** ** ***** ***** ***** ***** ***** ***** * ** * * * * * * * * * * * * ***** * ***** * * * * * * * * * * * * * * * * * * * * * * * * * * * * * ***** * * * ***** ***** ***** ***** ***** ***** ** ** ***** * * * * * * ** * * ***** ***** * * * ***** * * * * * * * * * * * * * * * * * ***** * * ***** * * * * ** * ***** ***** ***** ***** * * * * * * * * * * * * ****** * * * * * * ***** ***** ***** * * * * * * * * * * * * * * * * * * * * * * * * * * ****** * ** * ***** * * ***** ------------------------------------------------------------------------------- ~Test~ ------------------------------------------------------------------------------- As a note to myself, this is 79 characters. If you can read this, your fine: ABCDEFGHIJKLMNOPQRSTUVWXYZABCDEFGHIJKLMNOPQRSTUVWXYZABCDEFGHIJKLMNOPQRSTUVWXYZA ABCDEFGHIJKLMNOPQRSTUVWXYZABCDEFGHIJKLMNOPQRSTUVWXYZABCDEFGHIJKLMNOPQRSTUVWXYZA ABCDEFGHIJKLMNOPQRSTUVWXYZABCDEFGHIJKLMNOPQRSTUVWXYZABCDEFGHIJKLMNOPQRSTUVWXYZA ------------------------------------------------------------------------------- ~Version History~ ------------------------------------------------------------------------------- Final-Fully completed walkthrough and all multiplayer information 2.0-Up through Alinos 2nd visit 1.5-Up through Arcterra 1.0-Up through Alinos. 0.5-First attempt to launch this thing on GameFAQ's. Includes first visit to Celestial Archives. 0.1-Began my new major project-Metroid Prime Hunters ------------------------------------------------------------------------------- ~General Info~ ------------------------------------------------------------------------------- Hello there! I'm Deathborn 668 on the message boards, and this is my FAQ for Metroid Prime Hunters! Its been....a long 6 months since I last wrote a Walkthrough for a game I loved, and after the huge anticipation for Metroid Prime Hunters, I simply couldn't wait to begin writing for this game. My last Walkthrough I wrote was for Metroid Prime 2:Echoes, so I'll use the same format for this Walkthrough as the games are similar in some ways. Do's n' Don'ts of my FAQ: DO: -Use this for refrence -Print it out -Give this to other people FOR NO CHARGE DON'T: -Plagirize with no credit -Call this your own work -Sell this for profit ONLY the following sites are allowed to use my FAQ. Other sites need my permission first: -www.gamefaqs.com -www.gamespot.com -www.gamewinners.com ------------------------------------------------------------------------------- ~Table of Contents~ ------------------------------------------------------------------------------- ======================================================================= Introduction.............................[INTRO] ======================================================================= Controls..................................[CONT] ======================================================================= Hunters...................................[HUNT] Samus Aran...............................................[HUNT.SA] Weavel...................................................[HUNT.WV] Spire....................................................[HUNT.SP] Noxus....................................................[HUNT.NX] Sylux....................................................[HUNT.SL] Trace....................................................[HUNT.TR] Kanden...................................................[HUNT.KD] ======================================================================= Damage Chart..............................[DMGC] ======================================================================= Equipment.................................[EQUP] ======================================================================= Weapons and Items.........................[WEIT] ======================================================================= Frequently Asked Questions.................[FAQ] ======================================================================= Walkthrough...............................[WLKT] Mission 1:1st visit to an abandoned space station...........[MSN1] Mission 2:A trip through the firey depths of Alinos.........[MSN2] Mission 3:Vesper Defense Outpost-Cold, but your not alone...[MSN3] Mission 4:The icy Arcterra doesn't welcome visitors.........[MSN4] Mission 5:Revisit of the Archives and its destroyed borders.[MSN5] Mission 6:Journey to the Core of Alinos.....................[MSN6] Mission 7:Revisit the slippery slopes of Arcterra...........[MSN7] Mission 8:Journey through the scary back areas of VDO.......[MSN8] Mission 9:The Key to the Ultimate Power is in Alinos........[MSN9] Mission 10:The Final Showdown in Oubliette.................[MSN10] Expansion Checklist.........................................[EXPN] Full Scans List.............................................[SCNS] Scans Checklist.............................................[SCCL] ======================================================================= Nintendo WFC...............................[WFC] Setting Up...................................................[SUP] Friend Codes.................................................[FCD] ======================================================================= Multiplayer Mode..........................[MPMD] Setting Up....................................................[SU] Battle Modes.................................................[BMS] Arena Overviews..............................................[AOV] ======================================================================= Credits...................................[CRED] ======================================================================= ------------------------------------------------------------------------------- ~Introduction [INTRO]~ ------------------------------------------------------------------------------- Its been several long years since the last Metroid game, which was Metroid Prime 2:Echoes for the Gamecube. Around the time of its release was Nintendo's new huge hit system, the Nintendo DS. The DS features huge innovations in which games were played. It had two large screens-which made it possible for many new game ideas to perk around. In addition, the bottom screen was used as a Touch Screen. Poking, tapping, twisting, dragging, and what not, the possibilites were nearly endless with the Nintendo DS. As a nice gift in every DS box came a demo for Metroid Prime: Hunters [First Hunt]. It was a huge blast and caused major uproar everywhere. It was insane-the Touch Screen has finally been used as the main control scheme for a first person shooter. So long had people waited for just 1 Metroid game to become one. People were too anxious for the game's release. But time passed, many, many months infact. Eventually the demo stopped being sold with the game system. Rumors of a release date wre though of sometime late within August. But was a lie. Then Nintendo finally comfirmed the release date of the game, along with some single player information, set to early October. Sadly, the game was then delayed to the middle of March. This angered many fans, but were quickly overjoyed once the factoid that Nintendo was installing online play into the game was found out. Now here we are. Past March, the game has been released, online has some problems but they are livable with. We've waited over 15 months for what we thought was going to be the perfect game, with one of the best franchises around, and it was. Metroid Prime:Hunters enveloped so many new ideas and concepts. It was a grand, new experience. ------------------------------------------------------------------------------- ~Controls [CONT]~ ------------------------------------------------------------------------------- When it comes to First Person Shooters, the controls are, most often than not, the most critical part of the game. If you can't aim, you can't win. Luckily, Metroid Prime Hunters has 4 different control styles to suit whatever hand you use to hold the stylus (or not!). --------------------------------------------------------- | [] [] | | |---------------------------- | | | | | | | Metroid | | | | | | | | Prime | | | | | | | | Hunters | | | | | | | | (Top Screen) | | | | | | | | | | | |---------------------------- | | ....... ....... | | ....... ....... | | ....... ....... | | ....... ....... | ========================================================= ========================================================= | ------- |---------------------------- ----- ----- | === | |Power| | | |Sel| |Srt| | |S| | ------- | | ----- ----- | |T| | --- | | | |Y| | | | | | (X) | |L| | -- -- | ~Touch Screen~ | | |U| | | | | | (Y) (A) | |S| | -- -- | | | | | | | | | | (B) | | | | --- | | | | | | | | | | | | |---------------------------- | | | | | | | | Nintendo DS | | | | [] | | | | | | | | []Mic [] [] | V --------------------------------------------------------- ================== Stylus Mode [Left] ================== This control setting is for users who are left handed (such as myself) and prefer using the stylus to move and aim: A:Move character right B:Move character backwards Y:Move character right X:Move character forwards D-Pad (All directions):Jump R button:Shoot/Scan L button:Zoom in (Imperialist only) Touch Screen:Aim weapon, change to Alt. form, change weapons Double tap Touch Screen:Jump Start:Pauses game/See kill/death list (Multiplayer only) =================== Stylus Mode [Right] =================== Three rights make a left. Or something. If your right handed and prefer using the stylus to aim (and believe me, pretty much everybody who wants to win will), these are you controls: A:Move weapon right B:Move weapon down X:Move weapon up Y:Move weapon left D-Pad:Move character (Forwards, left, right, backwards respectively) Touch Screen:Aim, change weapons, switch to Alt. Form Double Tap Touch Screen:Jump L button:Shoot/Scan R button:Zoom in (Imperialist only) Start:Pause game/See death/kill list (Multiplayer only) ================ Dual Mode [Left] ================ If your a southpaw, and refuse to use the stylus because you get cramps, its uncomfortable, or you just hate how it scratches your Touch Screen to hell and back, then use Dual Mode: A:Move character right B:Mover character backwards Y:Move character right X:Move character forwards R button:Shoot weapon/Scan L button:Jump Touch Screen:Change to Alt. Form, switch weapons Start:Pause game/See death/kill list (Multiplayer only) ================= Dual Mode [Right] ================= As with Dual Mode Left, Dual Mode Right follows to same patterns. However, you still need to use the damn touch screen to change to your Alt. form and switch weapons. They apparently ran out of buttons while they were making the game. Here are the controls: D-Pad (Left, Up, Right, Down):Moves character left, forwards, right, and backwards respectively A:Move weapon right B:Move weapon down X:Move weapon up Y:Move weapon left R button:Jump L button:Shoot/Scan Touch Screen:Change to Alt. Form, switch weapons Start:Pause game/See death/kill list (Multiplayer only) =========== Sensitivity =========== No, this isn't kind feelings towards others. Sensitivity levels indicate how your DS will respond to the Touch Screen. The lower the level, the more you must move the stylus to actually see results in movement, aim, and quick changes in weapons. If you set the sensitivity to a high level, the game will respond with no lag to your movements of the stylus, allowing you to manuver easily, but have a little bit more of difficulty when it comes to aiming. The choice is yours. Perfect aim, or perfect movement, or a little of both. I tend to perfect movement. If you can't move towards your enemies easily, what good is aim? But again, the choice will always remain yours. Experiment to find the perfect level for you. ------------------------------------------------------------------------------- ~Hunters [HUNT]~ ------------------------------------------------------------------------------- We've had like...6..7? Metroid games thus far. And all of them have starred one well known bounty hunter-Samus Aran. However, in a new and exciting (and interesting) twist in the game, 6 new hunters have been added in Samus' chase for the ultimate power. All of them are packed and roaring to dive straight into the Alimbic Cluster for the ultimate search. All of these new hunters have their own personal backrounds, some mysterious, some creepy, some with a dignified reason. All of the hunters also possess an alternate form akin to Samus' Morph Ball. Get ready for a whole new hunt! ~Affinity Weapons~ Metroid Prime:Hunters features a slew of whole new hunters. And with them brings a heck of a lot of new weapons. All of these weapons are lethal with any user, but each weapon has a special, unique ability with a particular hunter. Some weapons work well with others, some are useful for everybody, and others should stay away from a particular weapon or two. In the end, its all about your main affinity weapon. Every hunter does their best with it, and their side-effects (if any) can poison many enemies in their tracks. For example, the Judicator is a pretty standard weapon. Its shots bounce off of walls for all hunters, and its charge attack does major damage. But its affinity hunter is Noxus. When he charges it up, it does much less damage but freezes the foe, a useful side-effect. All weapons work like this for a particular hunter. ===================== Samus Aran..