows you to Teleport back here anytime you want, and that’s worth the small detour. Go back and head left, up the small path and then jump up the platforms, go through the small gate and out the left of the room. Walk along here and you’ll find a Save Point, which you can use as you wish.

Sequence Break: Dash Booster V
Description: Allows for a Quick Vertical Dash upwards or downwards.
Right now you have the option for a MASSIVE sequence break, by getting a late-game item early. It’s tricky to pull off, requiring you to actually damage yourself in order to proceed. Many of the sequence breaking tips for later will involve getting this item, so it is worth thinking about, and it does make the game almost laughably easy at some points. So if you get it or not is up to you.
If you want it, head left to that column of white tubes with the enemies crawling around in it.you can blast way the walls and floor of those tubes to make a series of platforms up to the room above. Here, go up and to the right. Standing against the right wall, face left with as little leftwards movement as you can, and then jump and fire off the hookshot. If you time it right you’ll get just enough swing to allow you to jump over the pillar with the yellow blocks in it. That was the easy part!
Move left, through the water but leaving the enemies alive. This part is tricky and will require both good timing and good luck. To get above the line of pink blocks you need to get hit by an enemy so you can jump higher. The little creature crawling around in the small section can be released, allowing you to time it right to jump, get hit and then use the second jump to get higher. It requires luck and not a small amount of patience.
Now a slightly easier part. Once again you need to use that wandering enemy to get up onto the pink block in the same manner as before. Jump, get hit, and then jump again. Once you’re on the pink block, jump to the higher one and then destroy the blocks here to get through. Drop down here and stand next to the pillar of yellow blocks, wait for the enemy to come around again and use the same trick as before to get over those accused yellow blocks! Doing so will allow you to claim your prize. You can then backtrack to the Health Station by boosting over the yellow blocks, shooting the switch to open a secret passage, and then destroying the blocks on the floor to get back to the room with water. It’s easy from there.

Phew!
Main Guide 04 - Going For A Swim
Contents:
- Health Tank 04/08
- Health Tank 05/08
- Optional Item: Plasma Field (Part 1)
- Boss 04: Goliath Jelly
- Item 04: Propeller Upgrade

From the Save Point, continue left, and then drop down to the bottom of the shaft and keep going left. Use the hotshot (or the Dash Booster V) to get up to the console.
‘I was told that there’s a safe path to the underground dome here.
...Where?’

Jump over the green pillar and prepare to go down that little gap in the sand. First however...

Health Tank 04
If you’re clever you can get another Health Tank here. When you drop down into the sand in this room, hold right hard on the pad/keyboard. When you drop into the room below you should hopefully fall into a passage in the right wall between those two yellow blocks. In here, you can hookshot your way across the room, or shoot the green vines to create platforms that you can stand on. The Dash Booster V can help here, but it’s not required. If you don’t down, you can always just backtrack and try again, and if you accidently destroy the wrong bit of green you can leave the room to the left and then just re-enter. Once you get across the room, you can drop down and grab the Health Tank in the room below. To get out, head to the left and shoot the ceiling to get to the next room and you’ll drop down next to a Save Point.


If you didn’t got for the Health Tank (for whatever reason), you’ll just drop straight down with the Save point on your right, which you can use as you wish. Either way, you need to head left. In the next room, move through the white pipes and then jump over the gap. Watch out for the big enemies, as they can do a bit of damage. Walk along this little area and shoot the switch at the end to open the way forward. Backtrack to the white pipes, go through and then walk into the blue pipe. Follow it to the end and climb up and check the console.
‘The station area isn’t restricted to just what is bolted to the artificial landmass.
Currently, there are 2 larger structures orbiting it.
One is the researching outpost, meant for studying certain archaeological qualities of the preserved environments.
Haven’t heard from the crew there for some time. They probably met the same fate as we did.
The other structure is a cargo ship. I hear they were supposed to send some new samples here.
I wonder what happened to those?’

Go left, jumping over that other blue pipe and drop down on the far left side, then at the bottom go right a bit and drop down. Go left and use the hookshot to get up over the sand, and then drop down the bit. Shoot the white blocks to open the way forward and then you’ll have to kill the large enemy and avoid the small round one, which can’t be killed, shoot the floor and drop down. Quickly move left, avoid the energy balls if you can, and jump out of the quicksand and leave to the left. Here you’ll find a Save Point that you’ll likely need.
Continue left and jump into the water. In the next room swim all the way to the top, avoiding the enemies, and go left. In this room, keep a watchful eye out for tentacles that appear from walls and pillars, as they’re very annoying and damaging. Move left to the other side of the room and kill everything along the way. Once everything is gone, jump out of the water onto the white platform, then up to the next one. Use the hookshot and second jump to get to the really high one.

Health Tank 05
Getting another Health Tank now is possible, although again requires good use of the hookshot. From this high platform you can jump off the left, drop down and, if you get the timing right, fire the hookshot to the white wall on your left. This will give you the momentum to carry you through the water and swing you up high on the other side, allowing you to jump onto the platform on the other side. It will likely take many attempts, but if you can get it you can get up into the room above. In this room, move right, but be careful not to drop down to the floor as you’ll have to leave the room to try again. The trick here is to blast away the grey blocks to create and easy navigable path across. Don’t not stand under the blue blocks because they will fall down when unsupported, and if you’re under them you will get killed instantly. Once you have an easy to travel path, head back to the left side, shoot the switch and then race across to the other side of the room. If you get the timing right, you can get through to the Health Tank at the end. If you fail, just leave to the room by dropping to the bottom of the room and then re-entering.


From that high, single platform, hookshot across the ceiling, drop into the water and then blast through the blocks to exit out of the right. Swim up and use the console.
‘The green barriers in the underground sector are used to regulate the flow of water.
The green switches can open the closed green barriers and vice versa.
Hit the green switch with the hookshot to toggle them.’

Do as it suggests and use the hookshot on the glowing green block. This will toggle all the green blocks in the whole underwater section. You can now drop down to the right, and then hop out of the water and read the console.
‘There are two kinds of destructible blocks, red and blue.
Blue ones can be destroyed using a charged-up energy shot.
The red blocks require a powerful force, such as an energy dash, to be destroyed.’

Continue right into the next area, drop down and use the Save Point if you want it, and then drop down to the bottom of the room and head left.

Optional Item: Plasma Field (Part 1)
Description: Generates small balls of plasma around your character that can damage enemies.
If you got the Dash Booster V earlier you can get another optional item. Well, kind of. In the small room here you might notice that you can use the Dash Booster V to jump up a screen. If you do so you’ll briefly see the item in question and a Teleporter. By visiting this room, you can use a Teleporter in another room to get to this one. However you need another item first, the Dash Booster H, and you don’t get that for a while. So this marks the Teleporter on the map, and we’ll come back and get the item itself later...


Continue left out of this room and then left again...

Boss 04: Goliath Jelly
This boss is simple enough if you know what you’re doing, and has an easy cycle to deal with. It’ll swim into the screen and create large pink-ish bubbles. They’re harmless right now, but you’ll notice that they’re slowly shrinking and when they finally pop they’ll hurt anything nearby, so you’ll have to keep an eye on them. After releasing 4 bubbles, the Jellyfish will become visible and release a whole circle of energy balls that you’ll have to dodge. Once it’s done with that it’ll create a large laser that will slowly circle anti-clockwise around it’s body. As long as the jellyfish is visible you can attack it, and the best time to do this is during the laser segment. During or after the laser bit those bubbles will likely start popping, so watch out! Once the laser has made a circle, the jellyfish will vanish and release more bubbles once again. Just repeat the process to whittle down the jelly’s health


Once it’s dead, you can fall all the way down a long shaft to find...

Item 04: Propeller Upgrade
Description: Allows for easy movement underwater.
Main Guide 05 - Charging Ahead
Contents:
- Item 05: Charge Shot
- Boss 05: Serpent 5

Once you’ve got it, a load of jellyfish will appear out of the walls and try to attack you, so quickly race upwards and out of the room. Head right three rooms back to the tall shaft, go up the air-pipe and use the Save point if you want. Then use the upwards air to boost up, and hookshot into the second upwards air to the top of the room and then go left. Jump onto the green block and go up to the water. Using your new Propeller Upgrade you can boost past the fast-moving water and out of the top of the room. Go through the bottom path and hold right to get through the upwards moving water, and then move up to the top of the room and head left. This room is a bit of a maze, but just remember that the thinner parts of seaweed are where you can get through. At the middle-ish of the room move towards the upper-right corner and then down to exit the room to the right and in the new room check the console.
‘The jellyfish chased me all the way here. What vicious creatures!
Avoiding them wouldn’t be such a problem if I had a propeller upgrade.
There should be some in this sector, but I think I accidently went past them.’

Continue right and in this room you need it so that the green switch is toggled, the blocks at the bottom of the room being there, but also being on the left side of the room. It’s tricky, but possible. You have to first get on top of the higher green switch without activating it. Once you’re on top, jump off the right side and swing to the left, using the hookshot on the switch as you swing and jump over the top of the blocks. You can use the lower block if you mess it up. Once the green blocks are there and you’re on the left of them, head back left, through the empty room and into the large room, going up, across left and then back down out of the opposite side to which you came in. Kill the pink fish if you want, but you need to jump and hookshot the ceiling to get up into the air-tube at the top. Up here go right, avoiding the tentacles, and you’ll find a Save Point which you can use. Go up the path above it and hit the green block with your hookshot. Go through the now open path and swing across the ceiling, hitting the other green block along the way to get across and you’ll find...

Item 05: Charge Shot
Description: Shots can now be charged for a more powerful version.


Head back and hit that green block with the hookshot again, before going down the water and around to get back to where you entered the room. Blast away the blue blocks with your new Charge Shot to get back to the Save Point and use it to recover lost health and so you don’t have to pick up the Charge Shot again. Go right into the next room, which is a Boss Room...

Boss 05: Serpent 5
So, if you’ve played Metroid Fusion you might remember Serris. This boss is like that...only harder...and more unpredictable...and more annoying!
During both stages of the boss fight it’ll circle around you in a kinda of weird orbit, and you can actually manipulate it to your advantage by timing your movements, moving to the right when it’s at the top of its swing and move left when it’s at the bottom. This isn’t perfect, but it can often help to mitigate its annoyance.
The first phase of this boss first, for there are two, it’s best to stay in the water, but right under the middle platform. There are two reasons for this, the primary one being that the boss will fire off energy balls at the top of its swing, but they can’t penetrate the platform, allowing you to easily ride it out without issue. If you make sure to move right/left as needed, you can stay totally safe under here the whole time, even when the bubbles try to push you out which they can’t because the platform will stop them. After a few swings of trying to fire a series of energy balls at you it’ll greate three larger ones that can go through the platform. This is usually proceeded by the upwards water falling away. At this time the tail of the Serpent will turn red allowing you to damage it with a Charged Shot when it passes. Again, manipulating its movement makes it more predictable and easier to hit. You just have to remember to dodge those energy balls. After that, it’ll go back to the ones that can’t get you under the platform, so it’s easy to get into a good rhythm.
The second phase off the boss is trickier, but also manipulateable in the same left/right manner. All the water will have drained from the area. Personally I prefer to fight on the ground, but that’s up to you. The attacks will now change, and are also random (I think). One involves releasing more of those homing energy balls that go through things from before, but they’re easy enough to avoid as long as you’re careful. The second is when he creates lasers from each section of his body, meaning that you’ll have to keep a distance. This can be tricky because of his circling, but if you’re careful and think about where he’s likely to end up, you can hopefully avoid him. His weak point is still on his tail, but now it’s always vulnerable, so use those Charged Shots with good timing to get him!


