z ---------zz--- ---------zzz---- ---------zzzz----- ---------zzzz------- ---------zzzz--------- ---------zzzzzzz-------- --------zzzzzzz--------- ---------zzzz--------- -------zzzz--------- -----zzzz--------- ----zzz--------- ---zz--------- z METROID PRIME: HUNTERS FAQ/Walkthrough By MrShotgun of GameFAQs Copyright Andrew Brown May 04th 2006 -o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o- [0000] Version Information -o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o- --------------------- FAQ/Walkthrough v0.1 March 22nd, 2006 Walkthrough finished through first visit to Celestial Archives. --------------------- FAQ/Walkthrough v0.2 March 23rd, 2006 Walkthrough finished through second visit to Alinos. --------------------- FAQ/Walkthrough v0.3 March 24th, 2006 Walkthrough completed. Added three scans I forgot to point out. Added a Table of Contents and a Find Code system. Added Subchapters and Find Code System to the Walkthrough. Added The Logbook and a Special Thanks chapter. --------------------- FAQ/Walkthrough v0.4 March 25th, 2006 Fixed the location of the Alimbic Joist object in the first visit to Celestial Archives. Rearranged walkthrough for first visit to Vesper Defense Outpost to increase completion speed. Added the Weapon & Item Locations chapter. Removed the "End Chapter" headlines from the Walkthrough for being unnecessary. Added a tip submitted by player Dark Crono for beating Gorea. Added permission to appear on Cheat Code Central, Neoseeker and 1up.com to legal information. Fixed a problem with the subchapter find code in the Logbook section. Added more thanks to Special Thanks. --------------------- FAQ/Walkthrough v0.5 March 26th - April 1st, 2006 Miscellaneous spelling, grammar and formatting changes to entire guide. Added the Game Basics, Unlockables, Bugs & Glitches, and Multiplayer Mode Strategies chapters. Changed the Walkthrough chapter's name to Adventure Mode Walkthroughs and Weapon & Item Locations to Weapon & Power Suit Upgrade Locations. Adjusted the Find Code system to match new chapters. Lumped the Legal, Contact Info and Special Thanks chapters into one and renamed it Legal Stuff, Contact Info and Special Thanks. Added a Spoiler-Free Walkthrough subchapter to the Adventure Mode Walkthroughs. Added the Ice Hive Missile Expansion to the Weapons & Power Suit Upgrades Locations chapter. Rearranged the Incubation Vault part of the Walkthrough during the second visit to Celestial Archives for faster completion. Rearranged the Council Chamber and Alinos Perch part of the Walkthrough during the second visit to Alinos for faster completion. Rearranged the Fault Line/Frost Labyrinth/Sanctorus part of the Walkthrough during the second visit to Arcterra for faster completion. Added asterisks to the walkthrough to indicate where Hunters or Guardians may appear. --------------------- FAQ/Walkthrough v1.0 April 3rd, 2006 Minor format changes done to Adventure Mode Walkthroughs to improve guide appearance. Added more tips submitted by players. Added links to my Frost Labyrinth and Echo Hall maps where appropriate. Double-checked Adventure Walkthrough for accuracy. Added permission for the guide to appear on additional websites. Guide is now "Completed," though I will continue to update it as necessary. --------------------- FAQ/Walkthrough v1.1 April 4th - 12th, 2006 Added a link to the Echo Hall Maze Map to the Power Suit Upgrades chapter. Added the Star Ranks to the Unlockables chapter. Clarified the function of the Samus symbol on the Hunter's License subchapter. Added more tips to Multiplayer Strategies chapter. Fixed scan location for the Stronghold Portal object in the In-Depth Walkthrough. Added a Frequently Asked Questions chapter. Added permission to appear on addditional websites to Legal. ---------------------- FAQ/Walkthrough v1.2 April 27th - May 04th, 2006 Erased a leftover bit of text which should have been erased, but I missed it. Added a small ASCII logo and removed the legal blurb from the beginning of the guide. Added a Links subchapter to Chapter 0900. --------------------- FAQ/Walkthrough v1.3 July 12th, 2006 Added more links to the Links subchapter. -o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o- [0100] Table of Contents -o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o- [0000] Version Information [0100] Table of Contents [0200] Game Basics [0300] Adventure Mode Walkthroughs [0400] The Logbook [0500] Weapon & Power Suit Upgrades Locations [0600] Multiplayer Mode Strategies [0700] Unlockables, Bugs & Glitches [0800] Frequently Asked Questions [0900] Legal Stuff, Links, Contact Info and Special Thanks -o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o- [0200] Game Basics -o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o- Author's Note: The following chapter, for the most part, concerns only Adventure Mode. For a more in-depth overview of Multiplayer mode, including Modes, Hunters and Arenas, skip down to the Multiplayer Mode Strategies Chapter. ~o~o~o~o~o~o~ Subchapters ~o~o~o~o~o~o~ [0201] Introduction [0202] Equipment [0203] Weapons, Items and Upgrades [0204] Rival Hunters ~o~o~o~o~o~o~o~o~o~o~ [0201] Introduction ~o~o~o~o~o~o~o~o~o~o~ In Metroid Prime: Hunters Adventure Mode, the player takes on the role of the Galaction Federation Bounty Hunter, Samus Aran, and tasked with finding the eight separate Octoliths in one of four locations of the Alimbic Cluster: The Celestial Archives, Alinos, The Vesper Defense Outpost, and Arcterra. Once all eight Octoliths are located, then the Alimbic Cannon on Alinos can be used to tear a hole in the fabric of space-time and access the space prison Oubliette, where the "Ultimate Power" is held. Along the way, she will be challenged for possession of the Octoliths and the Ultimate Power by six rival Bounty Hunters, none of whom pull any punches. ~o~o~o~o~o~o~o~o~ [0202] Equipment ~o~o~o~o~o~o~o~o~ Samus is equipped with a Power Suit, a bionic suit of armor created by an ancient species known as the Chozo. While in her Power Suit, Samus has a constant uplink to her Hunter-class Gunship, and can send records to the ship's database using the Power Suit's Scan Visor. The Power Suit also gives superhuman jumping ability (even the ability to jump in midair), and is equipped with an Arm Cannon which automatically adapts to fire any kind of weapon technology and any type of ammunition. The Power Suit can also roll into a "Morph Ball," an Alt Form that can enter small tunnels and has an unlimited supply of bombs. These bombs can be used to destroy small objects, and can even allow Samus to use the kinetic energy of the Bombs to propel herself in a Bomb Jump. With proper timing, she can even use three different bombs to reach twice the height of a normal Bomb Jump. ~o~o~o~o~o~o~o~o~o~o~o~o~ [0203] Weapons and Items ~o~o~o~o~o~o~o~o~o~o~o~o~ ----------- Power Beam Opens: Unsealed Doors The backbone of Samus' arsenal, the Power Beam can fire a three-shot burst before it begins to charge up for a more powerful projectile attack. The Power Beam is an extremely useful weapon early on, when Universal Ammunition pools are low and enemies are relatively weak. With practice, it is even an effective weapon at later stages of the game. Since it does not use ammunition and most enemies aren't very resistant to it's attacks, the Power Beam is a solid choice for any situation. ----------------- Missile Launcher Opens: Brown-sealed Doors Firing powerful concussive missiles, the Missile Launcher is a very powerful weapon which should never be ignored. Since Missiles are not needed nearly as much in Hunters as they have been in previous Metroid titles, players should not hestitate to empty their supply of Missiles whenever it seems necessary. Missiles are a great weapon to use in Hunter Duels especially, and Samus can make the Missiles track heat by charging them first. Missiles move slowly, and are easily dodged by quick targets. ------------- Battlehammer Opens: Green-sealed Doors, Green Force Fields The Battlehammer fires a string of explosive rounds. It has no charge mode, and it fires fast enough that it can quickly drain an entire Universal Ammunition pool before the player realizes it. As the first weapon discovered which uses UA, the Battlehammer is a good reminder to conserve your UA for when you really need it. The Battlehammer fires in a low arc, requiring players to adjust their aim to hit their intended target. ---------- Judicator Opens: Purple-sealed Doors, Purple Force Fields The Judicator fires a single stream of frozen plasma, or when charged fires a whole bunch of the streams. The Judicator is especially effective against enemies based on fire, such as the Fire Spawn or Magma Voldrums. One of the more commonly used Weapons in the game. ------------ Volt Driver Opens: Yellow-sealed Doors, Yellow Force Fields The Volt Driver works similarly to the Power Beam, firing a single shot before charging up to deliver one powerful burst. Not a weapon you will find yourself using all that often, but it still has it's uses. ----------- Shock Coil Opens: Blue-sealed Doors, Blue Force Fields The Shock Coil fires a stream of electricty at anything within the weapon's extremely limited range, continuously dealing small amounts of damage for as long as the weapon remains activated. A really great weapon if you practice with it, but it initially seems weak to those who have not mastered it. -------- Magmaul Opens: Orange-sealed Doors, Orange Force Fields The Magmaul is a powerful weapon which works especially well one ice-based enemies such as the Frost Spawn and Ice Voldrums. It's achilles heel is the huge arc it has, requiring considerable adjustment of aim to actually hit your target. Practice with this one before using it full time. ----------- Imperialist Opens: Red-sealed Doors, Red Force Fields The Imperialist is a laser rifle, which fires a long thin, stream of energy with enough force to kill almost anything in one shot (provided you make contact with the head). The Imperialist is also equipped with a zoom function, allowing Samus to attack enemies from clear across the room. A really fantastic weapon if you work on your aim with it. ------------- Omega Cannon The last, most powerful weapon Samus finds, the Omega Cannon may well be the "Ultimate Power" referred to in the hidden message. The Omega Cannon fires a single, powerful burst which explodes like a nuke, and is only used against the final boss. ------- Energy Energy comes in three varieties and heals three different amounts of health: 30, 60 and 100. It drops off almost everything and is generally found in abundance. -------------- Missile Packs Gathering Missile Packs increases the amount of Missiles carried in the Power Suit. --------------------- Universal Ammo Packs Gathering Universal Ammo Packs increases the amount of UA carried in the Power Suit. ------------ Energy Tank Energy Tanks increase the maximum energy capacity of the Power Suit by 100. ------------------ Missile Expansion Missile Expansions increase the maximum Missile capacity of the Power Suit by 10. ------------- UA Expansion UA Expansions increase the maximum UA capacity of the Power Suit by 30. ~o~o~o~o~o~o~o~o~o~o~ [0204] Rival Hunters ~o~o~o~o~o~o~o~o~o~o~ ------- Kanden Weapon: Volt Driver Alt Form: Stinglarva Weak Against: Battlehammer The first Hunter you encounter in the Adventure Mode, Kanden uses the Volt Driver. His attacks disrupt the Combat Visor, affecting your field of vision. When he rolls into his Stinglarva Alt Form, he moves very quickly and is low to the ground, making it hard to hit it from below. The Stinglarva can drop bombs which home in on enemies. Kanden is an escaped biological experiment, an attempt to create the perfect soldier. With the combined DNA of some of the most powerful and dangerous species in the galaxy bioengineered into his body, Kanden is an extremely dangerous enemy and is generally considered to be psychotically homicidal. ------ Spire Weapon: Magmaul Alt Form: Dialanche Weak Against: Judicator The second hunter you encounter in Adventure Mode, Spire is equipped with a Magmaul. His attacks can set you on fire when they connect, causing additional damage over time. When Spire enters his Dialanche form, he gains the ability to climb walls (ala Spider Ball), though the CPU AI rarely takes advantage of this ability. The Dialanche can lash out with two blades at close range, so stay away from his Alt Form to avoid unnecessary risk. Spire is the last known Diamont, a race whose body is composed entirely of a molten ferrous rock. Spire is trying to find the fate of his people, and believes that discovering how the Alimbics were destroyed may shed some light on his own people's fate. Spire isn't necessarily evil, but that doesn't make him Samus' friend either. He will attack with just as much zeal as any other Hunter. ------- Weavel Weapon: Battlehammer Alt Form: Halfturret Weak Against: Volt Driver The third hunter you encounter in Adventure Mode, Weavel is equipped with a Battlehamer. His shots with the Battlehammer cause a large explosion, so even when he misses you're not necessarily avoiding damage. In his Alt Form, Weavel splits in half. His lower legs become a turret, his upper half a melee robot. The legs are significantly more dangerous, so destroy them first if he enters Alt Form. Weavel was formerly the Space Pirate General in charge of the Zebes outpost, at least until Samus arrived and shut down the operation. However, she made the mistake of leaving Weavel alive. His body was recovered, and his spinal cord and brain were implanted into a new cybernetic body. He is now the Space Pirate's most deadly and effective assassin. It's not certain whether he is after the Ultimate Power for the Space Pirates or for his own purposes. ------ Noxus Weapon: Judicator Alt Form: Vhoscythe Weak Against: Magmaul The fourth or fifth Hunter you encounter in Adventure Mode, depending on the order you finish the planets, Noxus wields a Judicator. His regular shots with the Judicator deal a moderate amount of damage, but more dangerous is the charged attack which can freeze you solid. In his Alt Form, Noxus becomes whirling blades which deal large amounts of damage to anything he strikes with them. Noxus is a a member of the Vhozon race, an empire whose might rivals that of the Galactic Federation. Though the two governments share a wish to enforce justice, both have radically different ideas of how to enforce that. The Vhozon are merciless to any who break their incredibly strict laws, and employ an army of Warrior Monks who police the population. Noxus is seeking the Ultimate Power to keep it out of the hands of any "undeserving heretics." ------ Trace Weapon: Imperialist Alt Form: Triskelion Weak Against: Shock Coil The fifth or sixth Hunter you encounter in Adventure Mode, depending on the order you finish the planets, Trace wields an Imperialist. He becomes virtually invisible when he stands motionless while holding the Imperialist, giving him extra time to carefully aim his shots. A smattering of rapid fire shots or a Homing Missile are usually enough to snuff out his hiding place, and if that doesn't work then the long beams of the Imperialist are pretty obvious indicators of his presence as well. While in his Triskelion form, Trace can become invisible while standing motionless, letting him ambush Samus in narrow halls with it's powerful attacks. Trace is a Kriken, one of the most hated races in the galaxy. They are an incredibly warlike race, moving from planet to planet like a swarm of locusts. Trace is a relatively young Kriken warrior, and has set out on a quest to find a new planet for the Kriken to invade as part of his rite of passage. He seeks the Ultimate Power to bring glory to himself, and failing that at least he'll find a few good planets for the Kriken to destroy. ------ Sylux Weapon: Shock Coil Alt Form: Lockjaw Weak Against: Imperialist The fifth or sixth Hunter you encounter in Adventure Mode, depending on the order you finish the planets, Sylux wields a Shock Coil. Sylux possesses what is probably the most effective and powerful strategy of any of the Rival Hunters in Adventure Mode, staying as close to Samus at all times and letting the Shock Coil slowly wear down her Energy. While in Lockjaw Alt Form, Sylux can drop a series of bombs which are connected by a line of electricity. Crossing this line causes all the bombs to explode. Sylux is a Bounty Hunter who, for reasons unknown, hates the Galactic Federation, and especially Samus Aran. His presence in the Alimbic Cluster may not necessarily be directly related to the Ultimate Power, but it can be certain that if he got his hands on the Ultimate Power it wouldn't be good for Samus or the Federation. -o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o- [0300] Adventure Mode Walkthroughs -o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o- ~o~o~o~o~o~o~ Subchapters ~o~o~o~o~o~o~ [0310] Spoiler-Free Walkthrough [0320] In-Depth Walkthrough [0321] Part 01: Celestial Archives [0322] Part 02: Alinos [0323] Part 03: Vesper Defense Outpost [0324] Part 04: Arcterra [0325] Part 05: Return to Celestial Archives [0326] Part 06: Return to Alinos [0327] Part 07: Return to Arcterra [0328] Part 08: Return to Vesper Defense Outpost [0329] Part 09: Alinos Again and Oubliette ~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~ [0301] Spoiler-Free Walkthrough ~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~ This is the Walkthrough for people who don't want to be told exactly what to do and where to go, but is instead a general outline. It does not reveal the locations of scans, Power Suit upgrades or give strategies for defeating enemies. 01. Land on the Celestial Archives. 02. Retrieve the Octolith and return to the Hunter Gunship. 03. Land on Alinos. 04. Retrieve the Octolith and return to the Hunter Gunship. 05. Land on the Vesper Defense Outpost. 06. Find the Battlehamer. 07. Retrieve the Octolith and return to the Hunter Gunship. 08. Land on Arcterra. 09. Find the Judicator. 10. Retrieve the Octolith and return to the Hunter Gunship. 11. Return to the Celestial Archives. 12. Find the Volt Driver. 13. Find the Shock Coil. 14. Retrieve the Octolith and return to the Hunter Gunship. 15. Land on Alinos. 16. Find the Magmaul. 17. Retrieve the Octolith and return to the Hunter Gunship. 18. Land on Arcterra. 19. Find the Imperialist. 20. Retrieve the Octolith and return to the Hunter Gunship. 21. Land on the Vesper Defense Outpost. 22. Retrieve the Octolith and return to the Hunter Gunship. 23. Reclaim stolen Octoliths from rival Hunters, if any. 24. Land on Alinos. 25. Use the eight Octoliths to activate the Alimbic Cannon. 26. Return to the Hunter Gunship. 27. Land on the Oubliette. 28. Defeat Gorea. ~o~o~o~o~o~o~o~o~o~o~o~o~o~o~ [0320] In-Depth Walkthrough ~o~o~o~o~o~o~o~o~o~o~o~o~o~o~ This is the complete guide to Metroid Prime: Hunters. It covers the entire game, beginning to end, room for room, in high detail. All Scans are pointed out and strategies are given for fighting the major enemies or maneuvering through the obstacle courses. If you're looking for a 100% completion rating, then this is the Walkthrough you're looking for. Author's Note: Most of the large areas in the game have a small hallway between them. These hallways serve as "loading buffers" and have no real use. This guide typically ignores their very existence. Just pass through them even when the guide doesn't mention them at all. A Note on Organization: Each part of the walkthrough is divided into areas for ease of use. To recognize when one area ends and another begins, look for the line of hyphens (-). At the beginning of each area's section, if there are new scans or items covered in that part of the guide, then it is pointed out. To locate a specific area in the game, use the in-game map on the pause menu. A Note on Checkpoints: If you die and return to an earlier checkpoint, you will have to repeat all Scans and Item Pickups after that checkpoint. ~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~ [0321] Part 1: Celestial Archives ~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~ -------------------- The Alimbic Cluster When the game begins, a brief introductory sequence plays. Sit through it if you like (very little of the game will make sense if you don't). After the intro, a map of the Alimbic Cluster will appear on the Touch Screen. The two sliders on the bottom and left of the Touch Screen adjusts Samus' destination. By default, they rest on the Celestial Archives. Press the large, red Land Ship button to enter the Celestial Archives. ----------------- Celestial Gateway New Scans: Hunter Gunship (equipment), Celestial Archives (object), Alimbic Prophecy 01 (lore) Jump off your Hunter Gunship and take a look around. There are two portals on the left and right of the door (we'll activate them later), a computer console in front of the Gunship and a green barrier beneath the landing platform. We won't be able to open this barrier for a little while, but keep it in mind. Switch to the Scan Visor and scan the Hunter Gunship for it's equipment scan, and the Computer Console in front of it for the Celestial Archives object scan. Move towards the door, and scan the Alimbic Prophecy 01 lore which hangs just above the door (most Lore scans are in the form of Datashades, which are invisible unless you have the Scan Visor on). Blast open the door and follow the long, bending hall to the Helm Room. --------- Helm Room New Scans: Synergy Processor (object), Synergy Drive (object), Port Helm (object), Starboard Helm (object), Psycho Bit v1.0 (bioform) Switch back to the Scan Visor and step towards the large platform in front of you. Scan it's left side for the Synergy Processor object. To the left of the Synergy Processor is the Synergy Drive object, behind the blue force field. Scan it as well. A catwalk near the center of the room climbs up. Go up it, and follow the catwalk to the left first. Scan the console for the Port Helm object scan, then to the opposite side of the catwalk for the Starboard Helm object scan. Scan the button next to the door against the far wall to unlock it. Shoot it open and go inside. As soon as the door closes, both doors in the room will be locked and several Psycho Bits v1.0s will appear. Scan one of them for their bioform scan, then kill them all to unlock the doors. Open the door at the top of the ramp and follow the hall to the Meditation Room. ---------------- Meditation Room New Scans: Alimbic Panel (object), Navigational Chart (object), Petrasyl (bioform), Synergy Strut (object), Tetra Trade Map (object) Use the Charge Beam to destroy the crates and gather their contents. Follow the hall down and to the right. Scan the left wall for the Alimbic Panel object, then enter the doorway to the right. Scan then kill the Petrasyl, who will drop a Small Missile Pack. Scan any of three force fields for a Synergy Strut object, then the blue panel near the ramp for the Tetra Trade Map object. Blast the Brown Door with a missile to unlock it, then leave the room. --------------- Data Shrine 01 New Scans: Science Hub (object), Alimbic Artifacts (object), Artifact Shield (object), Shield Key (object), Cartograph Artifact (object), Lesser Ithrak (bioform) New Items: Cartograph Artifact, Energy Tank The hallway goes to the left and right here. The right dead ends almost immediately, so go to the left. Notice the small crawlspace beneath the floor; we'll get to that in a moment. Keep following the hallway left, and kill the Psycho Bits v1.0s that get in the way. Near the end of the hall, your Gunship will send a message that another ship has landed in the Celestial Archives. Go through the silver door to the right. When you enter the room, both doors will immediately lock. Quickly scan the small, low wall before you; this is the Science Hub object. In front of the Science Hub is a computer which holds the Alimbic Artifacts object scan. Jump up to the center platform and scan the large, blue diamond for the Artifact Shield object scan. Once you do, several Psycho Bit v1.0s will appear. There are several waves of them; just keep killing them until they quit spawning. A Shield Key will appear next to the Artifact Shield once all the Psycho Bits are dead. Scan it, then take the key. The Artifact Shield will disappear, revealing a Cartograph Artifact. Scan then take it. With the Artifact in hand, the doors will unlock. Leave through the door with the two crystals standing beside it (as a general rule, doors with crystals go forward, while those without go back). As soon as you enter the hall, four Psycho Bit v1.0s will attack. Kill them, then jump down into the trench. Stop, and turn around. There is a small path which goes under the floor. Roll into Alt Form and head down the tunnel to find a Small Missile Pack. Roll back out and follow the tunnel's curve. On the other end of the trench is another small tunnel. In Alt Form, go to the end of the tunnel to find an Energy Tank. Return to the trench and jump up to the platform. Keep following the tunnel's curve left. Near the end of the hall there is a locked door. Try to go near it, and a Lesser Ithrak will jump down. Scan then kill it. The door will unlock. Head through it to Fan Room Alpha. -------------- Fan Room Alpha New Scans: Cooling Fans (object) Scan the base of the pillar in front of you for the Cooling Fans object. Then, jump up to the top of the pillar using the platforms that surround it. At the top, head through the door to Data Shrine 02. -------------- Data Shrine 02 New Scans: Kanden (bioform), Alimbic Joist (object) New Items: Missile Expansion This area is structurally similar to Data Shrine 01, but the configuration of doors and Alt Form tunnels is a little different. You won't even be able to access most of Data Shrine 02 until we return here later on. As before, the hall stretches left and right. The left dead ends on an as-yet-unopenable door, so head to the right. You'll see a Missile Expansion under the floor after a short ways; we'll get this in a moment. Keep following the hall. Near the end of the trench, you'll get a glimpse of a green humanoid figure. This is Kanden, the first and easiest of your rival hunters. He'll run if you get too close; try to scan him before he sees you. If you don't, no worries - you'll be able to scan him again in a moment. Run towards him, and he'll roll into his Alt Form and run down the tunnel. Roll into your own Alt Form and follow him. On the other side of the tunnel, change out of Alt Form and kill the Psycho Bit v1.0. Keep following the trench, and halfway across scan the angled beam on the ceiling above for the Alimbic Joist object. Kill another Psycho Bit, then continue on. At the far end of the trench is another tunnel. Go Alt Form and roll to it's end to get that Missile Expansion we saw earlier. Return to the trench. Jump onto the path above Kanden's Tunnel and kill the Psycho Bit v1.0s that guard the door. Leave through the door to Fan Room Beta. -------------- Fan Room Beta New Scans: Tetra Galaxy (object) Scan the center window on the far wall for the Tetra Galaxy object, then jump to the top of the pillar. Kill the Petrasyls that get in your way. Head through the door at the top to Data Shrine 03. --------------- Data Shrine 03 New Scans: Stinglarva (bioform), Political Hub (object), Anthropological Hub (object), Attameter Artifact (object), Alimbic Turret v1.0 (bioform) New Items: Attameter Artifact Blast open the crates to your right and gather up their contents. Follow the hallway to the left. The hall deadends at a silver door. Go inside, where Kanden will attack you. ~o~o~o~o~o~o~o~o~o~o~o~o~o~ Begin Hunter Duel: Kanden ~o~o~o~o~o~o~o~o~o~o~o~o~o~ Kanden begins the fight in his Stinglarva Alt Form, so scan him quick. All rival Hunters must have their Humanoid and Alt Forms scanned individually. Blast the Stinglarva a few times with the Power Beam, and he'll change back into his Humanoid form. Scan him now if you missed him before. Keep pelting Kanden with rapid or charged shots, and absolutely never stand still. Hide behind objects, strafe around him, jump around like an idiot - anything to keep him from hitting you. Not that he hits hard, it's just good practice for later when not being hit actually will matter. Try to make all shots connect with his head, especially Charge Shots. Kanden is really easy and should be no trouble to even the most novice player. ~o~o~o~o~o~o~o~o~o~o~o~o~ End Hunter Duel: Kanden ~o~o~o~o~o~o~o~o~o~o~o~o~ When Kanden is defeated, he will leave behind a Shield Key. Pick it up, and one of the doors on the upper catwalk will unlock. Blow the door open, then roll inside with the Alt Form to find the Attameter Artifact. Go back out to the main room and scan the Anthropological and Political Hubs on the left and right sides of the room. Leave through the other door (the one you didn't come through). Out in the hall, turn right and scan the Alimbic Turret v1.0 directly in front of you before you blow it up. He's got a friend behind him; blow it up too. With both Turrets dead, the door on the left wall will unlock. Go in to the Synergy Core. ------------- Synergy Core New Scans: Binary Subscripture (object), Lift Controls (object) New Items: Binary Subscripture Scan the yellow button on the floor to your left. This will activate a portal, but don't go through it yet. Begin jumping up the platforms. Part of the way up, on the wall above the door you came through, is the Lift Controls object scan. Take note of the yellow force field, but you won't be able to do anything with it right now. Climb to the top of the shaft and enter the door at the top. In this room is an Artifact Shield which holds the Binary Subscripture, the last Artifact you need for this visit to Celestial Archives. Surrounding the shield are four switches. Scan then shoot each of these switches, and the Shield Key will appear. Pick it up, then scan and grab the Binary Subscripture. The door to the next room will unlock, leading to the Stronghold Portal. But before we go there, return to the portal we passed earlier. It will take you to the Celestial Gateway. ------------------ Celestial Gateway Jump into the Gunship (stand in front of it, jump on top of it and stand near it's center) to save and heal, then return to the Synergy Core through the portal ------------- Synergy Core Jump back to the top of the shaft and go through the door on the other side of the deactivated Artifact Shield. If you have all three Artifacts (which you should, since the game doesn't let you progress without them in this first level) then the machine in this room will activate and open a portal. Step inside. ---------------- Stronghold Void New Scans: Stronghold Door (object), Stronghold Void (lore), Cretaphid v1 (bioform), Biodefense Chamber A (lore), Octolith (object) New Items: Octolith First thing in Stronghold Void, switch to the Scan Visor and get the Stronghold Void lore scan. It's right in front of you as you arrive. Head straight forward, up the stairs, and scan the door before opening it for the Stronghold Door object. Shoot then stand right next to the second door to open it. ~o~o~o~o~o~o~o~o~o~o~o~o~ Begin Boss: Cretaphid v1 ~o~o~o~o~o~o~o~o~o~o~o~o~ First, scan the pillar to get the Cretaphid v1 scan. Then, get the Biodefense Chamber A scan to the right of the door (this is one of the easier scans in the game to miss). Cretaphid v1 will shoot lasers at you from his red eyes; they don't deal much damage, so no sweat if you get hit a few times. Circle the pillar in a clockwise or counter- clockwise pattern, shooting the blue eyes with rapid and charge Power Beam