[HUNT.SA] ===================== We all know Samus Aran. She's on the cover of the box. She's stopped Space Pirate operations many times over. She's destroyed Mother Brain, been entangled with a copy of herself, killed by poisonous mutigen, and much more. We just know her. She works as a bounty hunter for the Galactic Federation. But you probably knew that too. She has been sent out from the Galactic Federation to find the Ultimate Power and seize it to prevent it from falling into the wrong hands and, if unable to obtain the power, destroy it or keep it a mystery forever. She does business the good ol' fashioned way-kicking serious freaking ass. Alternate Form:Morph Ball Description:Samus' alternate form turns her into a small, compact rolling ball. In her tiny state she can easily and quickly roll around small and low passages and collect anything underneith them. In the Morph Ball, she can lay Morph Ball Bombs, which cause 16 points of damage upon contact of enemies and other hunters. Also, if you slide the stylus quickly in a direction, Samus will quickly boost for a few seconds, good for escaping. Samus is the only one with a boost ability. Affinity Weapon:(Charged) Missiles Affinity Specialty:Samus doesn't get herself a special weapon like all of the other hunters. This is kindy sucky. However, Samus does get one special advantage with charged Missiles. They home in on their enemies, instead of flying straight into a wall or something. This makes them every so deadly and in close combat, you could be in for a ton of damage. Normal Missiles:32; Charged Missiles:48 ===================== Weavel......[HUNT.WV] ===================== His name is Weavel. Not Master Chief. Just because he looks like him doesn't mean he actually IS him. Anyways, there is a reason Weavel seeks the Ultimate Power:revenge on Samus. See, Weavel was once an elite ranking Space Pirate, but was quickly killed on Samus' early raid of Zebes. However, his brain and spinal structure survived, so he was revived with advanced technology and a score to settle with Samus. His past is weird, indeed, but its new and interesting to the point. Alternate Form:Half Turret Description:The Half Turret is an interesting new Morph idea. When Weavel activates his Alt. form, he splits his body in half. His top half is able to walk around, and lunge at things from a small distance. His bottom half, though, turns into a turret that auto fires at any moving object within its range. A side-effect of the Morph is that the amount of health Weavel currently has is cut in half-half for the head and half for the turret. If the turret is destroyed, the rest of the body is automatically left with 1 energy point left. A bit...bad in some cases. Practice with Weavel's Morph is you want to use it right-you'll understand later on. Affinity Weapon:Battlehammer Affinity Special:Uhh.....I seriously don't see anything special about this highly crappy weapon. Its hard to hit anything anyways. But really, the shots fired explode upon contact, even with the ground. Anyone in the backwash will get the same amount of damage as if you took the full blast. This includes Weavel. He can get hurt by his own weapon. That's why it sucks so badly. However it DOES have a fast firing rate if you hold down the fire button so if you can become a good player with this weapon you can destroy your foes in a heartbeat. ===================== Spire.......[HUNT.SP] ===================== The Diamont is a race very unknown to the galaxy. The main reason for this is probably because Spire is the last remaining member of that race. Spire decided to join in the hunt for the Ultimate Power, hoping that it would shed some light as to what happened to his ancestors, and possibly find his race and rebuild it once more. With intentions like this, perhaps he deserves the Ultimate Power. Or not... Alternate Form:Dialance Discription:The Dialance is one of my favorite alternate forms, and for a good reason. The Dialance is a bit slower than most other alternate forms, but on the contrary it has excellent traction so its highly unlikely it will be knocked off many platforms anytime soon. It can use rocks stuck to him and swing them out for a second, causing a lot of damage to anyone who happens to be in the way. However, an extreme advantage of Spire is that the Dialance can climb walls! Its sticky, and all Diamonts (when they existed at least) were born with such an ability. Also, Spire is invincible to lava. Lucky bastard. Affinity Weapon:Magmaul Affinity Special:The Magmaul is a great weapon to have when it is in Spire's hands. Its a fire based weapon, and like all fire based machinery, it can burn the hell out of anything it touches. When Spire charges up the Magmaul, it launches a slightly larger but slower moving shot. Upon impact with an enemy, they will be burned for about 8 seconds, taking around 4 damage per second! That's an additional 32 damage! Also, if it hits the ground the splash can make nearby hunters also catch on fire, but not take full damage from the blast (but still 32 nonetheless). Very awesome weapon in his hands. ===================== Noxus.......[HUNT.NX] ===================== Noxus if from the Vhozon race, a lonely race who lives on the outer edge of the galaxy. The planet is extremely cold, and that reflects upon Noxus' past and his weapon selection. He's fighting for the Ultimate Power for the exact same reason Samus is-to prevent it from falling into the wrong hands. Although Noxus tries to kill Samus. So Samus is bad? Instinct? Noxus is one of the better characters (as most say). Alternate Form:Vhoscythe Description:The Vhoscythe is one of the hardest to control alternate forms in the game. With practice using Noxus a lot, you will eventually get it down. However, the Vhoscythe is nearly as fast as Samus' Morph Ball. No other hunter has speed that close to her, making it great for Noxus to make quick escapes. Noxus can use his Blade Spin attack as the Vhoscythe. By holding R, Noxus swings his arm out around him, and if anyone gets hit a lot of damage will ensue. And some bounce back in an open battlefield. However, Noxus must re-put his arm out again. But it takes less than a second so its no big deal. Noxus is an amazing fighter with the Vhoscythe in very close quarters. Your best hope is to run like hell and hope not to get hit. Affinity Weapon:Judicator Affinity Special:The Judicator does business the way its name makes it sound like. It travels far, has an average fire rate, and easily hits enemies. This is because it bounces off of walls as it travels for a few seconds. In close combat, more than likely randomly firing the Judicator will hit a few times. However, the real special comes once you charge the beam. It does crap damage upon impact, but freezes the ememy. Best of all, it creates a small wave if an enemy gets hit and anyone else in the vincinity will ALSO be frozen. From there Noxus can headshot you with Missiles to death very easily. Noxus is deadly in any battle. Be careful of him. ===================== Sylux.......[HUNT.SL] ===================== Sylux has the most mysterious past of all of the hunters. Nobody really knows a single darn thing about him. He's blue, and he's lethal. That, and he has and extreme towards the Galactic Federation and its top star bounty hunter, Samus Aran. Should Sylux grab the Ultimate Power, he will use it to destroy the Galactic Federation and of course, Samus immediately afterwards. We better kill him first, right? And as a simple note, his damn name is Sylux. NOT STYLUX. Get it through your head. Alternate Form:Lockjaw Description:The Lockjaw is an interesting alternate form. It has the best control of all of the hunters' alternate forms, which makes it pretty useful as you won't be spinning into many pits as long as your not that dumb. The main weapon that Sylux uses as the Lockjaw is bombs. Classic isn't it? But not just normal bombs. You can form shapes with these bombs! Yay for geometry! One bomb alone does just 10 damage, pretty crappy. But two bombs will form a tripwire between them (its easily visible). If something walks between them, 40 damage will be taken. But uber PWN3ge comes from forming a triangle with the bombs. Once that happens, they will home in onto what's inside of it and cause 180 damage! But only for pretty small triangles. Large super triangles won't leave a scratch. Also, Sylux can use him bombs to propel across large gaps on low gravity levels. Useful! Affinity Weapon:Shock Coil Affinity Special:The Shock Coil is a very powerful and annoying weapon in the right hands. It only takes a few points of damage away at first, but if the lock-on to the enemy with the weapon continues, health will deplete at an incredibly fast rate, usually instant death. If that wasn't enough torture for an enemy, Sylux actually KEEPS the damage and uses it to restore his health. Not half the damage inflicted, ALL OF IT. Really uber. Usually, Sylux is hated against because of his affinity. Of course, the Shock Coil is very close range weapon only, so hurting Sylux from a distance will keep you out of any harm from him. ===================== Trace.......[HUNT.TR] ===================== Trace is a member of the Kriken Empire, a race whose goal is to slowly but eventually conquer the entire universe. What a surprise. Trace is one member of the race who strikes fear and death into all opponents and foes he faces. All members of the Kriken Empire are known for their superior strength, agaility, and technology. Once a Kriken reaches a certain age, they are exiled from the race to search the universe for a planet that the Kriken Empire can dominate, and are not expected to return until that has been done. Trace obviously is one of these members and sets off to the Tetra Galaxy to fund the Ultimate Power hoping it will aid their race in domination. And even if Trace can't find the power, he will still set course for his entire race to raid the planets that guard the power. Alternate Form:Triskelion Description:If you thought the Vhoscythe was difficult to navigate, then think again. Teh Triskelion is the most difficult alternate form to use. But it is the most powerful. You need to use the stylus to aim and turn around Trace in his form, and use the fire button to lunge at enemies. It is a quick and very deadly lunge. The only problem with it is that sometimes you may overshoot your target, or even miss and fall down a large gap (or even off the entire level) resulting in an easy death. Should you choose to master the Triskelion, be aware of these faults of it and try to stay away from doing them. With practice you won't do these stupid things, so bots are a good way to eventually get good at using this deadly form. Affinity Weapon:Imperalist Affinity Special:Nothing. Nada. Nunca. Nadie. Zip. There isn't a single thing special about Trace using this weapon, or any other hunter for that fact. Instead, Trace gets a little bonus for himself. If the Imperialist is currently his active weapon and he stands still, he will invisible to anything other than radar or unless your standing right next to him. The Triskelion also has this cloaking ability if its standing still. The Imperialist, simply put, is a sniper rifle. You zoom in, shoot, and enemy is dead. Simple as that. However, no matter what the hunter, a headshot with this weapon is instant death. Ouch. Why do people choose Trace? To get the Imperialist on levels where its not normally found. Asses. Trace is mostly useless. Snipers suck. Unless your at close range. Then its not really sniping at that point >_> ===================== Kanden......