Once he finally goes down, you can exit the room by going down the small gap on the right side of the room.

After defeating the Serpent, leave the room to the right and you’ll find a console.
‘Message log part 1/2
I’ve analysed all the data I could gather by hacking our non-inaccessible databanks.
I think I’ve found the very source of all the problems we’ve been having over the recent weeks.
I did some tests in the jungle sector: I’ve marked the coordinates here.
The culprit appears to be...a computer virus!
A very well-designed one, at that. I’m not sure how it works, exactly, nor why, but the results are clear.
It has hijacked all the- end of message log part 1/2.’

With a new Map location marked out, step on the yellow blocks on the right to drop down to find a likely much needed Save Point. Head left and drop down again, and then head right to the Teleporter that you can now access with a Charged Shot. Teleport to the place near the large lift from earlier, 22-11. As a small note, now might be a better time to go for Health Tank 03, especially if you got 04 and 05, as this should give you more leeway in terms of health. Navigate back up to that section if you want to go for it, or if you’ve already got it or just don’t want to head left to the lift and now you can take it upwards.
Main Guide 06 - Weed Killer
Contents:
- Health Tank 06/08
- Option Item: Triple Shot

Health Tank 06
Speaking of Health Tanks, we can now get ourselves another one with a little detour here, but it’s a little tricky, so take care. Go right and check the console if you want to.
‘when construction started on the station, these temple ruins were already there.
So in a sense they’re much more genuine than all the other biomes found here.
These days the temple’s connected to the surface as well as the volcanic sector.
...but this entrance appears to have collapsed.’
Actually, you can take the wall on the right out with a quick blast and then blast the blue blocks to get into the water. Destroy the right wall at the bottom of the small pool and then swim up. Blast the switch to open the way forward, and in the upper path look for that little hole that doesn’t fit and swim in there and go left. Jump out of the water and make your way slowly upwards using both the hotshot and second jump. If you picked up the Dash Booster V, this’ll be a cakewalk. You’ll have to take a hit from the giant saw going left/right but just the one if you’re lucky. Continue upwards, being careful with the first double-platform you see as the blocks vanish when you step on them, although you should have just enough time to jump again and get onto the platform with the spinning spike, but don’t worry about the chain that doesn’t hurt you. From there, use the ceiling to get to the top double-platform and the large circle at the top of the room will appear. You MUST make sure to be on its right when it drops so that it chances you down Indiana Jones style, otherwise it’ll just sit at the top and damage you. Once it’s out of the way, shoot the pillar away and dive into the water, heading right to find the Health Tank. Then you just need to backtrack to where we started.


Head left from the lift and through the small gap to find a Teleport, a Save Point and a Console, but that just tells you about skipping dialog. Back to the right, head up the shaft, being careful to avoid the falling blocks as you go, and then jump to the right through the door. Take this lift up one floor as if you want you can check out a console in the room to the left.
‘This used to be the way to the AI’s mainframe.
However, the whole area has now been blocked off, for security reasons.
To be honest, it feels like the AI is a bit too secure right now...’

Go up the left a second time and then head left through the corridor here, and then left through the little gap at the end. Here there’s a Save point to the left if you need it, and then you can head up the room. To the left is a corridor with a Console at the end.
‘The underwater sector has become very hostile as of late.
The recent violent earthquakes have made it completely inaccessible.
I’m quite sure one will need a hookshot to access it.
I know some are stored in the volcanic sector.
It seems that there might be a safe area on the other side of the sector.
I’d have no chance of getting though the heat myself, but maybe someone else will.'

Good job we’ve already got that! To the right here is a corridor you need to hookshot across, but doing so will activate another Teleporter for you to use later. Back in the middle area, continue up to the top and go right if you want a read yet another console.
‘According to my notes a group of missing scientists should be here, in the temple.
Well, that’s great and all, but this massive worker robot chose to park itself here!
Now that the main generator is offline, there’s really no way to move these.
I sent one of my colleagues to turn the generator back online, but I’m not certain if they made it.
The original entrance to the generator room has collapsed but there should be another way in.
Perhaps someone has found it?’

Head left and in the large room there’ll be a lot of enemies, so be careful. Move to the left side of the room and if you want there’s a console in the room to your left.
‘Some of the branches here are surprisingly sturdy, enough to support a moving robot.
They’re visibly distinguishable from the weaker ones, even.’

Lucky that. Back in the first large room on the left-hand side you’ll see a single white block. Use the hookshot to get on top of it and you’ll notice several large horizontal braches that you can stand on. Climb up and then a little to the right and you’ll see one of those switches. Hit it and drop down to find the lower path now open, so head through to the left. In this room, kill the three blue enemies, and then blast the left-hand wall to open it up, and do the same to the area above to be able to kill the pink fish and open the floor below. Before you jump however...

Option Item: Triple Shot
This is a very useful item that will make the upcoming boss that little bit easier. When you drop through the hole, if you hookshot onto the ceiling under where you’re standing and swing to the right, you’ll find an entrance to the right. In there, kill the large enemy as quickly as you can so you don’t take too much damage from the white plant things, and then drop down in the room to the right. You’ll have to take out blocks so you can climb up the where the upgrade is, but watch out for the blue blocks, as if they fall on you, you’ll get squashed with an instant game over. Once you have the Triple Shot, you can leave the room via the passage on the right, and you’ll be dropped off in the Save Room from earlier, so you’ll have to make your way back around to the room where we left off. It’s not too far, and it’ll give you a good opportunity to test your new toy.


Drop down the hole and you’ll find a Health Station and a console, but this one just tells you about turning upgrades on/off in the menu. To the right you’ll find a switch that will open a path off to the left. Over there you can climb up to the next room. To continue in this room, you have to climb up the blue blocks and onto the yellow-ish one. If you want the easy way jump to the one to your left, and then quickly left again as it’ll vanish. Or, if you want to read the console, you can also climb up the room to read it.
‘I heard some of the others trapped here babbling about heading to the AI control room to sort things out.
I thought that area was completely wrecked in the initial chaos.
However, they say that there’s now a new path to the control room, located in the volcanic sector.
I guess with some heat-resistant suits we could make it there, for whatever it’s worth.’

Either way, head left through the upper door in the area. The first thing you should do right away is shoot the switch above your head with a Charged shot. This creates a path so you can climb back up if you fall down. Next, kill the enemies here to clear your way, then use the little airflows to bounce across the room. If you do fall down, climb up the path you opened on the right wall of the room. Climb up this next room, and take note that two of the blocks at the top will collapse when you step on them. Head right, swing across the spikes and use the Console to shut down the growth control system. This will cause the whole area to turn brown and start to die, allowing access forward, as well as making things a little harder to navigate in the area.
Main Guide 07 - Root Of The Problem
Contents:
- Boss 06: Overgrowth
- Item 06: Dash Booster H
- Optional Item: Plasma Field (Part 2)

Head back right, work your way down to the bottom, and then go left two rooms, as you won’t be able to drop down in the first one like before. In the large room you’ll now have to take the long way around, which means dealing with all the enemies that the room has. Go right first and then drop down and head left, back to the lower part of the previous room, and then left again. Here you’ll find a Teleporter, a Save Point and a console.
‘We can’t get further from here – these roots are blocking out way.
Looks like the plant growth control system is broken, much like all other machinery of the station.
Good thing I know where the growth control override switch is!
...assuming we can even reach it after all those earthquakes.’
Be sure to use that Save point, as we’re about to tackle one of the hardest bosses this game has to offer!

Boss 06: Overgrowth
Whoa boy! I hope you’re ready for one hell of a scrap! If you’ve been following my guide so far and have 6 energy tanks, and the optional items, you’ll likely find this relatively easy. Even if you haven’t gotten the extra items, the large health pool will certainly help. This boss has three phases, and I’ll try to be as clear as possible about what to expect.
The first phase is the easiest. We’ll be confined to a small part of the room, with the walls on either side occasionally shooting out random spikes into the middle, which are easy enough to avoid. The boss itself will do a few different things; sometimes it will stop and the spikes in the water on the floor will flash, when this happens jump onto one of the platforms to avoid them, or you’ll take a large chunk of damage. It can also set out a random collection of energy balls to fall on you that you have to dodge, or it might create a large orb that will slowly sink down and eventually explode sending energy balls in all directions. This you can detonate early by shooting it, which makes avoiding it more practicable. You’ll need to avoid these attacks until you can attack the creature back. When the ‘eye’ pops out on a stalk and start circling around the body, that’s your change. You’ll still have to contend with the spikes from the side, and the eye itself will generate little energy balls, but this is your only chance to attack it. Play it safe, as for the most part these attacks are easy enough to deal with, and you don’t want to lose too much health for the next two parts.
Once you’ve damaged it enough we switch to phase two. You’ll now have full access to the whole room, but things get much more complicated. Firstly, all these holes on the wall in the background will activate and first off energy pulses at you and annoyingly they don’t just go in one direction but can curve and home in on you randomly. These are your biggest danger here, as avoiding them can be unpredictable. Aside from those, there’s also the creature itself now has one combined attack; the body will start flashing and it will simultaneously release energy balls from its open body, and raise the spikes at the bottom of the room. To avoid this, you’ll need to carefully use those air-shafts on either side of the area to rise up over the attack, and you can use hookshot your way across the ceiling if you want to switch sides. In order to damage it you have to attack that open wound on its head, and to get high enough to do that you need to use those air-shafts, going up high enough to attack it. Of course, this isn’t helped by it swinging around back and forth. In this section, the quicker you get rid of those homing energy balls the better, so strike hard and fast against it.
For the final phase the creatures becomes a LOT more mobile. Turning into a pink blob with tentacles, it will relentlessly follow you around the room. The homing energy balls from before have changed, and now longer home in on your directly, but fly straight to where you’re standing when they’re released, making them easier to predict, if not to avoid due to their increased size. These are your main concern as the creature itself has no direct attacks, but the tentacles that slowly spin around its body make it hard to get close enough to damage it. The trick here is to keep circling the room, using the air-shafts to either side of the room and the hookshot on ceiling to get from one side of the room to the other. Take whatever shots you can against it, and try to pick your times well, focussing on avoiding the energy balls and the creature itself.


