After Dark Samus has lost one quarter of her HP, the battle reaches new heights as the boss switches strategies within the next room.ĭark Samus retains the same attacks, albeit now in a less compact room. Entangler shots are highly recommended due to its power output. Super Missiles and the Darkburst can deal heavy damage to Dark Samus, though the former is recommended as the Darkburst is less effective against the speedy target and consumes much ammo. Dark Samus is highly vulnerable to the Dark Beam because she is a being of the light world (and not a Darkling Samus). Should Samus step close to Dark Samus while taunting, the latter will immediately retaliate with a Phazon Shield strike. At times, Dark Samus will perform a taunt, either her usual maniacal laughter, standing in place and charging her body with Phazon energy, or a short scream with her arms raised and body charged. Dark Samus also utilizes a faster version of the Boost Ball, charging around the arena at blinding speeds (using a Charge Beam shot or a Charge Combo on the ball will instantly stop her attack), after which she will unmorph and fire a Charged Phazon Shot. If the latter hits a floor, the Phazon will slow Samus's movement but will not damage her. Dark Samus will now use two variations of the Charge Beam: either as a thin long, blue beam that she sweeps across from (her) left to right, or an energy blast that will encase Samus in Phazon. For the first half of battle, Dark Samus will retain using her Missiles and her two spread shot attacks (idle and strafe), as well as her usual Phazon Shield. Dark Samus retains most of her attacks from before, along with three new attacks. Unlike the last fight, there is more room to move around, and hitting Dark Samus is somewhat easier. Samus battles Dark Samus again on the Aerie (and in its access) at the Sanctuary Fortress. After dealing enough damage to Dark Samus, she will be defeated, collapsing to her knees and then violently exploding, leaving nothing behind but Phazon particles which float in the air for some time before eventually dissipating. If Dark Samus landed on the ground while in Ball form, she will be vulnerable to attack once more once she resumes movement. Dark Samus is also immune to all attacks while airborne, and can only be damaged again once she has returned to the ground. While in this state, she will often rise high into the air to fire Super Missiles or dive at Samus while encased in a ball of energy, both of which have the capacity to reduce the pillars in the room to flaming wreckage. Once half of Dark Samus' health has been depleted, she will begin to glow with Phazon energy. This is commonly seen after every attack Dark Samus performs. Each time Dark Samus performs a quick Sidestep maneuver, Samus's Lock-on is interrupted. Dark Samus can be very difficult to hit, as she possesses greater speed than Samus, and the pillars around the room make aiming and moving somewhat difficult. This brief opportunity allows Samus to land a free hit on the enemy. Rarely at times, Dark Samus will not attack and instead leave behind a brief sinister laughter before resuming her attack pattern once more. She may also raise a Phazon energy shield to deflect attacks and damage Samus if she is too close. For most of the fight, Dark Samus glides around the room, firing her " Shrapnel Beam" and three Missiles in a row. Samus first battles her doppelgänger in the Main Reactor of the Space Pirate mining facility, after the latter absorbed some Phazon. Main article: Biography of Dark Samus Boss battles Metroid Prime 2: Echoes First battle
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