[HUNT.KD] ===================== Kanden was a doomed experiment from the start. He was created in a sinister laboratory to be the greatest fighter that ever existed. Only problem is, he got so powerful and smart that the scientists lost control of him, he escaped, and then Kanden decided to blow up the lab. How nice of him. Evidently, he wants the Ultimate Power...uh, for some reason. It isn't really stated anywhere BUT because he's evil we can assume he's gonna do bad things with it. Alternate Form:Stinglarva Description:The Stinglarva is one of the best alternate forms, and the most stealthy. Kanden can turn himself...into a small bug and crawl quickly on the floor. Right. He blends in with the color of some stages floors' this way, adding to some stealth. Also, its very short and hard to see and makes little noise so he can make sneak attacks. The tail of the Stinglarva is able to drop mines. He can lay 3 mines at any given time, and the explolde in around 5-10 seconds. If any enemy walks near them, they home in quickly and explode on them. Kinda like a mix of Sylux and Samus. Its a very annoying alternate form to contend with. Use your alt. to counter it. Affinity Weapon:Volt Driver Affinity Special:The Volt Driver is a badass weapon. But only in Kanden's hands. Otherwise, its pretty useless. You see, when Kanden charges up the weapon, it will home-in on any nearby enemy, and upon contact will completely screw up their vison for a few seconds. This can be a real pain in the ass if your hit, so try to avoid it. Its impossible to aim correctly when your vison is distorted, so run away when it happens. Nothing much else to say for this weapon. Kanden's god with it and nobody else is. ------------------------------------------------------------------------------- ~Damage Chart [DMGC]~ ------------------------------------------------------------------------------- Knowing how much damage is half the game. Using the efficently is the other half. Of course, I can only really help with one of them. Here are the charts of how much damage each weapon will do, and with their affinity hunters specialties. ==================================================== | Weapon |Non-Affinity DAMG| Affinity Damage | | Name |Non-Charg|Charged|Non-Charg| Charged | ==================================================== | Power Beam | 6 | 36 | X | X | |MSL Launcher| 32 | 48 | 32 |48+homing| |Volt Driver | 14 |56+vison| 14 |56+vison | | Magmaul |32+knkbk|56+knkbk|32+knkbk | 49+fire | |Imperialist |72/In.KO| X |72/In.KO | X | | Judicator | 24 | 72 | 24 |12+Freeze| | Shock Coil | ** | X | ** | X | |Battlehammer|12+knkbk| X |18+knkbk | X | ==================================================== This is the battle damage chart. Here's a key of the abbreviations that I had to use: Vison=Distorted Vison Fire:Charged affinity Magmaul sets enemies ablaze, doing 4 damage every second for around 8 seconds. Homing=Weapon homes in on enemy Knkbk=Knockback In.KO=Instant KO for Headshots when Imperialist is used Freeze=Target is frozen **=The Shock Coil drains energy faster the longer the lock-on the enemy is kept. Now, that's not all of the damage. Here's a small chart on the damage that the Alt's do: ================================================ | Hunter | Alt. Name | Weapon | Damage | ================================================ | Samus Aran | Morph Ball | Bombs | 16 | | Kanden | Stinglarva |Tail Mines| 20 | | Spire | Dialance |Fire Blade| 8-48 | | Trace | Triskelion |Lunge Attk| 50 | | Noxus | Vhoscythe |Spin Attak| 42 | | Sylux | Lockjaw |Eltr. Bomb| ** | | Weavel | Half-Turret |Slice/Tur.| 36/12 | ================================================ I abbreviated attack a few times in the chart. Weavel has his half body slice and his half-turret's attack listed there. Sylux.... **=His electric bombs are a bit special. 1 bomb will do 10 damage alone. 2 bombs form a tripwire between them, dealing 40 damage if someone passes it. 3 bombs near eachother form a triangle. Anybody inside of it will get caught with 180 damage. ------------------------------------------------------------------------------- ~Equipment [EQUP]~ ------------------------------------------------------------------------------- Ah...Samus Aran. She his the highest fine-tuned technology you are ever gonna see. Or not see if she kills you. The main system on her body is her Power Suit. The suit was made by an ancient civilization known as the Chozo who raised orphaned Samus when she was young to become a fighter, and gave her the suit to train and fight with. The Power Suit is very versitile- it is capable of accepting numerous upgrades to its weapons aresenal, Visor changes, and new abilities and forms of the actualy suit itself (Varia Suit being the most commonly seen. Others include Gravity, Phazon, Fusion, Dark, and Light). Another aspect of Samus' suit is that it contains a Scan Visor which has an uplink to her Gunship within the game. Equip the Scan Visor on the game screen and scan anything in your surroundings. It will autmoatically be recorded in a Logbook Database aboard the ship, which you can view at anytime once your there. The Power Suit also enables the user to superhuman abilities. Samus can jump much higher than normal humans would be able to. Also, the suit can transform into a small, mobile unit most often known as the Morph Ball. Samus can roll quickly and boost around in this state, and drop Bombs to harm her adversaries. Another trademark about her bombs is that if she stays atop one of them when it explodes, she will be propelled a few feet into the air, known as a Bomb Jump. It is a very useful technique to reach those hard to reach areas and crannies. ------------------------------------------------------------------------------- ~Weapons and Items [WEIT]~ ------------------------------------------------------------------------------- Weapons and items that are to be found in this game are in this section and a description of all of them. Yay. ======================================================== Power Beam Opens:All blue shielded doors ======================================================== The core weapon of Samus' aresenal-the Power Beam. Thanks to Nintendo as to prevent all of us from destroying our shoulder buttons, one press and hold of the button will fire 3 quick, but pretty weak shots. If it is continued to be held, then the beam will charge up. The Charge Beam is much more powerful, but takes a second to reach full power. The Power Beam is an all-around beam. It can usually be used in any type of situation, and almost all enemies within the game are susceptible to damage from it, makes it a great first choice weapon. The Charge Beam at least. And because it uses no Ammo, it is a common weapon to see used in combat. ======================================================== Missile Launcher Opens:All Missile Shield doors ======================================================== The Missile Launcher is like a more powerful version of the Power Beam. It fires ballistic Missiles from the Arm Cannon at any given direction you aim at. The Missile Launcher requires, duh, Missiles! Missile Ammo is found everywhere in the game. In the Adventure Mode, Samus can originally hold only 5 Missiles but must find Missile Expansions in order to increase her Missile capacity. Also, all hunters are capable of charging their Missiles. This makes them much more powerful and deadly, but uses 2 Missiles when fired instead of just one. Also, Samus has an affinity with Missiles. Her charged Missiles slightly home in on enemies. Awesome weapon Missile are. NEVER hesitiate to use them. ======================================================== Battlehammer Opens:Green force fields, Green-shielded doors ======================================================== The Battlehammer will be the first weapon that Samus recieves in Adventure Mode. The Battlehammer doesn't have any charge capabilities. It is a rapid- fire weapon though, and is powered by a small nuclear reactor within the Arm Cannon. The Battlehammer curves in an arc in the air, so aim above your target so that the Battlehammer will damage them. Because it is so rapid fire, be aware that you don't drain your ammo reserves to quickly. It happens, and when you run out your in trouble. The Battlehammer is the affinity weapon of Weavel. When he uses it, it explodes upon contact which gives it a bigger blast radius even on the ground so its more likely to hit an opposing hunter. Very useful sometimes in close matches. ======================================================== Magmaul Opens:Orange force fields, Orange-shielded doors ======================================================== The Magmaul works just like the Battlehammer in combat. The biggest similarity it has is that it curves in an arc just like the Battlehammer. Because of this aspect, practice using this weapon a lot so you get used to the wonky controls to it. Its a fire-based weapon:it owns Noxus real badly in combat. The Magmaul is the affinity weapon of Spire. In his hands, a charge shot will cause a burning effect on the enemy. This will amount to a load of extra damage for a few seconds. ======================================================== Judicator Opens:Purple force fields, Purple-shielded doors ======================================================== The Judicator fires a quick blast of supercooled plasma with temperatures near absolute zero. IE; it pretty damn cold. The cool thing about the Judicator is that its shots bounce off of walls a few times after firing. Because of this nature, in tight corridors its likely you'll hit an enemy that you have been searching for. A charged blast fires 3 streams of plasma instead of one, but they don't bounce. This weapon is the affinity of Noxus. When he uses the charged up Judicator, he freezes his target and any others nearby him. This makes him idea for a game of nodes or capture. ======================================================== Imperialist Opens:Red force fields, Red-shielded doors ======================================================== The Imperialist, simply put, is a damn sniper rifle. Any player who uses the Imperialist can double tap the weapon icon and it will zoom in for high accuracy shots. A headshot with this weapon will instantly kill your prey. Cool, I suppose. The Imperialist can easily be the best weapon in your aresenal if you use it correctly. The Imperialist is the affinity weapon of trace. Sadly, he gets no bonuses whatsoever with it. That kinda sucks and makes Trace sorta obsolete. ======================================================== Volt Driver Opens:Yellow force fields, Yellow-shielded doors ======================================================== The Volt Driver is a bit of an interesting weapon. It fires just like the Power Beam-nice and quick. A charge shot with this weapon with move slowly and kinda homes in on nearby enemies. If hit by it, your vison will be heavily distorted for a few seconds. The Volt Driver is the affinity weapon of Kanden. Like the Imperialist, he gets no special advantage with it. Which means that sucks. Again. ======================================================== Shock Coil Opens:Blue force fields, Blue-shielded doors ======================================================== The Shock Coil has an interesting useage. it fires a short, steady stream of electricity that auto locks-on to a nearby enemy and steadily drains their health. If the lock-on is kept and not broken, the damage will increase at a huge rate per second. Sadly, it has extremely short range. Nubs tend to give up on this weapon early thinking its useless. in the hands of Sylux, who has this as his affinity weapon, he KEEPS the health he saps. Which is why everybody hates Sylux. A lot. ======================================================== Omega Cannon ======================================================== Ah..of course. The Omega Cannon. This is what the "Ultimate Power" is referring to. Yes, I know. My friend and I came up with the slogan "Its Nuke in a Can!" because it actually is! The Omega Cannon fires one big ball of slow moving energy. On the first thing it touches, it creates a nuclear explosion destroying anything in the vincinity. Awesome. Used on only 1 multiplayer map. Nukes are fun ^_^ ======================================================== Energy Packs ======================================================== Energy is the most critical part to any existance of a hunter. Without these little balls of energy, everyone would quickly die. Purple balls restore 30 Energy, blue balls restore 60 Energy and yellow balls restore a full Energy Tank (100 units). You'll find these scattered in multiplayer or found sometimes after killing enemies