If you manage to beat the third phase, you’ll finally have victory, and popping back to the Save Point from before is likely needed and welcome. Once you’re ready, head through the lower door on the left. Jump over the platform and drop down to read the console.
‘Message log part 2/2
-robots and mechanical equipment on the station, and is using them for its own ends.
The virus is capable of quickly spreading from machine to machine, so it poses a threat to all equipment.
In fact, I’m convinced that it has already compromised the station’s AI.
If that is true, nothing on the station is safe. The virus will be literally everywhere.
As far as I know, none of the attempts at evacuating the station have succeeded for this very reason.
I’d say that the only way to ensure that the virus doesn’t end up spreading even further is to destroy it.
Or the whole station, which might be somewhat easier.
Usually deactivating the AI would be all that hard.
However the recent earthquakes have closed off the AI control room.
I think I heard that the only way there goes through the volcanic sector now.
End of message log part 2/2.’

To the left of this you can find the...

Item 06: Dash Booster H
Description: Allows for a quick Horizontal Dash left or right.


With this now in our grasp, we can get to a few new places.
Head back right and dash your way through the energy field and the red blocks. Back in the boss room, use the nearby air column to go up and then go left. Here you can read the console.
‘This massive worker robot chose to park itself here!
Now that the main generator is offline, there’s really no way to move it.
I sent one of my men to turn the generator back online, but I’m not certain if they made it.
The original entrance to the generator room has collapsed, but there should be another way in.
I’ve marked it here.’

Now we have a new destination on our map! Head back right, drop down and right again to the Teleporter.

Optional Item: Plasma Field (Part 2)
Description: Generates small balls of plasma around your character that can damage enemies.
Remember earlier how I set up the ability to get a new item? Well, now that we’ve got the Dash Booster H we can get it. Use the Teleport to get to the lower point in the Ocean Dome, or 03-15 on the map. Use the Dash Booster H to blast away the red blocks, and then jump up to get the Plasma Field. You can then use the Teleporter to get where we’re going next.
Main Guide 08 - Powering Up
Contents:
- Health Tank 07/08
- Boss 07: Class D Guardians

If you got the item or not warp yourself to 20-14 on the map, near the middle. Go left, and then left again, and then left again, and keep going left through the large room. Use the hookshot jump to get over the pipes here, and in the next room shoot the switch and then use it as a platform to get over and drop down the other side. If you want a small detour, heading left here will get you a console.
‘At the best of times, visiting the volcanic sector without proper equipment is dangerous.
Right now it’d be downright suicidal.
The earthquakes destroyed most of our storages, but I heard there’re some heat-resistant suits to be found in the temple.
...it feels as if these earthquakes purposefully targeted the most vital areas of the station...’

And continue left again for a large screen on which you can read any Diskettes you’ve found. I’ll list their locations in a separate section, so keep a note of this place for later reference.
Back to the right and you can shoot the floor away to head down, and then keep going to the bottom of the area, and take the upper of the three pipes to be whooshed away to a Save Point that I recommend you use. Drop down and head back right and then drop down the right-most pipe and leave the room going right. In here you’ll find a Teleporter, which might come in handy soon, and a console.
‘Once the emergency system activated, getting close to the AI mainframe became nearly impossible.
The dozens of blast doors guarding its core certainly ensure that no outsider gets in.
However, the system is actually connected to a certain security robot.
If it were destroyed, the whole intricate security program would practically crash.’

We’ll deal with that much later, but for now head back left, go up the pipes here and then through the pipe above and to the left out of the room. In this room you’ll see some red blocks in the middle of the area. However, there’s the chance for something extra first...

Health Tank 07
So, the good news is you can get a Health Tank now, the bad news at least for some is that you can only get it if you have the Dash Booster V. There might be a way to get it without, but I don’t know it. (If anyone does, let me know how and I’ll add it in.) Anyway, if you can get it having gotten the Dash Booster V earlier, it’s a bit of a trek, so get ready.
Keep going left past the red bocks here and hookshot out to the left. Kill the enemies and boost over the white pipe, and jump across to the left. There’s a console up top that you can read if you want.
‘even at a time like this some good music helps me relax a bit.
...which is too bad because I lost my music player.
Where was it? ...I’ve been running from various dangers for so long that I can’t remember.
The security area at the bottom of the station, maybe?
...
At least I can hum to myself.’
Drop down from there and head through the door to the left. Step on the lone block and you’ll fall down and be able to see the Health Tank. But getting there is getting take a bit yet. Drop into the water and go left, and then upwards. Jump up on the while blocks and destroy the blue blocks to get through to the right. Here’s where you need the Dash Booster V, to get on top of the while blocks here. Now, this part can be tricky; you have to drop down and then jump, hookshot and Boost your way up onto the platforms on the other side of the pipe. If you fall down just go around again to get back up, but if you make it you can hope into the second pip, swim down and grab the Health Tank.
Now, to get back you have a choice. You can head leftwards, back into the Ocean Dome and get to the upper of the two Teleporters there, and then warp yourself to the teleporter I showed you to earlier in the dark room. From there you can use the Save Point and get back to the corridor with the red blocks. Or you can go rightwards, hookshot over the area with the large worms, climb up and then jump, hookshot and boost your way out the way you came into the area. Going left is easier but longer, right is quicker, but trickier. The choice is yours.


Once you’re ready, boost through the red blocks and the energy field to drop down. Head left and activate the console.
‘Main generator Activated!
Power restored to all the robotic and otherwise electronic equipment.’

Anyone else thinking that maybe we shouldn’t have done that? Head right and you’ll see why...

Boss 07: Class D Guardians
Considering the hell of the last boss, this boss is practically a pushover.
There are actually three of those little robots flying around at once here and each has a distinct attack. The yellow one attacks first by firing out a series of rapid energy balls at you. It’s not that hard to avoid, but is the most annoying of the three attacks. Next comes the Red one, which will target you and fly at you, thumping into the ground hard to try and hit you. This is easy to dodge as long as you keep moving around; just bear in mind the blast when it hits the ground has a large area-of-effect. Finally comes the green one who causes green energy balls to rain from the sky. Again, this is easy to dodge by just standing where there aren’t any. The cycle of Yellow, Red, Green continues until you kill one, then it just alternates. The Yellow one is the most annoying, so you should focus on that one first, as each separate drone has its own life, equal to one-third of the whole life bar. Just keep attacking them with Charged Shots and they’ll go down fast enough.


Head out of the room the way you came in and then go right. You’ll notice in the next room that turning on the power has made things just a tad more dangerous. Go through the tube, drop down and then go through the upper tube to get back to the Save Point if you want to use it. Then, go through the right-most pipe and to the Teleporter, taking it back to the room next to where you fought Overgrowth, 09-03.
Head left into the old boss room and go up to the top of the room on the left side and through the door. With the power now activated the drill will have opened the path forward, allowing you to ride the air up and then head right. You’ll need to shoot the switch at the top of the room and then blast away the blue blocks to continue, although the energy balls and insects might make this kinda tricky. Continue right, through the large tube that you might remember from earlier and you’ll find a Save Point. Continue right and boost through the red blocks. You’ll then need to use the branches to get across the acid lake, using the Dash Booster H to get across the larger gaps. Keep going right through the large room and out the door on the right side. Cross the small room and into the large room. There’ll be a bunch of machines firing out energy balls that you’ll need to take down as you head right though the room and into the Temple itself.
Main Guide 09 - Tomb Raider
Contents:
- Boss 08: Tomb Spider
- Boss 09: Robed Statue
- Item 07: Heat-Resistant Suit

In side you’ll find a console.
‘Despite having added a ton of technical equipment here, the temple still gives me the creeps!
The whole area feels downright malicious. The still-active traps don’t really help, obviously.
Still, it’s a lot safer here than in the other sectors at least the robots can’t reach me.’

Head right for a Save Point, and then right again to find yourself at the top of a tall shaft. There’s a lot of different places we can go now, so let’s start tings simply. This shaft you’re in has four levels, and you’re currently on the top one. If you drop down just one level you’ll see an exit to the right, but ignore that for now. There’s actually a hidden exit to the left where you can just walk through the wall. Here you have to swim through the water and avoid the lasers to get to the other side of the room. OR, you can use a trick I know. If you double-jump right as you enter you can just about got the hookshot on the ceiling and then swing across the room, avoiding all the dangers below, and then just boost through the final laser. In the room to the left you’ll find a large glowing ball that you should shoot to destroy. As an aside, you can go through the gap at the top-left of the room. There’s a small hole here to find a hidden room with a console you can read.
‘The planet the station orbits was chosen because it was intended to be used for preservation purposes, too.
The idea was that it would be turned into an artificial nature reserve similar to the station.
However, this whole disaster happened before that could be done.
The planet is still basically a rocky wasteland.
I hear there’s still a functional teleport to get on its surface, though!
Who knows where that is, they’ve probably closed off the path to it anyhow.
Sometimes I feel like this station has whole layers of secrets only few know about.’

You can then head back right, through the room of lasers and back to that central shaft. Drop down a level and head through the room to the right. There’ll be a Teleporter here and to the right of that is another one of those large glowing balls for you to destroy. Head back left to the central shaft, and drop down to the bottom. Head right and you’ll find a whole series of large saws in this room, and there’s more to come. Just remember that you can use the Dash Booster to move through them without getting hurt. Move past the first two saws and then up, and boost past the next two. For the two after that you’ll have to get your timing just right to drop down through them. You can just drop down past the next one, and then you’ll need to head left. Jump to the platform once the saws head away then to the next one and then quickly pass the single saw. To get past those last two, wait for them to be going wards together in the middle, jump between them and then quickly jump left under the high saw to get to the room to the left. In here you’ll find a third glowing orb to destroy, after boosting past the red blocks. Head back right and you can drop into the water to avoid the saws here, and then jump up on the right. You’ll need to make your way back past all those saws from before, back to that central shaft. Head all the way back up to the top and head left if you wanna use the Save Point after all those saws.
Now, head right at the top of the shaft by double-jumping and then boosting across the gap. In this dark room, you can go right and then jump on that hanging part in the back of the room. From there hookshot left and up through the hole in the ceiling. Head left, avoiding the spikes and the dropping blocks and into the next room and...

Boss 08: Tomb Spider
You’re gonna have fun with this boss!
This creepy-crawly has several attacks up his sleeve, and they’re all randomised. It will mostly keep a set of green skulls circling around it which make it invulnerable. Coupled with this it can spit out green balls that bounce at different heights to try and get you, it can jump up to the ceiling and release lots of little spiders you have to kill and then avoid him as he drops down. There’s also an attack where he’ll jump forward, leasing a load of while glops that slow you down, but this is also coupled with him dropping the skulls around him, allowing him to hit you. Finally, he has a charge attack where he’ll follow you around the room constantly trying to hit you, this can be tricky as hell to avoid, and requires you to boost through him, going left and then right quickly in order to avoid his attacks. Due to the randomness of this boss, it requires a lot of luck, but if you’ve been collecting all the items so far, you should be in a good place to take him out.