shots. Once all of the eyes are destroyed, then the Cretaphid's "brain" will appear at the top of the pillar. Shoot it with rapid and charge shots until the pillar flashes or the brain descends, whichever happens first. Repeat the process until Cretaphid v1 dies. ~o~o~o~o~o~o~o~o~o~o~o~ End Boss: Cretaphid v1 ~o~o~o~o~o~o~o~o~o~o~o~ Pick up the health that Cretaphid v1 leaves behind, then scan and grab the Octolith. Return to the portal. On the way back, your Gunship sends a message: eight minutes to security lockdown. Jump into the Stronghold Portal to return to the Synergy Core. ------------- Synergy Core Try to use the Alt Form as much as possible on your way out - it moves much faster then the Humanoid Form. However, several of the doors on the way back are locked. Kill all of the Alimbic Turret v1.0s, Psycho Bit v1.0s and Lesser Ithraks you come across along the way to ensure the door ahead is unlocked. Kill the waves of Psycho Bits v1.0 in the Binary Subscripture room, then head through the door and jump down. The portal to Celestial Gateway is deactivated, so don't get any clever ideas. Return to Data Shrine 03. -------------- Data Shrine 03 Run to the right and blast through the silver door. Hug the right wall and leave through the other door. Back out in the hall, run to the left and kill the Psycho Bit v1.0s to unlock the door. Go through to Fan Room Beta. ------------- Fan Room Beta Drop down to the bottom of the shaft and go through the door to Data Shrine 02. Ignore the Petrasyls; the door isn't locked. -------------- Data Shrine 02 Run to the right into the trench, and roll through the tunnel back in the direction you just came from (the same tunnel you chased Kanden through earlier). Kill the Lesser Ithrak on the other side of the tunnel, then follow the tunnel's curve. A pair of Alimbic Turret v1.0s and another Lesser Ithrak guard the door. Kill them to unlock it, and go through to Fan Room Alpha. -------------- Fan Room Alpha Drop to the bottom of the shaft and go through to Data Shrine 01. -------------- Data Shrine 01 When you step through the door, a Lesser Ithrak will ambush you from the right. Kill it, then follow the hallway left. Kill the Psycho Bit v1.0s, then shoot through the silver door. Kill the group of Psycho Bits to unlock the door on the other end of the hall. Go through it and to the left, into the door to the Meditation Room. Kill the trio of Psycho Bits on the way. --------------- Meditation Room Run up the ramps in the Meditation Room. Kill any Petrasyls that get in your way, but ignore the rest. At the top of the room, go through the door into the Helm Room. ---------- Helm Room New Scans: Guardian (bioform) Move down the ramp and into the main Helm Room, where you will be immediately attacked by three Guardians. If you're pressed for time, don't bother scanning them. You'll get plenty of opportunity later. Fighting Guardians is a lot like fighting rival Hunters, only they are not as powerful and don't have Alt Forms. Fight them just as you fought Kanden: Circle around, hitting them with rapid shots and trying to hit their heads with Charged Shots. Once all three Guardians are dead, head through the door back to Celestial Gateway. ------------------ Celestial Gateway Jump into your Gunship, save your game and select "Launch Ship" on the touch screen to leave the Celestial Archives. ------------------- The Alimbic Cluster The map of the Alimbic Cluster will reappear on the touch screen, and a new planet will appear. Set a course for Alinos by moving the navigational sliders so they line up with Alinos, then press the "Land Ship" button. o~o~o~o~o~o~o~o~o~o~o~ [0322] Part 2: Alinos o~o~o~o~o~o~o~o~o~o~o~ --------------- Alinos Gateway New Scans: Alinos (object), Magma Station (object), Alimbic Prophecy 02 (lore), Alimbic Datashade 01 (lore), Alimbic Datashade 02 (lore) New Items: Missile Expansion Jump down from the Gunship and scan the console for the Alinos object. Run down the stairs, and move around to the rear end of the pyramid structure. There is a small machine back here which can be scanned for the Magma Station object. Head back to the front of the pyramid and jump along the rocks over the lava, but be quick - they sink. Get the Alimbic Prophecy 02 lore scan from above the door, then head to the right for Alimbic Datashade 01 & 02 lore scans. Return to the door, but don't go through yet. Head to the left, where you can just see a Missile Expansion in an alcove above you. Jump onto the rubble, then roll into the alcove. Use bomb jumps to reach the Missile Expansion. Drop back down and head through the door. ---------- Echo Hall New Scans: Exposed Rebar (object), Zoomer (bioform), History 01 (lore), War Wasp (bioform) New Items: Energy Tank, Cartograph Artifact Run down the hall a ways, and stop to scan and then kill some Zoomers. The plants on the floor can also be destroyed, and some of them hold items. Remember that for emergencies later on. There is a large, square sandy area at the end of the hall. Scan the left side of the room for the History 01 lore, and the right side for the Exposed Rebar object. Roll into Alt Form and enter the tunnel. Echo Hall Maze Map by MrShotgun: db.gamefaqs.com/portable/ds/file/metroid_prime_echo_hall.gif This is a wee bit of a maze here, but it isn't large or difficult. Nevertheless, I'll give directions. Follow the maze's path until you hit a crossroads. Go right, then left, then right again at the next split, then straight. You will be in a small alcove filled with Zoomers. Slaughter the lot of them to reveal a Shield Key. Pick it up, and roll back into Alt Form and return to the maze (use the same entrance you came in through to exit). Go straight, left at the next fork, straight, and around the corner to the door you just unlocked. Bomb it open. Ignore the right path, and keep going forward. Down this branch and to the right is an Energy Tank. Return to the tunnel you just passed and roll into it. At the end of the path is an elevated tunnel; bomb jump into it. At the top is a small room with the Cartograph Artifact. Grab it, then head through the door with the two blue crystals. Scan and kill the War Wasps on the other side of the tunnel, then go through the door to High Ground. ------------ High Ground New Scans: Flow Regulator (object), Interment Chamber (lore), Magma Vent (object), Science Sarcoghagus (lore), Battle Sarcoghagus (lore), Alimbic Scripture (object), Blastcap (bioform), Spire (bioform) New Items: Missile Expansion There's a whole swarm of Zoomers in this room. Kill them all to unlock the door. Scan the orange strip on the left wall before you go through the door to get the Flow Regulator object scan. Go left around the corner and kill more Zoomers to unlock another door. Through the door, take two more lefts. On the way, you'll see an opening covered by a purple force field. You won't be able to open this until later, but turn on your Scan Visor and scan the hole in the wall for the Interment Chamber lore. Another left, and scan the cracked floor for the Magma Vent object, then jump up through the hole in the ceiling. Spire, another rival Hunter, will attack. You don't really fight him yet (he runs away after he takes a few hits), but now is a good chance to scan him. After you've sent Spire packing, return to the center of the room. Scan both of the large square blocks in the courtyard to get the Battle and Science Sarcoghi lore scans. Scan one of the inscribed walls for the Alimbic Scripture object. Face the Battle Sarcoghagus, then turn around and run up the ramp. Hang a right at the top and grab the Missile Expansion. Climb back up the Battle Sarcoghagus ramp, then run to the left along the wall. Scan the Blastcap, then jump over it and into the silver door to the next room. --------------------- Elder Passage (lower) New Scans: Voldrum (bioform), Dialanche (bioform) New Items: Attameter Artifact Head forward. There's an Artifact Shield to your left, but there isn't much we can do with it without a Shield Key. Head to the right, where a force field will activate and trap you in the room. A blue plate on the wall will activate, steadily spitting out a stream of Voldrums. Destroy the Voldrum Generator first, then scan and kill the Voldrum itself. Another generator will activate behind you. Same deal. Once both Voldrum Generators are destroyed, then the force field above will disappear and Spire will reappear. He'll take a few shots at you through the hole; you should do the same. If you couldn't scan him back in High Ground, then do it now. After a while, Spire will jump down into the pit and use his Dialanche Alt Form. Scan it, then blast away. After a few shots, Spire will run away. Again. But don't think too low of the guy. He's the last of his race, after all. Scan the orange switch on the wall to make the Shield Key appear. Take it, and claim the Attameter Artifact as your reward. Return to High Ground through the silver door. ------------ High Ground New Item: Binary Subscripture ~o~o~o~o~o~o~o~o~o~o~o~o~ Begin Hunter Duel: Spire ~o~o~o~o~o~o~o~o~o~o~o~o~ Time for a real, honest-to-goodness brawl with Spire. Just blast away at him, using High Ground's considerable architecture for cover. When he rolls into Dialanche, then jump up onto one of the Sarcoghagi where the Dialanche has a much harder time reaching. Spire should fall as easily as Kanden did. ~o~o~o~o~o~o~o~o~o~o~o~o End Hunter Duel: Spire ~o~o~o~o~o~o~o~o~o~o~o~o When Spire is defeated, he will drop a Shield Key. Take it, and grab the last Artifact in the corner of the High Ground. After you pick up the Binary Subscripture, then the floating platforms above High Ground will rearrange themselves. Jump across them to the previously unreachable silver door, and enter it to the Elder Passage (upper). More Generators will also activate, these producing Psycho Bit v1.0s. They can be safely ignored. --------------------- Elder Passage (upper) Scan the yellow switch in front of you and enter the portal to return to Alinos Gateway. --------------- Alinos Gateway Save and heal at the Gunship, then return to the Elder Passage. --------------------- Elder Passage (upper) Enter the Stronghold Portal ---------------- Stronghold Void New Scans: Slench 1A (bioform), Slench 1B (bioform), Energy Blaster (bioform), Biodefense Chamber B (lore) New Items: Octolith Head through the pair of doors to the next boss fight. ~o~o~o~o~o~o~o~o~o~o~ Begin Boss: Slench 1 ~o~o~o~o~o~o~o~o~o~o~ Quickly scan the lore on the right side of the door for the Biodefense Chamber B lore scan, then scan the Slench itself plus one of the three round discs that surround it for the Slench 1A and Energy Blaster bioform scans. The Slench is a bit more difficult to fight then the Cretaphid, but luckily is a bit easier to explain. For the first part of the fight, strafe back and forth to dodge the Slench's attacks, and shoot at the Slench's tentacles with the Power Beam. Once all three tentacles are destroyed (be fast - they regenerate), the Slench will detach itself from the wall. Once the Slench is removed from the wall, scan it again for the Slench 1B bioform scan. Now, begin circling the eye and shooting Power Beam shots directly into it's pupil. After a preset amount of time or the Slench loses one-third of it's health (whichever happens first), then it will return to the wall and the process begins again. The lower the Slench's HPs, the faster it will move. This is particularly annoying in the Slench 1B portions of the fight, since the Slench's pupil is a fairly small target. Keep it up and he'll die rather easily. Player Tip: In the fight with Slench 1, when he switches to his B form, I found it helpful to run forward right underneath the eye. Not only did that make the pupil a bigger and easier target to hit, but it was much easier to dodge his projectiles there--minimal right and left movements dodged almost all of them, and then all I had to do was strafe. It was easy to take off a third of his health very quickly every time using this trick, because you could land a number of successive hits just from dodging. I usually just followed his right to left movements to dodge - that way, his projectiles would almost always land to my side. I only got hit a couple of times, when it was time to change directions. Don't know how much help that will be, and it's not as useful against his later forms (you don't want to get that close when he could crush you), but I thought I'd send it in, because I haven't seen anyone else come up with a strategy like that. You can also destroy his tentacles in every fight with missiles. Two missiles kill off a tentacle, and since his green blobs often drop missiles, it seems like the best way to go. (Scott M.) ~o~o~o~o~o~o~o~o~o~o End Boss: Slench 1 ~o~o~o~o~o~o~o~o~o~o Grab the Octolith, then run out. You've got four and one-half minutes to return to the Gunship - and a Hunter is waiting in ambush. ---------------------- Elder Passage (upper) Drop down the pit to Lower Elder Passage and run out the silver door to High Ground. ------------ High Ground Jump into the pit in the middle of the area, landing in the tunnels beneath High Ground. There are four tunnels; three are blocked by force fields, one is not. Run down this tunnel and follow it to the end. Blast the door and enter Echo Hall. ---------- Echo Hall New Scans: Weavel (bioform), Halfturret (bioform) Ignore the War Wasps and roll into the tunnel. When you come out on the other side, Weavel will attack. ~o~o~o~o~o~o~o~o~o~o~o~o~o~ Begin Hunter Duel: Weavel ~o~o~o~o~o~o~o~o~o~o~o~o~o~ Weavel is a different kind of Hunter from Kanden or Spire. His chief ability is to split in half, his legs becoming a gun turret and his upper body a melee automaton. Blast away at Weavel (don't forget to scan!) until he switches to his Halfturret Alt Form. Scan then destroy the Halfturret by circling it and using rapid shots. The Halfturret fires fast, but isn't very accurate against moving targets. Weavel's upper half probably ran down the tunnel opposite the one you came from. Chase him. If you appear in the maze, you used the wrong tunnel. On the other side of the exit tunnel, roll to the right to drop through a gap in the wreckage. Weavel should be waiting for you. Finish him off. If this is your first run through the game, then Weavel will now be available in Multiplayer Matches (Kanden and Spire are available from the start). ~o~o~o~o~o~o~o~o~o~o~o~o~ End Hunter Duel: Weavel ~o~o~o~o~o~o~o~o~o~o~o~o~ Run down the hall to Alinos Gateway. -------------- Alinos Gateway Jump back into the Gunship, save and press the Launch Ship button. ------------------- The Alimbic Cluster Back on the Alimbic Cluster map, two new areas will appear: Vesper Defense Outpost (VDO) and Arcterra. You can do either one first, but I recommend VDO be finished first. Not only is it much easier, it's also much shorter. If you choose to do Arcterra first, then skip down to Part 4. Return here to Part 3 when it's time to do VDO; you won't be able to do Part 5 without finishing at least the first part of VDO. ~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~ [0323] Part 3: Vesper Defense Outpost ~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~ ------------ VDO Gateway New Scans: VDO (object), Alimbic Prophecy 03 (lore) Jump down from the Gunship and scan the computer for the VDO object scan. Walk down the sloping bridge to the left, then go right behind the wall to the door. Scan above the door for Alimbic Prophecy 03 lore before going through it to the Bioweaponry Lab. --------------- Bioweaponry Lab New Scans: Spore Farm (object), Mixing Tanks (object), Lab Equipment (object), Clone Engine (object), Fuel Rod (object) Kill the floating ring of Petrasyls so you can safely traverse the room. Scan the glass windows on the left and right sides of the room for the Spore Farm, Mixing Tanks, Clone Engine and Lab Equipment object scans. Scan the device in the middle of the room for the Fuel Rod object. Head through the opposite door from where you entered into the next room. ----------------------- Weapons Complex (lower) New Scans: Frozen Fuel Line (object), Alimbic Turret v1.4 (bioform) Hang a left and follow the corridor. Scan the floor to find the Frozen Fuel Line object. At the end of the corridor, scan and destroy the Alimbic Turret v1.4. On your left is a small door with blue crystals. Go through it to the Cortex CPU. ----------- Cortex CPU New Scans: Cortex Chamber (object) New Items: Missile Expansion, Battlehammer Roll to the left and use a Bomb Jump to get up onto the elevator. Ride it up one level, then roll to the right. Come to a rest underneath the Missile Expansion. Use a Triple Bomb Jump to get up to the Missile Expansion. Player Tip: Alternatively, you can bomb jump up to the platform near the Missile Expansion, then use another bomb jump up and to the right to reach the Missile Expansion. (Atrimis) Roll back to the left, over the elevator and to the far left of the second level. At the end is a Jump Pad. Time it so you roll onto the Jump Pad while the green damage fields are turned off. A series of Jump Pads will propel you into a tunnel if you time it correctly. If you time it poorly and you pass through the damage field, you'll still be bounced to the top of the shaft but you'll take some damage as well. Once in the tunnel at the top of the Jump Pad Shaft, roll to it's end. On the other side, change back to Humanoid Form. Scan the tank in front of you for the Cortex Chamber scan, then scan the four switches in each corner of the room. The Battlehammer will rise from the floor. Use it to blast through the green force field that blocks the door (aim for the little triangle that floats around the force field) and return to the Cortex CPU Morph Ball Maze. Drop to the bottom of the Jump Pad shaft. You will probably land on a Quadtroid enemy; you'll be able to scan one later, but for now just kill it with bombs. Ride the elevator back up to where the Missile Expansion was. There is a tunnel above and to the left that is flanked by two blue pillars. Bomb jump up to it and roll through it. --------------------------- Compression Chamber (upper) New Scans: History 05 (lore), History 06 (lore), History 07 (lore), Alimbic War 10 (lore), Stronghold Portal (object) Get the History 07 scan to the right of the door, then scan the Stronghold Portal object (you can only get this object if you scan it before activating the portal, so unless you purposefully skip an Artifact in one of the two previous levels then this is your first chance to get it. Use the Battlehammer to blast through the green force fields. Use the Power Beam to clear the room of enemies and generators (try to conserve Universal Ammo as much as possible this early in the game - you don't have much). Get the History 06 lore scan in the middle of the room, and the Alimbic War 10 lore from the alcove near the ceiling. Between the two doorways into this room is a force field switch. Scan it, then turn around. There is another switch in the alcove at the far end of the room. You'll have to jump to reach it, and it may take several attempts to scan the whole thing. Grab the History 05 Lore from the right rear corner of the room, then return to the Cortex CPU. Reader Note: If you do not scan the switch on your first visit to VDO, then you will not be able to lower the force field to the UA Expansion. A bug in the game prevents the force field from lowering if you do not lower it in your first visit. - matt steven ----------- Cortex CPU Return to where you encountered the Quadtroid (beneath the Jump Pad Shaft) and roll into the tunnel against the left wall. --------------------------- Compression Chamber (lower) New Scans: Psycho Bit v4.0 (bioform), Oubliette 08 (lore), History 08 (lore) New Items: UA Expansion, Binary Subscripture Scan then destroy the Psycho Bit v4.0s and their generators. If you scanned both switches in the Upper Compression Chamber, then the force fields down here should be deactivated. Roll under the pillar first for a UA Expansion, then through one of the small openings into the next room. Kill the Lesser Ithrak, and a Shield Key will appear. Grab it, then scan for the Oubliette 08 lore behind the barrier. There is also a Jump Pad back here, hidden in a small Alt Form tunnel. Use it to launch back up to the Upper Compression Chamber. Scan the History 08 lore in the middle of the room, then grab the Binary Subscripture artifact. A Guardian will appear in the room below you. This Guardian is much tougher then the trio you fought in the Celestial Archives. And he got a hold of Kanden's Volt Driver. Drop down through the hole in the floor and kill the Guardian to disable the remaining force fields in the room. Return to the Cortex CPU. ----------- Cortex CPU Return to the Weapons Complex. ----------------------- Weapons Complex (lower) New Scans: History 03 (lore), History 04 (lore), Octolith Safeguard (lore), Crash Pillar (bioform), Alimbic Prophecy 07 (lore) New Item: Attameter Artifact Go to the room we passed earlier, directly in front of the door to the Cortex CPU. There's an Artifact Shield here. Kill the Psycho Bit v1.0s and their Generators, and the Force Field in the floor will deactivate. Get the History 03, History 04 and Octolith Safeguard lore scans in the corners of the room, then drop down and kill the Lesser Ithraks who fall from the ceiling (you can shoot them before dropping down if you like). A Shield Key will appear upon their demise. Pick it up and ride the elevator back up. Take the Attameter Artifact. Blast through the green force field with the Battlehammer. Scan the object in the next room; this is a Crash Pillar. Step near it, and it will jump in the air. Shoot the red eye on it's underside before it lands. Repeat until it dies. Scan the Alimbic Prophecy 07 lore above the door, then ride the elevator up (we won't be able to open that door for a while). At the top, activate the portal and take it to VDO Gateway. ------------ VDO Gateway Save and heal at your Gunship. Use the Jump Pads to return to the portal and go back to the Upper Weapons Complex. ------------------------ Weapons Complex (upper) New Scans: Sylux (bioform), Lockjaw (bioform), Gestation Tanks (object), Delano 7 (object) New Items: Cartograph Artifact From the portal, hang a left into the corridor. Follow the tunnel (there is only one linear path). After a few turns, you will encounter Sylux. ~o~o~o~o~o~o~o~o~o~o~o~o~ Begin Hunter Duel: Sylux ~o~o~o~o~o~o~o~o~o~o~o~o~ Sylux is arguably the hardest Hunter in the Adventure mode, but he still isn't all that hard. He spends most of the fight slowly wearing away your energy with his Shock Coil while he jumps and strafes all over the place. Use rapid Power Beam shots, and rockets if you're accurate (don't bother with the Battlehammer, you'll just waste UA). He's very difficult to hit with Charged Shots, but if you can pull it off then by all means do so. When he rolls into his Lockjaw alt form, he is most vulnerable but still difficult to hit. Roll into your own Alt Form and try to hit him with Morph Ball Bombs, or just stick to rapid power beam shots. Blow open the crates around the area if you need health. One of Sylux's favorites tricks is to roll into his Alt Form and go in a big loop to get behind you. When he does this, don't chase him; just turn around and ambush him before he ambushes you. After a while, the force fields in the area will deactivate, moving the battle into the central area. Sylux's ship, the Delano 7, will arrive at this point to provide cover fire. Scan the Delano 7 (this is your only chance to do so), then fire a few rockets at it to disable it before turning your attention back to Sylux. After a rough fight, he will succumb. If this is your first time through the game, Sylux will now be added to your Multiplayer Character Roster. If you visited Arcterra before Vesper Defense Outpost, then Sylux will be the last Hunter you can unlock. Congratulations! ~o~o~o~o~o~o~o~o~o~o~o~o~ End Hunter Duel: Sylux ~o~o~o~o~o~o~o~o~o~o~o~o~ With Sylux out of the way, a Shield Key will appear. Grab it and head around to the tunnel you just opened. Take the Cartograph Artifact inside. Return to the portal to VDO Gateway, grabbing the Gestation Tanks scan in the left tunnel on the way out. ------------ VDO Gateway Save and heal at your Gunship. Return to the Lower Weapons Complex via the Portal or the Bioweaponry Lab - your choice. ------------------------ Weapons Complex (lower) Roll through the door flanked by two blue crystals to the Cortex CPU. ----------- Cortex CPU Enter the tunnel near the center of the morph ball maze to the Upper Compression Chamber. --------------------------- Compression Chamber (upper) Enter the Stronghold Portal ---------------- Stronghold Void New Scans: Cretaphid v2 New Items: Octolith Go to the end of the hall into Biodefense Chamber A to face another Cretaphid. ~o~o~o~o~o~o~o~o~o~o~o~o~o~ Begin Boss: Cretaphid v2 ~o~o~o~o~o~o~o~o~o~o~o~o~o~ The basic idea to Cretaphid v2 is identical to Cretaphid v1. Kill the blue eyes around the pillar to make the brain appear at it's top. Shoot the brain until it dies. This boss has a new twist though: it shoots green blobs and can randomize the eyes between red and blue. The eyes are invulnerable while red. Still, you don't need to change your strategy at all. Just circle it to avoid it's attacks, and don't forget to scan it. Cretaphid v2 is actually quite a bit easier then Cv1, since the green blobs are very easy to dodge or destroy and Cv2 doesn't have a laser attack. ~o~o~o~o~o~o~o~o~o~o~o~o~ End Boss: Cretaphid v2 ~o~o~o~o~o~o~o~o~o~o~o~o~ Grab the Octolith and return to the Stronghold Portal. You've got three minutes to return to your Gunship. More then enough time. --------------------------- Compression Chamber (upper) Roll into Alt Form and enter the passage to the Cortex CPU. ----------- Cortex CPU Ride the elevator to the bottom floor, then roll all the way to the right, through the tunnel to the Lower Weapons Complex. ----------------------- Weapons Complex (lower) Take a right and go through the door at the end of the passage to the Bioweaponry Lab. ---------------- Bioweaponry Lab Leave through the opposite door to VDO Gateway. ------------ VDO Gateway Jump in your Gunship and press the Launch Ship button to leave Vesper Defense Outpost. -------------------- The Alimbic Cluster You have two choices at this point. You can either head to Arcterra, and do the last of the first tier Octoliths, or you can return to the Celestial Archives and do it's second part. If you choose to do Arcterra first (which I strongly recommend all beginners do), then read on in Part 4. If you decide to skip Arcterra for now, then skip down to Part 5. ~o~o~o~o~o~o~o~o~o~o~o~o~o~ [0324] Part 4: Arcterra ~o~o~o~o~o~o~o~o~o~o~o~o~o~ Author's Note: Arcterra has some pretty freaking huge areas. I did my best to give descriptive directions and tried not to make my instructions too complicated, but there were a few cases where it just couldn't be helped. Sorry! ----------------- Arcterra Gateway New Scans: Arcterra (object), Alimbic Prophecy 04 (lore), Geemer (bioform), Alimbic Crest (object), Shriekbat (bioform) Scan the computer console in front of the Gunship for the Arcterra object scan, then the Alimbic Prophecy 04 lore above the tunnel. Enter the tunnel and begin working your way down the platforms to the bottom level. Don't worry if you fall on the way, it isn't deadly, but you will miss several scans along the way. Scan the Geemer bioforms about one-third of the way down, and one of the orange circles on the walls for the Alimbic Crest object. A short ways past the first set of Alimbic Crests, three Shriekbats hang from the ceiling. Try to scan them before they go kamikaze on you. If you miss, don't worry - you can leave the room and return, and they will respawn. Once all of these scans are completed, drop to the bottom of the area and enter the door to Sic Transit. ------------ Sic Transit New Scans: Alimbic Emblem (object), Noxus (bioform), Vhoscythe (bioform), Damaged Bridge (object) New Items: Attameter Artifact, Energy Tank Scan the orange disc in front of the door for the Alimbic Emblem object. Move near the force field, and you will witness Noxus and Trace taking shots at eachother. Once you're spotted, then Noxus will turn his attention to you. ~o~o~o~o~o~o~o~o~o~o~o~o~o~ Begin Hunter Duel: Noxus ~o~o~o~o~o~o~o~o~o~o~o~o~o~ Basic Hunter duel strategies work here. Circle, stafe and jump to dodge his shots, and be sure to scan both his Humanoid and Alt Forms. When he rolls into Vhoscythe, head for high ground to avoid it's attacks. Trace will take pop shots at both of you over the course of the battle. Stay under cover to avoid his fire (hugging the right side of the bridge works well). Once Noxus is defeated, then Trace goes MIA. If this is your first run through the game, then Noxus will now be added to your Hunter Roster for Multiplayer matches. ~o~o~o~o~o~o~o~o~o~o~o~o~ End Hunter Duel: Noxus ~o~o~o~o~o~o~o~o~o~o~o~o~ As soon as Noxus is defeated, several Generators around the area will activate and begin spitting out Voldrums and Psycho Bit v1.0s. Destroy them when you come across them, but don't go out of your way to kill every single one. In the Sic Transit area, there are six hidden Proxy Locks which must be scanned to reveal the Shield Key. For these instructions, assume that the northwest corner of the room is the door you entered from Arcterra Gateway. When you scan Proxy Switches 2, 3 and 4, be sure to get the Damaged Bridge object scan as well. 1.) Northeast corner, on the wall near a door. 2.) South side of the Damaged Bridge, near the top. 3.) North side of the Damaged Bridge, near the top. 4.) North side of the Damaged Bridge, near the top. 5.) Southeast corner, near the red door. 6.) Northeast corner, near an Alimbic Turret v1.0. Once all six switches are scanned, then a Shield Key will appear on the second level in the southwest corner. Pick it up to open the locked door near the middle of the northern corridor. Inside is the Attameter Artifact. Pick it up, then roll into Alt Form and under the bars against the wall. Lay down a bomb to activate the elevator, then bomb jump up to the Energy Tank. Leave Sic Transit through the door in the northeast corner. --------- Ice Hive New Scans: Alimbic Pride 01 (lore), Barbed War Wasp (bioform), Blue-Barbed War Wasp (bioform), Ice Bridge (object), Witherite Shards (object), Ammolite Shards (object), Alimbic Insignia (object), History 09 (lore), History 10 (lore), History 11 (lore), Heating System (object) New Items: Judicator, UA Expansion, Cartograph Artifact, Missile Expansion, UA Expansion Try not to hyperventilate. This area isn't that bad, it just has a lot of stuff crammed into it. The Ice Hive splits three ways from the Sic Transit door. Left is blocked for now, and you're not ready to go right yet. Go straight and drop through the vision barrier to the floor. To your left is an open alcove; face it and scan the switch inside. The force fields around the other alcoves on the left and right will deactivate. Scan the switches inside each of them. Barbed War Wasps will emerge from their nests. Scan one of the Barbed War Wasps, then destroy their nests on the wall before killing the Wasps themselves. After they are dead, a computer console will activate above and a Jump Pad will appear. Use the Jump Pad to return to the three-way split. Take the left path, down the corridor we skipped earlier. Scan the Alimbic Pride 01 lore in the corner of this small room, then step through the force field. Scan the console to open the Vault Door. Jump down and enter the Vault. Scan and