in Solo Mode. ======================================================== Missile Ammo ======================================================== As with energy, when you defeat enemies they may leave behind the classic Missile symbol. Collect this ammo pack to resupply 5 or 10 Missiles (depending on the size of the Ammo pack). These are also scattered along many areas in every map in multiplayer mode. Memorize their locations to have a terrain advantage. ======================================================== Missile Expansion ======================================================== Samus can find Missile Expansions in Adventure Mode, which increase her maximum Missile capacity by 10 Missiles. ======================================================== Universal Ammo Packs ======================================================== These little green crystals restore some Universal Ammo. Universal Ammo is the Ammo used for al of the special beams. In Adventure Mode, the amount is always the same but in multiplayer, amounts get cut depending on the weapon, but the percentage you have doesn't change. ======================================================== Universal Ammo Expansion ======================================================== In Adventure Mode, Samus can find large green packs in few rooms. These are Universal Ammo Expansion. These are extremely useful as they increase her maximum Ammo capacity by 30. ======================================================== Energy Tank ======================================================== A critical item to Samus' health in Adventure Mode. Collecting one of these adds 100 units of energy to your Power Suit. ------------------------------------------------------------------------------- ~Frequently Asked Questions [FAQ]~ ------------------------------------------------------------------------------- Here are some questions I see often on the boards regarding single player. Q:OMFG There's a force field in Sic Transit near a Magmaul door! How du i opn it??? A:The force field will dissappear in an explosion after you beat Trace during the first escape from Arcterra. Don't worry about it until after that point. Q:I lost to one of the hunters and they stole my Octolith! What do I do? Am I screwed? A:Your not screwed in the least. In order to get it back, just hit the big, black Power button on your DS. Yes, you'll lose all non-saved data but you got your Octolith back, right!? But if you want to get it back the man's way, go find that hunter again. On the select planet screen, head to the planet where a hunter's icon is flashing with an Octolith symbol. Head to the planet and find the hunter. Kill him and reclaim the stolen Octolith. Q:I have four Octoliths. But no more planets appear on the map. Where are the last 4 Octolith's? A:Each planet has 2 Octoliths hidden within them. You will need to return on a later trip to be able to traverse deeper into each planet. Usually you will need a weapon only available on a late trip in a different planet that impedes your progress. Q:WTF is with these damn tiny hallways between all the rooms???? WTF?? They suck so badly and they get me confuzzled! A:The reason their there is simple. Metroid Prime:Hunters works off the same type of game engine the other Metroid Prime's used. It had some small hallways similar to these (but in much less quantity). These hallways are generally used as loading rooms. While you sit and wait for the door to open, the game is loading the next room and all of its contents. Just sit still and be patient. Also, this is the reason for elevator rooms. Their really pointless and just a different way of saying "We're loading the next room for your enjoyment". Q:There's ammo and energy too far away from me to reach! How do I get it? A:In order to grab that stuff from the air, charge up the Power Beam. It has a magnetic pull of sorts that will pull that stuff towards you so you can collect it. ------------------------------------------------------------------------------- ~Walkthrough [WLKT]~ ------------------------------------------------------------------------------- Are you finally ready to unveil the mystery behind the "Ultimate Power"? Ready to face uncertain danger and death, all for the call of duty? It so, your finally ready to tackle Adventure Mode. Here are some friendly tips before you begin: There's a crapload of seemingly "useless" junk lying around in all of the rooms in the game. Use the Scan Visor by holding the bottom icon on the touch screen. With the Scan Visor, you can hold L (or R for right handed mode) to inspect anything with a symbol on it. This leads to clues about the mysterious power, or helps you escape puzzles or traps you may be in. I'm usign NDS_Master's technique for scanning objects that he used in his walkthrough (full credit to him for the idea). I'll list next to scans in the game:[#] with the scan name. This is only for Scans that are recorded into your logbook back at Samus' ship. Other Scans I'll justsay right out front for you to obviously do. Also, there are many Expansions to be found in Adventure Mode. These will give Samus added power or strength or health needed to survive in these hard conditions. I'll list them in big letters such as MISSILE EXPANSION so you can easily see it in the crowd of words. Finally, is dying. There is no Game Over screen in this game. Should you die, you will reappear at the nearest checkpoint which is usually at the beginning of a major room. You'll start with the health and Ammo you had when you first entered the room. Also, anything you scanned after the checkpoint is deleted so you must re-scan some things. Try not to die [too much]. Finally, good luck! It will take all of your skill to recover ancient artifacts in order to obtain the Ultimate Power. ------------------------------------------------------------------------------- ~Mission 1:1st visit to an abandoned space station [MSN1]~ ------------------------------------------------------------------------------- Mission Difficulty:**/***** Mission Objectives:Samus's first trip into the Alimbic Cluster lands her in Celestial Archives. She will begin to unravel the mystery of the long past Alimbics, and claim a major key to the source of the Ultimate Power. However, she soon finds other Hunter's in her way. ================== Mission File 79109 ================== "The secret to Ultimate Power lies in the Alimbic Cluster." This repeating neural thread, originating from an uncharted region of the Tetra Galaxy known as the Alimbic Cluster, was recently intercepted and translated by Federation empaths. 1. Discover the meaning behind this mysterious telepathic message. 2. If the "Ultimate Power" can be secured, ensure Federation control. 3. If the power cannot be secured, ensure that it remains secret or destroy it. "This operation must remain covert. The Tetra Galaxy is outside of federation-controlled space, and the Alimbic Cluster is a wild and uncharted region. While we have kept our communications classified, we know other entities have intercepted the thread. The lure of the Ultimate Power will be irresistible to many, disposition of rival interests is presumed hostile. Uploading known coordinates... ================== Celestial Archives ================== Now the hunt for the Ultimate Power has truly begun! Enjoy the opening cutscene and you will be taken to a map of sorts. It will show you only one current destination. Highlight Celestial Archives and choose the option to land your ship there. ----------------- Celestial Gateway ----------------- Scans: Equipment-Hunter Gunship Object-Celestial Archives Object-Portal Object-Alimbic Prophecy 01 Object-Green Force Field Object-Door Samus will get out of her Gunship, and after a few seconds you will assume complete control of her actions. Take a second to get used to them before moving on. Now, first things first. We have to Scan an assload of items in this game. At the bottom of the touch screen is a small green icon with a picture of Samus' visor on it. Hold that button for a second to activate Scan Visor. Here, you can scan an assortment of things to gather useful info on your misson. Turn around after falling off your ship to face...you ship again. Face the yellow dot on the ship and scan the Hunter Gunship [1]. Facing the same direction your Gunship is facing, Scan the green display panel near it [2]. Scan this as well to learn some information about Celestial Archives. We're nearly done with this room so head towards the door the Gunship is facing. You will be instructed to activate the Scan Visor (which should already be activated). Scan the small blue light that is above the door [3]. Finally, Scan the actual blue triangle door itself [4]. These are doors (duh). In order to open Blue Doors, shoot them with any type of weapon. This will deactivate the shield and allow you to progress to the next room once it opens. Head through the door. You will enter a short, curvy hallway. Pass through to the next room which is just a tiny connector room. These are the rooms I've been talking about. They're just here to load the next large room. Okay? Don't freak out or anything. Mmmkay? You will see lots of them. Pass through. --------- Helm Room --------- Scans: Bioform-Psycho Bit v1.0 Object-Synergy Processor Object-Synergy Drive Object-Port Helm Object-Starboard Helm Object-Sealed Door [!]-Switch This is a pretty large room and there are a couple new Scans that we need to accomplish first. All right. See the large structure infront of the door? head up to it. Ignore the ramp to the right for now. On the left side of the structure, Scan the Synergy Core log [5]. After you've done that, head up the aforementioned ramp to the right. Before heading back down the other side, head to the left at the top walkway. Get between the 2 tall structures within the room. Flip on the Scan Visor again and scan the orange structure to the left containing Port Helm [6]. Do the exact same thing for the tower on the right. Scan Starboard Helm [7]. Head down the ramp I mentioned a few sentences back. You will see the door is clearly locked, and the camera will zoom in on a glowing orange panel next to it for a second. Before doing anything, to the left of the door is another green panel on the flooring. Scan the Synergy Drive [8]. If you didn't activate the cutscene with the door before scanning the object, do so now. Scan the Sealed Door [9]. See the orange panel resting on the wall to the left of the door? Scan this panel. You will hear the familar "you did something right noise" that is pretty classic to Metroid. The door will unlock. The panel we just scanned doesn't appear in the Logbook so don't worry about it. Pass through the next hallway. Your still in the Helm Room, even though you passed through a few doors. All the exits will be locked and you will see a few enemies appear. Scan the Psycho Bit v1.0 [10]. They are very simple to kill and do minimal damage. Keep moving left and right and shoot quickly at them to kill them all. Continue when their dead. --------------- Meditation Room --------------- Scans: Bioform-Petrasyl Equipment-Small Energy Equipment-Medium Energy Equipment-Small Missile Pack Object-Alimbic Panel Object-Navigational Chart Object-Synergy Strut Object-Tetra Trade Map Object-Brown Blast Shield You killed your first enemies. A bazillion more to go. Happy. In this room you will find yourself infront of some crates. You will be ordered to use your Charge Beam to destroy them. Hold the fire button to charge up the Power Beam and use it to destroy the crates. Collect all of the health they drop (though you probably won't need it). Scan at least one of the energy that drops from the crates [11]. Once you have destroyed all of the crates, keep going around the corner. You will find some stone rubble that is blocking your way. You can't go around it at all, so you need to jump. Double tap the touch screen to jump in the air. Use this to get over the crates and reach platforms which you will be doing a lot of. Scan the orange force-field to the left. Its an Alimbic Panel [12]. The game will also display a message for you that tells you how to jump. Once your on top of the crates, Scan the Navigation Chart. Its the blue panel on the wall [13]. Head along the corner and you'll finally find some open space. Here, you will see an odd, green creature. Scan the Petrasyl [14]. These enemies can be a bit annoying. You see, they like to move around in random patterns. You can only get hurt from their poison if you actually come in contact with the damn thing. Stay far