Once it’s dead, go to the left side of the room and climb up the platforms. Destroy the final glowing orb and then use the Save point that you’ll likely need. Head right now, past the saws and up and over the platform into the next room. Boost past these saws and drop down the hole on the right side and then from the small platform hookshot and boost through the laser and then double jump and boost over the water. Drop down and head left, and in the old boss room drop down the whole to reach the Save Point.
After using it, go right to that central shaft again, drop down a level and go right. I here you can make your way through the little invisible maze to find a console.
‘We still haven’t found out how to open this particular chamber.
Blowing the door up would be way too dangerous, but there’s not enough time for nonsensical riddles here!
Some analysis indicates that there’s some kind of an energy source keeping the door shut.
Destroying that source (or sources) might solve this mystery.’
Thankfully we’ve already done that so approach the wall and it’ll get blown up for you! Go through and drop down in the middle of the room. This next shaft is full of traps and dangers, so be careful as you drop down. Avoid the spikes as best you can, and watch out for the giant hand, which annoying can’t be killed. Once you hit the bottom, head left, and then left again...

Boss 09: Robed Statue
If you thought that spider was annoying, check this guy out!
There’s a lot of stuff to watch out for from this guy. Firstly, those four blue candles on the wall will occasionally fire out little energy balls to hit you. Avoiding them by themselves isn’t too hard, but combined with the other attacks they can be annoying. The main guy himself and summon and huge energy wave that moves across the room, which you can avoid by boosting through it. There’s also the attack there it creates a smaller laser that slowly spins around and gets faster. Again, you have to boost through it to avoid getting hit. Finally it can create four circling energy balls that spin around. Boost into the middle of them to avoid. To actually kill it you have to attack the head of the statue whilst avoiding all the attacks. Once you get it down to half of its health, the face will start flying around the room, and you’ll have to start attacking that, whilst still avoiding the same attacks.


Once it’s finally dead, head left to find a console.
‘Just as they said! There are some suits left here.
The AI mainframe room cannot be entered now that the security system has kicked in.
...so my best bet for deactivating it lies in the AI control room.
If anything, I can look up some data on what kind of a virus could cause this much chaos.’

We’ll then have a new objective to reach. Drop down and you’ll find...

Item 07: Heat-Resistant Suit
Description: Prevent loss of Health in heated areas.
Main Guide 10 - Access Granted
Contents:
- Optional Item: Dash Booster X
- Optional Item: Supercharge Module
- Optional Boss: Multicore
- Boss 10: Station AI

Shoot the blue blocks away and drop down, and on your left you’ll find a Save Point. From the Save Point head right and then go down this room, avoiding the fireballs as you go. Cross the conveyer belts and drop down on the right side, boosting and jumping your way to the little alcove on the right. Wait for the junk to drop down as you make your way up and then go right. You’ll find yourself back in familiar territory here, so drop down to the bottom and go right. Drop down again halfway down this shaft and go left to find a Save Point. (As a small note here, if you go back right and drop down to the Teleporter on the left and warp to 22-11. From here you can follow the route in the ‘Health Tank 03’ section to get it without fear of death. Then just drop down to get to the Blue blocks.) Continue left, through the corridor and in the large room you’ll see some Blue Blocks on the floor.

Optional Item: Dash Booster X
Description: Allows for continuous boosting in all directions.
Ok, so you now have the option for a pretty major sequence break now, but only if you have both of the other Dash Boosters. Doing this pretty much makes the rest of the game a cake-walk, so it’s up to you if you wanna go for it. If you do, keep going left to the next room and along this corridor all the way to the Save Point and then use it, as there’s a good chance you’ll die attempting this. Once you’re there, backtrack right to the long corridor. Just above you, you should see a block made of lines; it’s actually not really there, so jump up into the room above. This is the tricky part, you have to make your way through this room, using both V and H boosters, the hookshot and the double jump. It’s tricky and you’ll take damage along the way, but if you’re lucky it won’t be too much.
Boost yourself through the lava, up and back the other way. Boost over the spikes and then boost down through the energy field. Go right and boost up, and you’ll have to hookshot against the airflow to get past it, then up and across. Drop down, boost through the lava, then up and across and then finally down through the air to be able to get the item!
Don’t worry if you don’t get it the first time, that’s why we made the Save nearby.
You’ll then need to make your way back through the room, which should be easier now as that’s the direction you’re meant to be going in, and back to where we left off.


Destroy the Blue Blocks and drop down, then go left in this room, using the white blocks to get up to the upper-left corner, but be careful of all the fireballs and fire jets as you do, as they can knock you off and drop you in the lava below. In the next room you’ll notice the odd thing that seems to bob up and down on the rail in the middle of the room. It’ll always try to get to your height and get in your way, but you can just Boost through it. Make your way down the room, and then down the left side, avoiding the fire and spikes along the way. At the bottom hit the switch.

Optional Item: Supercharge Module
Description: Your weapon is always Charged up without needing the hold the button down.
If you got the Dash Booster V earlier you can boost down through the air current in the bottom-right of the area to find a secret exit. Here you’ll find a Save point, which you’re going to need because going through the red blocks and into the next room gets you...
Optional Boss: Multicore
Yep, this game has Optional Bosses as well as Optional Items!
Thankfully this one is relatively simple. All you need to do is attack those three glowing ‘eyes’ on the robot, and if you have the Triple Shot from earlier, that’s simple! Its attacks however are a varied and colourful bunch. It can fire off a cluster of pink energy balls that will home in on you, green energy balls will fire out in your direction, a straight downwards laser that splits in two. All of those should be dodged with the Dash Booster. There’s also an attack where it raises the level of the lava and fires off yellow energy balls at you. For the most part, if you’re careful, this boss is easy enough. Just dodge the attacks and whittle down its health.
Once it’s dead, nip back to the Save point if you want and then head right out of the door where you can find a console.
‘Ha ha ha!
There was an item here, but I found it first!
It was really useful, too!’

Well, that’s ok, because we can now go and get it. Hookshot your way across the ceiling and up the gap at the end to the room above, or Dash if you got the X Booster from earlier. Now, there are two ways to get this item. If you got the Dash Booster X from earlier then it’s a simple matter of boosting up and grabbing the item. If you didn’t however you have to go the long and much harder way around. Go to the left side of the room and you’ll have to boost your way through the downwards air, to get to the upwards air. From there boost down the Red Blocks and rest on the pink ones. Double jump and hookshot boost up to the next platform. Now you need to hookshot around and over the first leftwards air to boost through the second one. Next, jump left, and then right, and then boost up to get to the next platform. The next part is tricky; you have to drop under the platform you’re on, hookshot on the left and then right side, getting enough swing to be able to boost up to the final platform. Then you can just double-jump boost up to the item.
When you’ve got it, however you did it; you can then head back to where we left off.


Be sure to hit the Switch and then make your way up on the right, and then back up the middle shaft. Boost through the lava and then go left to the next room. Defeat the enemies hanging from the ceiling, and then stand on the tiny little L-shape block to the left of the room. Jump up and first the hookshot right and you’ll hopefully get enough momentum to be able to jump to the higher part of the room, and head through the left door. Shoot the striped platform away and drop down, then drop down again and you’ll find a Save Point on the left that you should use. Drop down again and go left to find...
‘...
Who Is this?
...
Unable to recognise this...
Where is it from?
Unfamiliar – unrecognised.
It is in a prohibited area.
Preparing removal...’


Boss 10: Station AI
This boss, like a lot of them, has two phases, and thankfully both are fairly easy compared to most.
First the face will be blue, and the fly randomly around the room. First it was suddenly stop moving, and the energy balls around it will fly off and slowly spin back inwards. You can avoid this with the boost. After that it will spin really fast and release a whole load of energy balls everywhere that can be really tricky to avoid, but do your best. Finally it’ll try and home in on you but if you remember fighting Serpent 5 earlier you know how to deal with that kind of thing.
After taking away half its health, the face will grow and turn orange and a little creepier. It attack pattern is now actually pretty much the same, but its attacks are faster and more dangerous. But generally there’s little difference to note.


‘...
Why does it resist?
...
It is from outside the station.
...
It could be useful.
Retreating.’

You can now check the console.
‘Success!
I’ve located the source of the virus.
It appears to have entered the station from a nearby derelict ship.
Maybe a robot brought it here after returning from an exploration trip?
...
It seems that a teleporter still has access to the ship.
I’ve marked its location here.
To enter the ship proper, one needs a password. Good thing we have some advanced equipment here.
The password is: ‘18466’.’
Main Guide 11 - Out Of Bounds
Contents:
- Health Tank 08
- Item 08: Yellow Keycard
- Boss 11: Plague Hive
- Item 09: Dash Booster V

Head back right and up, using the save point if you want and keep going up to the next room. Go left here and drop down through the floor part and left into the next room. Go up and then right and access the Teleporter, warping up and a little to the left, to 17-10. Go left and then left again and climb up the room, heading left avoiding the newly activated security and out the upper of the left door. Go along the corridor, using the Save Point if you wish, and jump over the security gate that closes to get past it. Continue left into the next room and drop down to the middle, boosting through the red blocks on the left to find the Gold Teleporter.
‘Target heading towards cargo ship A152.
Unable to follow.
Doe this seek knowledge of me?
...
Retreating.’

You can now use the Gold Teleporter to get to the cargo ship. Once there you’ll find a console.
‘It’s time to close off the access to this ship.
The station’s heads have decided that it’s too dangerous to allow access to the deeper parts of the spaceship.
Hopefully the stuff we scavenged from here will be worth it!’

Head right into the next room.

Health Tank 08
The final Health Tank can be found to the right. Go down the tube and you’ll see a switch in the upper-right corner to get it you can hookshot against the wall and swing upwards, but you will at least need the Triple Shot to be able to hit it. Once you do, using whatever method you want, you can then claim the final Health Tank!


Kill the enemy here and climb up the steps that appear and you’ll find a Save Point. Head left and you’ll automatically enter the code to access the rest of the ship. Go left and past the lasers to see a door, and the switch for it is in the top corner above it. Shoot it and go through to the next room, where you’ll find two enemies to kill and some odd looking floor tiles. When you stand on them they’ll fire a laser straight up, so be sure to keep moving over them. Jump up the platforms and keep going up, hopping into the air on the right-hand side to head up to the top of the room and then go left. In this room, look for the tile on the floor that’s different and drop down to be able to shoot the switch, then go back and jump up the now open path in the room. Here you’ll find a Save Point, and if you head left and into the pipe, you can fallow it all the way to the end for a console.
‘We’ve diagnosed the virus affecting those robots we found.
It’s actually really cool, kind of like a living organism.
Its main objective appears to be to ensure its own existence.
This it does by seeking out sources of electricity and infecting those if possible.
After finding more hosts it seems to absorb the energy of the previous ones.
I wonder who coded this. It seems really sophisticated.’