kill the Blue Barbed War Wasp and it's nest, then scan the crystal formation for the Ammolite Shards object. Enter the tunnel on the right. Once you enter the room, purple force fields will block all the exits (I know they look blue, but the game calls them purple, and so will I). A panning camera angle will briefly show the Judicator weapon in the corner of the room. Scan the large orange disc above the doorway for the Alimbic Insignia object, then climb over the broken pillar to the other side of the room. Scan the flashing light, and several platforms in the room will shift. You have only about a minute to do this next part, so do it fast. Roll into Alt Form and enter the opening to the left of the light. Bomb jump up and to the left to the next level. Wait for the elevator to arrive, then use another bomb jump to hop over to the elevator (this is probably the hardest part of this whole timed sequence). Player Tip: Alternatively, you can use a Morph Ball Boost to reach the elevator instead of Bomb Jumping onto it. To perform a Morph Ball Boost, swipe the stylus quickly on the touch screen the direction you wish to go. (Daffy22853) Ride the elevator to the top, and follow the tunnel to a cliff. The platform beneath you will begin moving. Ride it until it stops, then drop a bomb to start it again. Ride it until it stops again, and then roll onto the three floating platforms. Move carefully but quickly along them to the tunnel on the opposite wall. Roll through the tunnel, then drop down to the ledge. Grab the Judicator. Use the Judicator to punch through the purple force field beneath the Alimbic Insignia. On the other side, scan the Ice Bridge and the crystals on the ceiling for the Ice Bridge and Witherite Shards objects. Cross the Ice Bridge, then kill the Geemers. Use the Judicator to open the purple force field in the wall on the right. Jump over into the opening (if you miss just climb back through the Vault and try again). Take the UA Expansion and kill the Turret. A Shield Key will appear. Grab it, and scan the ceiling for the Heat System object before you drop down to take the Cartograph Artifact. Follow the hallway, and activate the portal at the halls end, but don't go through it yet. Go down the hall across from the portal. It's filled with weeds, thus I refer to it as Weed Hall. Blow away the weeds with the Power Beam to reveal a small opening on the left side of the wall. Roll through it in Alt Form to find a Missile Expansion. Drop down to the Vault Door area and break the purple force field with the Judicator. Take another UA Expansion. Return to the Upper Ice Cave using the Jump Pad and open the Vault Door again. Go around through the Vault and back across the Ice Bridge, into the room on the other side. The Stronghold Portal sits here, but we're still missing the Subscripture Artifact. Use your Scan Visor to see three new lore entries: History 09, History 10 and History 11. Drop down into the area below the Stronghold Portal and use the portal to return to Arcterra Gateway. ----------------- Arcterra Gateway Save and heal, then return to the Ice Hive. --------- Ice Hive Go back down the Weed Hall and return to Sic Transit. ------------ Sic Transit Don't worry, you don't have to fight Trace just yet. Jump to the left and follow the corridor to the end. Use the Judicator to open the door. Enter it to the Frost Labyrinth. ---------------- Frost Labyrinth New Items: Energy Tank, Subscripture Artifact Frost Labyrinth Maze Map by MrShotgun: db.gamefaqs.com/portable/ds/file/metroid_prime_hunters_frost_labyrinth.gif Roll into Alt Form and enter the hole. Go right and follow the winding path. Note the locked door on the way. At the next split, go up. Dodge the green damage fields, and head right at the next split. There is a crack in the ice here, with a Shield Key hovering just above it. Position yourself beneath the crack and use a Triple Bomb Jump to reach the Shield Key. Return to the last split. Head down, and at the next split go down again (you'll go through the unlocked door in a minute). Follow the path around the corner where it will begin bending up. At the next split, go left, then up, left around a corner, then up to another split. Go right around the pillar, then up. Pass through the trio of green damage fields to find an Energy Tank. Return to the entrance of the Labyrinth, stopping to enter the unlocked door and grab the Subscripture Artifact. Return to Sic Transit. ------------ Sic Transit No Trace yet. Return to the Ice Hive. --------- Ice Hive Go left through Weed Hall. Take the portal to Arcterra Gateway. ----------------- Arcterra Gateway Save and heal, then return to the Ice Hive. --------- Ice Hive Climb up to the Stronghold Portal. Either try to jump on top of the large crystal near the Arcterra Gateway Portal, then jump again to the Stronghold Portal, or else go around through the Vault and across the Ice Bridge. Both ways work. ---------------- Stronghold Void New Scans: Slench 2A (bioform), Slench 2B (bioform) New Item: Octolith You know the deal by now. Run down the hall to Biodefense Chamber B. ~o~o~o~o~o~o~o~o~o~o~o~ Begin Boss: Slench 2 ~o~o~o~o~o~o~o~o~o~o~o~ This fight is identical to the last Slench fight, with the one exception that the Slench's tentacles and eyes can only be damaged by the Judicator. The Slench's beam attacks now deal fire damage, and have the ability to set you on fire to deal additional damage over time. Fun! If you run out of UA, then shoot the green blobs the Slench fires in Slench 2A form to replenish your ammunition. Make sure you scan both forms of the Slench before the fight is over. Player Tip: As an alternative to using the Judicator to destroy the tentacles, you can also use two Missiles. (Scott M.) Player Tip: If you stand near the door in the A form, the Slench's beam attacks will fizzle out before they reach you. This means only the green blobs can reach you, and gives you a good chance to recharge for his B form. This only works on Slench 2 and 3. (Curtis Hunt) ~o~o~o~o~o~o~o~o~o~o~ End Boss: Slench 2 ~o~o~o~o~o~o~o~o~o~o~ Grab the Octolith and leave. You've got seven minutes to make it back to the Gunship. This is a pretty generous amount, but novice players might still be pushing things a bit. Return to the Stronghold Portal. --------- Ice Hive Drop down and run through Weed Hall to Sic Transit. ------------ Sic Transit New Scans: Trace (bioform), Triskelion (bioform) Jump down from the door and take a left into the Damaged Bridge Courtyard. Trace will finally rear his ugly head. ~o~o~o~o~o~o~o~o~o~o~o~o~o~ Begin Hunter Duel: Trace ~o~o~o~o~o~o~o~o~o~o~o~o~o~ Trace spends most of the beginning of the fight in his perch, taking shots at you with his rifle. This is the deciding point of how hard the rest of the fight is going to be: the more shots Trace gets off you at this point, the harder fighting his Alt Form will be. Wait until he fires, strafing and jumping to avoid his shots, whereupon he will become visible. Scan him quickly (it's hard to get a scan of his Humanoid form once he goes Alt Form), then keep shooting at him until he jumps down. Trace will immediately roll into his Triskelion Alt Form and begin lunging at you. Scan the Triskelion quick, then get to the safety of a tall block or pillar to avoid it's attacks. Keep shooting at the Triskelion, but try not to lose sight of it. If Trace manages to escape your vision for only a second, he'll take the opportunity to either set up an ambush with Triskelion (bad) or take aim with his rifle (worse). Once Trace is defeated, he will be added to your Multiplayer roster. If you already defeated Sylux in the Vesper Defense Outpost, then Trace should be the last Hunter you have to unlock. Congratulations! ~o~o~o~o~o~o~o~o~o~o~o~o~ End Hunter Duel: Trace ~o~o~o~o~o~o~o~o~o~o~o~o~ Once Trace is defeated, the force fields blocking the doors will disappear. Leave through the northwest doors to Arcterra Gateway. ----------------- Arcterra Gateway Begin climbing up to your ship on the floating platforms, and three Guardians will appear in the lower door. You'll have to kill all of them to continue. Once they're dead, climb to the top and take off. -------------------- The Alimbic Cluster Now that you have the Judicator, you have a number of options on where to go next. If you still have not finished the first visit to the Vesper Defense Outpost, then head there now. If you have finished the Vesper Defense Outpost and gotten the Battlehammer, then you can choose to either go to the Celestial Archives for it's second half, or return to Alinos for it's second half. If this is your first run through the game, I strongly recommend doing the second half of Celestial Archives first. The large number of UA and Missile Expansions found there are invaluable in Alinos' second visit. ~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~ [0325] Part 5: Return to Celestial Archives ~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~ A Note on Hunters: From now on in your adventure, Hunters will randomly move between the different planets and will attack you in some of the larger areas in the game (such as Data Shrine 03, Weapons Complex, High Ground, Sic Transit, etc.). To see which Hunters are on a planet, then examine that planet's coordinates on the Alimbic Cluster Map. In the event that a Hunter defeats you in combat, he will claim one of your Octoliths. You must then hunt down that Hunter to reclaim it. A Note on Asterisks: From now on in the guide, an asterisk (*) will appear on an area's name if there is a chance a Hunter or Guardians will appear in that room. There is only a chance, not necessarily a guarantee. ------------------ Celestial Gateway New Item: UA Expansion Make sure you have the Battlehammer from the Vesper Defense Outpost before you progress any further. You absolutely cannot get the second Octolith from Celestial Archives without it. If you don't have it, then jump back to Part 3: Vesper Defense Outpost and finish that chapter. Switch to the Battlehammer and jump down from the Gunship. Roll into Alt Form and slip underneath the landing platform. Use the Battlehammer to break through the green force field. Drop down into a large room full of pillars, a UA Expansion hidden behind one of them. Use the Jump Pad to return to the Upper Celestial Gateway. Take the portal to the Synergy Core. ------------- Synergy Core Leave through the door near the portal to Data Shrine 03. --------------- Data Shrine 03* Take a right in the hall and go through the silver door. In the center room, fight off the Guardians and/or Hunter who appear (if any) then leave through the other silver door. Take a left and head through the door at the end of the hall to Fan Room Beta. -------------- Fan Room Beta Drop to the bottom of the shaft and go through the door to Data Shrine 02. --------------- Data Shrine 02* New Scans: Literary Hub (object), Medical Hub (object) New Items: UA Expansion, Volt Driver Now that you have the Battlehammer, you can open the green doors into the center area of Data Shrine 02. Take a right and open the green door with the Battlehammer. Inside, a pair of Guardians will attack. Kill both of them, then scan both of the low barriers on the left and right sides of the room for the Literary and Medical Hub objects. Jump up to the center pillar in the room for a UA Expansion, then onto the floating platform with the pair of pillars sitting on it. Jump from there to the ledge on the wall, then roll into Alt Form and into the tunnel to get the Volt Driver gun. Return to Fan Room Beta. -------------- Fan Room Beta Climb to the top of the pillar and enter Data Shrine 03. --------------- Data Shrine 03* Go back through the central chamber and out the other side. In the hall, enter the door to the Synergy Core. ------------- Synergy Core New Scans: Alimbic Prophecy 05 (lore) Return to your ship in Celestial Gateway and save if you like, but it's not necessary. Jump up to the fourth platform and use the Volt Driver to blast through the yellow force field. Follow the tunnel to it's end and ride the elevator up. Step on the Jump Pad to launch to the other end of the room, across the pit. Scan the Alimbic Prophecy 05 lore above the door, then use the Volt Driver to open the yellow door and enter the next room. Jump in the portal to teleport to Transfer Lock. -------------- Transfer Lock New Scans: Docking Bay L2 (object), Docking Bay L1 (object), Docking Bay L3 (object), Photon Stabilizer (object), Psycho Bit v2.0 (bioform) New Items: UA Expansion Drop to the bottom of the Transfer Lock from the orange bridge. Kill the Voldrums and their Generator, then run up to where the generator was to find yet another UA Expansion. Use the Jump Pad to return to the top of the Transfer Lock, then turn around and scan one of the large circular discs for Docking Bay L3 object. Repeat this again on the second and first floors for Docking Bay L1 and Docking Bay L2, then use the Jump Pad to return to the orange light bridge and step through the vision barrier. Step into the room, and a whole mess of enemies will appear. Psycho Bit v1.0s appear on the catwalk, while Voldrums appear on the lower level. They both have Generators to supplement them. As always, kill the generators first (wait for the Voldrums to leave the generators before you try to kill either - they have an annoying habit of sitting in the generator, making both the generator and the Voldrum invulnerable). Pretty soon, a trio of Guardians will arrive to reinforce the Psycho Bits and Voldrums. Once all this mess is out of the way, head for the back of the area, behind the large structure, to find a new kind of Psycho Bit. Scan the Psycho Bit v2.0s, then blow up their generators before killing the Psycho Bits themselves. As so you do, the force fields covering the floor will begin to deactivate. Once all three generators and Psycho Bits are destroyed, drop down and shoot each switch in the trench. Each switch reveals another switch near the front of the structure. Shoot each of these switches to deactivate the force field leading to the innards of the structure. Run around to the back of the building and go inside. Scan the console inside to reactivate a portal back near Docking Bay L3. Head back that way through the vision barrier (which have now had the force fields blocking them removed), and on your way, scan the gap in the catwalk to find the Photon Stabilizer object. Enter the portal on the third floor to transport to the Docking Bay. ------------ Docking Bay New Scans: Alimbic Order 01 (lore), Alimbic Order 02 (lore), Alimbic Order 03 (lore), Alimbic Order 04 (lore), Final Wish (lore) New Items: Cartograph Artifact, UA Expansion As soon as you arrive in the Docking Bay, a Guardian will attack. Kill him to reveal a Shield Key on the ramp in the center of the area. Pick it up to deactivate the Artifact Shield on the other side of the pit. Ride the elevator across the pit and gather the Cartograph Artifact, and be careful. A fall is deadly. Before you leave the Artifact Platform, scan for the Alimbic Order 04 lore. Return to the main part of the Docking Bay. On the far left (facing from the artifact platform) of the Docking Bay is the Alimbic Order 02 lore, and Alimbic Order 03 is hidden on the right. With both lores in your logbook, climb to the upper catwalk. At the end of the catwalk, where the four floating platforms meet, scan for the Final Wish lore. There are four platforms moving back and forth here. From left to right, I have numbered them 1, 2, 3 and 4. Keep this in mind as you progress. First, jump onto number 2 and ride it to the platform at the end of it's path. Grab the UA Expansion on this floating structure, then scan for the Alimbic Order 01 lore. Ride platform number 2 back to the hub, then get on platform number 4. Step into the platform to travel to Incubation Vault 02. -------------------- Incubation Vault 02 New Scan: Electro Voldrum (bioform) Kill the Crash Pillar, and two generators on the wall will activate and begin spitting out Psycho Bit v1.0s. Kill them, and the generators on the floor will turn on and start spitting out Electro Voldrums. They will also be joined by three Guardians. Kill the Guardians first, then scan and destroy the Electro Voldrums and their generators. Blow up the crates in the room to get some health. There are two portals near the blue shield. One close to it, and one is further away. Step into the one closest to it. -------------------- Incubation Vault 01 New Scan: Incubation Tank A (object) Scan the top of the big green glowing tube to get the Incubation Tank A object, then drop down to the bottom floor and kill the Guardians. The force fields on the upper level will release and reveal a Shield Key. Step into the portal in front of the computer console to return to the Docking Bay. ------------ Docking Bay Catch Platform #4 and return to Incubation Vault 02 through the portal. ------------------- Incubation Vault 02 Return to Incubation Vault 01 through the portal closest to the blue shield. -------------------- Incubation Vault 01 New Item: Attameter Artifact Run along the catwalk and into the structure. Grab the Shield Key. If you fall off the catwalk, then return to the Docking Bay through the portal closest the computer console and repeat the process to get back here. Shield Key in hand, the Artifact Shield will disappear. Run out and grab the Attameter Artifact. Take the portal on the catwalk near the Artifact Shield (now disabled) to return to Incubation Vault 02. -------------------- Incubation Vault 02 New Item: Shock Coil You will appear on the catwalk above Incubation Vault 02. Enter the structure and drop through the hole in the floor to get the Shock Coil. Use the Shock Coil to blast through the blue-green shields. Head to Incubation Vault 03 through the portal against the far wall as you come through the doorway. -------------------- Incubation Vault 03 New Scan: Incubation Tank B (object) New Item: Missile Expansion Grab the Missile Expansion, then scan the top of the big green glowing tube to get the Incubation Tank B object. Drop down to the bottom floor and kill the Guardians. The Psycho Bits can be ignored, but you can kill them if you really want to. There are quite a few of them though, so be patient. Blast through the blue force field on the main floor with the Shock Coil and enter the portal. ------------ Tetra Vista New Scans: Shield Generator (object), Gravity Stabilizer (object) Finally out of that maze of portals! Be careful here, though - a fall through the many gaps in the floor is deadly. Scan one of the blue force fields on the right for a Shield Generator object. Halfway across, there is an orange pipe on the right. Scan it for the Gravity Stabilizer object. As you work your way carefully across Tetra Vista, Psycho Bit v2.0s will attack you. Neutralize them, and be careful how you strafe. One wrong move can be deadly. Enter the door at the other end to New Arrival Registration. ------------------------- New Arrival Registration New Scans: Quadtroid (bioform) Scan the Quadtroid right in front of you when you arrive, then start blasting at it with everything you have. If it manages to latch onto your head, then roll into Alt Form and drop a few bombs to shake it loose. After considerable punishment, it will die. Kill all three Quadtroids in this room, and the door at the end of the hall will unlock. Go through it to the next room. Kill the Psycho Bits that appear, then go around the ledge. Activate the portal, which leads back to Celestial Gateway. Go through it. ------------------ Celestial Gateway Save and heal, then return to New Arrival Registration. ------------------------- New Arrival Registration New Scans: Gorea 06 (lore), Gorea 07 (lore), Gorea 08 (lore), Gorea 09 (lore), Greater Ithrak (bioform) New Items: Binary Subscripture, Energy Tank Ride the pair of elevators up to the top level, then jump across to the tunnel. In the next tower, look down to see a single stationary floating platform. Jump out and land on it. Look towards the right, and you will see an Artifact Shield in an alcove. Jump over to it. A force field will close you in the room. Switch to your scan visor to reveal four lores: Gorea 06, Gorea 07, Gorea 08 and Gorea 09. Scan them all, and a Shield Key will appear. Pick it up, take the Binary Subscripture Artifact, then try to leave the room. A Greater Ithrak will drop from the ceiling. Scan it, then wait for it to lunge at you. Jump over it as it does, then shoot it's tail with a charged shot. Do this until it dies. Return to the tower, and look down. There is a tunnel to the right. Drop down to the ledge and walk around to the tunnel. Go through it to the third tower. There is an Energy Tank waiting out in plain sight to the right. Walk left along the ledge, then jump out to the broken ledge, and again to the angled platform. Jump a third time to the Energy Tank. Ride the pair of elevators in the tower to the top and jump over to the door. Open the door and enter the Stronghold Portal. ---------------- Stronghold Void New Scans: Slench 3A (bioform), Slench 3B (bioform) New Items: Octolith Run through to Biodefense Chamber B. ~o~o~o~o~o~o~o~o~o~o~o~o~o~o~ Begin Boss Fight: Slench 3 ~o~o~o~o~o~o~o~o~o~o~o~o~o~o~ Another Octolith, another Slench fight. Slench 3a is unchanged since last time, except in that he is now tougher and is only vulnerable to the Battlehammer (other weapons deal minor damage to the iris, but not enough for it to matter). The real challenge in this fight is learning to adjust to the Battlehammer's weird firing arc. The shot actually lands slightly beneath where you actually aim, so you need to aim a little above your target. In addition to using the Volt Driver in his A form, The Slench also has a new attack while in his B form. When he rolls up his eyelid and begins to shake, that is your queue to quickly roll into Alt Form and roll to the left or right. Because he's going to come crashing down, and it hurts like the dickens. Do not, I repeat, do not roll forward or back. If you do, the Slench will hit you anyway. As always, remember to scan both of the Slench forms to fill out your logbooks, and when you run low on UA kill green blobs to get more. Player Tip: As an alternative to using the Battlehammer to destroy the tentacles, you can also use two Missiles. (Scott M.) Player Tip: If you stand near the door in the A form, the Slench's beam attacks will fizzle out before they reach you. This means only the green blobs can reach you, and gives you a good chance to recharge for his B form. This only works on Slench 2 and 3. (Curtis Hunt) ~o~o~o~o~o~o~o~o~o~o~o~o~o~ End Boss Fight: Slench 3 ~o~o~o~o~o~o~o~o~o~o~o~o~o~ Take the Octolith and head out. You've got eight minutes and thirty seconds to return to your Gunship. I know it seems like a long way back to the Celestial Gateway, but it's not as bad as you think. Return through the Stronghold Portal. ------------------------- New Arrival Registration Blast open the door and drop to the bottom of the tower, landing on the ledge. Head through the tunnel to the middle tower. Ride the elevators to the top of the middle tower, and into the tunnel to the first tower. Jump down to the bottom of this tower and enter the door. Run through the Quadtroid tunnel (the Quadtroids, thankfully, have gone) and into the door to Tetra Vista. ------------ Tetra Vista Run and jump as quickly and carefully as you can through the tunnel. Ignore the Psycho Bit v2.0s (they take too long to kill), but be wary of their shots which distort your vision. Enter the door at the end of the hall and return to Incubation Vault 03 through the portal. -------------------- Incubation Vault 03 Enter the portal in front of the computer console to return to the Docking Bay. ------------ Docking Bay To your right as you arrive, there is a small alcove with a portal inside it (very near the Alimbic Order 02 Scan). Enter this portal to return to the Transfer Lock. -------------- Transfer Lock Drop down to the second level and enter the portal. If you missed the second floor and landed on the first, then use the jump pad to get up. ------------- Synergy Core See, that wasn't so bad now was it? Only two or three minutes and you're already back in familiar territory. Go through the door and drop to the bottom of the shaft. Enter the door to Data Shrine 03. --------------- Data Shrine 03* Go right and into the silver door. If there were any Hunters loose in the Celestial Archive when you landed and if you haven't faced them already, then one of them will probably appear here (possibly joined by a Guardian or two). Otherwise, it'll probably be a bunch of Guardians. Kill them, then leave through the silver door which doesn't have blue crystals around it. Remember, blue crystals means forward, no crystals at all means back. Most of the time. Go left in the hall and through the door to Fan Room Beta. -------------- Fan Room Beta Drop to the bottom of the shaft, turn around and go through the door to Data Shrine 02. --------------- Data Shrine 02* Go right and through the door into the central area. If there are any more Hunters about, one may be here. Otherwise, it will just be more Guardians. Kill them, then leave through the door to the right of the floating platform. Out in the hall, go through the door to Fan Room Alpha. --------------- Fan Room Alpha Drop to the bottom of the shaft, turn around and go through the door to Data Shrine 01. --------------- Data Shrine 01* A Lesser Ithrak will drop down from the ceiling. Kill it, then run left through the trench. Kill the Psycho Bits and head through the silver door. If there is anything here to pick a fight with you, kill it then leave through the opposite door. Hang a left, and go through the door to the Meditation Room. ---------------- Meditation Room Climb to the top of the Meditation Room's ramps, killing any Petrasyls that get in your way. At the top, go through the door into the Helm Room. ---------- Helm Room* If you're really unlucky, there will be another Hunter waiting for you here. If not, there may be more Guardians. But sometimes not! Whatever the case, do whatever you have to do then head out the door to Celestial Gateway. ------------------- Celestial Gateway Jump into the Gunship, save and Launch Ship. ------------------- The Alimbic Cluster So with two new weapons and another Octolith at your disposal, it's time to choose your next destination. If you still have not done Arcterra, then now is the time to go there. It's impossible to progress in the second visit to Alinos without the Judicator from Arcterra, and it's impossible to progress in Arcterra without the Magmaul from Alinos' round 2. Lastly, you can't progress in Vesper Defense Outpost without the Imperialist from Arcterra's second visit. So, in short, if you have done Arcterra, then head for Alinos' second visit. If you still have not done Arcterra, then go there now. ~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~ [0326] Part 6: Return to Alinos ~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~ --------------- Alinos Gateway First, make sure you have the Judicator from Arcterra before you go any further. You can't get anywhere in Alinos on the second trip without it. Enter the portal to the Upper Elder Passage. ---------------------- Elder Passage (upper) Leave the Elder Passage through either it's upper or lower door to the High Ground ------------ High Ground* If there are any Hunters loose on Alinos, chances are pretty dang good that one of them will be in High Ground. At the very least, expect a pack of Guardians. If neither are there, count your lucky stars. Once your foes are out of the way, drop down into the tunnels beneath High Ground. Destroy the force fields down here with the Volt Driver. Head around the perimeter of the tunnels until you find a small opening covered by a purple force field. Blast the force field open with the Judicator, roll into your Alt Form and go inside. ----------- Magma Drop New Item: UA Expansion This is scary at first, but actually isn't all that hard. The Magma Drop is one long pool of lava. You will take constant damage in here, but the fact that there is a medium energy unit every few feet sort of removes the health danger. Drop all the way to the bottom of the pool, grabbing the health units on the way. Don't worry if you miss a few. You'll waste more health then you'll recover if you try to grab each and every one. At the bottom, roll to the right. Use a bomb to propel yourself upwards. The liquid magma will make you rise very high and very fast. Bomb up to the first ledge, then use another bomb to head up to the next ledge. You will fall just short, but don't worry about it. Hug the left wall until you get stuck on the cliff, then use another bomb to propel to the right of the ledge, then back to the left to land on the ledge. Bomb up one more time to one more ledge, grab the UA expansion, then use another bomb to leave through the shaft above you. See? Scary, but not hard. ------------ High Ground* New Scans: Thermal Regulator (object), History 02 (lore), Alimbic Prophecy 06 (lore) Another Hunter may have taken up residence in High Ground while you were down in the Magma Drop. Return to the central area and kill him, but be careful if you took a lot of damage in the Magma Drop. Once the Hunter (if any) is out of the way, then blast the purple force field near the empty Artifact Shield with the Judicator. Go inside. At the top of the ramp is a door. This leads to the Combat Hall. Go explore if you like, but you don't need to go in there until the third and last visit to Alinos. So I won't be covering it just yet. Scan the wall on the opposite side of the door for the Thermal Regulator object, then keep following the hallway up. Blast the Alimbic Turret v1.0, then scan the History 02 lore in the corner. Go out the door and scan the button on the edge of the ledge to activate one of the floating platforms above High Ground. Be careful you don't fall down the hole, or you'll have to climb up again. Use the new platform to reach the other side of High Ground. Scan above the door for the Alimbic Prophecy 06 lore, then jump over the hole in the ground. Blast the door open with the Judicator and go inside. ---------------- Alimbic Gardens New Scans: Red-Barbed War Wasp (bioform), Gorea 01 (lore), Gorea 02 (lore), Alimbic War 02 (lore), Alimbic Garden (object) Look up to see a Red-Barbed War Wasp. Scan then kill it, then climb up the rubble. Kill the Zoomers along the way. At the top, you'll see the Delano 7 flying over. To this day I still can't figure out why the Delano 7 flies overhead, but I'm pointing it out anyway. Scan the platforms on the left and right side of the room for the Alimbic War 02 and Gorea 01 lores, then jump down into the center of the room. The Gorea 02 lore and the Alimbic Garden object both sit right next to eachother. Enter the door on the other side of the Garden. ------------- Thermal Vast New Scan: Psycho Bit v3.0 (bioform) Roll into Alt Form and follow the tunnel to it's end. On the other side is a long pit of lava with numerous platforms and elevators crossing it. Jump across onto the elevator directly in front of you, and ride it out to the center of the lava pools. Jump to another elevator which will move directly alongside yours. This elevator moves left and right, stopping to make contact with two more elevators on the left and right side of the room. It doesn't matter which one you take, just hop onto one of them, ride it to the ledge and roll into the Alt Form tunnel. If you fall off any of the elevators, then use the rocks in the lava to jump safely back to the start and