away and shoot it from a distance. Once you kill it, a new item will appear where it was. Scan the Missile Ammo [15]. We're not quite through Scanning in this room. There's a few more things left. Be careful-Petrasyls keep respawning once you kill then. Scan the green panel Energy Strut near where the Petrasyl was [16]. Now, head to the opposite side of the room from where the Petrasyl once laid. Here is a blue panel, a Tetra Trade Map, which you should Scan as well [17]. Finally, Scan the Brown Blast Shield on the door. It can only be opened with Missiles. Its the only one in the game. Don't miss it! Destroy the Blast Shield and get the hell out of this room. -------------- Data Shrine 01 -------------- Scans: Bioform-Lesser Ithrak Equipment-Energy Tank Object-Science Hub Object-Alimbic Artifacts Object-Artifact Shield Object-Shield Key Object-Cartograph Artifact Another boring loading hallway, then you'll appear in a circular room on the map. Interesting. There's two directions to go in right now. Heading right leads to a dead end, so stop wasting time and move to the left. Several Psycho Bits will attack on your way to your destination. Kill them or Scan them if you didn't do so earlier. If there is no need to Scan them, then simply blow them to smithereens. After a few more paces, you will recieve a message from your Gunship: "Warning! Confirmed arrival of unidentified vessel at Celestial Archives. Extreme Caution is advised." Huh? What's this? There's other hunters within the Tetra Galaxy searching for OUR Power? Damn them! You'll meet this hunter soon enough so keep the question of "who is it?" within yourself. At the end of the hallway is a green door. No need to Scan it, its the same as all the other doors. Open it and head inside the main chamber of the Data Shrine. Awesome. A large open space. No tricks here, take your time. The doors of this room will lock as you enter. You need to obtain a critical item before you can leave. First, Scan the Science Hub. its the small slab of wall jutting from the ground in front of you [19]. The base of the middle platform of the room has a small blue display you can scan. Scan the Alimbic Artifacts information [20]. On the top platform of the room is a large, blue shiny (and loud) crystal. Scan the Artifact Shield [21]. Err...really bad idea on our part. Damnit! A huge swarm of Psycho Bits will appear and assult you. There are 4 waves of Psycho Bits, and all swarm in the area around the Artifact Shield. You haven't had a fight this large yet but the rest of the Adventure Mode is somewhat like this. Keep moving left and right near the swarms. Never go right under them-that's just asking to get hit a ton. Many of the Psycho Bits will drop Small Energies once they are defeated so you should have no problem staying alive. Just keep destroying them. Once you've destroyed the huge swarm, we finally have a calm and peaceful music change (for the better). Good. A small odd object will appear on the walkway near the Artifact Shield. Scan the Shield Key [22]. Then collect the Shield Key. This will deactivate the nearby shield so you can grab the nearby Artifact. First though, Scan the Cartograph Artifact [23]. Then collect it. This will unlock the doors in the room. Both doors look alike, but only one is the real exit that we want. Stand in the middle of the room and look at the doors. One of the doors has some blue lamp...things next to it. That is the door you want to take out of here. Once you leave the room, several Psycho Bits to the left will attack you. You just destroyed a ton of them, this should be a very tiny threat to you. The walkway is tiny, but you should have no problem still not getting attacked or hit for that matter. Once they are destroyed, head off the platform and turn around. There's a small pathway underneith this area. Get into the Morph Ball and roll under it by tapping the red icon in the bottom corner of the touch screen. Keep rolling until you roll into a Missile Ammo Pack. Perhaps you needed it...maybe not. Roll back out and tap the icon again to return to your normal biped form. Keep heading down the hallway and you will be instructed on how to use the Moprh Ball (which I just told you). There's another pathway beneigth the floors. Head down it and into an ENERGY TANK. This will up your maximum health by 100 units so you can live longer. Great. Head back out of the pathway and onto the area you rolled under. You will soon approach a door. Its still locked though. What gives? As you approach, a new enemy will appear. Scan the Lesser Ithrak [24]. The creature has a lunge attack. Keep your distance and pelt the creature with many Missiles. It will go down shortly. When it does, it will reveal a Medium Energy. Scan it [25]. Head through the door. -------------- Fan Room Alpha -------------- Scans: Object-Cooling Fans We've got one of three artifacts. Now you will appear in a pretty tall room with a large pillar of deadly looking blades on it. Take a second to whip out the Scan Visor and Scan the Cooling Fans [26]. Once you finish scanning, your next object is to reach the door at the top of the room. You obviously need to jump from platform to platform until you reach the top. This is your first real test in jumping skills. If you fall-no big deal. Just start back again from the bottom. Eventually, upon completion of this challenge, head through the next hallway. -------------- Data Shrine 02 -------------- Scans: Bioform-Kanden Equipment-Missile Expansion Object-Green Blast Shield Object-Alimbic Joist Another Data Shrine huh? Obviously there had to be more if they were numbered then. The object here is to head right. Soon you will pass a Green Blast Shield on the left, Scan it [27]. Keep moving along the hallway until you see a figure appear in the distance. Is that...? Yup. Its the hunter Kanden. Once you get near him, he will head into his alt and run away like a girly man. Jerk. Follow him! There's no time to lose! He heads through the passageway under the walkway. You need to be in your Morph Ball as well in order to give chase to him. Awesome. Once you roll out of the passageway, switch back to your biped form. Keep heading along the hallway, cool chase music, and destroy any opposing Psycho Bits. Scan the Alimbic Joist along the hallway [28]. Its the giant pole...thing that sticks out quite well. Its like a clearence beam or something. Now that that's out of the way, head forwards some more through the passage. Eventually you will come to another area where you need to use the Morph Ball to roll under the platform. Do so. At the dead end you will run into a MISSILE EXPANSION. This really great item increases your maximum Missle capacity by a whopping 10 Missiles! There's 9 of them, and this is the first. Good going. Now, head right back the way you just came. They may be Psycho Bits still here so keep dodging their shots and destroying them for energy if you need it. Once you reach the passageway you rolled under, jump on top of it. You will meet up with more Psycho Bits, and a door. Head through this new door and its short hallway. ------------- Fan Room Beta ------------- Scans: Object-Tetra Galaxy Awesome. More stupid fan blades of unhappiness. Soon as you walk into the room, you get a Gunship Transmission: "Pilot of docked ship identified as bounty hunter Kanden. Your warp signature was traced. Assume hostile intent." Thank you for pointing out the stupid obvious. The fan blades have already been scanned, but there is a new scan here. Head to the back of the room and scan the Tetra Galaxy map that you need for the logbook [29]. Now, time to scale yet another bunch of platforms. Its much trickier than last time because now there are several Petrasyls blocking your way and the jumps are harder to land on because the platforms are spread further apart. Keep trying even if you fall a few times! Once you reach the top, head through the door and the hallway that follows! -------------- Data Shrine 03 -------------- Scans: Bioform-Stinglarva Bioform-Alimbic Turret v1.0 Equipment-Large Missile Pack Object-Political Hub Object-Anthropological Hub Object-Attameter Artifact Don't worry too much-this is (finally) the last Data Shrine in Celestial Archives. But we have a fierce battle coming up. There's a door similar to the other Data Shrines that leads to the inner chamber. You will be fighting Kanden in there. First, let's get some Scans out of the way. On the side of the room is a skinny wall. Scan the Political Hub [30]. There is another similar wall nearby with the Scan of the Anthropoigical Hub [31]. Once you are ready, enter the chamber. =========== Boss:Kanden =========== Kanden has stopped hiding from you...but ISSA TRAP! The doors lock and your stuck fighting Kanden. He's really easy for your first hunter encounter. Firstly, always stay on ground level. You have the best view when Kanden heads ontop of the middle platform and you can pelt him from there and you can easily rip him apart when he goes into his Stinglarva form. Scan Kanden [32]Also, Scan that his Stinglarva as it appears in the logbook as well [33]. When he's roaming the ground in the Stinglarva, he will drop mines with his tail. They do minimal damage, but still watch out. Use charged Missiles as they do more damage and home in on Kanden. Cool. Once yoou deplete your Ammo, switch to the Power Beam and finish him off. His affinity weapon, the Volt Driver, if hit by it will disrupt your vison for a few seconds making it hard to see. Don't use Missiles now as you'd probably miss. Keep up the fight until dead. Once defeated, he will drop the Shield Key. Why wasn't it activated when HE touched it? Hax. Anyways, grab it to unlock the artifact within the room. Get onto the walkway and get into the Morph Ball. Roll into the tunnel on the side of the wall and bomb open the door there. Roll in and before collecting the artifact, Scan it. Its an Attameter Artifact. There's 3 different types of artifacts for each source of the Ultimate Power. Getting these Scans out of the way now will be convienent [34]. Now, head back out of this little hole. To geat out of the main area of Data Shrine 03, take the door that has two blue poles near it. A turret will begin firing at you. Slap on the Scan Visor and scan the Alimbic Turret v1.0 and defeat it with a few Charge Beam shots. It shouldn't take very long before it gets destroyed. Head through the door and hallway it was guarding. ------------ Synergy Core ------------ Scans: Object-Portal Object-Lift Controls Object-Yellow Force Field Object-Binary Subscripture Object-Stronghold Portal [!]-Switch [!]-NW Conduit [!]-NE Conduit [!]-SE Conduit [!]-SW Conduit Here's great news:We can head back to your ship! Why? We should save now, of course! There's a blue and orange thing on the ground near you. Scan the blue Portal first [36]. Then Scan the orange thing. It activates the Portal. Head into it to be teleported back to the room with your ship. Save and reload your ammo here. Once that's done, head back through the Portal again. Useful, eh? Before doing so, though, there is a white box on the wall of the room near you. Scan the Lift Controls [37]. NOW head through the Portal and do your things. Once you get back, I might as well say were nearing the boss of the area. Happies! Now, time for some more platforming. Our favorite. Jump up the platforms that are near the portal. You may fall down and into the portal. I've done that before. Just reenter it to get back here. Soon you will pass a Yellow Force Field. Scan it [38]. Don't try to shoot it down-you need a special weapon to do that and we don't possess it. The security drone on it will harm you back if you attack it. Once you reach the top, find the ledge nearby (might be behind you depending on where your facing). Jump over to it and head into the door that follows. Your still in Synergy Core, and there's the final Artifact! On all corners of the room there are tiny blue switches. These types of conduits require power to activate. Shoot them with any weapon to power them. Once all 4 have been hit, you can claim the Binary Subscripture Artifact. Scan it first [39]. The following message will appear afterwards: "Long-range thermomagnetic-resonance scanners indicate remote and inaccessible chambers. Use the portal to access the inaccessible." What does this mean? Only one thing! We can head for the boss now! Hurrah! You may want to save first. Head back to the portal if you desire. Head back through the door also in the room you got the last artifact to find a huge portal. Scan the Stronghold Portal [40]. Step