Head back right and drop down the hole in the room with the Save Point. Head left and across the large room to the other side. To the left in the other room is a console.
‘The station has some extreme defence mechanisms.
However, there’s a trick to turn some of them off for good.
If you were to attempt vising the AI mainframe, you should head to the very bottom parts of the station.
A security override as well as the docking equipment are located there.’

We’ll be dealing with that soon enough. For now, head back right and up the left of the two pipes to take it upwards. You then have to jump along the platforms, boosting to get across and past the lasers. In the next room on the right you’ll find...

Item 08: Yellow Keycard
Description: Allows passage through the Yellow Blocks.


With that item in tow (the final one if you’ve been following the guide all the way through), continue right and pass the energy field and up to get to a Save Point, and you’re gonna need it because...

Boss 11: Plague Hive
This boss has three phases, but they’re relatively ok. Well, the first and third ones are anyway.
Firstly, try not to shoot the boss until you can actually attack it, which is when the big blue eye is visible, as doing so will cause little worms to drop off the thing and damage you. For the first phase you have to wait for it to attack you in a certain way. It was create tentacles that whips back and forth to try and hit you, and then after that it will fire off four parts of itself to try and hit you. After that you’ll notice the blue eye is vulnerable so you can shoot it, but bear in mind that it will fire off a large energy ball that splits into small ones frequently. Don’t forget to remove the pink goop from around the area to prevent getting boxed in.
The second part will be when the main lump detaches from the ceiling. Again, don’t shoot it or you’ll get worms. It’ll jump around a little and try to charge you, but you can dodge those attacks easily enough. After that it’ll shoot tentacles out on either side, combined with a small jump. After doing that the core will be vulnerable, but still firing off those blue energy balls from before. Just keep dodging its attacks and attacking when you can.
The third form is technically the easiest. The floor will collapse and the room with fill with water, allowing for easier movement as the core flies around the room. It’ll follow you around a little, stop and then rush at you, but that’s the only attack it’s got left, so it’s easy enough to deal with as long as you keep moving.


Once it’s dead head left through the lower door to get back to the Save Point from earlier. Go left and drop down the gap on the left side of the room. Near the switch on the floor you’ll find a block that you can fall through, then head right to the next room. Drop down in this room halfway, and then go left. Go left through this room, through the red blocks and then up, left again and keep going left to get to the end of the corridor and drop down. Shoot the blocks out of the way and go right to get back to another previously visited Save Point. Drop down past the air funnel here and then go left back to the Gold Teleporter, and take it back to the main station.
Once you’re back on the main station head right through the red blocks. Due to the still active security we have to take the long way around. If you didn’t get the Dash Booster V earlier, now is the proper time to get it legitimately. Go up here and the right and when you reach the dead end, you can head upwards by destroying the white pipes. Go left up here, through the water and then upwards, and then navigate over the pipes to get the item.

Item 09: Dash Booster V
Description: Allows for a Quick Vertical Dash upwards or downwards.


Head back the way you got here and then drop down the long shaft to the bottom and head left, over the pillar of rock and jump into the sand. Use the Save Point on the right if you want and go left. IN here, go left over the gap, activate the switch and then go back right to enter the pipe. Follow it around and drop down to the next room. Go left, past the pipes and then down, then right and drop down to the large pit of sand. Go left here, through the large tube with the Save Point and into the water at the other end. Go left and then up the next room, heading into the pip on the right halfway up. Go right another room, then up the tube with upwards airflow and to another Save Point. Continue up and then left, and then up again, past the water flow and up. Go up yet again in this room to the top, blast away the blocks and go left. Circle around the large room to leave through the door on the right. Go right again and we’ll have finally found the much sought-after Teleporter. Use it to get to the Teleporter above the point in the bottom of the station in the middle of the map, 15-16.
Main Guide 12 - Security Override
Contents:
- Boss: Security Overmind

Once there, you can drop down now that you have the Yellow Keycard to an area we’ve been before. But now that the power is fully on, it’s a lot more dangerous. Drop down through the Red Blocks and then make your around the little room and out the right side. In here, boost down through the air, and then make your way down the room past the other moving air and traps. You’ll need to defeat the robot at the bottom to open the doors on either side of the room. Once its dead head right and move along with the giant energy balls to get to the other side of the room where there’s a console. Use it to open gate Delta! For an easier way back, look for the empty block in the top-right corner and then walk left to go over all the dangers and out to the left. Go left again to find a Teleporter that you can’t yet access and a console.
‘The security area was originally also use as a docking bay for visitors.
The idea was that it could be locked up easily, should something happen.
This makes this place especially terrifying now that the AI is compromised.’

Continue left and then left again. Boost through the red blocks and then make your way left along the conveyer belts whilst avoiding the large blocks moving back and forth. At the far left end, jump up and check the console to open gate Gamma. Head back right and to the next room, then go up and left. The water is electrified, best to avoid that, so just across the platforms, kill the enemies and get to the console at the left end of the room to activate gate Alpha. Go back right, back into the next room and then right again to find a Save Point. Continue right, although the next room and you’ll find another corridor with electrified water. Go right, take out the enemies and activate the fourth and final gate Beta. With all four gates now open, head back left to the Save Point, and be sure to save. Now, go left, drop down and then right and when you’re ready drop down...

Boss: Security Overmind
If you’ve got the Dash Booster X, this boss is a piece of cake if not...well...good luck!
So, the thing to remember about this boss is that you cannot damage it. At all! All you have to do is dodge its attacks and stay alive until it kills itself. Easier said than done of course. As I said, if you have the Dash Booster X, you can easily just boost up in the air and stay over its attacks, which are largely ground-based. If you’re stuck on the ground, you’ll be pleased to know that his attacks are quite predictable.
Phase one has the mech firing a laser that sweeps over a small area, this is the only attack that can get you in the air, so watch out for it. After that it’ll crawl along the floor a little before jumping at you, fling energy balls across the floor when it lands. After that it’ll then fire off energy balls from its head at random which you’ll need to dodge. Once it completes this sequence it’ll loose a quarter of its health, and repeat the sequence again. Each time it’ll add more jumps to its set, but otherwise the sequence repeats pretty much the same way, with it eventually losing all its health after four cycles, and we’ll move onto the next phase.
Much like the last phase, this one is also about dodging its attacks as opposed to hurting it directly, but this time you have to use its own attacks against it to kill it. Again, if you have the Dash Booster X you’ll have a real easy time here, if not then just better hope you get lucky. It’ll start by spinning around and moving quickly to try and hit you, so use the booster to dodge its attacks. After that it’ll stop and jump up in the air, releasing several energy balls when it lands. After that it’ll generate a huge energy ball above it head and fire it up, it’ll then bounce around the area, growing smaller and letting out shockwave with each bounce. The trick here is that you need to get that energy ball to hit the mech to damage it. If you’re boosting in the air just do so above it, and if you’re on the ground you need to stay near it and boost through it to get the ball it hit it. Once again, do that four times and you’ll have won.


With the mech totalled you’ll be able to destroy parts of the floor to drop down on the right-hand side to find a console.
‘It is all clear now; everything was caused by the virus-ridden AI system.
It took me so much time to find all the clues and piece it together.
However, the AI is much too well guarded – I have no hope of ever destroying it.
One can only hope that the virus never spreads beyond this station.
It’s a shame that it has to end like this. I was so close with my breakthrough!’

Now that we’ve destroy the security robot, we can finally get to the station AI and finish this whole mess!
Main Guide 13 - Shutdown
Contents:
- Boss 13: Class C Guardian
- Boss 14: Final Boss
- First Ending

Head back up out of this room, use the Health Station here and then take the teleporter in the middle of the station at 17-10. Head left and then go up in this room. Up there you’ll find a larger version of the spiky enemy you’ve been making mincemeat of since you entered this base, and as if in some twisted revenge you can’t kill them! Shoo the floor above you to get rid of it, and then get left, climb up the left side of the room and then hookshot around to the top and head left out.
Kill the enemies here and then hookshot on the ceiling and go up on the left side of the room. Up here on the right is a very tough enemy that you can only kill from underneath. You have to wait for it to jump and then get under its legs in order to blast it. Once it’s dead, shoot the switch to open the route out to the left. Destroy the blue blocks and jump across the gap, and then go up. You’ll find yourself back near the beginning of the game, but we need to go right. Go through this room, going right again, and you’ll find a Save Point.
Head right and drop down, shooting the wall to open a block. Get back the energy ball and shoot the switch. Go back left, climb up and hookshot and boost over to the next switch. Shoot and then drop down to the right and then hit the final switch. Jump up here and you’ll find another one of those large jumping creatures to kill. Once it’s dead head right into the next room. Jump past the energy field and then boost past the second one to drop down and kill the little robot. Shoo the floor and then boost past the energy balls to get to a switch to shoot, but remember that the floor crumbles, so don’t stand still for too long. Head back, and go back upwards to the top of the room to find a Health Station, that you’ll likely need, as if you stand in the small alcove here you’ll drop down and be able to face a boss.

Boss 13: Class C Guardian
Compared to some bosses, this one is surprisingly easy.
There are only two attacks to avoid; one is a simple horizontal laser that can’t actually hit you when you’re standing on the floor, and the other is where it creates a large bubble that moves towards you. Both are very easy to avoid. The only tricky things comes when trying to attack it, as it tends to hover in the air quite a bit, but this boss honestly shouldn’t cause you too much trouble if you’ve gotten this far in the game.


Once it’s dead, jump up on the left side and shoot the switch, then take the route you did before to get back up to the Health Station. Drop back into the boss area once again and hookshot across the ceiling to find another switch. Hit it and drop back down and go left at the bottom of the bosses’ area. Head left through this room and drop down again. In this dark room, stand next to each little console to turn them green and open the way down. Before you go down however, head right to find a Save Point. You can also exit back into the main area of the station, but it’s a one-way trip. If you want to pick up any missing Health Tanks or Major Items that you’ve missed as we’re about the fight the last boss, and it’s a toughie. I’d recommend getting everything and I’ll be assuming that you’ve been following my guide and have gotten everything I told you to.
Whenever you’re ready to end it, head back left and drop down...