try again. Roll to the end of the tunnel and into a Jump Pad. It will launch you up into the second half of the Thermal Vast. There are generators here on the left and right sides of the room which produce Psycho Bit v3.0s. Scan one of the Psycho Bits, then destroy the generators. Jump along the rocks to the tunnel, roll through it and enter the door to Alinos Perch. Don't stand on the Jump Pad, unless you want to do the whole Thermal Vast over again. ------------- Alinos Perch* There's a lot do in Alinos Perch, but we'll be skipping a lot of it for the time being. There's more pressing matters in the next area. To the left of where you came in is a locked door. Kill the Guardians in this area, which will unlock the door. These Guardians are highly susceptible to the Judicator, so use it for an easy victory. Go through the unlocked door to the Council Chamber. ---------------- Council Chamber New Scan: Fire Spawn (bioform) New Item: Magmaul Destroy the crate for some UA, then take a right. Destroy another crate for more UA, and scan the wall behind it to get the Wall Scroll object. Pass through the vision barrier, and get your Judicator out. A Fire Spawn will emerge from the pool of lava. Quickly run to the left behind the barrier, and charge up your Judicator. Wait for the Fire Spawn to throw a ball of lava at you, then while he is preparing to throw another step out and shoot him square in the mouth with a charged Judicator shot. After a few shots, he will die and the Magmaul will appear on the cliff above you. Climb up and grab it. Use it to blast the orange force field that appeared over the entrance from Alinos Perch. Return to Alinos Perch. ------------- Alinos Perch* New Scan: Ceremonial Charms (object), Magma Voldrum (bioform) New Item: Missile Expansion There are three switches in this room which must be activated (by shooting them) to progress to the next area. The first is on the rear of the pillar in the center of the room. The second is along the path directly in front of you when you arrive from the Council Chamber, hugging close to the wall. Scan the Ceremonial Charms object right next to it as well. Climb to the upper area of Alinos Perch using the ramp to the left as you come in from the Council Chamber. At the top, scan and kill the Magma Voldrums and their Generators, as well as the Alimbic Turret v1.4 on the cliff behind you. Climb to the very back of the area and use the Magmaul to punch through the orange force field. Go to the right and up the cliff, and kill the pair of Psycho Bit v3.0s. Shoot the switch in the small bunker, then grab the Missile Expansion in the left side of the room before returning through the door you came in. Use the Jump Pad you just activated to launch out to the top of the highest mesa. Scan the computer and the door on the far wall will unlock. Jump down to the Jump Pad and let it launch you to the second Jump Pad, which will in turn launch you to the door. If you touch the d-pad, you'll throw off the aim and have to start over from the first Jump Pad. Go through the door to the next area. ------------ Crash Site New Scans: Structural Debris (object), Alimbic Pride 03 (lore) New Item: Cartograph Artifact Move forward a tiny bit and scan some of the rubble in the room for the Structural Debris object. You can also see a Shield Key off to the left. You'll have to jump out through the rubble to reach it and deactivate the Artifact Shield, which houses the Cartograph Artifact. Once you have the Shield Key, drop down and get the Alimbic Pride 03 lore from the rear of the room before running down the tunnel to the Artifact. Take the Cartograph Artifact then return to Alinos Perch through the door. ------------- Alinos Perch Roll into Alt Form and slide out through one of the holes. Return to the Council Chamber. ---------------- Council Chamber New Scans: Glyph Pattern (object), Wall Scroll (object), Council Chamber (object), Alimbic War 03 (lore), Gorea 05 (lore), Alimbic War 07 (lore), Alimbic Pride 04 (lore), Ice Voldrum (bioform), Alimbic War 03 (lore), Gorea 05 (lore), Wall Scroll (object) New Item: Energy Tank, Attameter Artifact Scan the pool of lava, near where the Fire Spawn used to stand, for the Council Chamber object. Blast open the orange force field on the far right. Go down the hall to the end and grab an Energy Tank. Return to the Lava Spawn room, and run down to the other side of the pool of lava. Use the Magmaul to blast through the last orange force field, on the far left. A Guardian will appear. Kill it with the Judicator, then follow the hallway around the corner. Keep your Scan Visor on, and scan the Alimbic War 03 and Gorea 05 lore. Follow the hall until it deadends. Scan the room for the Alimbic War 07 lore, the Glyph Pattern object, and a security computer which deactivates the force field behind you. Turn around and use the Jump Pad to reach the upper Council Chamber. At the top, kill the pair of Shriekbats then scan near the hole in the floor for the Alimbic Pride 04 lore. Move forward and around the corner. In the next room, force fields will close you in and the two Generators will activate and start spitting out Magma and Ice Voldrums. Scan both the new Ice Voldrums, then destroy their Generators and the Voldrums themselves. Head through the doorway left from where you came in and activate the portal to Alinos Gateway, but don't go through it yet. Step into the circular room near the portal with the force fields on the floor and ceiling. Kill all the Petrasyls in the room, then scan the computer. A Shield Key will appear, and the force field in the floor will disappear. Grab the Shield Key to remove the shield above, revealing the Attameter Artifact. Drop down through the floor and shoot the switch on the wall to activate a Jump Pad. Use the Jump Pad to fly up and grab the Attameter Artifact. Use the Jump Pad to reach the Alinos Gateway portal. Go through it. ----------------- Arcterra Gateway Save and heal, then return to the Council Chamber. ---------------- Council Chamber Return to the Voldrum room and go through the door to the Processor Core. --------------- Processor Core* New Scans: Backup Processor (object), Lava Processor 01 (object), Lava Processor 02 (object), Alimbic Pride 02 (lore) New Item: UA Expansion There may be a Bounty Hunter waiting for you here. You'll know if there is if you hear battle music. Defeat him if there is one, then return to the center of the room. Face the Stronghold Portal, then look to the left. Scan the Backup Processor object. Now look to the right, and scan the Lava Processor 01 and Lava Processor 02 objects. Head around to the back of the Backup Processor and use the Jump Pad to return to the top of the room. Scan the Alimbic Pride 02 lore on the catwalk at the top of the room, above the Stronghold Portal, then jump over to the ledge opposite where the door is. On the left, behind a pipe, a UA Expansion is hidden. Jump over to the ledge closest to Lava Processor 01 and 02, then jump into the center of the tower. There is a rising and falling piston in here. Ride it all the way to the bottom (you may have to ride it up first). At the bottom of the shaft is a small tunnel. Roll into Alt Form and go inside. ------------ Piston Cave New Item: Binary Subscripture Artifact You'll appear in a lava-filled tunnel with a small catwalk leading across it. Roll along the catwalk, timing it so you avoid the pistons. The first few pistons will only knock you into the lava if they hit you. Just roll back to the start and try again if they do. After you pass a number of pistons on paths, the camera will change angles and you'll see pistons slamming together. These pistons are deadly if you get caught between them. Time it very carefully so you don't get smashed, and don't worry - two sets of the pistons don't move at all, so there are safety zones. At the end of Double Piston Hall is another tunnel. Roll into it, and you'll find more Pistons. Some crash towards the ceiling, others to the floor, and all are as deadly as the double pistons. Move to the right, and roll onto the set of double pistons. You'll have to ride the piston up and squeeze through the tunnel just before it hits the other piston. This isn't as hard as it looks - just hold right as the piston rises and you'll slide through with plenty of space. On the last piston, wait for it to rise to the top and roll safely through to the right. Roll around the corner, and use a bomb jump to bounce up onto the line of pistons while the upper piston is just beginning to rise. The third piston in the line is probably the hardest to get past - you have to use a bomb jump to get up over the ledge before the piston can crush you. Once you make it past that, it's basically home free to the Artifact Shield. The last few pistons aren't all that hard to get by. Bomb Jump to the top of the stairset and grab the Shield Key. Roll back down to grab the Binary Subscripture Artifact, then hop back up the stairs and through the tunnel. --------------- Processor Core* Return to Alinos Gateway via the Council Chamber Portal to save and heal if you want. Head through the Stronghold Portal in the Processor Core when you're ready. ---------------- Stronghold Void Run down the hall to Biodefense Chamber A. ~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~ Begin Boss Fight: Cretaphid v3 ~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~ Cretaphid v3 is a combination of Cv1 and Cv2, combining the ability to shoot green blobs from his blue eyes and lasers from a separate set of eyes. Additionally, it is now possible to disable his laser beam eyes by destroying them when they turn blue. As always, circle around the pillar clockwise or counter-clockwise and destroy the eyes when they turn blue. Once all the eyes are destroyed, the brain will appear. Shoot at it until it retreats, rinse and repeat. Use primarily the Power Beam for easy victory. Don't forget to scan! ~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~ End Boss Fight: Cretaphid v3 ~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~ Take the Octolith and head back to the Stronghold Portal. You've got five minutes to make it back to your ship, which will be easy or hard depending on how much Hunter resistance you meet on the way. --------------- Processor Core* There may be a Hunter here, and the small area has a lot of hiding places. Try not to waste a lot of time hunting the enemy Hunter. Once he's dead, use the Jump Pad in the Backup Processor and go out through the door to the Council Chamber. ---------------- Council Chamber Go to the right through the doorway and drop down the hole. Head along the path alongside the Fire Spawn pool and to the entrance hall. Go out the door to Alinos Perch. ------------- Alinos Perch* Again, there are probably Hunters or Guardians waiting for you here. Defeat them, then go through the door to your right to the Thermal Vast. ------------- Thermal Vast Roll through the tunnel and into the Jump Pad on the other side. It will launch you clear to the other side of the room, where you should roll back into Alt Form and through the other tunnel. Go through the door to the Alimbic Gardens. ---------------- Alimbic Gardens Jump across the sand garden and around the path to the other door. Ignore enemies you encounter on the way. Leave through the other door to High Ground. ------------ High Ground* Another Hunter and/or Guardian room. Once they're out of the way (if any), jump down to the pit in the center of High Ground, into the tunnel area beneath. Go straight forward where you land, and keep following the outer corridor until you reach the door to Echo Hall. ---------- Echo Hall* Make sure you kill any Guardians or Hunters in this area to ensure that the door to Alinos Gateway is unlocked. Roll into Alt Form and go through the tunnel. On the other side, go straight across to the tunnel directly facing the one you just emerged from. Roll to it's end, and use a bomb jump to get over the wreckage. Run to the end of the hall and open the door to Alinos Gateway. --------------- Alinos Gateway Jump into your Gunship, save and select "Launch Ship" on the Touch Screen. -------------------- The Alimbic Cluster If you still have not completed the second part of the Celestial Archives, then go there now. Jump back to Part 5 for the walkthrough. Otherwise, return to Arcterra for it's second half. You won't be able to finish Vesper Defense Outpost without first doing Arcterra's second half, so unless you still haven't done Vesper Defense Outpost's first part (I'm amazed if you haven't) then it's not an option. ~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~ [0327] Part 7: Return to Arcterra ~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~ ----------------- Arcterra Gateway Drop to the bottom floor and enter Sic Transit. ----------- Sic Transit* There may be a Hunter waiting here. Defeat him, then leave through the orange door in the southwest corner (remember that the door to Arcterra Gateway is the northwest door). Use the Magmaul to open the orange door. ----------- Fault Line* New Scans: Alimbic War 09 (lore), Seal Sphere 01 (lore), Arctic Spawn (bioform), Alimbic Prophecy 08 (lore) New Item: Imperialist Kill the Quadtroids in this room to unlock a force field in the back, which leads to the other side of the area. Before you go through the tunnel, get the Seal Sphere 01 and Alimbic War 09 lore from the rear of the Quadtroid tunnel. Go through to the area you just opened up and another force field will appear, trapping you inside. A Frost Spawn will appear. Scan it, then start strafing around it to dodge it's attacks. The Frost Spawn is similar to the Fire Spawn, but is only vulnerable to the Magmaul. Once the Frost Spawn is dead, then the Imperialist will appear. Scan above the door for the Alimbic Prophecy 08, then take the Imperialist. Use the Imperialist to open the red door. Go inside to the Frost Labyrinth. ---------------- Frost Labyrinth Frost Labyrinth Maze Map by MrShotgun: db.gamefaqs.com/portable/ds/file/metroid_prime_hunters_frost_labyrinth.gif Roll into Alt Form and head into the tunnel. Work your way to the top of the labyrinth and go through the red door. The tunnel at the top is buggy. You may have to approach it an angle or use a Boost to actually get the Morph Ball to go inside. ---------- Sanctorus New Scans: Gorea 03 (lore), Gorea 04 (lore), Alimbic War 01 (lore), Alimbic War 06 (lore), Alimbic War 12 (lore) New Items: UA Expansion, Binary Subscripture Take a left from the door to find a UA Expansion at the end of a curving hall. Scan above the hole in the floor for the Alimbic War 01 lore. Return to the door and take the right path. Go into the tunnel on the right and scan the arch above for the Gorea 03 lore. Jump down and scan the Alimbic War 12 lore, then go through the doorway. Kill the Greater Ithrak hanging from the ceiling. There are three switches in this room which must be scanned to remove the force field blocking the Imperialist Switch. There is a computer to your left as you enter which says as much. 1. Behind the pillar across from the computer. 2. Behind the pillar closest to the computer. 3. On the ledge above the computer. Scan the broken pillars in the room's center for Gorea 01 and Alimbic War 06 lore, then stand near the Artifact Shield. Shoot the red switch on the far side of the room with the Imperialist to make the Shield Key appear. If you stand too close to the switch, then it will close and shooting it will not work. Stand near the Artifact Shield to ensure it stays shut. Take the Shield Key, then grab the Binary Subscripture from the Artifact Shield. A pair of Guardians will appear to attack you. Kill them both, then return to the Frost Labyrinth. ---------------- Frost Labyrinth Frost Labyrinth Maze Map by MrShotgun: db.gamefaqs.com/portable/ds/file/metroid_prime_hunters_frost_labyrinth.gif Return to Fault Line through the right exit. ----------- Fault Line Stand in the back of the room, between the two arches, and use the Imperialist's zoom function to snipe the red switch on the wall. The switch will activate an elevator. Ride the elevator to the second level. Use the Jump Pad at the top of the elevator to go up into a narrow tunnel. Move to it's end, to where the UA Ammo is, then spin around to face where you just came from. High on the left and right walls, just above the force field, are two more Imperialist Switches. Shoot them both to lower the tall force field. Head back down into the area you just opened. Scan the switch on the left side of the room to open a Portal to Arcterra Gateway. Return there and save if you like. Back in the Fault Line, use the Jump Pad near the portal to reach the door on the upper ledge. Go through the door to the Drip Moat. ---------- Drip Moat Step forward onto the square tile on the floor. The platform will begin moving forward. You may notice a UA Expansion below; you'll get this later on. Ride the platform to the end, shooting the Petrasyls, War Wasps and Shriekbats who get in the way. If you get knocked off by one of them, then return to the start and use the Jump Pad to return to the top and try again. Go through the door at the other end of the Drip Moat to enter Subterranean. ------------- Subterranean New Scans: Alimbic Turret v2.7 (bioform), Alimbic War 04 (lore), Alimbic War 05 (lore), Alimbic War 11 (lore) New Items: Missile Expansion, Cartograph Artifact To deactivate the force fields in this room, you have to shoot the four switches in the ring above with the Imperialist. Stand in the corners of the room and the small area in the middle of the force fields to shoot over the fields and reach the switches. You may have to jump to reach over the fields. You have to shoot the switches straight on. Shooting them from the side doesn't work. Once all the switches are activated, work your way to the center of the maze and stand on the disc. The disc is actually an elevator, which will go down. Go to the end of this new hall and take the Missile Expansion. Scan for the Alimbic War 04 lore, then turn around. On your left down the hall a ways is a large crack in the wall. Go through it, and get the Alimbic War 11 lore halfway through the short tunnel. Hang a left when the tunnel branches, then scan and destroy an Alimbic Turret v2.7 bioform. Once the Turret is dead, a Shield Key will appear. Take it, then scan the Alimbic War 05 lore against the wall before going to the opposite end of the hall to claim the Cartograph Artifact. Return to the elevator, and make sure you have all of the scans and the Missile Expansion before leaving. Once you exit Subterranean, the elevator will stop working. Player's Note: Actually, I was wrong. You can get the elevator to run again, but you must first take the Octolith and return to the Gunship. Once you have done this, then the elevator will start working again. Thanks to Dark Crono for figuring this out. Start working your way out of the maze, and after a short time the force fields will deactivate and no less then six Guardians will appear to attack. The Guardians appear one at a time at intervals of only a few seconds, so the faster you kill them the better. If you're a good shot with the Imperialist, then a single head shot with the rifle is enough to kill any of them. Once all the Guardians are dead, return to the Drip Moat. ---------- Drip Moat New Item: UA Expansion Return to the start of the Drip Moat. When you near the end of the platform ride, you will see a UA Expansion floating in midair below you. Jump off of the platform after it stops moving and grab the UA Expansion. Use the Jump Pad at the bottom of the shaft to bounce back up. Go back through the door to Fault Line. ----------- Fault Line New Scan: Oubliette 01 (lore) New Item: Attameter Artifact Ride the elevator back up from the Ice Spawn room and use the Jump Pad closest to the elevator to bounce back up into the narrow tunnel. Go up the ramp into the next room. Drop down and kill the Psycho Bits and their generators to reveal a Shield Key in the far corner of the room. Take it, then head back to where you came in. Under a ledge between two pillars is a computer. Scan it. The Shield Key and the Computer will together deactivate the electricity and the shield in the tunnel below, letting you claim the last Artifact. Jump up to the top of the rubble in the middle of the room. Use a missile on the pillar's large crak to knock it over, creating a narrow bridge. Get the Gorea 01 lore from the cliff below the pillar, then cross the makeshift bridge. Run along the ledge and jump into the tunnel. At the end of the tunnel, drop down to the Ice Spawn room. Backtrack to the Quadtroid Cave, through the left branch into the tunnel that was formerly filled with electricity. Take the Attameter Artifact. Return to the Ice Spawn room and ride the elevator back up. Use the portal to return to Arcterra Gateway. ----------------- Arcterra Gateway Save and heal, then return to Fault Line through the portal. ----------- Fault Line Use the Jump Pad to return to the Fallen Pillar Room and enter the Stronghold Portal. ---------------- Stronghold Void New Scan: Cretaphid v4 New Item: Octolith This is your last Cretaphid boss, so if you still haven't scanned Biodefense Chamber A then do it now. It's your absolute last chance. The lore can be found just to the right of the door in the boss room. ~o~o~o~o~o~o~o~o~o~o~o~o~o~ Begin Boss: Cretaphid v4 ~o~o~o~o~o~o~o~o~o~o~o~o~o~ As always, Cretaphid is similar to his previous version but has one new trick. This time around, the pillar can move. This gives you something else to dodge, but the Cretaphid still isn't that difficult. Blast his eyes when they turn blue, and shoot the brain until it descends. Always move in clockwise or counter-clockwise circles. And don't forget to scan him. ~o~o~o~o~o~o~o~o~o~o~o~o~ End Boss: Cretaphid v4 ~o~o~o~o~o~o~o~o~o~o~o~o~ Take the Octolith and return through the Stronghold Portal. You've got an extremely generous four minutes to make it back to Arcterra Gateway and fly off in your Gunship. ----------- Fault Line Run along the fallen pillar and jump down to the Ice Spawn room. Run back through the Quadtroid Cave and into the door to Sic Transit. ------------ Sic Transit* If there's a Hunter here, then beat him. Leave through the door across from the Fault Line entrance to Arcterra Gateway, in the northwest corner. ----------------- Arcterra Gateway Jump to the top of Arcterra Gateway and into your Gunship. Launch Ship to leave Arcterra for good. -------------------- The Alimbic Cluster You've found Seven of the Eight Octoliths, and have every weapon in the game at your disposal. It's time for the last hurdle. Set a course for Vesper Defense Outpost. ~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~ [0328] Part 8: Return to Vesper Defense Outpost ~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~ ------------ VDO Gateway Take the portal to Weapons Complex (upper). ------------------------- Weapons Complex (upper)* Drop down the elevator shaft and use the Imperialist to enter the red door. --------------- Stasis Bunker* New Scans: Seal Sphere 03 (lore), Seal Sphere 04 (lore), Oubliette 02 (lore), Oubliette 03 (lore), Oubliette 04 (lore), Oubliette 05 (lore), Oubliette 06 (lore), Oubliette 07 (lore), New Items: UA Expansion, Cartograph Artifact, Attameter Artifact Run forward and destroy the Voldrums and their Generators. Go through the jammed door and kill the Alimbic Turret at the top. Go up the ramps to the right to the second floor. There are lots of enemies and Generators up here. Kill them as you find them. Take a right at the top of the ramp, then right again through the door flanked by blue crystals. Go through the hall and into the small room. The opening in the floor drops down to the ramps that lead up to the second floor. Jump up to one of the ledges on the left and right sides of the room, then onto the device suspended from the ceiling. Grab the UA Expansion and return to the previous room. Use your Scan Visor in this circular area to find Seal Sphere 03 and 04 as well as Oubliette 02 through 07 lore entries. Leave through the passage with the locked door at it's end. Take a left to find the Stronghold Portal; scan if it if you don't have the Stronghold Portal object already, as this will be your last chance to do so. Remember it's location, but we can't do anything with it right now. Turn to the right and destroy the Alimbic Turret, then scan the computer. This will power another computer near the Weapons Complex door. Roll into Alt Form and backtrack to the door you entered through, and scan the computer. You have only 20 seconds to do so. Scanning the computer will reveal a Shield Key in the room above, where you found the UA Expansion. Again, you have only 20 seconds to make it there. The Shield Key will lower one of the two Artifact Shields in the large room on the first floor, inside of which is the Cartograph Artifact. If you still have not scanned the Cartograph Artifact for it's logbook entry, then do it now - it's your final chance to do so. Taking the Cartograph Artifact will release a few Guardians into the room. Kill them all, and a second Shield Key will appear on the second floor. Take this Shield Key to deactivate the second Artifact Shield on the first floor. Again, scan the Attameter Artifact before you take it if you haven't done so already - it's your last chance to scan it before it's gone forever. Taking the Attameter Artifact will unlock the doors on the first and second floors. Return to the second floor. Scan the Stronghold Portal if you haven't got it's object scan yet (this is your last chance to do so), and go through the door near the Portal. ---------- Ascension Ride the elevator to the top (you may have to wait a moment for it to arrive). At the top of the shaft is a portal to VDO Gateway. Return there and save if you like. Back at Ascension, go through the door near the portal to the Fuel Stack. ----------- Fuel Stack New Scans: Silo Levitator (object), Cooling Vent (object), Alimbic War 08 (lore), Alimbic Order 05 (lore), Cryogenic Storage (object), Seal Sphere 02 (lore), Methane Pipline (object) New Items: Missile Expansion, Binary Subscripture Artifact Step into the hallway on the left. Something will go wrong with the power levels, and you are given one minute to activate the computer at the top of the Fuel Stack before the whole Outpost explodes. Run along the passage, around the corner and onto the Jump Pad. Bounce up to the small ledge, then jump up to the top of the shaft using the other ledges which encircle the walls. Go through the tunnels, ignoring the Geemers on the way (killing them just wastes time). Use the Jump Pad at the end of the tunnel to go up another level, to another set of small ledges. Jump up them to the top of the shaft and next-to-top floor. Step through the vision barrier, go around the ledge to the left and jump onto the elevator. Switch to your scan visor as you ride the elevator to it's destination. Jump across to the small ledges which lead up to a tiny alcove. In the alcove is the computer. Scan it to fix the power levels in the Fuel Stack. A Shield Key will appear near the center of the Fuel Stack. Drop down to the floor beneath the elevator. Kill the swarm of Psycho Bits, then scan in the alcove for the Cooling Vent object and Alimbic War 08 lore. Drop down through the hole in the floor to the area with white walls. Kill the Alimbic Turret, then follow the spiraling ramp to the bottom. Grab the Missile Expansion in the alcove here. Climb back to the top of the spiral ramp and scan the computer (if you don't see one, you're on the wrong side of the room - jump across the pit and check the other side). Scan the white pillar of light in the center of the pit for the Silo Levitator object, then step through the vision barrier you just unlocked by scanning the computer. Scan the pipeline on the wall here for the Methane Pipline object, then move into the next room. Scan for the Seal Sphere 02 lore in front of the Artifact Shield, then drop down into the trench. Scan the Shield Key before taking it; this is your last chance to add it to your Logbook. Climb back up to the Artifact Shield, and scan the Binary Subscripture before you take it. This is your last chance to do so. Return to the Zoomer Hall outside the Shield Key trench. Scan for the Alimbic Order 05 lore in the center of the frozen room, then hang a left through the tunnel. At the end of the tunnel, scan the glass wall on the left for the Cryogenic Storage object, then drop down the shaft to the bottom of the Fuel Stack. Return to Ascension through the door. ---------- Ascension Go through the portal to VDO Gateway. ------------ VDO Gateway Save and heal at the Gunship, then return to Ascension through the portal. ---------- Ascension Drop to the bottom and go through the door to the Stasis Bunker. -------------- Stasis Bunker Head into the Stronghold Portal. ---------------- Stronghold Void New Scans: Slench 4A, Slench 4B New Item: Octolith This is your last visit to the Stronghold Void, so make sure you have the Stronghold Void and the Biodefense Chamber B lore before you leave. This is your last chance to get them! ~o~o~o~o~o~o~o~o~o~o~o~ Begin Boss: Slench 4 ~o~o~o~o~o~o~o~o~o~o~o~ Same old Slench. Except this one hangs from the ceiling, and is only vulnerable to the Magmaul. Aim your shots well above your actual target; the Magmaul fires in a wide arc. In the Slench's B form, he will use a new attack right away. He will roll into a ball and start ricocheting around the room. Stand in one of the corners and wait for him to stop. Take the opportunity to destroy any remaining green projectiles with the Power Beam and claim the health and UA ammo they drop. In his B form, the Slench is identical to Slench 3. He will shoot projectiles at you, and will occasionally attempt to crush you. As before, roll into Alt Form and head for the far side of the room when he begins to shake. If you run low on health, then wait on 4A to destroy the tentacles. The Slench's green projectiles drop lots of health. Player Tip: As an alternative to using the Judicator to destroy the tentacles, you can also use two Missiles. (Scott M.) ~o~o~o~o~o~o~o~o~o~o~ End Boss: Slench 4 ~o~o~o~o~o~o~o~o~o~o~ Scan the Octolith before taking it. This is your last chance to get the Octolith object scan. Return to the Stronghold Portal. You've got three minutes to return to your Gunship. If this seems like more than enough time, that's because it is. --------------- Stasis Bunker* There may be a Hunter waiting here for you. Go left from the portal, down the ramps to the first floor and out the door to the Weapons Complex. ----------------- Weapons Complex* Go straight into the next room, then take a right through the doorway. Go left and through the door at the end of the hall to the Bioweaponry Lab. ---------------- Bioweaponry Lab Go through the opposite door to VDO Gateway. ------------ VDO Gateway Jump in your Gunship and Launch Ship to leave Vesper Defense Outpost. For good. -------------------- The Alimbic Cluster If any of your rival Hunters have stolen one of your Octoliths, and you are yet to reclaim it, then now is the time to get them back. Use the Alimbic Cluster map to locate where the Hunters are. If they have an Octolith, then it will appear on their portrait. Once you have all eight Octoliths in your possession, then head for Alinos for the third and final time. ~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~ [0329] Part 9: Alinos Again and Oubliette ~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~ --------------- Alinos Gateway Take the portal to Elder