into it to be transported to an odd area. --------------- Stronghold Void --------------- Scans: Lore-Stronghold Void Lore-Biodefense Chamber A Bioform-Cretaphid v1 Object-Octolith Object-Stronghold Door Scan the lore infront of where your standing [41]. Keep going until you reach a giant door that you need to hit to disable its shields (just like any old door >_>). Scan this as well [42]. Head through the giant door and shoot down the next one. Once you approach it...a cutscene will begin. ================= Boss:Cretaphid v1 ================= The door will lock behind Samus, trapping her within the room. That's trouble (and we've seen it too much already). However....a giant totem pole rises from the ground! Oh noes! We must fight it! First off, we should scan Mr. Totem Pole. Or "Cretaphid v1" [43]. Near the door is a Lore only seen to the Scan Visor. Scan the Biodefense Chamber A thing [44] and begin for a fight! Make sure not to forget these scans. This is the only Cretaphid v1 you will see! Onto the fight. Its really simple, being your first one and all. First of all, it has one main means of attack. And that is to shoot out deadly laser beams of doom and spin counter-clockwise in a desprate attempt to hurt you. But how to defeat it? We need to lure out the main central-membrane. To do that, we need to destroy its weak spot. Also take note that running into Cretaphid causes major pain. Don't do it. The lasers don't do too much-but still try to avoid them. Keep moving right as to avoid them (as the lasers move right as well). The object here is to destroy every tiny blue dot on its outer surface. Doing this is a simple task-if you weren't under fire the whole time. Use the Power Beam to shoot at the tiny targets. If you want to spare some Missiles, use them and you'll probably take out several at once (but I advise against that idea). Anyways, soon enough you will have destroyed all of the blue dots. The red ones that fire the lasers can't be destroyed-don't worry about them. Now, the central- membrane will appear out at the top of the totem pole. Unleash everything you have at it-this is how you actually damage Cretaphid. Use up your Missiles first before resorting to the Power Beam (which still does a fair amount of damage). The central-membrane will fire a few shots at you. They deal about 20 damage. Move a little to avoid them. Once you've done a total of 1/3rd damage to its health bar, it will flash white a few times. Cease fire here. It will retract into the pole and the fight will continue. If you were too slow, you need to repeat stage one (in the above paragraph) until you chip off a third of its health. Now, phase two isn't much different. However, the lasers have moved from the top of the pole to the middle. Now there's 4 lasers circling around you in a clockwise direction. Uh-oh. The premise here is still the same. Cretaphid moves a bit faster now so he can be a pain in the ass to hit, but keep destroying those dumb dots! Save a few Missiles-use your Power Beam once the central-membrane appears again. Final stage. If you've chipped away 2/3rds of Cretaphids life bar, he will flash once more. The lasers, though, now switch to the bottom layer of the pole. They spin counter-clockwise again, so remember that. Its also a bit faster than the upper portions, so keep strafing right. There's 5 lasers. Ensure not to take too much damage. Just destroy those stupid dots for (hopefully) the last time in the battle. Once the central-membrane appears again, unleash the last of your Missiles. Hopefully it will be enough to send Cretaphid v1 packing. ======================== Defeated Cretaphid v1!!! ======================== Awesome. Our first boss has been obliterated. Eh? What's that shiny thing in place of where Cretaphid once was? Scan the Octolith [45]. Collect the shiny Octolith. You will recieve a Gunship Transmission telling you that these may be the key to the Ultimate Power. Well that's cool. Grab all of the energy that remained around the room and book it out of the boss chamber. Creepy stuff...yeah >_> Head through the next hallway and then... "OCTOLITH STOLEN!" Crud. That's not good! A Gunship Transmission will tell you that we set off the Escape Protocol by stealing the Octolith. Stupid communist bastards. We've got only 8 tiny minutes to get our rear ends out of Celestial Archives. Uh...it never explodes. I'll just say that out front. I think its just that we're locked inside this place forever or something. Whatever. Bad fate. Let's go! Hea down the small corridor. We can admire the pretty and creept scenery later. Head back for the portal! ------------ Synergy Core ------------ Once you arrive back in Celestial Archives, check the map. We have to run through this huge labyrinth. Oh that's just beautiful. Head left quickly and through the door. A crapload of Psycho Bits will ambush you with locked doors. Don't move in circles-just left and right. Make sure your always facing the door you need to exit, not the one you just entered. Once the 20+ Psycho Bits are dead, the doors will open. Rush through the one you should be staring at. Now, were back in the main area of Synergy Core. No time for lollygagging, drop down to the ground and ignore the platforms. Yes, we could take the portal back to Samus' ship. But its disabled. Stupid security. Head through the door at the bottom of the room. -------------- Data Shrine 03 -------------- Familiar, stupid annoying, roundy, all adjectives that describe these 3 repetitive rooms. Anyways, no time for grammar. Quickly head right and through the green door once you reach it. This is where you fought Kanden, but he already escaped. Asshat. Head along the right wall and through the door out of the inner chamber. Head left, past some Psycho Bits. No time for useless fights. Ignore the Lesser Ithrak and go through the door. ------------- Fan Room Beta ------------- Nothing of interest here. Ignore the Petrasyls and drop down to the ground and head out the door there. -------------- Data Shrine 02 -------------- This is the easiest of the Data Shrines because we have no need to set foot inside of the chamber. But we must go AROUND the damn thing to the door on the other side of the room. Quickly head right, and once off the platform get into the Morph Ball and roll under the platform you were just standing on. Make a quick swipe on the touch screen to boost for about a second. A few times will save a few seconds off your life. Once your done, get back into your biped form and head for the door. You need to destroy the Lesser Ithrak and the 2 Alimbic Turrets in order to open the door. Do so and quickly get through it! -------------- Fan Room Alpha -------------- Another fan room, but without the Petrasyls. If you have at least 4 minutes to go by the time you leave via the bottom door, you should be fine. Otherwise, go faster! -------------- Data Shrine 01 -------------- A Lesser Ithrak will fall down as soon as you enter the room. Don't be jolted by its presence. Head left this time around. Ignore the Ithrak. Once you reach the door, head inside the center chamber. The doors will quickly lock and a crapload of Psycho Bits will come to attack you. They seem to be infinitely respawning, but they aren't. There's about 40 of the devils. There is little time to lose, but were nearly home free. Just don't die. There are green Psycho Bits v2.0 in the battle. Oddly though, the game registers them as v1.0's. Don't bother scanning them. Must just be a color glitch in the game. Once the doors unlock, head out the door WITHOUT blue pillars infront of it. Head through it and keep heading left. Once you reach the door on the right, go through it. --------------- Meditation Room --------------- This room is filled to the brim with Petrasyls. They are very painful to the touch. Only destroy the ones that actually get in your way. Collect whatever the leave, and keep running through the room and up the hill. Jump over the ruins, blast the crates for ammo and head out the door. --------- Helm Room --------- Scans: Bioform-Guardian There isn't anything of interest in the first half of the room so head through it. Second half..though, you will see a cutscene where 3 Guardians appear to attack you. Scan them [46]. Use Missiles if you got any, and then the Power Beam with the Charge Beam now and then. The Guardians move very fast, and in a huge number can rip through Samus. Keep moving and focus on one at a time if your able to manage it. These asses tend to be like your rival hunters. Think of it as training practice. Remember, your still on your countdown which is probably in its last minute or two. Hurry up and destroy all three Guardians. This unlocks the doors of the room. Head to the other end and out the door! ----------------- Celestial Gateway ----------------- Home free baby! Unless you have like 3 seconds or less on the clock, we're out of this hellhole! Jump onto your ship again and obviously choose to save. We're done with Celestial Archives. For now at least. We will be back...but not for a while. ***Misson 1:Complete*** Well, we have our first Octolith in safe possession. Here's the 46 Scans you should have done on our first misson: [1] Hunter Gunship [2] Celestial Archives [3] Alimbic Prophecy 01 [4] Door [5] Synergy Processor [6] Port Helm [7] Starboard Helm [8] Synergy Drive [9] Sealed Door [10] Psycho Bit v1.0 [11] Small Energy [12] Alimbic Panel [13] Navigational Chart [14] Petrasyl [15] Small Missile Pack [16] Synergy Strut [17] Tetra Trade Map [18] Brown Blast Shield [19] Science Hub [20] Alimbic Artifacts [21] Artifact Shield [22] Shield Key [23] Cartograph Artifact [24] Lesser Ithrak [25] Medium Energy [26] Cooling Fans [27] Green Blast Shield [28] Alimbic Joist [29] Tetra Galaxy [30] Political Hub [31] Anthropologic Hub [32] Kanden [33] Stinglarva [34] Attameter Artifact [35] Alimbic Turret v1.0 [36] Portal [37] Lift Controls [38] Yellow Force Field [39] Binary Subscripture [40] Stronghold Portal [41] Stronghold Void [42] Stronghold Door [43] Cretaphid v1 [44] Biodefense Chamber A [45] Octolith [46] Guardian ------------------------------------------------------------------------------- ~Mission 2:A trip through the firey depths of Alinos [MSN2]~ ------------------------------------------------------------------------------- Mission Difficulty:**/***** Mission Objectives:After claiming the first Octolith, Samus travels to the newly scanned planet Alinos to find the second one there. Somewhere in the fire depths of the planet lies another Octolith, but instead Samus will find several more Hunters. -------------- Alinos Gateway -------------- Scans: Lore-Alimbic Datashade 01 Lore-Alimbic Datashade 02 Equipment-Missile Expansion Object-Alinos Object-Magma Station Object-Alimbic Prophecy 02 Once you have escaped Celestial Archives, a new planet will appear on the destination select screen. Select Alinos and blast off towards it. Now we can start our trek through the flamey heart of the planet. Instead of a small room like in the archives, the first thing you will see is this is a huge ass room we will land in. Not only that but lava is everywhere! Sadly, there isn't much to do in this room. Its size is only useful in multiplayer. Anyways, once you get off of your ship you will notice an orange holographic panel. Scan Alinos [47]. After you've scanned the small console, turn around and run behind your ship and jump right off the small cliff you are perched on. No, you won't fall into lava. There's more platform below you. You will see a small scan console that sorta blends in with the scenery. It infront of that huge lavafall in the backround (still on the platform). Scan the Magma Station [48]. Now, turn around and head forwards towards the door really far away in the distance. You'll find a river of lava blocking your path. Lava does consistant damage when touching it, so avoid it best as possible. Jump on the platforms to cross the river. They sink quickly when you stand on them, however. They reappear once your off of the platforms. Continue heading forwards past the lava river and to the door. Don't exit the room just yet. Flip on the Scan Visor again to find Alimbic Datashade 01 [49] and further down the path to the right, Alimbic Datashade 02 [50]. Now, turn around. Once you've done so, head along the wall until you see an odd looking formation within the wall, and a Missile Expansion inside of it. Scan the Missile Expansion [51] since we were unable to last time. Jump into the small opening in the wall then transform into the Morph Ball. You will need to Bomb Jump your way up to the MISSILE EXPANSION. However, the camera's at a weird angle so you may fall several times before successfully grabbing the expansion. We have done everything there is to do in this huge room, so leave through the one and only door. Scan Alimbic Prophecy 02 [52] right above it though before heading through. --------- Echo Hall --------- Scans: Lore-History 01 Bioform-Zoomer Bioform-War Wasp Equipment-Large Energy Object-Exposed Rebar [!]