Boss 14: Final Boss
This is it, the final boss in the game. Well, in the main game anyway...
There are three very distinct phases to this fight, and they get progressively tougher, and you don’t get a chance to restock your health between phases. So keep your wits about you if you wanna make it out alive.
Phase one is with the Shell Unit, as it’s basically a bigger and far more manoeuvrable version of you. It likes to jump and fly around the room, either running directly at you, or trying to dive-kick you. It will also occasionally start firing homing shots at you. Most of these attacks, while a little unpredictable, are manageable enough. The easier thing to do with this guy is to just wail on him quickly so you don’t lose too much health.
Once he’s dead you’ll be fighting another version of the Shell Unit this time that floats around the room. It has three attacks, the first being that it creates a growing ring of energy balls around itself. The next is that it creates two swords on either side of itself and swings then down under itself. It’s finally attack turns it pink and it start chasing you around the room, which can be trick to avoid. Once again, it’s best to just let him have it fast before his attacks can get you. You want these first two sections over quickly, as the final boss have a whole range of attacks to get you with.
The third and final phase is the trickiest of the lot, and it might actually test your skill. It has a lot of attacks for you to dodge, and can actually laugh two of them at once from either hand. It can point into the middle to fire and laser, sweeping it either upwards or downwards. It can smash its hand into the floor and generate a shockwave to hurt you. And it can fire a whole series of energy balls at you. Also, bear in mind that the hands themselves will hurt you if you touch them. The first part of this fight requires you to attack the bosses’ hands until you’ve taken off half of its health. That’s the easy part as they’re unprotected. Once they’re damaged you need to attack its head, but you can only do this from the side, as it has a shield on its lower part. Each time you do attack it, it will create a bubble around your position that will slowly shrink, and you have to boost to escape it. You can also only hit it once a time, as it them become invulnerable for a few seconds afterwards. This then is a fight of survival more than direct attacking, as you have to spend just as much time avoiding its attacks as you do trying to get to the side of his head to hurt him. Just keep moving, dodge when you can and be quick, as the longer the fight gone on the more health you’re likely to lose.


When you finally manage to beat it, you’ll have won the game!
I won’t spoil the ending, but if you’ve been paying attention throughout, then you’ll likely have seen what’s coming...

This isn’t the end of the adventure though, as we’ve got a whole heap of post-game content to get stuck into!
Post-Game Phase 1.1 - Diskette Collection and the Music Player
After beating the Final Boss and seeing the first Ending to the game, there’s a whole bunch more stuff to do!
Our first task should be to get all the Data Diskettes scatters across the map!
This, actually, is the legitimate way you’re supposed to get the Dash Booster X. After getting all the Diskettes it opens an easy path to it. However, as you’re following the guide I’m going to assume that you’ve already gotten all the Items in the game. If not, don’t worry, just pop back up to the main guide and have a look where you can get ‘em. And if you want to wait to get the Dash Booster X to get it at the end of this section, that’s fair, as none of these items require it, it just makes them easier.
After you get a diskette, you can read what’s on it by going to the console at 11-14.
Each section starts from the nearest available Teleporter, which I’ll give you the coordinates of.

Diskette #01
Teleporter: 17-10 (Underground Area)

Bit of a trek to get this one. Go left, then left again, then up and some more left out of the room. Go past the Save Point and in the next room drop all the way down. Go left again, hop over the large pillar of rock and keep going left. Boost down through the blocks and drop into the water, then go left along the pipe and into the moving water. Once you’re going along hold down to get yourself out of the pipe before you go too far and you’ll find the Diskette right there.

Diskette #02
Teleporter: 20-14 (Underground Area)

Head left and left again, through the blue locks and keep going left until you see some blue blocks on the floor. Shoot them, drop down and kill all the enemies in this room to open the wall on the right. In this room you’ll need to make your way through the maze of pipes whilst avoiding the energy balls in the room. It’s simple enough when you have a bit of practice; just start by going down, right up, left and then up to the Diskette.

Diskette #03
Teleporter: 22-11 (Lava Zone)

Head left, past the lift and large moving blocks. In the large room here, boost upwards to the top of the room (or work your way up there with whatever tools you’ve got). Head into the wall between the two white tubes to find a hidden path to the Diskette.

Diskette #04
Teleporter: 09-03 (Next to Overgrowth Boss Room)

We’ve got to go the long way around to get to this one sadly, but it’s not too tricky. Head left, and then up the air in the large room to the upper left door. Drop down and go up the air here, and then out the right. Continue right through this room, through the pipe and past the Save Point. Keep going right, through the large room and into the next one. In this room, if you have the Dash Booster X, just boost to the far right side, and then up to the Yellow Blocks in the middle. If not, then you can use the tree branches and high platforms to jump, hookshot and boost your way across to them. Beyond them you’ll find...
Optional Boss: Mender Unit
This guy is easy, especially at this point in the game.
He’ll start by moving from the right to the left, so just boost past him. Once on the left side he’ll alternate between firing energy up/down, creating large pillars of energy where they hit, and then they’ll move right across the room. Again, they’re easy to dodge by boosting through them. Once the final one goes, he’ll move back to the right side, again boost to avoid. At this point his weak spot will open, so move over and quickly fire on it as fast as you can, because once it seals back up, it’ll actually heal a portion of its health! Which is why it has its name, get it? Once it’s healed it’ll move back to the left again and repeat this pattern until it dies.

Once it’s dead, either boost or hookshot your way up to grab the Diskette!

Diskette #05
Teleporter: 26-04 (Temple Area)

Head left, drop down and go left again through a secret entrance in the wall. Jump into the water and wake your way around to the left, past all the enemies and saws. Follow the path around and then down. In the little Maze area you can exit out the left to find the Diskette.

Diskette #06
Teleporter: 22-11 (Lava Zone)

Head right, through the corridor and drop down. Go right and down, and drop down through the Blue Blocks. In here, drop down and left and drop down the blocks to get to the lava. You need to jump into the lava and go under the pipe to the right to find the Diskette.

Diskette #07
Teleporter: 26-04 (Temple Area)

Go left, drop down and go right. Make your way through this room with the large saws in them as you did before, which shouldn’t be a problem with your better gear and health, and in the bottom-right corner you can leave the room through the little exit. Go right here and you’ll be outside. If you have the Dash Booster X, just go right a bit and then boost up to the top of the room to find it. If you don’t have it, boost up to the airflow pipe and ride it upwards. At the top you have to jump off and hookshot the wall so your momentum carries you around and all the way up the other side. It might take some practice, but it’s more than possible.

Diskette #08
Teleporter: 15-16 (Middle of the map)

Drop down in this room and then go right. Go up over the pillar and then down again, dropping down into the room below. Head right and above the Health Station look for the block in the upper-right corner that you can shoot away. Get into the gap there and you’ll find the Diskette.
Post-Game Phase 1.2 - Diskette Collection and the Music Player
Diskette #09
Teleporter: 15-16 (Middle of the map)

This one is a little bit different, as it likely requires you to activate a Teleporter that you haven’t been to yet (at least if you’ve been following my guide). So first we have to get to it. From the Teleporter at 15-16, go left, up through the pipes, around and through the small pipe and out left. Go along this corridor and out the other side. Once there, on the ceiling a little to your left you’ll see an opening. Go up there and you’ll see the Teleporter in question, but you just can’t get to it from here, so backtrack to the Teleporter from earlier and warp to 09-14. Here, go right through the wall and into the next room. Drop down and destroy the blocks below to allow the large block to drop so you can get past, and then just boost under to grab the Diskette.

Diskette #10
Teleporter: 15-16 (Middle of the map)

Drop down and head left. Boost down through the air current and keep going left. Drop down in the next room and head left, and then either Boost or hookshot your way across the ceiling to get to the Diskette.

Diskette #11
Teleporter: 28-14 (Lava Zone)

Go right, up to the top of the shaft, and then left. Go up to the top again and left, then drop down, skirt past the lava and back up. Head along the conveyer belts and head left. Head up in this room and when you see the little upwards air, boost down past it and head left. In this room, you have to press that little blue button nearby and then race across the room, past all the traps and fire to get to the other side before it closes. OR, if you know a trick it can be easier. At the top of the room you’ll see there are those one-way platforms that allow you to jump up through them, but not drop down. However, if you use the hookshot on a solid surface, you can swing straight though then with ease. As such you can press the button, go to the top of the area, hookshot down and through the gate with relative ease. Then you just head up to grab the Diskette.

Diskette #12
Teleporter: 07-10 / 28-24 (Cargo Ship)

Just for reference, the first coordinate above is the location of the Gold Teleporter that takes you to the Cargo Ship, and the second is where it drops you off, which is where I’ll be starting from.
Go right, up, right down the corridor and out the far end. Go all the way up this shaft and then left at the top. Drop under the floor, shoot the switch and head up to the Save Point, and then go left and shoot the floor to drop down. Go left in the large room to the other side and then up the pipe to the top and go left through the wall. In here you’ll see the Diskette under the floor, so destroy the floor on the left and sing under to get it.

With all the Diskette now yours, you can go to 11-14 to read them, or if you don’t already have it, you can go to 23-12 to open the path to the Dash Booster X the proper way! Now that we have that, we can start exploring a whole bunch of other, even cooler secrets! But first...

The Music Player

Remember that console that talked about that guy who lost his music player? Well, you can actually find it if you know where to look. Start by Teleporting to 15-20 at the very bottom of the station and then go left. Dash all the way up to the top of the room and you’ll notice a switch in the top-left corner. Shoot it and follow the activation down to the bottom of the room. You’ll notice that a path has opened down below, but you can’t get to it because of the bottom platform. However, if you remember the trick used to get Diskette 11, you can use the hookshot to drop down below the platform and then drop down to the room with the Music Player.
Enjoy the funky tunes!
Post-Game Phase 2 - The Deadly Dash Maze, and the Second Ending!
The Deadly Dash Maze

There was a small hint to part of this little trial if you want to see it for yourself. If you go to 28-09 in the upper Lava Zone there’s a console there that you couldn’t get to before. It reads...
‘There are the Sun, the Moon, and the Stars.
Gaze at the one that is unlike the others.
Gaze without hurry, without moving.’

Worked it out? Don’t worry, it might not make much sense now, but it will soon enough.
I hope you’re ready for a challenge, because you’re about to get it!
Now, warp to 03-15 in the water section and drop down here. Go left and then left again to the room where you fought the giant jellyfish oh-so-long ago. Go down here and to the bottom of this room. On the right you’ll see some Gold Blocks that you can get past and past them you’ll find a console.
‘Wherever I look, I seem to find new nooks and crannies to investigate.
It feels as if the whole station had an intricate labyrinth of secret passages.
Probably the work of the earthquakes.’

Shoot the switch in the corner and walk through. In this room, you’ll see a Sun, a Moon and a Star. Just like from the console from earlier. If you didn’t work out what you need to do, just stand under the moon for about 5 seconds and the block under you will vanish. Drop down and you can read the console here.
‘Look Out!
Those orange Spikes can destroy anything instantly.’

Well, that makes what’s about to happen a lot more interesting. To get past the little path made of yellow blocks before, go into your menu and turn the Yellow Keycard upgrade off. This will allow you to get through safely and walk through the wall to the left. In here you’ll find a Save point which you should definitely use. Drop down and...
Welcome to the Deadly Dash Maze!
The room is full of those one-hit-kill spikes, and you need to navigate your way through the room without making any mistake or you’ll have to do the whole thing over again. There’s little I can do to help you here sadly, except to say to keep trying and you’ll eventually get it. Use all the tolls you have, not just the Dash Booster, such as the Hookshot, Jump Booster or whatever. Also, in the bottom corner you’ll encounter a couple of robot enemies, but they shouldn’t be too much of a problem for you.