Passage (upper). ---------------------- Elder Passage (upper) Leave through the door to the left to High Ground. ------------- High Ground* There may be a Hunter here, or at the very least some Guardians. If the Hunter steals an Octolith, then you'll have to go track him down. You can't finish your business on Alinos without all eight Octoliths. Go through the door with the pair of blue crystals near the empty Artifact Shield. This is the same door I directed you to pass entirely on your second visit to Alinos. ------------- Combat Hall* New Scans: Sniper Shield (object), Blast Shield (object), Combat Hall (lore), Alimbic Pride 05 (lore) Kill the Guardians and/or Hunter who appear in this room. Scan to the left of the door from High Ground for the Alimbic Pride 05 lore, then drop down to the lower level. Scan the bunker on the first floor for the Blast Shield, then the bunker on the second floor, opposite side of the room, for the Sniper Shield object. Scan in the tunnel before the door near the Sniper Shield for the Combat Hall lore. Head into the door near the Combat Hall lore. ---------------------------- Alimbic Cannon Control Room New Scans: Alimbic Cannon 01-04 Step through the vision barrier and scan each of the four pillars for Alimbic Cannon 01 through 04 lore. Step into the ring in the middle. If you have all eight Octoliths, then the Alimbic Cannon will fire. The prison ship Oubliette will appear. Return to Combat Hall. ------------- Combat Hall* On your way back to your ship there will be no time limit, but you can bet you'll be dogged by Guardians and Hunters in every room on the way back. Defeat the Guardians and/or Hunter in Combat Hall then return to High Ground. ------------- High Ground* Defeat the Guardians and/or Hunter, then drop to the tunnels below. Use the Jump Pad down here to launch to the top floor of High Ground. Go through the silver door to Elder Passage (upper). --------------------- Elder Passage (upper) Take the portal to Alinos Gateway. --------------- Alinos Gateway Jump into your Gunship, save and Launch Ship to leave Alinos. Permanently. -------------------- The Alimbic Cluster Oubliette will appear in the center of the Cluster. Set a course there. ---------- Oubliette New Scans: Sealing Gorea 01 (lore), Sealing Gorea 02 (lore), Sealing Gorea 03 (lore), Sealing Gorea 04 (lore), Sealing Gorea 05 (lore), Gorea (bioform), Gorea (bioform), Gorea Arm (bioform), Gorea 2 (bioform), Gorea Seal Sphere (bioform), Trocra (bioform) New Items: Energy Tank, Omega Cannon Go through the doors in front of the Gunship and ride the elevator up. At the top, spin around and enter the portal. Scan for Sealing Gorea 01 through 05 lores in this room. Go through the door. To the right of the door is a tunnel. Roll through it to the end. Jump over to the glowing platform and enter the portal. Grab the Energy Tank in this room, then return through the portal. Drop down to the ground level and go down the hall. Open the Stronghold Door and jump into the ring to be transported to Gorea. ~o~o~o~o~o~o~o~o~o~o~ Begin Boss: Gorea ~o~o~o~o~o~o~o~o~o~o~ Scan Gorea and one of his arms, then quickly run to the perimeter of the room, on the other side of the yellow moat. Gorea is unable to pass this line, but he can still shoot projectiles at you. Scan one of the blue floating objects for the Trocra bioform. Around the perimeter of the room are a number of colored plates. Shoot them in this order with these weapons: Yellow: Volt Driver Green: Battlehammer Orange: Magmaul Blue: Shock Coil (you may have to jump to shoot the panel) Purple: Judicator Red: Imperialist Once this is done, you will receive a message. Keep the Imperialist out. We'll be using it for the remainder of the fight. Run around the perimeter of the arena in a big circle, dodging Gorea's shots and shooting the Trocras with the Power Beam for Energy and UA. When Gorea turns red, now is the time to strike. Zoom in on him with the Imperialist and shoot both of his shoulders to destroy them in one hit. You can try using other weapons on his other colors, but it's very difficult. The Imperialist is not only easiest, it's actually safest and in most cases fastest. Reader Tip: The Shock Coil is also an effective weapon to destroy Gorea's shoulders. Gorea is vulnerable to the Shock Coil while he is colored blue, the phase immediately before he uses the Imperialist. - Dark Crono Gorea will change forms. Scan him again for the Gorea bioform scan (there are two Gorea bioform scans, with identical names but different logbook entries). Scan the yellow eye at the top of his body for the Gorea Soul Sphere bioform as well. Remaining outside the moat, out of the range of Gorea's attacks, shoot the yellow eye repeatedly with the weapon which matches the weapon you destroyed his shoulders with (i.e. if you used the Shock Coil to destroy his shoulders, use the Shock Coil on his seal sphere, Imperialist to destroy his shoulders, Imperialist on the seal sphere, etc.) After a while, Gorea will return to his original form. Repeat the process until he dies. Reader Tip: "When gorea turns green, shoot him with the battlehammer When gorea turns yellow, shoot him with the volt driver When gorea turns orange, shoot him with the magmaul When gorea turns red, shoot him with the imperialist When gorea turns blue, shoot him with the shock coil When gorea turns purple, shoot him with the Judicator." - Ben Ritz ~o~o~o~o~o~o~o~o~ End Boss: Gorea ~o~o~o~o~o~o~o~o~ If you shot the colored plates in the order I specified, then you will be transported to a new battlefield. Otherwise, the game will end prematurely and you will see the "bad ending." ~o~o~o~o~o~o~o~o~o~o~ Begin Boss: Gorea 2 ~o~o~o~o~o~o~o~o~o~o~ Scan Gorea 2, then drop to the bottom of the area. Take the Omega Cannon from the Artifact Shield and use the radar to locate Gorea 2. He spends most of the fight teleporting randomly around the battlefield, hurling large boulders at you and occasionally using a very powerful laser attack. His attacks deal a great deal of damage, and his random teleporting around the battlefield makes it difficult to dodge every attack that comes your way. The key to beating Gorea 2 is to locate him quickly after he teleports, and be very accurate with the Omega Cannon, which has a long cooldown. Gorea 2 returns often to the top of the arena. If you can't find him, chances are he's loitering up there. ~o~o~o~o~o~o~o~o~o~ End Boss: Gorea 2 ~o~o~o~o~o~o~o~o~o~ Defeating Gorea 2 will give you the "good ending" and will unlock the Oubliette arena for use in Multiplayer. If you followed this walkthrough to the letter, then you should have all the Items and Scans. A special emblem on your Hunter's License is your sole reward. If this is your first run through the game, then you will also unlock the Sound Test, the Records Page and all of CG clips on the Movies Page except for two. Defeat Gorea 1 again without shooting the colored panels to get the last two movies and fill out the Movies Page. -o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o- [0400] The Logbook -o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o- Author's Note: All scans appear in the order they do apppear in the game's logbook. To locate a missing scan, then simply find it's location in the in-game logbook and compare it to this list to find it's location. To view your logbook in-game, enter the Hunter Gunship and touch the Logbook button on the touchscreen. A Note on Oubliette and Stronghold Void: Both of these locations are unmappable, so only their planet locations are listed and not their specific rooms. But since these areas are so small, it shouldn't be a problem to find the scans therein. A Note on Organization: The first line shows the Log's name, the second shows it's specific location, and the third line on transcribes the Log's entry. ~o~o~o~o~o~o~ Subchapters ~o~o~o~o~o~o~ [0401] Lore [0402] Bioforms [0403] Objects [0404] Equipment ~o~o~o~o~o~o~ [0401] Lore ~o~o~o~o~o~o~ ------------------ Alimbic Cannon 01 Alinos, Alimbic Cannon Control Room The Alimbic Cannon issues bursts of polarized antimatter beyond lightspeed at specified coordinates and frequency to open a dimensional rift known as the Infinity Void. ------------------ Alimbic Cannon 02 Alinos, Alimbic Cannon Control Room This device opened the Infinity Void to imprison Gorea. Reuniting eight Octoliths will return power to this dormant machine. ------------------ Alimbic Cannon 03 Alinos, Alimbic Cannon Control Room After trapping Gorea in the Seal Sphere, we consigned it to a prisoner from which there could be no escape. ------------------ Alimbic Cannon 04 Alinos, Alimbic Cannon Control Room The Alimbic Cannon enabled us to open the Infinity Void and hide Gorea's prison within it. By locating the prison in an alternate dimension, we ensured that the prisoner would neither escape nor be released by accident. --------------------- Alimbic Datashade 01 Alinos, Alinos Gateway Datashades are packets of telepathic data scattered throughout the Tetra Galaxy. They can be accessed by most galactic-standard scan systems. --------------------- Alimbic Datashade 02 Alinos, Alinos Gateway Designed to maintain data integrity indefinitely, datashades are highly resistant to tampering and decay. Scanning these packets will allow you access to our scriptures and lore. ----------------- Alimbic Order 01 Celestial Archives, Docking Bay There were eight elders in the Alimbic Order. ----------------- Alimbic Order 02 Celestial Archives, Docking Bay You will not find all eight of the Octoliths. They have been scattered, hidden in four of our most heavily defended territories. ---------------- Alimbic Order 03 Celestial Archives, Docking Bay There are never more then two Octoliths hidden on any planet or space station. ----------------- Alimbic Order 04 Celestial Archives, Docking Bay Within each Octolith is a spirit, the transferred essence of an Alimbic Elder. ----------------- Alimbic Order 05 Vesper Defense Outpost, Fuel Stack Reunite all eight Octoliths in the Cannon Control Room to open the doorway to Gorea. ----------------- Alimbic Pride 01 Arcterra, Ice Hive We continued research to improve our defense systems. Eventually we became so proficient in the art of war that we believed ourselves invincible. ----------------- Alimbic Pride 02 Alinos, Processor Core Our pride was a veil over our eyes. We did not see the danger until it was upon us. ----------------- Alimbic Pride 03 Alinos, Crash Site Ruin came quickly as the cancer swept like fire across our worlds. ----------------- Alimbic Pride 04 Alinos, Council Chamber Those who survived appeared lifeless and hollow, as if their very spirits had been sucked dry. ----------------- Alimbic Pride 05 Alinos, Combat Hall We should have been more vigilant. We became complacent in our technical prowess and thought ourselves unassailable. -------------------- Alimbic Prophecy 01 Celestial Archives, Celestial Gateway It is written that the Alimbic power shall materialize when six frequencies shimmer in the divine spectral sequence. -------------------- Alimbic Prophecy 02 Alinos, Alinos Gateway In the beginning shall the darkness be torn asunder by a flash of Yellow Lightning. -------------------- Alimbic Prophecy 03 Vesper Defense Outpost, VDO Gateway Yellow Lightning shall strike with demonic fury upon the Greenwood. -------------------- Alimbic Prophecy 04 Arcterra, Arcterra Gateway With a voice of thunder shall the Greenwood burst into an Orange Blaze. -------------------- Alimbic Prophecy 05 Celestial Archives, Synergy Core The Orange Blaze shall die away to be reborn on wings of Blue Smoke. -------------------- Alimbic Prophecy 06 Alinos, High Ground Tendrils of Blue Smoke shall weave the geometry of Violet Crystal. -------------------- Alimbic Prophecy 07 Vesper Defense Outpost, Weapons Complex Violet Crystal shall shatter the heavens, leaving in its wake a Red Stain. -------------------- Alimbic Prophecy 08 Arcterra, Fault Line When the Red Stain shall vanish, so shall the ancient Alimbic power be manifest. --------------- Alimbic War 01 Arcterra, Sanctorus The war lasted three standard galactic months. Even with the galaxy's most powerful technology at our disposal, we fell like dry grass beneath the blade. --------------- Alimbic War 02 Alinos, Alimbic Gardens Without warning, our doom fell from the sky. From whence it came we do not know. --------------- Alimbic War 03 Alinos, Council Chamber Gorea was immune to even our most sophisticated weaponry, while we were defenseless against its relentless attacks. --------------- Alimbic War 04 Arcterra, Subterranean Gorea devoured our people's life energy and grew powerful from it. Death swept across our worlds, and we despaired. --------------- Alimbic War 05 Arcterra, Subterranean We feared not only the extinction of our race, but the possibility that the evil would sweep the galaxy, annihilating all in its path. --------------- Alimbic War 06 Arcterra, Sanctorus Gorea is a cancerous bloom that would wreak havoc across the universe. --------------- Alimbic War 07 Alinos, Council Chamber We knew that if we did not stop Gorea, it would rampage across the galaxy, devouring everything in its path. --------------- Alimbic War 08 Vesper Defense Outpost, Fuel Stack We finally contained Gorea, but we paid a heavy price to do so. May our sacrifice bring peace to the galaxy. --------------- Alimbic War 09 Arcterra, Fault Line Eight of our elders gathered to create the Alimbic Order to prevent Gorea from destroying our civilization. Their final, desperate plan was to create the Seal Sphere. --------------- Alimbic War 10 Vesper Defense Outpost, Compression Chamber If you are reading this message, our plan to contain Gorea was a success. Honor our sacrifice and do not seek this thing. Only harm can come from such a course. --------------- Alimbic War 11 Arcterra, Subterranean To contain Gorea, our people reduced themselves to pure telepathic energy through the process of Essence Transference. --------------- Alimbic War 12 Arcterra, Sanctorus We gave our lives to confine the foul monstrosity known as Gorea. Do not seek this creature unless you have the means to destroy it. ------------------- Battle Sarcoghagus Alinos, High Ground This tomb contains the remains of Alimbic General Almiiak, who led the Alimbic people to victory in the Tetra Border Wars two thousand years ago. He later formed the Alimbic Order of elders. --------------------- Biodefense Chamber A Stronghold Void, Cretaphid Boss Fights This room serves not only as home to our most sacred treasure, but also as a mortal terminus for those who would trespass. --------------------- Biodefense Chamber B Stronghold Void, Slench Boss Fights Those who dare trespass upon our sacred chambers may expect to pay dearly for that which they would seek. ------------ Combat Hall Alinos, Combat Hall We used this room for combat training of Alimbic military recruits. In this room were forged some of our greatest heroes. ----------- Final Wish Celestial Archives, Docking Bay Do not underestimate the danger concealed herein. We have sacrificed our world to confine the monstrosity known as Gorea. Do not seek this thing unless you have the means to destroy it. --------- Gorea 01 Alinos, Alimbic Gardens The horror shrieked its name: Gorea. --------- Gorea 02 Alinos, Alimbic Gardens Gorea is power beyond reckoning and evil unrelenting. The universe has not known terror such as this. --------- Gorea 03 Arcterra, Sanctorus At first we thought Gorea was a comet. It crashed upon our planet and emerged as a vapor. --------- Gorea 04 Arcterra, Sanctorus Gorea mimicked our cellular structure and replicated itself in solid form. --------- Gorea 05 Alinos, Council Chamber We have seen Gorea alter its atomic structure from a vapor to a solid. Our scientists believe Gorea may also possess other shape-changing abilities. --------- Gorea 06 Celestial Archives, New Arrival Registration Gorea is capable of changing its shape, and it uses a wide variety of lethal weaponry. --------- Gorea 07 Celestial Archives, New Arrival Registration Our defenses were useless against Gorea as it swept through our empire in an orgy of annihilation. --------- Gorea 08 Celestial Archives, New Arrival Registration Alimbic soldiers were powerless before Gorea's onslaught. --------- Gorea 09 Celestial Archives, New Arrival Registration We deployed our deadliest weapons to defeat the beast. To our horror, every weapon was somehow used against us by Gorea. ----------- History 01 Alinos, Echo Hall These are our last recorded messages. We depart from this place of death. If you honor our memory, do not attempt to solve the mystery of our disappearance. ----------- History 02 Alinos, High Ground We overcame ourh harsh genesis through intellect and resolve. The Alimbic mind is bound by a will of iron. ----------- History 03 Vesper Defense Outpost, Weapons Complex The peace of ancient Alimbic tribal culture was shattered by a deadly extraterrestrial invasion. The survivors vowed never again to be caught unprepared. ----------- History 04 Vesper Defense Outpost, Weapons Complex We focused our resources on military science and quickly developed weapons and defenses that surpassed the technology our enemies. ----------- History 05 Vesper Defense Outpost, Compression Chamber We were a peaceful people, but we defended our homeworld with a fierce determination. ----------- History 06 Vesper Defense Outpost, Compression Chamber To defend our territories from extraterrestrial attack, we deployed lethal bioweaponry. ----------- History 07 Vesper Defense Outpost, Compression Chamber Our protective exoskeletons enabled us to survive the environmental extremes of the Alimbic homeworlds. ----------- History 08 Vesper Defense Outpost, Compression Chamber Our enlarged forebrains facilitated enhanced cognitive function. It was our ability to think quickly that saved us from early and violent extinction. ----------- History 09 Arcterra, Ice Hive For generations our superior military capability deterred all enemies. A renewed sense of peace allowed us to return to our natural philosophical pursuits. ----------- History 10 Arcterra, Ice Hive Through science and technology we increased our already formidable mental skills. Significant advances were made in the areas of telepathy, telekinesis, and extradimensional exploration. ----------- History 11 Arcterra, Ice Hive We continued to bolster our defenses against possible future invasion. Our military technology grew increasingly sophisticated and lethal. ------------------ Interment Chamber Alinos, High Ground Alimbic warriors of valor are here laid to rest, that their spirits may return to the planetary core. ------------------- Octolith Safeguard Vesper Defense Outpost, Weapons Complex Beware our guardians. These deadly sentinels travel in packs and are programmed to protect that which is dear to us. ------------- Oubliette 01 Arcterra, Fault Line The monster cannot be defeated. As a last resort, we created the Seal Sphere to cage the horror for all eternity. ------------- Oubliette 02 Vesper Defense Outpost, Stasis Bunker Eight Octoliths are required to power the Alimbic Cannon. Each Octolith contains unique coordinates, frequencies, and codes necessary to operate the cannon. ------------- Oubliette 03 Vesper Defense Outpost, Stasis Bunker The Alimbic Cannon creates a fissure between this dimension and the Infinity Void that houses Gorea's prison, known as the Oubliette. ------------- Oubliette 04 Vesper Defense Outpost, Stasis Bunker The Oubliette cannot be found in this galaxy. It is hidden in another dimension. If you seek the Seal Sphere, you must first seek the keys. ------------- Oubliette 05 Vesper Defense Outpost, Stasis Bunker We have sent the Oubliette beyond this dimension to ensure that the galaxy will never again suffer the horror that is Gorea. ------------- Oubliette 06 Vesper Defense Outpost, Stasis Bunker Gorea is alone in the Void. For the sake of all life, It must remain so. ------------- Oubliette 07 Vesper Defense Outpost, Stasis Bunker The Infinity Void is a vast parallel dimension of formless antimatter. ------------- Oubliette 08 Vesper Defense Outpost, Compression Chamber Only the Alimbic Cannon can access the Infinity Void. -------------------- Science Sarcoghagus Alinos, High Ground This tomb contains the remains of the Arctherus, whose discovery of neurogenesis marked the advent of the modern Alimbic era, a time of unprecedented peace and prosperity. --------------- Seal Sphere 01 Arcterra, Fault Line The fathomless power of the captive beast is the very engine of the Seal Sphere. As long as its psychic powers are ensnared, Gorea cannot escape. --------------- Seal Sphere 02 Vesper Defense Outpost, Fuel Stack Gorea is immobilized within the Seal Sphere, just one of many precautions taken to ensure its eternal captivity. --------------- Seal Sphere 03 Vesper Defense Outpost, Stasis Bunker The Alimbic Order directed surviving citizens to transfer their essences into the Seal Sphere. Our combined psychic energy is the engine that powers the sphere. --------------- Seal Sphere 04 Vesper Defense Outpost, Stasis Bunker The Seal Sphere is secure within the Oubliette, from which there is no escape. ----------------- Sealing Gorea 01 Oubliette No weapon could defeat Gorea. ----------------- Sealing Gorea 02 Oubliette As the death toll rose, we crafted a plan. Rather than destroy Gorea, we would contain it in an interdimensional prison. ----------------- Sealing Gorea 03 Oubliette We lured Gorea into our trap. The Seal Sphere was deployed and the creature ensnared. With Gorea bound, we had to act quickly. ----------------- Sealing Gorea 04 Oubliette We transported Gorea to its prison, the Oubliette. Trapping Gorea was not enough, however. Additional security measures were needed for so great a threat. ----------------- Sealing Gorea 05 Oubliette We forced open an alternate dimension with the Alimbic Cannon, and the Oubliette was sent into it. The Infinity Void was sealed shut, never to be reopened. ---------------- Stronghold Void Stronghold Void, Cretaphid or Slench Fights This hidden room, accessible only by extraordinary means, houses our most sacred relics. It is guarded by our most formidable cybernetic security systems. Only by activating a portal controlled by a trio of artifacts can one gain access to this secret location. ~o~o~o~o~o~o~o~o~ [0402] Bioforms ~o~o~o~o~o~o~o~o~ A Note on Bioforms: Locations given indicate the first place that bioform may be scanned, not necessarily the only place. -------------------- Alimbic Turret v1.0 Celestial Archives, Data Shrine 03 A mounted gun equipped with infrared motion detection and DNA-identification technology. This weapon will fire on any non-Alimbic creature within its range. -------------------- Alimbic Turret v1.4 Vesper Defense Outpost, Weapons Complex This modified turret is capable of rapid-fire operation with little or no overheating. -------------------- Alimbic Turret v2.7 Arcterra, Subterranean A late model Alimbic Turret with improved targeting capability. ------------- Arctic Spawn Arcterra, Fault Line Native to frozen habitats, this creature depends on low temperatures to survive. The Arctic Spawn is territorial in the extreme and will attack any perceived threat by hurling immobilizing shards of razor-sharp ice. ---------------- Barbed War Wasp Arcterra, Ice Hive An aggressively territorial insect capable of launching its stinger as a projectile. The more dangerous cousin of the War Wasp, Barbed War Wasps migrate in large swarms, attacking even the largest life-forms in isolated regions of Tallon IV. --------- Blastcap Alinos, High Ground A large mushroom that explodes on contact, emitting noxious gas. Originating on Tallon IV, its spores can survive without atomosphere and have propagated throughout the galaxy on solar winds. --------------------- Blue Barbed War Wasp Arcterra, Ice Hive A mutated form of the Red Barbed War Wasp, the metabolism of the Blue Barbed War Wasp requires a frozen environment to produce endothermic projectiles. ------------- Crash Pillar Vesper Defense Outpost, Weapons Complex Highly pleasing to Alimbic aesthetics, this sentry cyborg is dormant until it senses an intruder, and returns to a dormant state once the threat retreats. The Crash Pillar levitates by means of antigravity propulsion before attempting to smash its quarry. Vulnerable neurocircuitry is housed underneath the base. ------------- Cretaphid v1 Stronghold Void Utilizing the most sophisticated Alimbic cybernetics, this massive cylindrical defense mechanism features precision chemical lasers. The Cretaphid is a key component of Alimbic military defense technology, designed to safeguard the Alimbic's most sacred objects. ------------- Cretaphid v2 Stronghold Void This modified version of the Cretaphid cybernetic defense mechanism features bursts of heat-seeking plasma. A key component of Alimbic military defense technology, it was designed to safeguard the Alimbic's most sacred objects. ------------- Cretaphid v3 Stronghold Void Combining the features of its predecessors, this version of the cybernetic Cretaphid tower features both precision chemical lasers and burst of heat-seeking plasma. A central component of Alimbic military defense system, it was designed to safeguard the Alimbic's most sacred objects. ------------- Cretaphid v4 Stronghold Void The apex of the Cretaphid line of cybernetic defenses, this ultimate model deploys lethal lasers and homing plasma from a homing tower who very casing is an offensive weapon. A key component of Alimbic military defense technology, it was designed to succeed where all others fail. ---------- Dialanche Alinos, Elder Passage Spire's alternate form is the Dialanche, a hypercondensed ferrous ore able to roll at high speeds. The Dialanche is equipped with two retractable titanium limbs used to batter adversaries. ---------------- Electro Voldrum Celestial Archives, Incubation Vault 02 This version of the Voldrum has a weaker hull then the standard model, rendering it vulnerable to rapid-fire weaponry. --------------- Energy Blaster Stronghold Void, Slench Fights Turrets on the walls of the chamber fire blasts of plasma generated by the Slench. ----------- Fire Spawn Alinos, Council Chamber A large creature that thrives on extreme heat, the Fire Spawn breathes superheated lava and never ventures far from its home pit. This creature is particularly unfriendly to carbon-based life-forms, and will hurl fireballs at anything approaching its territory. ------- Geemer Arcterra, Arcterra Gateway A small but dangerous creature that exposes sharp spikes on its back when threatened. This scavenger is known to forage through human refuse and is an infamous pest on Zebes. ------ Gorea Oubliette Superficial scan indicates Gorea's body is impervious to attack. ------ Gorea Oubliette Sensors unable to locate the upper-arm vulnerability present in Gorea's prior form. -------- Gorea 2 Oubliette Gorea's final form is impervious to all weapons currently equipped in the Power Suit. Alternative weaponry is required to penetrate Gorea's armor. Sensors detect that Alimbic essence is no longer present in the Seal Sphere. Gorea remains attached to the sphere in order to draw all energy from it. ---------- Gorea Arm Oubliette Analysis indicates the presence of fragile biomorphic neurons in Gorea's shoulders, periodically vulnerable to specific energy types. ------------------ Gorea Seal Sphere Oubliette Harmonic analysis of the central sphere suggests that it is susceptible to direct attack. --------------- Greater Ithrak Celestial Archives, New Arrival Registration The impenetrable hide on this cousin of the Lesser Ithrak makes it a formidable threat. Anecdotal evidence suggests that frontal assault is ineffective against this aggressive predator. --------- Guardian Celestial Archives, Helm Room Specifically designed to guard to the Alimbic Order, these automatons are now programmed to serve in it is absence. These intelligent androids often travel in packs, attacking with energy projectiles produced by three small fusion generators located in the cranium. ----------- Halfturret Alinos, Echo Hall Cybernetic enhancements allow Weavel's body to detach from its mechanical lower half and convert into the Halfturret alt-form. The arms provide locomotion for the upper body, while the legs are equipped with powerful projectile weaponry. ------------ Ice Voldrum Alinos, Council Chamber A late advance in Voldrum technology featuring freezing projectiles. Its pulse-tube crycoolers are extremely susceptible to high temperature impact. ------- Kanden Celestial Archives, Data Shrine 02 A disruptive electromagnetic field appears to surround the hunter Kanden. Analaysis suggest voltage potential comparable to that found in lightning storms. Kanden carries the Volt Driver, which is capable of a charged blast that can disrupt the Combat Visor. -------------- Lesser Ithrak Celestial Archives, Data Shrine 01 This nocturnal creature clings to the ceiling and is exceptionally fierce when disturbed. -------- Lockjaw Vesper Defense Outpost, Weapons Complex Sylux's altnerative form, the Lockjaw, may consist of stolen prototype Federation technology. It allows the user to transform into two tetracarbon ceramic-alloy blades joined by an energy thread. Its principal method of attack is to weave a network of explosive trip wires. -------------- Magma Voldrum Alinos, Alinos Perch Another modification of Voldrum technology, its high operating temperature causes reduced defensive capability against subzero weaponry. ------ Noxus Arcterra, Sic Transit Analysis indicates that the skin of this hunter has extraordinary insulating properties. Noxus's weapon is the Judicator, capable of a charged shot that can freeze an opponent in its tracks. --------- Petrasyl Celestial Archives, Meditation Room Harmless from a distance, this airborne creature secretes a corrosive toxin that can burn through all but the toughest materials on contact. ---------------- Psycho Bit v1.0 Celestial Archives, Helm Room A levitating spherical sentry droid equipped with 360-degree sensors and a low-level teleportation device. The basic silver model fires an energy blast, whereas the advanced green model features a heavy-duty gun powered by a nanoscale nuclear reactor. ---------------- Psycho Bit v2.0 Celestial Archives, Transfer Lock A levitating spherical sentry droid equipped with 360-degree sensors and a low-level teleportation device. This model uses a high-voltage electromagnetic pulse to drain energy from its target. ---------------- Psycho Bit v3.0 Alinos, Thermal Vast Similar in design to earlier models, this version fires superheated magma at its target. ---------------- Psycho Bit v4.0 Vesper Defense Outpost, Compression Chamber Cryogenic nanite technology enables this advanced sentry droid to freeze its prey with supercooled plasma. ---------- Quadtroid Celestial Archives, New Arrival Registration Genetically engineered from leech and reptile DNA, this creature can crawl on almost any surface. The Quadtroid seeks sources of biological energy. The use of a Morph Ball Bomb is the only method to break free of its grasp. -------------------- Red-Barbed War Wasp Alinos, Alimbic Gardens One of the most aggressive varieties of wasp, the Red Barbed War Wasp uses body heat to generate an igneous projectile. ---------- Shriekbat Arcterra, Arcterra Gateway A winged creature that explodes on contact to defends its territory, it will attack any creature approaching its nesting grounds. Inhabitants of Tallon IV have called for its extermination because of the threat it poses to the infrastructure and