-Sealed Force Field Enter through the door to wind up in Echo Hall. Its a long, but pretty short room with plants crawling everywhere. You can't scan them, however. They damage you a little if you touch them so shoot them all up. The generally give a lot of health and ammo once destroyed. Keep continuing forward until you hit a small dropoff in the room. Once you've hit it, flip on the Scan Visor and scan the Exposed Rebar [53] that is on the wall near you. After that, keep heading forward and scan the small Zoomers on the ground [54]. Take the pleasure of shooting to death the low life Zoomers and the remaining plants that still inhibit this room. After your fun, head to the end of the room where you will find a Morph Ball tunnel. What fun. Before heading inside however, scan History 01 [55] which is just before the tunnel near the wall. After that, Morph and roll out. Enter the small path as the Morph Ball, and you will quickly find out that this area of Echo Hall is nothing but a maze. Great. At the start of the path you will have to go left, then you need to take a right. Then go right again at the first chance you get. Follow this short passageway all the way to the end. After that, turn left then turn left again at the wall. Head right as soon as you can. You can tell your in the right area because the ground looks different than the path we've been taking. The rest of the path is straightforward until you reach a small, open area where you can return to biped form. Shoot away all 3 Zoomers to itty little chunks. Once dead, a Shield Key will appear (Left in the hands of 3 Zoomers?). Grab the shield key, then get back into the Morph Ball and roll back into the tunnel. Head through the first few bends that we easily took last time through here, then head along the long, straight path. At the end you will notice the ground change to grey with blue lines. This part of Echo Hall is simple. Just a long winding path that ends up at a closed door. Open the door with a bomb then roll through when it opens up. Once it does, ignore the path to the right and head to the end of the path, then take the one on the right. You will roll right into an ENERGY TANK. Backtrack your way back to the door, but don't go through it. Head into the path I told you to ignore. Once you make it up the hill you'll reach another open area. In this open area, you will notice the first Artifact in Alinos is here. If you skipped the Shield Key, you will need to re-enter the maze and find it before you can continue on. If you got hurt for whatever reason, the boxes in this room have Large Energies [56] which you should scan before collecting. With hopefully a full Energy bar or two and many Missiles, head through the door at the bottom of the room with the Morph Ball. Continue though this short path until you reach an open area. There are several War Wasps [57] which you should scan before destroying. Be careful though-a few stings from them can really hurt you. Once obliterated, head through the door. ----------- High Ground ----------- Scans: Lore-Interment Chamber Lore-Battle Sarcophagus Lore-Science Sarcophagus Bioform-Spire Bioform-Blastcap Object-Flow Regulator Object-Purple Force Field Object-Magma Vent Object-Alimbic Scripture Head past the small hallway to reach High Ground. A ton of Zoomers will appear right infront of you and start climbing on the walls like the useless jelly sacks they are. Destroy them all and the locked door on the other side of the hall will unlock. Before heading through it, scan the small yellow console to the left of the door. Flow Regulator [58] will be downloaded to your logbook. Enter the door. This room is also very similar to the previous Zoomer infested room. Same story here:kill them all to unlock the next door. The narrow room right after the Zoomer rooms contain some new things to scan. You will find two new things on the right wall right near eachother. First is Interment Chamber [59] and a Purple Force Field [60]. The display on the left is another Flow Regulator in case you missed it. The Purple Force Field can't be destroyed for a while likewise the Yellow Force Field's. Keep going. After that you will reach a more open room with several slabs of rock apparently slabbed over the lava. Its not obvious that you should scan it. Scan the Magma Vent [61] despite it seeming...useless. Jump up through the hole above the magma vent and you will encounter your second hunter on the quest for the Ultimate Power! You will see a quick cutscene of Spire on a high ledge shooting down at you, with really horrible aim I must say. We must take shelter quickly! We can't attack Spire yet, he's too high. There are two ramps near the hole you just popped up from which has now been covered with a force field to prevent re- entry. You need to head up the ramp that DOESN'T contain an Artifact Sheild at the top. Run all the way to the top of this high ramp. Once you reach the top, pop a U-turn and head along the path that is flat that rides next to the ramp. Head over and to ontop of the Yellow Force Field. You are safe from Spire's rain of fire (who still shoots despite a lack of target). You should notice a yellow mushroom on the ground near you, or a Blastcap [62]. Scan it as usual. Destroy it and wait for the poisonous clouds to recede before continuing onwards. When the Blastcap has been destroyed, walk past it or just jump over it. Either option works just fine :) On the wall to the right will be a door and you need to enter it. We're totally safe from Spire in here, right? At the end of the short hallway is another door. Enter it. ------------- Elder Passage ------------- Scans: Bioform-Dialanche Bioform-Voldrum [!]-Switch You will soon come to a small area in Elder Passage. It has another Artifact Shield. Well...we found the other 2 artifacts but have no way of obtaining them! Head to the right, away from the artifact. A force field will lock you inside this small area of the room. Isn't that nice of the little guy? You will see a Voldrum [63] infront of you, appearing from that blue shield. The problem here is not the Voldrums but where they come from. Those blue triangles are regenerators for Voldrums. There are two in this room, across from each other. Focus all of your firepower on one of them, then the other. Once you have finished that you need to take down the remaining Voldrums. Once you do, you will see someone else followed you into this room! =========== Spire Fight =========== Your in an incredibly small space, that's for sure. You will be fine seeing as Spire has really crappy aim with his Magmaul. Scan Spire [64] right now while you easily have a chance, then pelt him with Missiles or the Power Beam. Both weapons are quite effective against Spire. If you can't find Spire, then look up. He's shooting at you from above the room. Cheater. A coward never fights face to face! Once you have delt enough damage to Spire, he will get mad and switch to his alt form, the Dialanche, and try to hit you from close range. Scan his alt form [65] and continue to barrage him with fire. Remember to jump a lot as his alt can't really go anywhere when it comes to height. Once you have hurt him enough Spire will call it quits and evacuate the room. He's gone...for now. You've only chipped off half of Spire's health you may have noticed. Great... That's not a good sign for us I suppose. Before you leave the room, make sure to scan the small orange tab in the area you fought Spire in. This little thing will create the Shield Key, allowing you to access the Artifact we had to pass up in this room earlier. Grab the Artifact, then head right back out to High Ground. ----------- High Ground ----------- Once you head back outside, the music will change and the camera focuses on Spire for a few seconds. He's on good turf now and he's ready to fight to the death. Bad idea for him though, he's at half-health while you should be somewhat near full. The rest of the battle plan isn't too hard to understand. Follow the path back to the ramp we used earlier, but continue forwards to Spire's shooting spot. He will shoot at you easily, and will jump down the main floor and resume shooting you their, occasionally retracting into his Dialanche for close combat. Pelt him with all of your Missiles and if you run out, resort to the trusty Power Beam. Soon enough you should easily come out the match's victor. Once you have finished off Spire once and thankfully for all, he will drop a little health for you can the all-critical Shield Key. Finally we can obtain the last Artifact that we have been so close to getting for quite a while now. Once you nab it last one, you will of course be informed that the Stronghold Portal has been activated and use it to access the inaccessable. Also of note before continuing on is that a platform in the room has been lowered so that we can reach the spot that Spire first shot at us and the door out of this hellhole. Firstly, though, we were so busy fighting Spire we forgot a few scans in this room. Fall from the ramp that the Artifact was located on and you should see a small wall there. Scan it for the Battle Sarcophagus [66]. Just a little further from that scan is a small imprint on the wall. Scan the Alimbic Scripture [67]. All the while your busy scanning you may notice your old friends Psycho Bits v1.0 return to this room. They may be annoying you while you scan these items so feel free to destroy them. They also have regenerating triangles in this room. There's two, so destroy both before carrying out your business. On the opposite side of the room there is a hidden scan. Its the Science Sarchphagus [68]. Like most Lore you are only able to see it if you have the Scan Visor activated. Also, the place where Spire shooted at you second time in this room holds a MISSILE EXPANSION. Head up the ramp we once used a little while earlier and retrieve it. You should have 35 Missiles now. Once you have all the Artifacts and the needed Missile Expansion, head back to where the last Artifact once was and keep climbing the ruins until you reach another Blastcap. Like the one before it, destroy it and wait for the gas to subside. Once the toxic gas has subsided, jump onto the small wall right next to the left of where the Blastcap once was. You should easily be able to see the three platforms sorta forming a bridge across this small chasm. The jumps here are pretty big, so you need to jump at the last second. Remember, you can jump while your falling so if you walk off the platform by mistake you may still be able to make your way back onto the next platform. If you fall, no big deal. You make take a few points of damage. Keep trying and you should soon reach the other side. Once there you will notice another door. Where does this one lead? ------------- Elder Passage ------------- Scans: [!]