The Second Ending

When you finally make it through, first CONGRATS!
Second, follow the path down and you’ll find another Gold Teleport and a console.
‘If the pillars are active
They will be lured in
But their true residence
Is under the sand
To which the road is blue
Prove yourself’

Very mysterious, but we’ll get to that in time. Use the Gold Teleport and you’ll end up on the surface of the planet that the Station orbits. Have a look to the left if you wanna see interesting stuff, but to continue you have to go right and just keep going to watch the second ending the game has to offer...
Post-Game Phase 3 - Opening the Four Pillars and a new Boss
Opening the Four Pillars

So, with the second ending under our belt, you should have hopefully hit 100%!
But this game has well more than 100% available to you, so let’s get working on new stuff. Our first goal is to unlock the four pillars that you might’ve seen if you explored while you were down on the planet. However to unlock them we need to explore the station...

Pillar 1
Location: 14-08

Go to the Teleporter at 17-10 and head left and then left again. Go up and left through the udder door and along to the Save Point. Boost up here and hug the wall on the right to find the hidden entrance where those three white blocks are. Check the console at the end of the little corridor to open the First Pillar.

Pillar 2
Location: 20-10

Teleport to 19-08 and leave the room going right. In here, jump into the green water and swim to the left and jump out of it on the other side in the hidden passage. Drop down here to find the console to open the Second Pillar. To leave the room, just stand on the far right at the bottom of the room.

Pillar 3
Location: 12-12

Warp to 17-10 and leave going left. Drop down, go left and then drop down where the fake Health Tank is. Go left and rather than dropping down through the collapsible floor jump over it and go through the wall, falling down and left as you go. Boost up in the next room to get to the console and unlock Pillar Three.

Pillar 4
Location: 17-08

Warp to 17-10 again and leave the room to the left. Up up here and to the upper room. Go up, left and then up to the top of the room. Look on the wall to the right to see the darker block that you can walk through. Go right to find the room with the Console to open Pillar Four.

Once you have all four of them, you’ll need to make a return trip back to the planet’s surface. As you’ll likely remember this does mean another trip through the Deadly Dash Maze. If you’ve done it once, you can do it twice!

MWYAH’s First Attack

Once back on the planet, go left from the Teleport and definitely use the Save Point! You’re about to face a very tough boss!

Extra Boss: MWYAH
Although this boss doesn’t have an actual onscreen name, MWYAH is what you should call him. Trust me, you’ll be hearing that name a lot more soon.
This boss is tough and packs a punch, but is also kinda predictable, and it often more about surviving then outright attacking. He’ll warp into the middle of the area and drop down, allowing you a brief time to attack him. When you hit him he’ll vanish and reappear elsewhere, and when he does he’ll fire off five large energy balls that fly to the edge of the screen and break into a whole load of smaller ones. This can quickly become crazy to avoid, but if you can choose, try to get hit by the small ones as they hurt less. You can then hit him again and he’ll once again vanish and repeat this little process. After five or six times of taking and hit and then firing the energy balls out, he’ll vanish completely, but this is where thigs get tricky. As the edges of the screen with start glowing and damage you, forcing you to avoid then use the Dash Booster X. The circle in the middle will keep track of the time left until you can land again. He’ll then warp back in and you can repeat the cycle of hitting him and then dodging those energy balls. This is how the whole battle plays out, with you slowly whittling down his health bit by bit and dodging the energy balls until he vanishes and then dodging the full-screen attacks; cycling round and round like that. However, while the energy ball attack remains the same, the attack where the edges of the screen are affected change each time. The first time, as described is just the edges of the screen becoming dangerous. The second time however, things get more interesting, as a kinda energy-boomerang flying into the area and follows you around. The third time a spinning laser rotates around the room and the fourth time the room get split into sections that grow and shrink by lasers. The fifth, and I believe final time you have to deal with both the spinning laser and the energy-boomerang! This then is a battle of patience and dodging attacks; just biding your time until you can hit him too slowly drain his health.


Once he’s dead, you’ll be automatically teleported back to the station into a room you’ve never been to before! Here you can find a strange Key, which you should totally pick up, and a Console.
‘MWYAH resides at their ruins
But only answers to the three artefacts
Head right of the waters arena
The path is blue’

Also, as you go to leave you’ll hear a loud noise and notice something...
‘Sounds like something has broken down somewhere...
Calculating source of tremors based on available data...
...
Source: somewhere in the lower parts of the underwater sector.’

We’ll deal with that in good time.
But first, shoot the switch to open the way out and then head left. You’ll notice something new in the form of a large white enemy. Now that you’ve acquired your first Key, these guys will be showing up all over the station now. Looks like we’ve awoken something...
Post-Game Phase 4.1 - The Research Outpost
Finding The Research Outpost

There’s a whole new section for you to explore in the shape of a Research Outpost, with a very tricky enemy to deal with. But more on that later; we need to get there first, which requires visiting a recently opened location for a handy clue!
Start by teleporting to 03-15 and drop down. Go left twice, back to the room where you fought the giant Jellyfish, and then go down. Go down this long shaft and opposite the gold blocks that lead you to the Deadly Dash Maze, you’ll find that the red blocks that were blocking the entrance are now gone, allowing you to navigate into a new room!
In here there’s a little puzzle to solve. Start by killing all the fish in the room, and then jump out of the water at the top. You’ll see a switch in the upper-left corner, but don’t hit it just yet. Boost down into the water to get rid of the red block and then make your way back around. Drop into the water and position yourself under the switch, allowing you to hit it diagonally, then rush down the room, past the flowing water and get past the closing blocks. It might take you a few goes to practice, so if you get it wrong, just exit the room and re-enter. Once you do get it you can read the console.
‘I feel like I’ve been betrayed.
They sealed the entrance to the outpost while I was away.
We were planning on waiting there for this situation to die down. Cowardly, I know, but what else could we do?
I know that there’s still a fairly easy way of getting in, and it’s in this sector.
But whether I’m able to make it there or not is another question entirely.
The trick to getting through the seal is that the eighth row of the wall isn’t as solid as it seems.
We used this same trick when sealing up the part of the ruins where we found those writings’

With an important clue now in our possession, it’s time to find it!
Head back up and out of the room, all the way back up the long shaft to the Jellyfish Boss room and right three times. Go up the pipe, using the Save Point if you wish. Keep going up, then left to the next room, and then up again, then up again in the next room and out to the left. Work your way around the large room and out the left side. Boost up here, using the small passage to the right of the tube in the ceiling to get up, and then go out of this room to the right. You’ll be back where you fought Serpent 5. Go up and to the right side of the room and you can exit to the right. You’ll find a large pillar of blocks in your way, but the clue from earlier talked about the eighth rom. That’s the eighth rom from the top, by the way. If you shoot it, it should crumble away, allowing you to get through. It’s a bit of a tight fit, so if you don’t fall through first time, keep trying. On the other side you’ll find a console.
‘We haven’t received reports from the station for weeks now.
It’s probably safest to assume that we can’t safely teleport down here anymore.
It seems that whatever has been causing havoc on the station missed the research outpost completely...
And if we keep sending emergency signals, eventually someone’s bound to arrive and take us aboard!
Meanwhile, I suppose we can’t do much but continue our research.
...time to return to the outpost.’

Boost through the flowing air, through the red blocks and use the Teleport.
Post-Game Phase 4.2 - The Research Outpost
Exploring The Research Outpost

Unlike the planet, the Research outpost actually has a place on the map in the menu, so navigation shouldn’t be too tricky. There’s a Save point here to use and a console to read.
‘The whole crew of this outpost has been working together on a single ‘case’ for a while now.
We recently got some samples and recordings from a relatively faraway excavation site.
Actually, that site could be considered an older sibling of out station alpha here.
These sites are far enough apart that there should be no overlap in the environments preserved in them.
However...’

Continue right to find a strange looking creature, which you should ignore for now, and another console.
‘There are some notes here...
I’ve been able to study these weird creatures from afar.
It seems that they react violently to strong bursts of energy in their vicinity.
In fact, I got to see that first-hand when a guard tried to use their charge shot on one.
...I’m fairly sure trying to dash past them would be met with a similar response.’

Did you get that? It means that you can’t use the Charge Shot or Dash Booster while one of those creatures is onscreen, or you’ll get hurt...A LOT. Just to be safe, I’d recommend turning off your Supercharge Module. You can leave your Dash Booster on as you’ll need it, just be careful! Although you can’t use the Charge Shot on them, you can still kill them with normal shots and in fact you’ll have to, to be able to continue.
Head right, hookshot over the laser on the floor and then take out the large enemy at the end, as you need to use the Dash Booster to get past the pink energy balls at the end of the corridor. It’s worth mentioning that those large enemies won’t actually zap you if you use the Charge Shot on them, just the small guys. They don’t tell you that one in the game!
Here you’ll find another two consoles.
‘We’ve locked all the emergency doors to keep those weird creatures out.
Hopefully that’ll ensure out safety until we can contact some passing ship.
The emergency system of this outpost isn’t very top-notch, though. As far as I know, anyone can lift the lockdown.
Now that I think of it, let’s hope those creatures don’t find that out...’

‘These orb-shaped artefacts we found seem to draw certain kinds of creatures near them.
They seem to appear from thin air and disappear just as easily – like real-life ghosts!
To me, phenomena of this sort already justify the costs of our research.
However, we need to be more careful not to handle the artefacts near each other.
We mustn’t take any unnecessary risks.’

Head up, avoiding the curved lasers above, and keep going up. You’ll likely run into a flying enemy up here, so kill it, and then stand on the right side of the room to shoot through the wall and kill the large creature. Continue upwards and at the top head up through the ceiling to find a Teleport. This allows you to reach any part of the main station, and come back here quickly. Handy that! There’s also a console.
‘It’s surprising that despite the disaster reports we received until a while ago, the teleports still work.
In fact, as far as we can see, the whole station is fully electrified, which makes no sense...
I wonder what’s going on there? Not that any of us will go and check, it would be way too dangerous.’

Drop back down on the left, and then head right to a Save Point that you might just need, and a console.
‘We’ve locked the orbs we found away, separate from each other.
Even though we couldn’t figure out what exactly was taking place, it felt too dangerous to keep them together...
From the vague results of our research I’ve inferred that these orbs much be transmitters of some kind.
These strange supernatural-like events we’ve recorded tend to cluster around them, as if drawn to them.
Furthermore, the proximity of other such orbs seems to amplify this clustering.’