cultural heritage of the planet. ---------- Slench 1A Stronghold Void Another member of the Alimbic defensive arsenal, this enormous cybernetic eyeball was engineered to protect sacred Alimbic relics. The Slench attaches itself to the Biodefense Chamber with three synapses which transfer power to Energy Blasters. Its primary weapons are the green venom torpedos and the deuterium laser. ---------- Slench 1B Stronghold Void When aggravated, the Slench detaches from the wall to commence a hovering attack. Analysis indicates its shield is inoperable during this levitation. ---------- Slench 2A Stronghold Void This revision of Alimbic cyber-defense technology features enhanced capabilities. The Slench attaches itself to the Biodefense Chamber with three synapses which transfer superheated magma to the Energy Blasters. Green venom torpedoes can be neturalized with the Arm Cannon. ---------- Slench 2B Stronghold Void When aggravated, the Slench detaches from the wall to fire bursts of superheated magma while hovering. Analysis indicates its shield is inoperable during levitation. ---------- Slench 3A Stronghold Void This improved model of the Slench utilizes three synapses to transfer high voltage to the Energy Blasters, whose electromagnetic pulse can disrupt the Combat Visor. The synaptic fibers may be vulernable to heavy-duty weaponry. ---------- Slench 3B Stronghold Void Analysis indicates that although the shield is down, the improved exoskeleton on this model may allow it to charge at its prey. ---------- Slench 4A Stronghold Void The pinnacle of Slench technology, this model employs three synapses to transfer supercooled plasma to the Energy Blasters. Cryogenic projectiles can temporarily immobilize the Power Suit. ---------- Slench 4B Stronghold Void Analysis indicates its shield is down while hovering, but the Slench may be impregnable while rolling. Evasive action is advised. ------ Spire Alinos, High Ground Analysis of this creature's physiology indicates the presence of molten ferrous compounds normally found only in a planet's core. Spire is armed with the Magmaul, a weapon that lobs cohesive bursts of superheated magma. ----------- Stinglarva Celestial Archives, Data Shrine 03 Bioengineered with genetic material from the galaxy's most dangerous predatory insects, Kanden can transform into the Stinglarva. This fast-moving segmented insect has a detachable regenerating tail that homes in on its target before exploding. ------ Sylux Vesper Defense Outpost, Weapons Complex This hunter's power suit appears to be based on a Federation prototype and possesses extraordinary offensive and defensive capabilities. Sylux's weapon is the Shock Coil, a banned technology that fires charged blasts of high-density neutrinos. ------ Trace Arcterra, Sic Transit Scan indicates the exoskeleton of the hunter may not be as durable as it appears. This potential vulnerability may explain Trace's tactical preference for sniping. Its weapon of choice, the Imperialist, is a long-range quantam cascade laser with precision targeting. ----------- Triskelion Arcterra, Sic Transit Trace's alternative form, the Triskelion, is sophisticated Kriken military biotechnology that allows Trace to biomorph into a three-legged war machine with a powerful lunge attack. It also features stealth cloaking, enabling Trace to become invisibile while immobile. ------- Trocra Oubliette These crystallized colonies of cyanobacteria are highly unstable, and will detonate when they contact a solid surface. Avoid contact. ---------- Vhoscythe Arcterra, Sic Transit The Vhoscythe is the alternative form of the hunter Noxus. An evolutionary defense mechanism of the Vhozon species, it serves both offensive and defensive purposes. -------- Voldrum Alinos, Elder Passage A high-speed rolling robot in nearly constant motion. Equipped with two large guns for attacking from a distance. It is equally efficient at close-quarters combat. --------- War Wasp Alinos, Echo Hall An aggressive flying insect that will vigorously defend its territory. The royal jelly of the War Wasp queen is so highly valued that hives continue to be harvested on Aether in spite of a shocking death toll. ------- Weavel Alinos, Echo Hall Weavel's weapon of choice is the Battlehammer, a heavy-duty repeating weapon with a lethal blast radius. Maintain distance and avoid a direct hit from this high-caliber weapon. ------- Zoomer Alinos, Echo Hall Best known for breeding rapidly and carrying disease, Zoomers are responsible for the spread of flesh-eating bacteria on Zebes, resulting in the extinction of many native species. ~o~o~o~o~o~o~o~o~ [0403] Objects ~o~o~o~o~o~o~o~o~ ------------------ Alimbic Artifacts Celestial Archives, Data Shrine 01 Artifacts are encoded with program data unique to the Stronghold Portal. Three artifacts are necessary to activate the Portal. -------------- Alimbic Crest Arcterra, Arcterra Gateway Each of these ornate crests celebrates the accomplishments of a major Alimbic tribe. --------------- Alimbic Emblem Arcterra, Sic Transit This emblem commemorates fallen Alimbic heroes. --------------- Alimbic Garden Alinos, Alimbic Gardens Scan indicates fossilized remains of Alimbic plant life. ----------------- Alimbic Insignia Arcterra, Ice Hive A large ceremonial emblem of the Alimbic Order, celebrating their victories and leadership. Solar-cycle counter dates its creation after Alinos first came under attack. -------------- Alimbic Joist Celestial Archives, Data Shrine 02 The design of this joist suggests highly evolved conceptual architecture. -------------- Alimbic Panel Celestial Archives, Meditation Room Alpha waves emanate from this architectural structure. It appears designed to calm the senses and to create an environment ideal for meditation. ------------------ Alimbic Scripture Alinos, High Ground This language cannot be translated. ------- Alinos Alinos, Alinos Gateway The once-beautiful planet of Alinos, home to the Alimbic Elders, has fallen into disrepair since the explosion of the planet's core. ---------------- Ammolite Shards Arcterra, Ice Hive Naturally occurring minerals with phosphorescent properties. -------------------- Anthropological Hub Celestial Archives, Data Shrine 03 Access denied. Alimbic anthropological data bank severely damaged. --------- Arcterra Arcterra, Arcterra Gateway The outermost planet in the Alimbic Cluster, Arcterra is an inhospitable wasteland noteworthy for a honeycomb of tunnels and caves within its frozen interior. ---------------- Artifact Shield Celestial Archives, Data Shrine 01 A security device that protects the artifacts. This device can be unlocked with the proper key. ------------------- Attameter Artifact Celestial Archives, Data Shrine 03 The Attameter Artifact contains schematics for atomic mapping, allowing a portal to disassemble the molecular structure of anything within the teleportation matrix. ----------------- Backup Processor Alinos, Processor Core Deconstructed for maintenance, apparently incomplete. -------------------- Binary Subscripture Celestial Archives, Synergy Core The Binary Subscripture Artifact contains the precise frequency of the Stronghold Portal's spectral transponder, allowing anything within the teleportation matrix to warp from one point to another. ------------- Blast Shield Alinos, Combat Hall Used for projectile weapons training. -------------------- Cartograph Artifact Celestial Archives, Data Shrine 01 The Cartograph Artifact is encoded with the spatial coordinates of a hidden chamber. ------------------- Celestial Archives Celestial Archives, Celestial Gateway This space station, in orbit directly above Alinos, is the primary repository of the combined knowledge of Alimbic scholars, scientists and historians. ------------------ Ceremonial Charms Alinos, Alinos Perch Alimbic ornaments designed to enhance harmony. ------------- Clone Engine Vesper Defense Outpost, Bioweaponry Lab Severe deterioration of microcircuitry detected. Systems nonfunctional. ------------- Cooling Fans Celestial Archives, Fan Room Alpha High-speed fans cool the Synergy Reactor. There are signs of severe deterioration. ------------- Cooling Vent Vesper Defense Outpost, Fuel Stack Nitrogen pumps establish and maintain a subzero atmosphere throughout the Vesper Defense Outpost. --------------- Cortex Chamber Vesper Defense Outpost, Cortex CPU Controls the entire neural ensemble by processing input from the Thalamic Coil. --------------- Council Chamber Alinos, Council Chamber Assembly hall for Alimbic Elders. Extreme structural damage evident. ------------------ Cryogenic Storage Vesper Defense Outpost, Fuel Stack Weapon storage containers. Maintained at subzero temperatures for stability and to prevent overheating of fusion-powered weaponry. --------------- Damaged Bridge Arcterra, Sic Transit Structure has been severely compromised by impact. Decay indicates the damage occurred several hundred solar cycles ago. --------- Delano 7 Vesper Defense Outpost, Weapons Complex Sylux's Delta-class Strike Fighter is believed to be a stolen Federation prototype. Due to an unresolved flaw, the autocannon can be temporarily disabled by several direct hits to the ship's hull. --------------- Docking Bay L1 Celestial Archives, Transfer Lock Reciving port for Alimbic heavy-cargo starfreighters. --------------- Docking Bay L2 Celestial Archives, Transfer Lock Receiving port for Alimbic medium-range transports. --------------- Docking Bay L3 Celestial Archives, Transfer Lock Receiving port for Alimbic passenger carriers. -------------- Exposed Rebar Alinos, Echo Hall Structural integrity of load-bearing walls has been compromised by forcible impact. --------------- Flow Regulator Alinos, High Ground This station controls the flow of lava tributaries. ----------------- Frozen Fuel Line Vesper Defense Outpost, Weapons Complex Pipes show signs of structural failure. --------- Fuel Rod Vesper Defense Outpost, Bioweaponry Lab Powers nearby bioweaponry chambers. ---------------- Gestation Tanks Vesper Defense Outpost, Weapons Complex Reinforced tanks used to grow nanites for morphing ammunition and missiles. -------------- Glyph Pattern Alinos, Council Chamber Contains unknown characters. Untranslatable. ------------------- Gravity Stabilizer Celestial Archives, Tetra Vista Scans register severe damage. ---------------- Heating System Arcterra, Ice Hive Thermal tube designed to maintain room temperature. Currently disabled. Scan indicates interior is frozen solid. ----------- Ice Bridge Arcterra, Ice Hive A frozen block carved into an overhead catwalk. A structure capable of holding considerable weight. ------------------ Incubation Tank A Celestial Archives, Incubation Vault 01 Nanobot incubation tank. Operating at full capacity. ------------------ Incubation Tank B Celestial Archives, Incubation Vault 03 Nanobot incubation tank. Operating at 67% capacity. -------------- Lab Equipment Vesper Defense Outpost, Bioweaponry Lab Used to grow bioweaponry. Systems inoperative. ------------------ Lava Processor 01 Alinos, Processor Core Utilizes orogenic activity for treatment and procession of igneous material. ------------------ Lava Processor 02 Alinos, Processor Core Operating at minimum capacity. -------------- Lift Controls Celestial Archives, Synergy Core Control panel for anti-gravity lifts. System offline. ------------- Literary Hub Celestial Archives, Data Shrine 02 Access denied. Alimbic literary data bank severely damaged. -------------- Magma Station Alinos, Alinos Gateway Sensors operating at 79%. Lava levels stable. ----------- Magma Vent Alinos, High Ground Relieves pressure buildup from the unstable planetary core. ------------ Medical Hub Celestial Archives, Data Shrine 02 Access denied. Alimbic medial data bank severely damaged. ----------------- Methane Pipeline Vesper Defense Outpost, Fuel Stack Liquid methane fuel delivery system. ------------- Mixing Tanks Vesper Defense Outpost, Bioweaponry Lab Used to synthesize poisonous gases. Trace amounts of toxic material detected. ------------------- Navigational Chart Celestial Archives, Meditation Chamber Holographic directory of the Tetra Galaxy. --------- Octolith Stronghold Void Carbon analysis indicates Octoliths are Alimbic in origin. ------------------ Photon Stabilizer Celestial Archives, Transfer Lock Bridge secured by beam of tripolarized photons. -------------- Political Hub Celestial Archives, Data Shrine 03 Access denied. Alimbic political data bank severely damaged. ---------- Port Helm Celestial Archives, Helm Room "The secret to ultimate power lies in the Alimbic Cluster." Author and origin unknown. ------------ Science Hub Celestial Archives, Data Shrine 01 Access denied. Alimbic scientific data bank severely damaged. ----------------- Shield Generator Celestial Archives, Tetra Vist Force shield compromised. ----------- Shield Key Celestial Archives, Data Shrine 01 When retrieved, this dynamic piece of technology will deactive the Artifact Shield in this area. --------------- Silo Levitator Vesper Defense Outpost, Fuel Stack Repository for heavy interplanetary warheads, held in place by a continual updraft from a high-pressure wind tunnel. -------------- Sniper Shield Alinos, Combat Hall Used for precision projectile training. ----------- Spore Farm Vesper Defense Outpost, Bioweaponry Lab A controlled environment used to grow toxic spores. The spores have expired. --------------- Starboard Helm Celestial Archives, Helm Room "The secret to ultimate power lies in the Alimbic Cluster." Binary irregularities indicate the message was broadcast telepathically. ------------------ Stronghold Portal Vesper Defense Outpost, Compression Chamber Three Artifacts are necessary to restore functionality. ------------------ Structural Debris Alinos, Crash Site Severe architectural damage. Evidence of unidentifiable interstellar matter, a result of an extraterrestrial collison. -------------- Synergy Drive Celestial Archives, Helm Room This device maintains the orbit and rotation of the space station. Operation appears normal. ------------------ Synergy Processor Celestial Archives, Helm Room Works in tandem with the Synergy Drive to make subtle changes in the station's orbit and rotation. -------------- Synergy Strut Celestial Archives, Meditation Room Reinforcement of pillar for Synergy Drive. ------------- Tetra Galaxy Celestial Archives, Fan Room Beta This area was once under Alimbic control. Ruins detected on various planets indicate a vast civilization. ---------------- Tetra Trade Map Celestial Archives, Meditation Room Schematic of Alimbic interstellar shipping routes. ------------------ Thermal Regulator Alinos, High Ground Transduces volcanic heat into unstable energy. ---- VDO Vesper Defense Outpost, VDO Gateway Vesper Defense Outpost is situated on the outer edge of Alimbic territory. Serving as a refueling station and munitions dumps, subzero temperature is maintained to prevent overheating of fusion-powered weapons systems. Structural failure of fuel containers has resulted in a vast radioactive spill into space, leaving toxic and explosive fuel frozen to the side of the structure. ------------ Wall Scroll Alinos, Council Chamber This language cannot be translated. ----------------- Witherite Shards Arcterra, Ice Hive Naturally occurring minerals with phosphorescent properties. ~o~o~o~o~o~o~o~o~ [0404] Equipment ~o~o~o~o~o~o~o~o~ A Note on Equipment: All equipment scans are automatically added to the logbook when they are picked up, with the exception of the Hunter Gunship. So, locations are not shown, since you'll get all of them without trying anyway. ----------- Arm Cannon An essential part of Samus's Power Suit, the Arm Cannon is upgradeable and adaptable to other weaponry. To fire the weapon, press the fire button. Switch weapons by tapping the weapons icon at the top of the touch screen. ------------- Battlehammer The Battlehammer is powered by a miniature nuclear reactor. This heavy-duty repeater is recommended only for those familiar with high-caliber weaponry. ------------ Charge Shot By holding down and releasing the fire button, the Arm Cannon is able to fire concentrated charge bullets. ------------ Energy Tank Increases the Power Suit's maximum energy storage capacity by 100 units. --------------- Hunter Gunship Any Planet or Space Station Gateway Hunter-class Gunship registered to Samus Aran. Return to this ship to save your progress and to recover your energy. ------------ Imperialist Arcterra, Fault Line Equipped with a zoom function ideal for precision targeting, the Imperialist fires a thin and lethal laser beam with high accuracy over long distances. ---------- Judicator The Judicator is powered by cold-fusion synthesis. It fires supercooled plasma at temperatures approaching absolute zero. ----------- Jump Boots An essential part of Samus' Power Suit. To jump, double-tap the touch screen or press the jump button. These boots can also be used to jump in midair. ------------- Large Energy Replenishes 100 units of energy expended from the Power Suit due to battle damage. Energy has also been known to have a rejuvenating effect on alien technology and physiology. ------------------- Large Missile Pack Replenishes missile reserves by 25 missiles. -------------- Large UA Pack Replenishes 25 rounds of Universal Ammo. Morphing UA contains munitions nanotechnology engineered for instant adapatation to almost any weapon, altering the caliber and composition at the molecular level to match the ballistic specifications of the host weapon. -------- Magmaul The Magmaul, powered by a hyperstatic hydrogen core, fires cohesive projectiles of superheated magma. -------------- Medium Energy Replenishes 60 units of expended energy from the Power Suit due to battle damage. Energy has also been known to have a rejuvenating effect on alien technology and physiology. ------------------ Missile Expansion Increases the capacity of the Arm Cannon's arsenal by 10 missiles. ----------------- Missile Launcher Launches explosive-tipped missiles that detonate in a percussive blast. This standard-issue weapon is extremely effective in dealing with biological threats. Hold the Fire button to charge the weapon and cause the missile to seek heat signatures. Charging will attract energy and ammo. ----------- Morph Ball Samus has the ability to transform into a ball that can move at high speeds and access areas her bipedal form cannot. To enter alt-form, tap the icon in the lower corner of the touch screen. Use the +control pad or A, B, X, and Y buttons to move the Morph Ball. Use the touch screen for more precise control with gentle strokes in the desired direction. Boost by quickly stroking in the desired direction or by pressing the boost button. ---------------- Morph Ball Bomb Small bursts of energy detonate from the Morph Ball shortly after being triggered. Ideal for opening secret passages and eliminating small creatures. Press the fire button while in Morph Ball mode to place the bombs. Bomb jumping is possible by triggering bombs with proper timing. ------------- Omega Cannon This proscribed weapon of mass destruction was called an abomination by the Alimbic Elders because of the harm it could inflict on anyone desperate enough to use it. ----------- Power Beam The standard-issue Power Beam has limited offensive capability and unlimited ammunition. As with all charge weapons, press and hold the fire button to attract energy and amm, and to charge up the shot. Release to fire a powerful blast. This weapon overheats quickly and works best when fired in controlled spurts. ----------- Scan Visor An essential tool, the Scan Visor is able to identify most forms of alien language and xenobiology. To activate the Scan Visor, tap and hold the small button centered at the bottom of the touch screen. Once activated, press and hold the fire button to scan an object. Scroll data by tapping the left and right arrows. Tap the Scan Visor button again to deactivate. ----------- Shock Coil The Shock Coil is a prototype Federation weapon that emits a concentrated beam of high-density neutrinos with a set radius. ------------- Small Energy Replenishes 30 units of expended energy from the Power Suit due to battle damage. Energy has also been known to have a rejuvenating effect on alien technology and physiology. ------------------- Small Missile Pack Replenishes missile reserves by 10 missiles. -------------- Small UA Pack Replenishes 10 rounds of Universal Ammo. Morphing UA contains munitions nanotechnology engineered for isntant adapatation to almost any weapon, altering the caliber and composition at the molecular level to match the ballistic specifications of the host weapon. ------------------- Thermal Positioner Samus' location is tracked by a Thermal Positioner which relays an image of Samus and her surroundings. This valuable imaging tool also identifies objects and entities with unique power signatures. Access the Thermal Positioner by pressing start. ------------- UA Expansion Increases the Universal Ammo capacity by 30 units. ------------ Volt Driver The Volt Driver draws energy from the planetary electromagnetic field and converts it into multi-terawatt bursts of high voltage. -o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o- [0500] Weapon & Power Suit Upgrade Locations -o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o- Author's Note: All weapons and upgrade locations are included here. They are listed by type, and their precise location is given as well as a brief description of how to reach the weapon or item. All weapons and upgrades are listed in order that they can be obtained, beginning with the first and ending with the last. ~o~o~o~o~o~o~ Subchapters ~o~o~o~o~o~o~ [0501] Weapons [0502] Energy Tanks [0503] Missile Expansions [0504] UA Exansions ~o~o~o~o~o~o~o~ [0501] Weapons ~o~o~o~o~o~o~o~ ------------- Battlehammer Vesper Defense Outpost, Cortex CPU Use the Jump Pads in the left side of the room to bounce to the top of the Cortex CPU. Roll through the tunnel to the other side and scan the four spectral switches. The Battlehammer rises from the floor. ---------- Judicator Arcterra, Ice Hive Open the door to the Vault and jump inside. Scan the switch and make your way to the top of the Morph Ball obstacle course before time runs out to reach the Judicator. ------------ Volt Driver Celestial Archives, Data Shrine 02 Use the Battlehammer to access the central area in Data Shrine 02, then defeat the Guardians in the room to open a tunnel which houses the Volt Driver. ----------- Shock Coil Celestial Archives, Incubation Chamber 02 Enter Incubation Chamber 02. Go through the portal to Incubation Chamber 01, then use the portal on the second level to return to Incubation Chamber 02. Drop down through the hole inside the small structure to find the Shock Coil. -------- Magmaul Alinos, Council Chamber Defeat the Fire Spawn in the Council Chamber to make the Magmaul appear. ------------ Imperialist Arcterra, Fault Line Kill all the Quadtroids to deactivate the force fields in the room. Defeat the Ice Spawn to make the Imperialist appear. ~o~o~o~o~o~o~o~o~o~o~ [0502] Energy Tanks ~o~o~o~o~o~o~o~o~o~o~ ---------------- Energy Tank #01 Celestial Archives, Data Shrine 01 Roll through one of the tunnels in the outer hall using Samus' Alt Form to reach the Energy Tank. ---------------- Energy Tank #02 Alinos, Echo Hall Echo Hall Maze Map by MrShotgun: db.gamefaqs.com/portable/ds/file/metroid_prime_echo_hall.gif Kill all the Zoomers in the Echo Hall Morph Ball Maze to open the door to the end of the maze. Follow the blue tunnel to it's end, past the first branch to reach the Energy Tank. ---------------- Energy Tank #03 Arcterra, Sic Transit Gain access to the room underneath the Damaged Bridge, which houses the Artifact. Roll under the bars on the other side of the room in Alt Form, and use a bomb to activate an elevator. Use a second bomb to bounce up and grab the Energy Tank. ---------------- Energy Tank #04 Arcterra, Frost Labyrinth Frost Labyrinth Maze Map by MrShotgun: db.gamefaqs.com/portable/ds/file/metroid_prime_hunters_frost_labyrinth.gif Retrieve the Energy Tank in the northeastern corner of the labyrinth, behind a trio of green damage fields. ---------------- Energy Tank #05 Celestial Archives, New Arrival Registration Jump through to the third tower in New Arrival Registration. The Energy Tank sits in plain sight on a platform at the bottom of the tower. Use the broken ledges and floating platform to reach it. ---------------- Energy Tank #06 Alinos, Council Chamber Use the Magmaul to open the orange force field on the third level in the Fire Spawn chamber. The Energy Tank sits at the end of the hall. ---------------- Energy Tank #07 Oubliette From the Gunship, run forward into the elevator. At the top, go through the portal then enter the door. To the right is an Alt Form Tunnel. Roll to it's end, and enter the portal on the other side to transport to a room housing the last Energy Tank. ~o~o~o~o~o~o~o~o~o~o~o~o~o~ [0503] Missile Expansions ~o~o~o~o~o~o~o~o~o~o~o~o~o~ ---------------------- Missile Expansion #01 Celestial Archives, Data Shrine 02 Roll through one of the tunnels under the floor in the outer hall of Data Shrine 02 to reach the first Missile Expansion. ---------------------- Missile Expansion #02 Alinos, Alinos Gateway From the door to Echo Hall, run to the left. Jump up onto the rubble and roll into the alcove in Alt Form. Use Bomb Jumps to reach the Missile Expansion. ---------------------- Missile Expansion #03 Alinos, High Ground It sits in plain sight on the second level of High Ground. ---------------------- Missile Expansion #04 Vesper Defense Outpost, Cortex CPU Use a triple bomb jump to reach the Missile Expansion on the third level of the Cortex CPU Morph Ball Obstacle Course. ---------------------- Missile Expansion #05 Arcterra, Ice Hive Roll through the small hole in Weed Hall to reach the ledge on the upper left wall in the Vault Door Room. The Missile Expansion sits on the ledge. ---------------------- Missile Expansion #06 Celestial Archives, Incubation Chamber 03 Use a portal in Incubation Chamber 02 to teleport to the second level of Incubation Chamber 03. The Missile Expansion sits in plain sight on the right hand side of the portal. ---------------------- Missile Expansion #07 Alinos, Alinos Perch Use the Magmaul to destroy the orange force field on the second floor of the area. The Missile Expansion is in a small alcove to your left as you pass through the door. ---------------------- Missile Expansion #08 Arcterra, Subterranean The Missile Expansion is at the end of the hall when you ride the elevator down to the lower level of Subterranean. This Missile Expansion cannot be reached if you have left Subterranean without taking it; the elevator stops working if you leave the room after taking the Artifact. Player's Note: Actually, I was wrong. You can get the elevator to run again, but you must first take the Octolith and return to the Gunship. Once you have done this, then the elevator will start working again. Thanks to Dark Crono for figuring this out. ---------------------- Missile Expansion #09 Vesper Defense Outpost, Fuel Stack The Missile Expansion sits in the white spiral room halfway up the Fuel Stack. Climb to the top, then jump down through the center of the room to reach the white spiral room. The Missile Expansion is in an alcove at the bottom of the spiral. ~o~o~o~o~o~o~o~o~o~o~ [0504] UA Expansions ~o~o~o~o~o~o~o~o~o~o~ ----------------- UA Expansion #01 Vesper Defense Outpost, Compression Chamber (lower) Scan the switch in the alcove in Compression Chamber (upper) to remove the force fields in the room below surrounding the UA Expansion. Use the Cortex CPU to reach the lower half of the Compression Chamber and reach the Expansion. Reader Note: If you do not scan the switch on your first visit to VDO, then you will not be able to lower the force field. A bug in the game prevents the force field from lowering if you do not lower it in your first visit. - matt steven ----------------- UA Expansion #02 Arcterra, Ice Hive Use the Judicator to destroy the purple force field on the right of the Ice Bridge as you leave the Vault. The UA Expansion sits just inside. ----------------- UA Expansion #03 Arcterra, Ice Hive Use the Judicator to destroy the purple force field on the left side of the Vault Door room, where you fought the Barbed War Wasps. ----------------- UA Expansion #04 Celestial Archives, Celestial Gateway Roll into Alt Form and go under the landing platform. Use the Battlehammer to destroy the green force field and drop down into the large room below. The UA Expansion sits behind one of the pillars. ----------------- UA Expansion #05 Celestial Archives, Data Shrine 02 Use the Battlehammer to access the central area. The UA Expansion sits in plain sight on a platform in the middle of the room. ----------------- UA Expansion #06 Celestial Archives, Transfer Lock When you first enter, drop to the bottom floor of the three-tiered room. The UA Expansion sits at the top of a ramp, to the right of a Voldrum Generator. ----------------- UA Expansion #07 Celestial Archives, Docking Bay Run along the catwalk at the top of the room to where the four floating platforms meet at a central hub. Ride the second platform from the left to it's end to find the UA Expansion sitting on top of a floating structure. ----------------- UA Expansion #08 Alinos, Magma Drop Use the Judicator to destroy the purple force field in the tunnels below High Ground to access Magma Drop. Drop to the bottom of the left side of the area, then use Morph Ball Bombs to propel yourself back to the top of the right side of the area, where the UA Expansion sits. Grab the Medium Energy along the way to stay alive in the magma. ----------------- UA Expansion #09 Alinos, Processor Core From the door from the Council Chamber, jump across to the other side of the room. The UA Expansion rests behind a pillar on the left. ----------------- UA Expansion #10 Arcterra, Sanctorus As you enter Sanctorus, take the left branch of the tunnel. The UA Expansion rests at it's end. ----------------- UA Expansion #11 Arcterra, Drip Moat From the entrance to Drip Moat from Fault Line, jump over the edge and grab the UA Expansion from where it floats in midair. Use the Jump Pad to return to the door. ----------------- UA Expansion #12 Vesper Defense Outpost, Stasis Bunker Climb to the second floor and enter the doorway flanked by two blue crystals. Jump up to the ledges on the left or right side of the room, then jump once more to the back of the device suspended from the ceiling to reach the UA Expansion. -o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o- [0600] Multiplayer Strategies -o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o- Author's Note: I highly encourage all players to submit their own tips and strategies for different Hunters and Arenas in addition to my own. Multiplayer is nuanced enough that no one player can write a complete guide for it. Mail all tips to Andrew.ComfortablyNumb@gmail.com, and they will be included in the next update. Your name will appear next to the tip in the guide, as well as in the Special Thanks chapter. Please, include a Subject which at least vaguely mentions Metroid Prime: Hunters to ensure the e-mail doesn't just get deleted. ~o~o~o~o~o~o~ Subchapters ~o~o~o~o~o~o~ [0601] Connection Options [0602] General Tips [0603] The Hunters [0604] The Modes [0605] The Arenas [0606] The Hunter's License ~o~o~o~o~o~o~o~o~o~o~o~o~o~ [0601] Connection Options ~o~o~o~o~o~o~o~o~o~o~o~o~o~ ----------------- Single-Card Play Single-Card Play is a form of Multiplayer where up to three Client DS systems without a