If you have a look to the right, you’ll see a seemingly empty room. We’ll deal with that soon enough. Go back to the Save Point, and if you look carefully you can see an exit upwards on the right side of the room. Go up there, and the room above is a bit of a puzzle. You have to kill all the creatures in the room, so that you can boost around without an issue. First go left and hop into the little air current and then jump up higher. If you’re lucky you’ll attract a flying creature for you to kill. Then go right a little and you’ll see a creature in a little box, that you can double-jump and shoot to kill. Next a little more to the right you need to get past the air to prevent being knocked into the laser and drop down on the left side of the pillar. This will allow you to kill the large creatures without issue. After that you can use the airflow and the hookshot to jump over the pillar to kill a third creature, and hit the switch on the floor to open the way back out. With the creatures in this corner dead you can boost up on the right side to get to another switch to hit. Drop back down and go left back to the tall airflow. Go up and left, swing, jump and swing on the higher floor and you’ll likely get the attention of another large creature. If you can, lure it down to the floor so you can deal with it. Now you can get up onto the platform easily, but going up the large airflow, hookshot right, boost up, hookshot right again and then double-jump onto the platform it was currently on. It’s tricky but not impossible, and once you’re up there you can boost up to the next room.
Force the creature above you to back onto the conveyer belt and then kill it one it drops down. Make your way up past the lasers and near the top there’ll be a flying creature that you should kill. Go out the right side at the top and then boost past the pink energy balls to get to the switch and Console at the other side. Using the console will lift the lockdown and hitting the switch opens an easy way back out.
Head back left and then down the previous room, back the way you came in. Kill the flying enemy to stop it annoying you, and then shoot down through the floor to get rid of a large enemy, and then head left to drop down, allowing you to exit down out of the room altogether back to the Save Point.
Post-Game Phase 4.3 - The Research Outpost
Finding The Three Orbs

With the lockdown now lifted, we can begin our search for those mysterious Orbs that were talked about on those consoles. We’ll start with the easier ones...well, relatively easier ones.
From the Save Point head left, kill the enemies and drop down to the bottom of the shaft and head right and check the console.
‘I should’ve gathered all my tools...
There’s no way I’ll survive now.
I wasn’t prepared enough.’

Kill the large enemy here and then hookshot up to the small blocks to get the attention of a flying one that you should kill. Then kill the two enemies in the small boxes, then go up on the right side of those blocks to reach another enemy in a box to kill, and then go up on the left side to find another flying enemy to kill. Go through the blue blocks up here, kill the large enemy and check the console.
‘Some weeks ago we sealed off the part of the ruins where this all started
Or at least the entrance at the sandrock sector, right next to the way to the underwater sector.
It was meant to be a temporary thing, just to ensure that the area is left intact.
However, seeing how things are seemingly going on the station now, I’m not sure if we can ever return there.
It’s not a big problem right now – we have more than enough material to solve this puzzle.’

Head back to the left, drop down to the floor, and hear right. You’ll see pink energy orbs flying up and down quickly. You need to boost past them, going right, then up, back left, up again and then right to find a switch to hit. Drop down and head right to find a flying enemy to kill, and then boost up to find a Health Station and the Pink Orb. Touch it to pick it up, but before you leave shoot the wall on the right to find a hidden room, inside which you’ll find a console.
‘The way to the ruins is hidden but not fully sealed.
Head to the junction and look for a metal wall...
It appears normal, but the path is blue...’

We’ve heard those words before...
Go back and drop back down. Go left, past the pink energy balls to the next room, and then head up, killing the two enemies, and head right at the top to find the Save Point. Go right here and drop the Pink Orb off in this room.
To find the next one, head back left of the Save Point and drop down halfway down this shaft and exit out the left. Jump up here and go along to find a flying enemy to kill and a switch to hit. Go back to find the path open and swim through the water, avoiding the lasers to get across. Kill the two enemies here and move past the pink energy balls to get into the next room. There are two flying enemies and two large enemies in here for you to deal with, so watch out. When they’re dead, boost up and get the Green Orb. Head back right, past the pink orbs, through the water and into the next room. Kill the two enemies here and go up, and head right to the Save Point, heading right again to drop off the Green Orb.
One more orb to go, and this one is a doozy! Start by going left past the Save point and then left again to the next room. Go left, and boost past the huge energy blocks and you’ll find a console.
‘Against all sense, we found some matching writing at the other site and in the ruins here!
It mostly concerns certain supernatural being the old cultures told about in their mythologies.
...but how can two cultures, existing at different times and lightyears apart, have such similarities?
It makes no sense!
Yet, some of our group believe there might some key to all this.
We’re now about to excavate the ruins these writings were found in more thoroughly.
A shipment of more material from the other site is also on its way, on the cargo ship A152.’

Jump into the air and boost down to get to the floor. Here you’ll see a button on the floor, a large screen and the Blue Orb behind a glass tube. When you it the switch the screen will show 21-3, and a bar underneath that acts like a timer. So we’ve gotta get there, pretty quickly! Quickly boost back right, and then go up in the next room to reach the Teleporter. Warp yourself to 26-04 in the Temple. Go left, then up a level and then left through the hidden entrance in the wall. Boost across the room, past the lasers and into the room on the left, then in the upper-left corner get through the small gap into the Riddle Room. In here you’ll find a small ghost that you should kill to get the Blue Orb. Take it all the way back to the Teleporter, warp back to the Research Station at 21-21, drop down and go right to the Save Point. I highly suggest that you save here, as you’re about to face one hell of a tough boss when you head right and drop the Blue Orb off...

Extra Boss: Restless Spirit
Oh boy, are you in for a wild ride here! Prepare for pain!
The first thing to mention is that this boss will automatically turn off your Supercharge Module, so you can’t spam-attack to kill it quickly, so you’re going to have to learn the strategy here. Well, what little strategy there is...
So, first his attacks, which come randomly so there’s no set pattern here. One attack will see him slam his fist down on the floor, creating a dark energy ball that moves around the room in a square pattern, the size of which is determined by you, as it will try to move up/down to hit you, so just boost away to dodge it. Its next attack creates two Ghost enemies in the room, a small one and a large one. Kill the small one quickly, so it doesn’t zap you and then blast the large one to deal with it. Its third attack is that it’ll walk to the other side of the room, creating energy blasts where its feet touched the floor. You’ll need to boost past the boss and get into a gap between those energy beams to stay safe. It also has fourth attack of sorts which it starts using after you’ve taken off half its health, where it will suddenly vanish and leave a lot of small black orbs around, which will damage you. It’ll then reappear on the other side of the room, creating the same black orbs for you to dodge.
The boss itself is only venerable at its head, so you’re going to have to jump and let off a Charge Shot to damage it. Due to the random nature of this boss, there’s no real strategy I can give you to defeat it except to keep trying, learn to see the attacks and react accordingly.
Good luck!


Once you finally beat him, pop back to the Save Point to save and heal, and then head right to the room beyond the boss. Here you’ll find two consoles...
‘A colleague of mine formed a new hypothesis regarding the purpose of these artefacts.
Perhaps the orbs were indeed supposed to be used as transmitters, to alter someone of what is going on near them?
The writing we’ve found indicate an entity that was supposed to arrive to the orbs in certain circumstances.
How or for what purpose, we cannot but speculate.
However, a certain name appears often in the writings - ?????.
It might be worth a try to return them to where we found them and see if we can trigger a response of some sort.’

‘We really ought to return these orbs to where they came from.
We’ve certainly learned a lot by studying them...
...but the longer they stay here, the more corporeal these ghost-like creatures seem to become.
It’s starting to get outright scary...
But there’s no going back to the ruins anymore. The way is blocked, I’m sure.
Perhaps those creatures will take the orbs back by themselves, if we let them...
Who knows what the purpose they were serving in the ruins, though?’

That name in the alien language is a name we’ve heard before: MWYAH.
More Coming Soon!
I mentioned this at the beginning of the guide, but I'll repeat it here. Real life has gotten too busy for me to properly devote time to this guide, and finish it to the fullest extent that I would've preferred it to be in before posting.

However, the content in this guide will help those who are stuck with the main part of the game, so I have decided to post the guide online, even if it is in a technically unfinished state.

I hope what is here is helpful to you, and I hope to be able to return to this guide at a later date and finish things off.

Until then, good luck with Environmental Station Alpha!

Oymon
51 Comments
Drzewiec1122 May 31 @ 3:56am 
there's a very poorly thought-through part of this guide, the one where you say to beat the spike maze, get the second ending, then activate the four pillars to then have to unnecessarily beat the spike maze again only to beat Mwyah. Do you see the silliness here? Couldn't you have told people to activate the four pillars first, then go through the spike maze, save on the planet, get the ending, and then reload and fight Mwyah? Should have at least put a disclaimer like "if you don't want to have to do this maze two times, activate the pillars first, then come back". Anyway, thanks for this guide, it helped me in the past. just a small nitpick i had lol
rainbowbug11 Jan 14 @ 4:10pm 
"We’ve got to go the long way around to get to this one sadly, but it’s not too tricky."
me reacting to the first part of that sentence: whyyyyyyyyyyyyyyyyyyyyyyYYYYYYYYYYYHHHHHH
TobiasAmaranth Dec 2, 2024 @ 11:04pm 
I can't really find information about the stuff that comes after this. I mean, aside from the ghost/clock part. I'm now totally lost on all the little stray bits. No clue what the dark are by the underwater region is for, for example, or what the point of the Research Outpost was, or what that weirdly colored room under your ship is supposed to be.
Alex Vixius May 5, 2024 @ 10:13am 
You can get the plasma shield with the Dash Booster V by standing on the brown mound and jumping, dashing, boost jump then dashing again. (you have to stand on the brown block otherwise you can't double dash due to room transitions.)

P.S. When i was doing the sequence for the Health Tank 05, one attempt i done while dashing down for momentum; i had glitched when hookshooting and had the water floating effect out of water, not letting me double jump or dash, but letting me float indefinitely until i interacted with water again.
Khora Feb 24, 2024 @ 11:40pm 
thank u so fucking much
Jackski Feb 7, 2024 @ 10:00pm 
Thank you for the guide. It sucked, but still thank you. I'll go on YouTube to find something that's actually useful.
Iluszachane Feb 6, 2024 @ 1:18am 
I was just able to grab the Cargo Ship health tank without Triple Shot, just had to get the right momentum on that swing and have a charged shot ready.
steinhauserben Oct 5, 2023 @ 9:39pm 
Thank you for the guide. Would be helpful to have room coordinates at the start of each section if not for each item in case people are just looking for help with one specific thing.
lipstick Sep 7, 2023 @ 2:06pm 
idk i just stack in the plague hive battle. I understand the strats vs him but i cant dodge it and after a couple of trys start raging. bearing in mind that i passed all dark soulses and elden ring not raging on it's bosses
saacool Aug 9, 2023 @ 6:08pm 
There's absolutely no way you could "get back on track" using this guide, it jumps around almost nonsensically, and using a sequence break and ordering its contents based on whats available including that doesnt help. its fine to mention it but like, speedrunners have their own guides hybridizing this one with their tech isnt the best