Metroid Prime: Hunters game card can connect to a single Host DS with a Metroid Prime: Hunters game card. The Host DS should begin the game by selecting Single-Card Play in the MP:H Multiplayer Menu, while Client DS systems should select DS Download Play from the DS main menu. In Single-Card Play, the Host system can play as any unlocked Hunter and can choose any unlocked Arena, but can only play Battle Mode. All Client DS systems can only play as Samus. ---------------- Multi-Card Play Multi-Card Play is a form of Multiplayer where up to four DS systems with a Metroid Prime: Hunters game card can connect to play any kind of Metroid Prime: Hunters game mode. One player acts as the Host, while the other three are Clients. The Host should select Create Game from the Multi-Card Play Menu, while all Clients should select Join Game from the Multi-Card Play Menu. The Host is given control of what game modes are played and what maps are played on. Players are able to play on any map unlocked by the Host, and play as any Hunter unlocked on their own Game Card. Players in a Multi-Card Play game are automatically added to eachothers Friends Roster for Wi-Fi Play (if they have connected and been issued a Friend Code), and automatically update eachothers Hunter's License before and after each match. Up to three CPU-controlled bots may be added in Multi-Card Play, letting two or three players play a filled out match or even solo players to brush up on their skills offline. ----------- Wi-Fi Play The real meat of the Multiplayer mode, Wi-Fi requires first that the player have access to an active wireless internet connection. Most wireless routers will work, though a WEP Key may be required to access the connection (read the Nintendo Wi-Fi Connection Manual enclosed with MP:H for more info). Wi-Fi Play is divided into two modes of play: Find Game and Friends & Rivals. Find Game randomly matches the player up with up to three other players in a straight deathmatch. Players are allowed to pick from any Hunter they have unlocked on their own game card, and can vote to play on any map that they have collected. In Find Game mode, players can only play a standard Battle. To play the other modes on Wi-Fi, players must use the Friends & Rivals feature. In Friends & Rivals, players can create a game on the network which can be joined by Friends (players who have exchanged Friend Codes) or Rivals (players who have met in Find Game Wi-Fi and agreed to be eachothers Rivals, or have connected through Rival Radar). The person who creates the game becomes the Host, and selects which game mode is played as well as which map is played on. Before and after each game, players can communicate using the DS's microphone. Hunter's License information is automatically updated for all Friends and Rivals when you connect to Wi-Fi, as well as before and after each game. ------------ Rival Radar In Rival Radar, players activate the Radar from the Multiplayer Menu, then close the DS system to put it in sleep mode. If the DS comes into range of another DS in Rival Radar mode, then both players are automatically added to eachother's Rivals list and exchange Hunter's License information. ~o~o~o~o~o~o~o~o~o~o~ [0602] General Tips ~o~o~o~o~o~o~o~o~o~o~ When you first unlock a level, play it a few times offline against bots to learn it's layout and - more importantly - the location of it's weapons. Pay special attention to the location of the Affinity Weapon, Energy Packs and UA Packs. When playing online, vote to play on levels that you are familiar with. Once you have played all of the levels a handful of times, then decide which ones you like best and vote for them. Only vote for Random Arena selection when you are familiar and experienced with every level. Sure, it's not very sporting, but who ever said life was fair. Don't be afraid to switch to Alt Form and run like a pansy. Sure, you'll look like a coward now, but he won't be laughing when you come back with renewed Energy and UA to finish him off. Pick up every item you can, whether you need it or not. It keeps other Hunters from getting them, who may actually have a use for the item. Don't just learn to fight with your Hunter's Affinity Weapon. Learn to use all of the weapons in the game competently, especially the Power Beam and Missiles. The most well rounded Hunter will usually be the best Hunter. Set up ambushes behind vision barriers. You will almost always see them coming before they see you. When being chased by a Hunter, then head for a vision barrier and immediately turn around on the other side. The enemy Hunter will temporarily lose sight of you, and this disorientation will give you the chance to turn the hunter into the hunted. If you know someone is sniping in the room you are in, roll into Alt Form and stay in Alt Form to prevent them scoring headshots. Tight corners in narrow tunnels are a great place to turn around and ambush a pursuing Hunter. Always aim for the head. Every time you die or appear to have a brief moment alone, check the scores by holding down the start button. If you're in first place, then focus on killing the guy in second place. If you're in any other rank, then focus on killing the guy first place. This applies to any game mode but Capture and Bounty. Attacking Weavel's turret half will do damage to both halves (divided evenly between them). Attacking his upper body will do full damage to the upper body alone. The Halfturret can be destroyed, and Weavel's torso will remain in Alt Form, but he will only have 1 health. If the upper body is destroyed, Weavel dies; this applies even if the turret still has health. (Norman Lee) The Shock Coil's rate of damage (and health restoration, in Sylux's case) will go up by a large amount if it is held continuously on a single target for a few seconds. (Norman Lee) The Battlehammer and Magmaul both fire in an arc. Study this arc, and learn to use it to fire on opponents standing on a higher ledge. ~o~o~o~o~o~o~o~o~o~ [0603] The Hunters ~o~o~o~o~o~o~o~o~o~ ----------- Samus Aran Affinity Weapon - Missile Launcher Affinity Skill - Homing Missiles Alt Form - Morph Ball Alt Form Attack - Morph Ball Bombs Samus Aran Tips: Samus' Missiles have a homing effect when charged, and deal more base damage then other Hunters. Samus has one big advantage over the other Hunters in the game: she already has her Affinity Weapon to start out with. Use this to your advantage by abusing the Missile Launcher early in the match, and making a speedy chase to the Affinity Weapon pickup and camping it to prevent other players from using it. If you suspect that a Trace player is hiding cloaked somewhere, then charge up a Homing Missile and launch it in that general direction. The Missile will home in on the Trace player, invisible or not. When being chased by an enemy Hunter, roll into Alt Form and leave a string of Bombs behind you. The enemy will either dodge the bombs, giving you more of a lead, or run right into them, forcing them to take damage. ------- Kanden Affinity Weapon - Volt Driver Affinity Skill - Disruptor Alt Form - Sting Larva Alt Form Attack - Sting Larva Bombs Kanden Tips: Charge Volt Driver shots to add a Disruptor effect which increases damage and distorts vision. Kanden's Sting Larva Alt Form is built extremely low to the ground. When you have the high ground, it can be very difficult for enemies to hit the Stinglarva. The Disruptor charge attack is powerful and homes in on the enemy, but moves very slowly. Try to be very close to the target before using it, but still far enough away to avoid the blast yourself. The Volt Driver's Disruptor Charge Attack has a huge blast radius. When playing Nodes or Defender games, charge up a Disruptor and launch it into the center of the Ring to clear players from it, and severely damage them as well. When being chased by an enemy Hunter, roll into Alt Form and leave a string of Bombs behind you. The enemy will either dodge the bombs, giving you more of a lead, or run right into them, forcing them to take damage. ------ Spire Affinity Weapon - Magmaul Affinity Skill - Immolation Alt Form - Dialanche Alt Form Attack - Fire Blade Spire Tips: Charge Magmaul shots to add extra fire damage when they hit enemies. Spire is immune to Fire, making him a solid choice in levels with lava (Alinos Gateway, Council Chamber, etc.) The Dialanche can climb walls, but cannot climb over ledges. To reach a higher area, you will have to climb up a shared wall which is common to both a lower and an upper area. Climb the wall from the lower area, up to the wall above the upper area. Drop down from there to reach the second floor. Use the Dialanche's ability to climb walls to take unorthodox routes to high traffic areas. The Dialanche's Fire Blade attack can reach through thin walls to attack opponents on the other side. The charged Magmaul rolls along the floor when it is fired, and has a fairly large blast radius. Use it to clear the rings in Nodes or Defender game modes. The Dialanche isn't as great an escape tool as it sounds. The Dialanche moves very slowly while climbing walls, making you an easy target with no way to retaliate. Setup ambushes with the Dialanche by hanging from a high wall, near the ceiling, and waiting for somebody to pass by below you. Drop down on their head and hit them with the Fire Blades, then switch to Humanoid form and open fire. ------- Weavel Affinity Weapon - Battlehammer Affinity Skill - Battlehammer Concussion Alt Form - Halfturret Alt Form Attack - Halfturret Slice Weavel Tips: Weavel's Battlehammer has a larger blast radius then other Hunters who use the Battlehammer. Weavel's Alt Form splits his body in half, the lower half becoming a stationary turret (controlled by CPU AI) and the upper half a melee attacker (controlled by the player). His health is split in half and shared evenly between both forms while in Alt Form. If his upper half is destroyed, then so is the Halfturret. If the Halfturret is destroyed, then the upper half stays in Alt Form until the player changes back to Humanoid. The Halfturret's shots are easily avoided in large, open areas with lots of room to sidestep or circle the turret. Place it in tunnels or in corners and chokepoints to maximize it's effectiveness. The Battlehammer's Concussive blasts are extremely useful for clearing the rings in Nodes or Defender game modes. In Nodes game mode, leave the Halfturret at a Node you control and use the upper half of Weavel's body to claim other Nodes. When being chased by an enemy Hunter, change to Alt Form and run away. He'll either have the choice of attacking the Halfturret, or chasing your upper body. If he attacks the Turret, then you can change back to Humanoid form and avoid taking unnecessary damage, plus get a few free shots off. If he chooses to chase your upper body, then the Halfturret will get a few free shots off. If you know a Trace player is sniping in a room, then drop down a Halfturret near him to pin him in place. If the Trace player tries to fire with the Imperialist, then the Halfturret will immediately get several free shots off of him. Keep an eye on your Halfturret's health whenever it is out. If it begins to rapidly lose health, it is usually a good idea to cancel out early and save the health lost. If it only loses small amounts of health at a slow rate, then wait to see if it is truly in danger. Weavel's Alt Form is high maintenance and chops his health in half on a regular basis. Always be heading for the next Energy Pack to keep your health up and maximize the effectiveness of the Halfturret. It's possible to have 299 total health with Weavel: In Halfturret mode, every energy pickup is split evenly between the two halves, but the upper body can still reach the normal maximum of 199. Therefore, you can continue to pick up energy after you have 199 total health to push the upper body over 100. However, because the turret will stop gaining energy at 100, you'll only be getting half the amount of health from each orb. (Norman Lee) Sylux's Shock Coil can be devastating to Weavel because the usual counter of going Alt Form doesn't help when part of your Alt is a stationary target; what can be helpful in this situation is to move the upper body back and forth between Sylux and the turret to keep forcing the Shock Coil to switch targets while the turret attack with the Battlehammer. This prevents the exponentially faster health drain from kicking in. (Norman Lee) Weavel's Halfturret is immune to fire, but his upper body is not. (Norman Lee) ------ Noxus Affinity Weapon - Judicator Affinity Skill - Freeze Alt Form - Vhoscythe Alt Form Attack - Spin Attack Noxus Tips: Charge Judicator shots to add a freezing effect when they hit enemies. Use the Judicator to freeze a target at close range, then switch to the Vhoscythe and use the Spin Attack for several free hits. With his ability to freeze enemies in their tracks, Noxus makes an excellent flag guarder in Capture mode. Noxus' ability to freeze his opponents has many more defensive uses then it does offensive. Freeze an enemy to give you time to escape, or freeze someone in Capture mode to reclaim a flag. ------ Trace Affinity Weapon - Imperialist Affinity Skill - Cloaking Alt Form - Triskelion Alt Form Attack - Jump Strike Trace Tips: Trace becomes partially invisible when he stands still while using the Imperialist or in Triskelion form, and almost completely invisible when he doesn't move at all. Adjusting your aim while invisible makes Trace slightly more visible. Avoid adjusting aim until absolutely necessary. When sniping with the Imperialist, change locations often. The Imperialist's long beam makes it very easy to see where a shot is coming from, so even with a well hidden spot it won't be long before your enemies know where you are. Scout out a level beforehand to find potential roosts. Use the Triskelion's Jump Strike to cover ground more quickly then any other Alt Form. The Jump Strike can also be used to leap over small gaps - it covers a lot of ground horizontally, but gets almost no vertical air time. Stand motionless in narrow tunnels in Triskelion Form to become invisible and set up a potentially deadly ambush. Trace's ability to become mostly invisible is invaluable in the Capture game mode, where he becomes one of the best Octolith guards. In Nodes or Defender, cloak using an Imperialist or in Triskelion form while capturing the ring. Anyone passing by will immediately know you are there anyway because of the color of the ring, but the invisibility does give you a brief moment to make the first strike. You can change to Triskelion Form without losing the invisibility granted by the Imperialist, but you must remain motionless while changing. When being chased by an enemy Hunter, switch into Alt Form and try to make him lose sight of you long enough to turn invisible. The disorientation of this is usually enough to turn the tables. Set up ambushes near high traffic item pickups, particularly health pickups and the Affinity Weapon. Weavel's Halfturret cannot see through your invisibility, so if one gets placed near you while you are invisible then either stand motionless until the Halfturret is removed, or switch to Triskelion and run away as quickly as possible. Don't use the same old sniper roosts that other players use, and definitely don't use the same spot twice in one match. Experienced players will automatically know where to look to find you. ------ Sylux Affinity Weapon - Shock Coil Affinity Skill - Increased Shock Coil Damage Alt Form - Lockjaw Alt Form Attack - Electric Bombs Sylux Tips: Sylux's Shock Coil deals more damage then other Hunters who use the Shock Coil, and has the additional (and, in my opinion, cheap) ability to drain life from the target and give it to Sylux. Surround items, especially Energy Packs, with a pair of Electric Bombs. When enemies try to take the item, they'll have to pass through the trip wire to take it, activating both of the bombs in the process. When being chased by an enemy Hunter, roll into Alt Form and leave a string of Bombs behind you. The enemy will either dodge the bombs, giving you more of a lead, or run right into them, forcing them to take damage. Leave Electric Bombs lying in narrow tunnels to serve as temporary land mines. The more high traffic the tunnel, the better. In Nodes and Defender modes, leave Electric Bombs in the rings. Sylux's Shock Coil has the ability to drain energy, so it's a good thing to have it handy when you are low on energy. (RJ) When in the Lockjaw, make a triangle of bombs around an enemy. The bombs will automatically close in on the enemy hunter and deliver a lot damage. This doesn't work that well when the triangle is too big. (RJ) Sylux's Lockjaw is exceptionally fast, making it great from running away from enemies. It is able to jump short distances horizontally if you lay down three bombs quickly enough and you're going fast enough. (RJ) While in an arena with low gravity, like Head Shot, Sylux can literally fly when in his Lockjaw by rapidly laying down three bombs. (RJ) If Weavel lays down his Halfturret, take out the Shock Coil and start strafing around it while attacking. This is a good way to gain energy while damaging Weavel. (RJ) ~o~o~o~o~o~o~o~o~ [0604] The Modes ~o~o~o~o~o~o~o~o~ A Note on Tips: Changes in the Advanced Rule Settings may make some tips less relevant, inaccurate, or just plain wrong. Most tips apply to the basic rule set, and say otherwise if they do not. ------- Battle Available Levels: Combat Hall, Data Shrine, Processor Core, High Ground, Ice Hive, Alinos Perch, Sic Transit, Transfer Lock, Sanctorus, Compression Chamber, Incubation Vault, Subterranean, Outer Reach, Harvester, Weapons Complex, Council Chamber, Elder Passage, Fuel Stack, Fault Line, Stasis Bunker, Head Shot, Celestial Gateway, Alinos Gateway, VDO Gateway, Arcterra Gateway, Oubliette Battle Mode is just a straight deathmatch. In the basic ruleset, killing your opponents scores you a point, and killing yourself removes a point from your total. The first person to reach the point goal, or the person with the most points when time runs out, is the winner. Battle Tips: Suicides count negatively towards your score. If an enemy is using explosive weapons against you (such as Missiles, Magmaul, Battlehammer, etc.) then get close to them. The explosions will damage them as well, and if they die it will count negatively towards their score. Conversely, don't use such explosives at close range unless you are confident you can kill them before the explosions kill you. --------- Survival Available Levels: Combat Hall, Data Shrine, Processor Core, High Ground, Ice Hive, Alinos Perch, Sic Transit, Transfer Lock, Sanctorus, Compression Chamber, Incubation Vault, Subterranean, Outer Reach, Harvester, Weapons Complex, Council Chamber, Elder Passage, Fuel Stack, Fault Line, Stasis Bunker, Head Shot, Celestial Gateway, Alinos Gateway, VDO Gateway, Arcterra Gateway, Oubliette Similar to Battle Mode, Survival gives each player a limited stock of lives. The last player standing, or the person with the most lives left when times runs out, is the winner. In the event that two players have the same number of lives, the game ends in a tie. Survival Tips: Staying alive is more important then scoring kills. When you die, idle a little before respawning. Let the other Hunters kill eachother for a while. Don't wait too long, or you'll be disqualified. ------------- Prime Hunter Available Levels: Combat Hall, Data Shrine, Processor Core, High Ground, Ice Hive, Alinos Perch, Sic Transit, Transfer Lock, Sanctorus, Compression Chamber, Incubation Vault, Subterranean, Outer Reach, Harvester, Weapons Complex, Council Chamber, Elder Passage, Fuel Stack, Fault Line, Stasis Bunker, Head Shot, Celestial Gateway, Alinos Gateway, VDO Gateway, Arcterra Gateway, Oubliette Think tag, in reverse, with guns. In Prime Hunter mode, one person is considered "It." The person who is It is either the first person to kill another Hunter when no one is It, or the person who kills the person who is It. While a person is It, a goal timer begins to rise, and that player's life steadily falls. That player also deals double damage, and can only regain life by killing other players. The first person to be It for the set goal, or the person with the highest It time when the time limit expires, is the winner. Prime Hunter Tips: Once you're the Prime Hunter, it's pretty much guaranteed you'll be ganged up on. Even though your health is constantly drained while you are the Prime Hunter, you'll still live longer if you spend more time running then killing. Only kill an enemy when you catch him alone, and run away if any more show up. -------- Capture Available Levels: Data Shrine, Ice Hive, Alinos Perch, Sic Transit, Transfer Lock, Outer Reach, Harvester, Weapons Complex, Council Chamber, Elder Passage, Fault Line, Stasis Bunker, Head Shot, VDO Gateway, Arcterra Gateway Capture the Flag has been an FPS staple for years, and has even spawned several games which are solely devoted to the minigame (you may have heard of Team Fortress Classic?). Hunters doesn't change Capture the Flag's premise at all: Two teams try to capture eachothers flag, and return it to their own flag. If the enemy team has your flag, then you must reclaim it to score (to put it more simply, having two flags in one location scores a point). The first team to reach the goal score, or the team with the highest score when the time limit runs out, is the winner. Capture Tips: Going into Alt Form forces you to drop the enemy Octolith when you carry it. This isn't necessarily a bad thing, as you can use this trick to pass the Octolith off to your ally. Decide with your partner before the match begins what the plan will be. One player should remain behind to defend the Octolith while the other goes to steal the enemys, or alternatively both can assault the enemy base and get their own Octolith back afterwards. You only need to win by one point. If the other team is putting up a particularly good fight, then you may want to consider getting ahead by just one point then focusing entirely on defense for the rest of the game's time limit. Killing your opponents should be a secondary goal once you have the enemy Octolith. Focus on returning to the flag. Don't use the same path to and from and the enemy Octolith every time. Observant players will notice the pattern, and will have an obvious advantage. Study a map beforehand to learn, at least, three different routes to and from your own Octolith and the enemy's. Don't wait in ambush near the enemy Octolith. If you wait there, then either the Flag Carrier won't reach that point at all, making your ambush wasteful, or will reach it with enough health that you won't be able to kill him before he touches the flag. It is always a better idea just to take the enemy Octolith to prevent them from scoring. When you have the enemy Octolith, your own survival is paramount to any goal, even turning it in. As long as you have the Octolith, the enemy team cannot score. If your own Octolith is taken while you hold the enemy's, then find an easily defendable position and camp out there until your ally can reclaim your own Octolith. ------- Bounty Available Levels: Transfer Lock, Council Chamber, Elder Passage, Fault Line Bounty is a creative twist on Capture mode. The object is the same: take the flag, return it to the flag turn-in point. The catch is, there are no teams (unless you enable them), and there is only one flag and one turn-in point, no matter how many players there are. Bounty is a Capture mode for players who are a little more bloodthirsty. Bounty Tips: Going into Alt Form forces you to drop the Bounty when you carry it. This isn't necessarily a bad thing - if you're going to die anyway, then dropping the Bounty is usually enough to get the heat off you. Sometimes (but not always), this will give you the opportunity to kill your pursuers while they scramble for the Bounty, possibly giving you a second chance to reclaim it and turn it back in. Don't wait in ambush near the Bounty Turn-in Point. If you wait here, then either the Bounty Carrier won't reach that point at all or will reach it with enough health that you won't be able to kill him before he touches the flag. Sometimes it's a good idea just to let a Hunter with the Bounty go. While he is running back to the Turn-in Point, the other Hunters are probably following him. This leaves you free to just hang out around the Bounty Spawn Point and wait for it to reappear, letting you claim it without effort. Killing your opponents should be a secondary goal once you have the Bounty. Focus on returning to the flag. Don't use the same path to and from and the Bounty every time. Observant players will notice the pattern, and will have an obvious advantage. Study a map beforehand to learn, at least, three different routes to and from the Bounty and the Flag. --------- Defender Available Levels: Combat Hall, Data Shrine, Processor Core, Ice Hive, Alinos Perch, Sic Transit, Transfer Lock, Sanctorus, Subterranean, Outer Reach, Harvester, Weapons Complex, Stasis Bunker, Celestial Gateway, Alinos Gateway, VDO Gateway, Arcterra Gateway, Oubliette Defender mode is basically King of the Hill. A ring appears in the area, and as long as a player stands alone in this ring then a clock on his screen begins to rise. The first Hunter to reach the time goal, or the Hunter with the highest Ring Time when the time limit runs out, is the winner. Defender Tips: Use weapons with concussive blasts to knock enemies out of the rings, weapons like the Battlehammer, Volt Driver and Missiles. As long as there are two Hunters in the ring, then nobody is gaining time. Only jump into the ring and duke it out at close range if there is only a single Hunter inside of it. If there is more then one, then attack them both from a distance. This is not only easier, it is safer. ------ Nodes Available Levels: Combat Hall, Data Shrine, Processor Core, High Ground, Ice Hive, Alinos Perch, Sic Transit, Transfer Lock, Sanctorus, Compression Chamber, Incubation Vault, Subterranean, Outer Reach, Harvester, Weapons Complex, Council Chamber, Elder Passage, Fuel Stack, Stasis Bunker, Head Shot, Celestial Gateway, Alinos Gateway, VDO Gateway, Arcterra Gateway, Oubliette Nodes is a bit like King of the Hill, but has a bit more strategy to it. Anywhere between two and five rings will appear in the arena, and players must capture these rings by standing in them. Periodically, points are added to a player's total, depending on how many rings he has under his control. The more rings, the more he scores. The first Hunter to reach the score goal, or the Hunter with the highest score when time runs out is the winner. Nodes Tips: Use weapons with concussive blasts to knock enemies out of the rings, weapons like the Battlehammer, Volt Driver and Missiles. Defending Nodes you already own is more important then claiming new Nodes. Don't waste time fighting with other Hunters over a Node. If a Node is being fought over furiously by several other Hunters, let them duke it out with eachother while you go and capture an undefended Node. The further away a Node is from the others, the less likely someone will attempt to steal it. However, these Nodes are also harder to maintain control of if you choose to capture others. Don't be too concerned about staying in the ring to maintain the Capture meter. If another Hunter comes along, then take the time to kill him in the easiest and fastest way possible, then return to the Ring to capture it. Most of the time, staying in the confines of the Ring will cause you to take more damage then is necessary - some times even being fatal, and just wasting your time. ~o~o~o~o~o~o~o~o~o~ [0605] The Arenas ~o~o~o~o~o~o~o~o~o~ A Note on Pickups: Not all weapons and powerups appear in all modes. ------------ Combat Hall Available Modes: Battle, Survival, Prime Hunter, Defender, Nodes Available Pickups: Affinity Weapon, Magmaul Combat Hall is an extremely small arena best suited to 1 on 1 battles, though that isn't to say that three or four Hunter battles aren't fun. Spawn points are close together, ensuring that players are in a firefight at all times. Nodes and Defender modes on this level are particularly intense, as the Nodes on either side of the battlefield are in constant contest, and in Defender mode the ring is so hotly contested that players are lucky if they can hang onto the Ring for more then five seconds at a time. Combat Hall is one of my personal favorite arenas, and is a great place for novice Hunters to cut their teeth. Combat Hall Tips: Spire has a slight advantage in this level, as he gets two opportunities to pick up his Affinity Weapon. However, this is offset by the fact that other Hunters will have a broader range of weapons to choose from. Spire will be stuck with the Magmaul while others will get the Magmaul in addition to their Affinity Weapon. The narrow tunnel with the Energy Pack is a great place to setup ambushes, especially in Trace's Triskelion alt form. It is also a great place to lay down Weavel's Halfturret or plant bombs with Sylux's Lockjaw. Practice moving quickly through the two tunnels on the upper level. The two Energy Packs are invaluable, and it is very difficult to shoot targets in these tunnels. The small bridge on the second floor, near the middle of the level is a great place to put Lockjaw Bombs with Sylux, Weavel's Halfturret, or wait in ambush with Trace's Triskelion. Spire can reach the second level quickly and easily using the Dialanche to climb the wall. In Nodes mode, the Node on the second level is quite far away from the other two Nodes on the main floor. You can be sure that once you have this Node, you can leave it undefended for a little while before one of your opponents tries to steal it. ------------ Data Shrine Available Modes: Battle, Survival, Prime Hunter, Capture, Defender, Nodes Available Pickups: Magmaul, Imperialist, Volt Driver, Judicator, Shock Coil, Battlehammer The Data Shrine is roughly based on the Data Shrine 01 area from the Celestial Archives. The center of the room is where most of the fighting takes place in Battle, Survival and Prime Hunter modes, and the Defender Ring and one of the Node Rings is in the central area as well. The large circular outer hall is one giant loop, and is where most of the action takes place for Capture games. Data Shrine Tips: This level has one of every weapon in it, making it a great level to practice with a variety of different weapons. In Capture mode, cut through the center of the arena to cut off the long round about trip between the two sides of the circle. Leave bombs or setup ambushes in the Alt Form tunnels in the halls to discourage your opponents from abusing the Large Energy Packs in the crawlspaces. Use the Alt Form tunnel near your own Octolith in Capture mode to cut across the entire level and emerge right next to the enemy Octolith. But since you cannot carry an Octolith in Alt Form, this tunnel only works to get to the enemy Octolith. You'll have to take the long way back. In Capture Mode, split up with your partner and attack the enemy Octolith from two sides. If there is only one opposing Hunter on defense, then he will only be able to cover one side of the Octolith, letting your partner slip and steal it, possibly without the enemy Hunter even noticing until it is too late. --------------- Processor Core Available Modes: Battle, Survival, Prime Hunter, Defender, Nodes Available Pickups: Affinity Weapon, Magmaul, Judicator, Deathalt, Double Damage The Processor Core has two high towers and a lower area with lots of narrow halls and passages. Most of the action takes place in the lower area in any game mode, while the upper area with it's numerous catwalks and narrow ledges makes it a decent place to snipe from or setup more complex ambushes. The Defender ring and one of the Nodes rings sits on top of one of the towers, making this one of the tightest packed levels for those modes. Processor Core Tips: In Defender and Nodes, don't run along the center catwalk to reach the top ring. Players defending the ring will get plenty of free shots off of you if you do. Zig-zag around the upper ledges to avoid enemy fire. Use Noxus' Vhoscythe to knock enemies off of the upper towers. Use the Deathalt powerup in Nodes mode to easily claim the lower ring. The upper ring in Nodes mode is much easier to defend then the lower ring. Make it your priority, and only claim the lower ring if the fighting for it dies down. In Nodes mode, if you control both rings, then you can defend both of them from the upper ring. ------------ High Ground Available Modes: Battle, Survival, Prime Hunter, Nodes Available Pickups: Affinity Weapon, Magmaul, Imperialist, Judicator, Double Damage With three tiers and lots of wide open spaces, High Ground is an absolutely fantastic level for experienced snipers and a complete nightmare for experienced targets. A small network of tunnels underneath the main area provide shortcuts to the different corners, letting players with knowledge of the map to spring elaborate traps on unsuspecting opponents. High Ground Tips: Two of the ledges on the third tier require very difficult jumps to reach, but you are well rewarded for making it up to them by their superior defensive and offensive positioning. The highest ledge in the arena is quite possibly the best sniper roost in the game, as it provides plenty of cover from enemy fire and a wide view of the arena below, and is supplied with an Imperialist pickup, a UA Pack and even a small tunnel which can provide a quick escape to the tunnels beneath the arena. In Nodes mode, use the Imperialist to defend both of the main floor Nodes simultaneously. --------- Ice Hive Available Modes: Battle, Survival, Prime Hunter, Capture, Defender, Nodes Available Pickups: Affinity Weapon, Imperialist, Judicator, Deathalt, Double Damage The Ice Hive is a series of small rooms interconnected in a large circle around a central hub. It is a large arena best suited to three or four Hunter battles (two Hunters will spend most of the game looking for eachother). The central area of the honeycomb is connected to nearly every other room in some way, making it a dangerous hotbed of activity. Ice Hive Tips: There are small chambers which are barely visible in the room with the broken pillars. Hide in these alcoves when you need a breather or are trying to lose a pursuing enemy. The numerous narrow halls in this arena makes it a battlefield practically custom made for the Judicator, whose ricocheting shots bounce around wildly and nearly always hit something. The Imperialist pickup on the other side of the bridge is positioned in a highly defensible position. A practiced marksman with a supply of UA ammunition can hold the Ice Bridge indefinitely. Be careful in the small, circular room with the jump pad in the center - the pits lead to a spiked floor which spells instant death for any Hunter who falls in. Use concussive weapons or Alt Form attacks to knock enemies into the pit. If a player is holed up in the Imperialist Room across the Ice Bridge, then stand below the Ice Bridge and fire charged Judicator shots into the room. The ricocheting shots will usually scare the Hunter out. ------------- Alinos Perch Available Modes: Battle, Survival, Prime Hunter, Capture, Defender, Nodes Available Pickups: Affinity Weapon, Magmaul, Imperialist, Shock Coil The perch is a long canyon with a sloping hill on one side, a tall spire in the center and a path winding around the opposite wall which leads to another short spire. This is a great level for any number of players, as it stretches far enough to give four Hunters plenty of breathing room but is small enough that a pair of Hunters can find eachother quickly. Alinos Perch Tips: Use the Jump Pad near the center of the canyon to reach the very top of the tallest spire. This is not only an excellent hiding place, but also provides nearly unobstructed view of the entire battlefield. ------------ Sic Transit Available Modes: Battle, Survival, Prime Hunter, Capture, Defender, Nodes Available Pickups: Affinity Weapon, Battlehammer, Imperialist, Shock Coil, Double Damage, Cloak Two large, square hallways stand one on top of the other, wrapping around an inner courtyard with a huge, ruined bridge as it's centerpiece. Sic Transit is a really easy level to learn, but has so many openings and passages in it that even a master of the arena can lose someone who really wants to be lost. The level takes on new life in Capture mode, when the bridge becomes a barrier of wreckage, dividing the level in two. Sic Transit Tips: In Capture mode, players at one Octolith can fire on those at the other through the wreckage dividing the level. This lets a defender become an attacker, or an attacker become a defender. Use the top level of the bridge to get a clear sighting of the courtyard, and jump down onto the heads of unsuspecting enemies. The large square blocks in the corners of the courtyard are excellent places to avoid enemy Alt Forms. -------------- Transfer Lock Available Modes: Battle, Survival, Prime Hunter, Capture, Bounty, Defender, Nodes Available Pickups: Affinity Weapon, Volt Driver, Battlehammer, Imperialist A large, three-tiered structure dominates the majority of this level. A long bridge stretches across it's center to the third level of the structure, connecting to the opposite wall with a series of circles set into the wall. A trench in the back of the level provides a small amount of cover. Transfer Lock is a good level for any number of Hunters, but it's relatively small amount of cover and lots of wide open areas makes for a rather dull fight. Transfer Lock Tips: Use the teleporters on the bottom level of the structure to lose pursuing opponents. The circles in the wall near the front of the arena provide a wide view of most of the level, but remember - if you can see them, they can see you. ---------- Sanctorus Available Modes: Battle, Survival, Prime Hunter, Defender, Nodes Available Pickups: Affinity Weapon, Volt Driver, Double Damage A small room, filled with pillars, with a single hallway that spirals around to the top of the same room, creating a big loop. Sanctorus is a delightfully evil little level, whose small quarters are more then compensated by the fact that there is cover everywhere. Sanctorus Tips: Thanks to the broken pillars and columns all over this level, this is an excellent arena to practice your dodging skills. The large halfcircle against the wall, near the ring of broken pillars, is just about the only vantage point in the entire level which gives you a wide view. Don't hang around long, though; it has no cover to hide behind, giving those below a decided advantage. -------------------- Compression Chamber Available Modes: Battle, Survival, Prime Hunter, Nodes Available Pickups: Affinity Weapon, Judicator, Double Damage An extremely small three-tiered room which basically consists of two tiny rooms with jump pads in them, the Compression Chamber is undeniably a hectic arena. The more Hunters are in the match, the less of a letup there will ever be. Compression Chamber Tips: There is a small sniper roost in the room with the Double Damage powerup. Use the Jump Pad to bounce up into the alcove with the rocket, then from there jump to a small ledge that overlooks the room. ----------------- Incubation Vault Available Modes: Battle, Survival, Prime Hunter, Nodes Available Pickups: Affinity Weapon, Battlehammer, Shock Coil Another small arena best for only a pair of Hunters, the Incubation Vault is divided into two floors. The bottom floor has large numbers of pillars, barriers and walls to hide behind, while the upper floor consists of a series of narrow catwalks. Also on the second floor is a long green tube, which is damaging to touch. Incubation Vault Tips: The green tube on the second floor has a number of metal struts upon it which can be stood on safely. These make for excellent safety zones from enemy Alt Forms, all except for Spire who can just climb up to the top. ------------- Subterranean Available Modes: Battle, Survival, Prime Hunter, Defender, Nodes Available Pickups: Affinity Weapon, Imperialist, Volt Driver, Shock Coil, Judicator, Magmaul, Battlehammer, Double Damage, Cloak Consisting of two large rooms connected by a series of tunnels, Subterranean has a plethora of jump pads and decent sniper outposts to keep most players happy. The network of tunnels and the hilly upper area favor close range combat. Indeed a level which has something for everyone. Subterranean Tips: The Double Damage in the alcove on the far side of the level can be reached by using the Jump Pad near the Affinity Weapon to bounce up to the ledge on the right side of the room. Run along the ledge to the other side, then into the alcove in the wall to take the Double Damage. This spot also doubles as an easily defendable position. ------------ Outer Reach Available Modes: Battle, Survival, Prime Hunter, Capture, Defender, Nodes Available Pickups: Affinity Weapon, Shock Coil, Imperialist, Judicator One of the few completely original multiplayer levels, Outer Reach is a four-tiered level with several squares built one on top of the other, connected by a network of jump pads. This is a great arena for any number of Hunters for any kind of game mode, indeed one of the best in the whole game. Outer Reach Tips: You can reach a very well protected sniper roost from the bottom level of the zone. Step into one of the jump pads on the side of the bottom level, and at the top of the bounce perform a jump to make it onto the ledge with the two pillars. A clear shot can be made to pretty much anywhere in the level (the only place you don't get a clear shot is directly below you) and the pillars provide great cover. Outer Reach is symmetrical, making it a very easy arena to learn. ---------- Harvester Available Modes: Battle, Survival, Prime Hunter, Capture, Defender, Nodes Available Pickups: Judicator, Imperialist, Volt Driver, Shock Coil, Magmaul, Battlehammer, Cloak An adaptation of the Survival level in the First Hunt demo, Harvester is another excellent arena for any number of combatants. A series of jump pads leads to a catwalk above the main battlefield, and the main floor is practically a flat landscape with very little cover. A great level for straight deathmatches. It is unique in it's Defender mode in that it is the only level with an obstacle in the Defender ring: a tall pillar stands directly in it's center. Harvester Tips: In Defender mode, use the pillar in the ring for cover from incoming fire. This level has one of each weapon in it, making it a good level to practice with a variety of weapons. Harvester is symmetrical, making it a very easy arena to learn. ---------------- Weapons Complex Available Modes: Battle, Survival, Prime Hunter, Capture, Defender, Nodes Available Pickups: Battlehammer, Judicator, Imperialist, Volt Driver, Shock Coil, Magmaul, Cloak It's called Weapons Complex, but it bears little resemblance to the area of the same name which appears in Adventure Mode. A two-tiered level connected by a series of long halls, many of the open areas have low gravity, affecting the height and speed of jumping. Yet another excellent arena for any number of Hunters. Weapons Complex Tips: The low gravity in some parts of the arena make for higher jumping then normal. Use this to reach higher ledges or to make you a harder target to hit. This arena has one of each weapon in it, making it a good level to practice with a variety of weapons. Weapons Complex is symmetrical, making it a very easy arena to learn. ---------------- Council Chamber Available Modes: Battle, Survival, Prime Hunter, Capture, Bounty, Defender, Nodes Available Pickups: Imperialist, Magmaul, Shock Coil, Judicator, Battlehammer, Volt Driver The level that really pushes the boundaries on size, the Council Chamber incorporates parts of the Alinos Perch multiplayer level and mixes them together with different sections of the Council Chamber from Adventure Mode. Even a full roster of Hunters can spend more time looking for eachother then fighting eachother in this level, and under no circumstances should players try a 1 on 1 duel on this level. Council Chamber Tips: This level contains one of every item, making it a good arena to practice with a variety of weapons. -------------- Elder Passage Available Modes: Battle, Survival, Prime Hunter, Capture, Bounty, Nodes Available Pickups: Affinity Weapon, Magmaul, Judicator, Shock Coil Basically a slightly expanded version of High Ground, Elder Passage adds a small number of hallways to the left and right sides of the arena. Other then that, it's virtually identical. Elder Passage Tips: The halls can provide cover from enemy fire and give easier access to the higher tiers of the arena. ----------- Fuel Stack Available Modes: Battle, Survival, Prime Hunter, Nodes Available Pickups: Affinity Weapon, Shock Coil, Imperialist, Volt Driver, Judicator, Battlehammer, Double Damage, Cloak An extremely tall level connected by a series of spiraling passages and a large number of jump pads, Fuel Stack's key feature is the large pillar of light in it's center which acts as an organic elevator. Be careful in the pillar, however; riding it to the top or falling to it's bottom is deadly. Fuel Stack Tips: Use the elevator in the center to slow your rate of fall if you do fall. There is a small alcove with an Imperialist and a Small Health Pack at the top of the elevator. To reach it, jump out of the pillar just before it reaches the deadly ceiling and use the inertia from the lift to make it into the alcove. ----------- Fault Line Available Modes: Battle, Survival, Prime Hunter, Capture, Bounty Available Pickups: Affinity Weapon, Imperialist, Volt Driver, Shock Coil, Judicator, Magmaul, Battlehammer, Double Damage, Cloak A slightly modified version of the Subterranean level, Fault Line adds a few more hallways onto the basic Subterranean layout. Fault Line Tips: The Judicator's bouncing shots makes it an excellent weapon to use in Fault Line's many narrow hallways. -------------- Stasis Bunker Available Modes: Battle, Survival, Prime Hunter, Capture, Defender, Nodes Available Pickups: Affinity Weapon, Battlehammer, Volt Driver, Imperialist A large room with a series of ramps and hallways built above it, Stasis Bunker is large enough for 4 hunter fights but still small enough for 2 hunter matches. There's a lot of going up and down in this level, as a series of jump pads and openings lead to the main room from the hallways above. The main room is where most of the fighting takes place, and a few barriers which seem to have that exact fact in mind are located there for cover. Stasis Bunker Tips: The numerous narrow halls are good places to leave bombs and other booby traps. ---------- Head Shot Available Modes: Battle, Survival, Prime Hunter, Capture, Defender, Nodes Available Pickups: Imperialist, Magmaul, Shock Coil, Volt Driver, Judicator, Battlehammer, Deathalt Basically a series of three rings built on top of eachother, Head Shot is another of the few arenas which appears exclusively in Multiplayer Mode. An outer ring, hanging out in space, connects to two inner rings on the inside of the structure. Below this room is another, small room in the belly of the structure which leads back to the outside. Head Shot Tips: All Hunters spawn next to a Large Health Pack. Grab it before leaving the spawn area. ------------------ Celestial Gateway Available Modes: Battle, Survival, Prime Hunter, Defender, Nodes Available Pickups: Affinity Weapon, Battlehammer, Magmaul, Shock Coil, Judicator Consisting of three large rooms built on top of eachother, Celestial Gateway is deceptively much larger then it appears. The real gimmick of the level is that the third floor can only be reached through portals on the bottom floor, underneath the large platform in the main chamber. A good level for any number of Hunters. Celestial Gateway Tips: The lower room is full of many large pillars and four separate teleporters, making it a great place to lose pursuers. --------------- Alinos Gateway Available Modes: Battle, Survival, Prime Hunter, Defender, Nodes Available Pickups: Affinity Weapon, Magmaul, Battlehammer, Imperialist A large pool of lava dotted with rocks, a pile of rubble against the west wall and a large pyramid in the center about sums up Alinos Gateway. It is one of the largest arenas in the game, but it since it is literally one big room it's never difficult to locate your opponents (which can't be said of Council Chamber). Alinos Gateway Tips: The series of jump pads are connected in a network, finally ending on a high ledge which gives a wide view of the entire arena. Use the network to quickly scout out the entire arena for your enemies, and jump out to them and land unpleasently on their head. The large amount of lava in this level gives Spire a decided advantage. ------------ VDO Gateway Available Modes: Battle, Survival, Prime Hunter, Capture, Defender, Nodes Available Pickups: Affinity Weapon, Imperialist, Magmaul, Double Damage Basically one gigantic room with three different floors, VDO Gateway is unique in that it is one of the few multiplayer levels to actually have "slippery" ice floors. A pair of jump pads on the bottom floor leads to the third floor, making the concept of this level eerily reminiscent of Celestial Gateway. VDO Gateway Tips: The sloping ramps leading from the bottom floor to the second floor are frozen and very difficult to climb, making Hunters trying to climb them a very easy target. Keep an eye on them for Hunters struggling up and move in for an easy kill, and use the jump pads to return to the second floor instead of trying to climb the ramps yourself. ----------------- Arcterra Gateway Available Modes: Battle, Survival, Prime Hunter, Capture, Defender, Nodes Available Pickups: Affinity Weapon A very tall level with a network of jump pads and a much larger series of platforms leading to a broad ledge at the top of the arena, Arcterra Gateway is a confusing arena of constant rising and falling. Most of the fighting takes place on the bottom floor, usually because Hunters are busy respawning there or falling there. Arcterra Gateway Tips: Weavel players should leave a Halfturret near the stairset at the bottom of the arena to guard the Large Health Pack in the alcove underneath the stairs. ---------- Oubliette Available Modes: Battle, Survival, Prime Hunter, Defender, Nodes Available Pickups: Affinity Weapon, Omega Cannon A really awful level for more reasons then I can put in writing, Oubliette is made worse by the fact that this is the so-called ultimate reward for beating Adventure Mode. Structurally similar to Arcterra Gateway, Oubliette is crowned by a broad platform on which rests the level's only weapon: the Omega Cannon. The Omega Cannon fires slowly, giving enemies plenty of time to get under cover, so pretty much the only ways to kill someone with it is to get lucky or stand right next to them, in which case you are also killed in the ensuing blast. Thankfully, in some modes there is additionally an Affinity Weapon pickup which appears at the bottom of the Arena. Oubliette Tips: Don't play Oubliette. ~o~o~o~o~o~o~o~o~o~o~o~o~o~o~ [0606] The Hunter's License ~o~o~o~o~o~o~o~o~o~o~o~o~o~o~ Your Hunter's License is the ultimate score card for your Metroid Prime: Hunters game time. Most of what it records pertains almost exclusively to Multiplayer Mode, but there is some minor input from Adventure Mode as well. To view your own Hunter's License, then go to the "Edit Friends and Rivals" page on the Wi-Fi Multiplayer Menu. To view the licenses of your friends and rivals, then select their names from the list. Licenses are automatically updated every time you connect to Wi-Fi. +-------------------------------- 1 --------------------------------+ | 2 3 4 | | BOUNTY HUNTER +-------| | | | | | 5 | | | | | +-------| | HUNTER | | OF | | CHOICE | |-----------------------------------------------------------------------| |L Tab 1 | Tab 2 | Tab 3 | Tab 4 | Tab 5 R| +-----------------------------------------------------------------------+ ------------------------------------------------------------------------- 6 ------------------------------------------------------------------------- Figure 1: Your name appears here. To change your name, select it on the Touch Screen near the top of the Edit Friends & Rivals List. The name assigned to your DS is used by default. The color border around your name decides which zone you are in: blue is the US, red is Asia, and green is Europe. Figure 2: The Metroid spiral symbol appears here, and it's color depends on your completion rating in Adventure Mode or the number of wins in multi-player mode. It comes in Blue, Bronze, Silver and Gold varieties. Figure 3: Your star rating appears here. To increase your star rating, you must earn Ranking Points on Wi-Fi. To see your point total, as well as how many points are needed to reach the next Star Rank, then there is a readout beneath the Hunter's License (figure 6). Figure 4: If you have finished Adventure Mode with a 100% completion rating, then a glowing Octolith will appear here. Figure 5: The portrait of your Hunter of Choice appears here. Your Hunter of Choice is, naturally, the Hunter that you play as most often in all three Multiplayer modes. Figure 6: Your accumulated Ranking Points, as well as how many are needed to reach the next rank, are located here. This rating is not visible to others who view your Hunter's License, they instead see statistics showing the results of the last encounter, total rounds against, and total victories against since that person was first registered in your Friends and Rivals list. Tab 1: Tab 1 displays your Wi-Fi Win Record (x out of y), or how many games you have one won and lost on the Wi-Fi Network. Wireless Win Record (x out of y) shows your win/loss ratio in Single-Card and Multi-Card play. Your Connection History shows the percentage of games you have stayed connected to. Disconnecting from the network in the middle of a game, either on purpose or by accident, lowers the percentage. Tab 2: Tab 2 shows your overall win ratio as a percentage, taking into account both Wi-Fi and Wireless records. The highest it can be is 100%, until you lose at least one game, when the maximum becomes 99.9%. This tab also shows your best Win Streak, or the highest number of games you have ever won in a row. Also displayed here is your "Lucky Arena," a strange name for this statistic since all it does is show the last arena you played a game on, not the arena you win the most on. Tab 3: Tab 3 shows your favorite weapon, or the weapon you have made the most kills with. The Headshot Kills naturally shows the number of kills you have made that are headshots, and your favorite mode shows the Mode that you have played most often. Tab 4: Tab 4 shows Biped Kills (total number of kills made in humanoid form), Alt-Form Kills (total number of kills made in Alt Form), and Kill Streak (most number of enemy Hunters killed in a row without dying). Tab 5: Tab 5 shows Wi-Fi Play Time, or the total time played on Wi-Fi. Wireless Play Time shows the total time played in Single-Card or Multi-Card games, and total game time shows the accumulated time of Wi-Fi Play, Wireless Play, time spent with the unit asleep, and time spent on menus. It does not, for some reason, register the amount of time played in Adventure Mode. -o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o- [0700] Unlockables, Bugs & Glitches -o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o- ~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~ Unlocking Multiplayer Hunters ~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~ Samus - Available by default. Kanden - Available by default. Spire - Available by default. Weavel - Defeat Weavel in Adventure Mode or in a Wi-Fi Match. Sylux - Defeat Sylux in Adventure Mode or in a Wi-Fi Match. Noxus - Defeat Noxus in Adventure Mode or in a Wi-Fi Match. Trace - Defeat Trace in Adventure Mode or in a Wi-Fi Match. ~o~o~o~o~o~o~o~o~o~o~o~o~o~o~ Unlocking Multiplayer Arenas ~o~o~o~o~o~o~o~o~o~o~o~o~o~o~ Combat Hall - Available by default. Data Shrine - Available by default. Processor Core - Available by default. High Ground - Available by default. Ice Hive - Available by default. Alinos Perch - Available by default. Sic Transit - Available by default. Sanctorus - Play two multiplayer games. Compression Chamber - Play four multiplayer games. Incubation Vault - Play six multiplayer games. Subterranean - Play eight multiplayer games. Outer Reach - Play ten multiplayer games. Harvester - Play twelve multiplayer games. Weapons Complex - Play fourteen multiplayer games. Council Chamber - Play sixteen multiplayer games. Elder Passage - Play eighteen multiplayer games. Fuel Stack - Play twenty multiplayer games. Fault Line - Play twenty-two multiplayer games. Stasis Bunker - Play a Wi-Fi game or forty multiplayer games. Head Shot - Play a multiplayer game with four Hunters. Celestial Gateway - Visit Celestial Archives in Adventure Mode. Alinos Gateway - Visit Alinos in Adventure Mode. VDO Gateway - Visit Vesper Defense Outpost in Adventure Mode. Arcterra Gateway - Visit Arcterra in Adventure Mode. Oubliette - Defeat Gorea 2 in Adventure Mode. ~o~o~o~o~o~ Star Ranks ~o~o~o~o~o~ Rank 1: Bounty Hunter - 000 to 039 Points Rank 2: Super Hunter - 040 to 139 Points Rank 3: Elite Hunter - 140 to 389 Points Rank 4: Master Hunter - 390 to 749 Points Rank 5: Legendary Hunter - 750+ Points ~o~o~o~o~o~o~o~o~o~ Other Unlockables ~o~o~o~o~o~o~o~o~o~ Records Page on Main Menu - Beat Adventure Mode once. SFX And Music Test on Audio Menu - Defeat Gorea 2 in Adventure Mode. Octolith Emblem on Hunter's License - Score 100% in Adventure Mode and unlock every Multiplayer Arena. Bad Ending - Defeat Gorea 1 Good Ending - Defeat Gorea 2 -o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o- [0800] Frequently Asked Questions -o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o- ------------------------------------------------------------------------ Q: In single player, if you forget to scan the rival hunter's alt form, such as Stylux and his Lockjaw alt-form....are you screwed then? Is there any way to go back to him and scan it or something? A: Luckily, you can scan your rival Hunters at any time once you've entered the "Second Round" of Adventure Mode, i.e. you've encountered and beaten all of the enemy Hunters at least once. Once you have at least four Octoliths (and in certain cases, even before that), then the enemy Hunters will randomly appear in the game. You can scan them for their Biped and Alt-Form Bioform Scans at this time. -------------------------------------------------------------- Q: How do I get new Weapons? Enemy Hunters do not drop them! A: That's because enemy Hunters don't drop them. All of the game's weapons are found over the course of the game, usually by solving a puzzle in a specific room. ------------------------------------------------------------------- Q: There is a force field blocking the door to Fault Line/Council Chamber, but you say it should be open! A: It should be. First, make sure you actually got the first Octolith from Alinos/Arcterra. If you didn't, then the force field will remain in place. If you have the Octoliths and the force fields still will not go away, then your game has bugged and you will have to start over from scratch. -o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o- [0900] Legal Stuff, Links, Contact Info and Special Thanks -o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o- ~o~o~o~o~o~o~ Legal Jargon ~o~o~o~o~o~o~ This guide is currently authorized to appear only on GameFAQs, Neoseeker, 1up.com, Cheat Code Central, primehunters.tk, Samus.co.uk, supercheats.com, cheatplanet.com, gamesradar.com and Gamerstemple.com, and even then only when credited to me (MrShotgun). If you would like this guide to appear on your website, please e-mail me at Andrew.ComfortablyNumb@gmail.com. Please, do not post this guide until you have received my authorization to do so. You may link to this guide without asking, provided the copy of the guide you are linking to is credited to MrShotgun and is authorized to appear on that website. I would appreciate notification when such a link is created, but it is not mandatory. And as always when linking to a different website, make sure you have permission from that website to do so before creating such a link. Metroid Prime: Hunters does not belong to me. I did not create the game, nor do I claim to have done so. It belongs to Nintendo, and whoever else programmed and produced the game. I am therefore immune from any bizarre lawsuits that arise over this game. This guide is copyrighted MrShotgun (Andrew Brown) April 3rd, 2006. I'm not making any money off of this guide, however if you print it off and sell it for your own profit then I'm sure my lawyer will find some way for me to get some cash out of it. Hint hint. ~o~o~o~ Links ~o~o~o~ Other FAQs, Guides and Video Game Resources by MrShotgun: Metroid Prime: Hunters (DS) - FAQ/Walkthrough db.gamefaqs.com/portable/ds/file/metroid_prime_hunters_a.txt Metroid Prime: Hunters (DS) - Frost Labyrinth Map db.gamefaqs.com/portable/ds/file/metroid_prime_hunters_frost_labyrinth.gif Metroid Prime: Hunters (DS) - Echo Hall Maze Map db.gamefaqs.com/portable/ds/file/metroid_prime_echo_hall.gif The Legend of Zelda (NES) - FAQ/Walkthrough http://db.gamefaqs.com/console/nes/file/legend_of_zelda_o.txt ~o~o~o~o~o~o~o~o~o~o~ Contact Information ~o~o~o~o~o~o~o~o~o~o~ If you would like to contact me online, I can be located at the Lord of Gun forum on GameFAQs: http://boards.gamefaqs.com/gfaqs/gentopic.php?board=568183 Or, you can e-mail me at Andrew.ComfortablyNumb@gmail.com. Poorly spelled letters, letters asking questions already covered in the guide, letters without a clearly defined subject, or just plain stupid letters will probably be ignored. If I do respond to a stupid letter, it's merely for my own entertainment. Don't expect me to be polite. If I don't respond immediately to your letter, it doesn't mean I haven't read it - I get lots of e-mails, at least 10% of which aren't ads for penis enlargement, and I simply don't have time to read them all. I do, however, make a point of reading as many letters concerning my work as possible. Nintendo DS Friend Codes: Metroid Prime: Hunters Tag: Mr Shotgun FC: 3393-7002-2135 Tony Hawk's American Sk8land Tag: Mr Shotgun FC: 4080-8915-5886 Animal Crossing: Wild World Tag: Thor in Valhalla FC: 0215-4210-3887 Yeah, I'm the only DS owner on the planet who doesn't own Mario Kart. What's it to ya, wanna fight about it? ~o~o~o~o~o~o~o~ Special Thanks ~o~o~o~o~o~o~o~ Thanks to the following people for giving their critiques or additions to the guide: Dark Crono, Tonio658, Kenneth, Jeff Edwards, mjp717, Square-D-II, Andrew Neary, EPECKLE, Link7500, LeticBrr, Ben Ritz, Zak Reynolds, Penniless Willow, cj no one, Patrick Shields, matt steven, Dan Esposito, Phil Hartley, DorkFencerX Miscellaneous generic thanks to CJayC, GameFAQs, cNet, etc.
Kindred Fates is an open world monster battling RPG, and a love letter to the monster battle genre. Our goal is to evolve the genre, and finally bring fans what they've been asking for.