-Switch Through the door you will come back into the other side of Elder Passage. Not much of a passage if you can't pass all the way through right? The first thing you should see is a Portal. Its about time! Activate it with the Scan Visor and send yourself right back to Alinos Gateway, and most importantly your ship. Save and refill all your lost ammo because were ready for the boss fight! Once ready, head right back through the Portal. --------------- Stronghold Void --------------- A short distance away from the Portal is the large Stronghold Portal. Walk right into it and get shoved away into the Stronghold Void. Walk down the long passageway and get ready for another large boss fight for our second Octolith! ============ Slench 1 A/B ============ Scans: Lore- Bioform-Slench 1A Bioform-Slench 1B Bioform-Energy Blaster Unlike the previous Cretaphid boss, Slench is located in a pretty long and semi wide room. Quite nice I must say. Once you first enter the room you will see Slench attach itself to the wall in a cutscene. Your in no danger now, so turn to the right and scan the Biodefense Chamber B lore [69]. With the Scan Visor still activated, walk towards the boss but not too close to it. There's two more places left to scan. Scan Slench 1A itself [70] and the small blue things right below it. Those are Energy Blasters [71]. Once you've apporached the boss close enough, you will see its main head unit activate and cover itself up with its shell, then stick its eye out at you and then activate its sheild in a cutscene. Now the fight has finally begun. Slench is attached to the wall by three tentacles-one to the left, right, and below his main eyeball. The object here is pretty simple. Just shoot each tentacle with the Power Beam or Charge Beam several times until you see it retract back into the Slench. You need to do this with all three tentacles in a quick manor. After about 10-15 seconds Slench will regenerate his tentacles that you've damaged. Once all three have been retracted, Slench will start flying around the arena. This is his Slench 1B form [72] , so scan it as well. Also in this part of the battle is when Slench is actually vulnerable. You need to hit that little eye in the center of him to actually deal some damage to him. You can use Missiles, but I prefer the standard Power Beam. With its fast firing rate you can easily miss Slench but still score in hits all of the time. I tend to not use the Charge Beam either for the same reasons. However, Missiles lower his health very significantly. If you want to end this quick you can try using Missiles. Missing will just drag on the battle. After about 15-20 seconds or until you lower 1/3rds of his health he will retract back into the wall. When you get Slench detached from the wall again after chipping of 1/3rd of his health, he will get a significant speed boost. It becomes slightly harder to hit him while he's violently shaking around the room. Resort to the Power Beam here as Missiles are highly unlikely to connect anymore. Chip of 2/3rds of his health quickly before he goes back to the wall! Once you get Slench to his last 1/3rd of health, he will move around the room at a very fast pace. He's incredibly hard to hit here so it may take several times of getting him off the wall in the first place to even hurt him much. If you keep trying, though, you should easily defeat him. During the battle Slench will attack you with those homing green things that Cretaphid also used, as well as fast moving green glob blasts from its central eye core. For your information, if you stand next to the door his glob blasts will NEVER hit you, allowing you to easily kill the homing green bombs for health and Missile ammo. ======================== Defeated Slench 1 A/B!!! ======================== Once you've beaten Slench you will see him cruble a bit, then fall to the ground and shatter all over the floor. Ignore the mess and stare at the prize we came here for:the second Octolith. Grab the Octolith and the health that is scattered around the chamber. When you grab the Octolith you'll hear a telepathic message: "...the cannon holds the power..." What cannon? It holds the Ultimate Power? Eh. We'll need more clues to solve this! Exit the Biodefense Chamber. As soon as you leave.... "OCTOLITH TAKEN!" ...we hear that phrase again as we get a method that an emergency protocol has been activated to prevent us from leaving. Grand. You may be shocked to find out we have a mere 4:30:00 to use to escape Alinos. If you recall, however, we only went through 2 rooms to get here. Echo Room and High Ground. Shouldn't take long to reach our ship, right? No time for talking anymore, quickly escape the Stronghold Void. ------------- Elder Passage ------------- We're back in Alinos with little time to spare. Head out the door near the inactivated portal or fall down the nearby hole and weave around to the door down the hall there. ----------- High Ground ----------- Remember, this s where we first fought Spire so you should know all about this room. There isn't time for a happy reunion though-Spire's long gone. However, the hole in the ground that was once covered by a force field to prevent us from leaving the fight with him is now gone. Hop down it, ignoring the Psycho Bits, and head along the linear path. Blast open green doors to continue your path whenever it is neccessary. --------- Echo Hall --------- Scnas: Bioform-Weavel Bioform-Halfturret You are back in the room with the War Wasps. Those bastards didn't leave, but there's no point in fighting them. All you need to do is transform into the Morph Ball and quickly head inside the tunnel directly infront of you. Be sure NOT to fall into the lava, chewing up your health and time in the process. At the end of the path you will unmorph in a cutscene, facing another hunter. This time, we need to rush. ============ Weavel Fight ============ As always, begin by scanning Weavel so we don't need to worry about getting it later [73]. Now, Weavel's weapon of choice is the Battlehammer. Its a high-caliber weapon that has a quick auto fire capability, however it curves in an arc making hitting targets a big pain. Its charge shot has splash damage so even if it doesn't hit you you can still be splash damaged. Circle around the outside of the room, pelting him with what Missiles you still have after your battle with Slench. Eventually he will go into his alt form which is splitting himself in half. His top half can move and attack you, hit bottom half turn into a turret and auto-fires at you. Scan the Halfturret [74] (doesn't matter which part of him you scan:the head or actual turret works just fine). Its best to keep on moving and firing on the turret as its a stationary weapon. Once you've chunked off half his HP, he will escape the area. I still hate these cowardly hunters.... Before chasing after him though, destroy the boxes for additional Missile Ammo and restoring health. You may be needing it. Also, a new path has opened. Across from the door the leads to High Ground is another Morph Ball hole. Its a one-way shortcut that bypasses the annoying maze. Awesome. At the end though, un-Morph and resume the fight with Weavel. He will occasionally switch to his alt-form for a more direct attack on you. Remember that there are Zoomers and health-sapping plants in this area. Avoid them and shoot them for health whenever needed. Use some more Missiles to finish off Weavel once and for all. The timer still going, and the path open, resume your raid though Echo Hall. Your near the door, so just head up the hallway and avoid any other plants or Zoomers you see on the way there. -------------- Alinos Gateway -------------- Once again, hopefully with at least some time to spare on the clock, we are home free! All that's left to do is jump skillfully over the platforms that sink into the lava river once stepped upon, head up the hill and jump onto your ship and enter it. Save of course. We have 2 Octoliths in our hands. Where will we head to next? ***Mission 2:Complete*** We will return eventually to Alinos. But for right now we need to keep our second Octolith in safe possesion and head for out next destination as we blast off from Alinos.... Here are the scans you should have gotten on Alinos: [47] Alinos [48] Magma Station [49] Alimbic Datashade 01 [50] Alimbic Datashade 02 [51] Missile Expansion [52] Alimbic Prophecy 02 [53] Exposed Rebar [54] Zoomer [55] History 01 [56] Large Energy [57] War Wasp [58] Flow Regulator [59] Interment Chamber [60] Purple Force Field [61] Magma Vent [62] Blastcap [63] Voldrum [64] Spire [65] Dialanche [66] Battle Sarcophagus [67] Alimbic Scripture [68] Science Sarcophagus [69] Biodefense Chamber B [70] Slench 1a [71] Energy Blaster [72] Slench 1b [73] Weavel [74] Half Turret ------------------------------------------------------------------------------- ~Mission 3:Vesper Defense Outpost-Cold, but your not alone...[MSN3]~ ------------------------------------------------------------------------------- Mission Difficulty:***/***** Mission Objectives:Your next stop for the 3rd Octolith is Vesper Defense Outpost. It has long since been abondoned, and has falled into disrepair. It has been frozen over and has see-through glass everywhere to confuse and trap anyone foolish to wonder into the unknown. You will meet another hunter here as well. Prepare for a long mission. ----------- VDO Gateway ----------- Scans: Object-VDO Object-Alimbic Prophecy 03 Once you have left Alinos and entered the map screen you will scan the Alimbic Cluster once more. Afterwards, two new planets will appear/ You can go to either one first. They are Vesper Defense Outpost and Arcterra. For the sake of simplicity, let's head for Vesper Defense Outpost. You will arrive in the aforementioned, abondoned Vesper Defense Outpost. It may seem you will appear on a platform above nothing, but there is a pool of frozen water right below you. Its an annoying climb back up but you REALLY shouldn't fall off. Ever. Walk off your ship and flip on the Scan Visor. Scan the blue panel infront of you. It's VDO [75], generally the acronym used for Vesper Defense Outpost. When VDO is used in scans you'll now understand what they mean (if you didn't blatantly know already). Head down either of the two ramps infront of you. Once you reach the end, in the area inbetween them you will find a small tab with white rings eminating from it. Its a jump pad and will boost you to the area with 2 Portals. Of course, these shortcuts are unactivated now. Ignore them. The door leading out of this unnecessarily large room is nearby. Before heading out of it, scan the small Alimbic Prohecy 03 [76] that is right above it first. After that, head out. ---------------- Bio-Weaponry Lab ---------------- Scans: Object-Fuel Rod Object-Clone Engine Object-Lab Equipment Object-Spore Farm Object-Mixing Tanks Once you enter the room a huge crapload of Petrasyls will spawn from the center pole in the room. You don't need to kill them but hey, its quite fun. It also makes getting the few scans in this room a hell of a lot easier as well so its in your best interest to do so. That pole in the middle of the room? Its a Fuel Rod [77]. Nearby are four more scans that you can find. A Spore Farm [78], some Lab Equipment on the floor [79], Mixing Tanks on the wall [80], and a Clone Engine [81]. Once you've had your fun scanning you can leave the room. Check the map since both ends of the room are similar. --------------- Weapons Complex --------------- Scans: Bioform-Alimbic Turret v1.4 Object-Frozen Fuel Rod Wow. Not surprisingly this is a pretty large room. You later will find out it is really, really confusing. Naturally, head forwards and down the short passageway to the left. As the path heads down at a slope, you can scan the Frozen Fuel Rod [82] that is bent near the ground. Once the ground is flat again and the room open up a bit, there is a new enemy here. The Alimbic Cannon v1.4 [83]. Its slightly more powerful than its predecessor. Destroy it with ease. Head to where the Alimbic Cannon once stood. Nearby is a door you could enter, but right now it wouldn't take you anywhere. There is also a small door on the ground only the Morph Ball can enter. Since the other door is useless you may as well take this one through. Use a Bomb to open the door, then head through once it does. ---------- Cortex CPU ---------- Scans: Equipment-Battlehammer Object-Cortex Chamber [!]-Spectral Lock (1-4) After a very short passageway, the camera will turn to show a sidescrolling view of Cortex CPU. Its a small Morph Ball maze to say the least. The only direction you can move is left and right in this view, and upwards with the help of Bomb Jumps or Jump pads themselves. Jump onto the first platform you see with a Bomb Jump. We have done this before but in easier environments so this may be slightly tricky to newbies. Just keep trying until you make it to the higher platform. Head up three more platforms using the Bomb Jump. You can fall to the platform right below you if you rush too fast so be warned of that. You need to use another Bomb Jump after this to get onto a higher black platform. Every few seconds, though, a green laser will appear and cause some damage and push you back onto the platform below (heck, maybe even down ANOTHER platform). Time your jump so your boosted into the air when the laser retracts so you continue on safely. There are two more lasers on this path. Typical. Continue along the path. You will be going DOWN platforms now which you will find much easier than going up them. Once you go right, you will come to a MISSILE EXPANSION high in the air. It seems impossible to get for newbies, but experienced Metroid players will know exactly what to do. You need to Double Bomb Jump to reach the Expansion. For those that don't know how to perform a Double Bomb Jump, lay a Bomb. Before it explodes, lay another Bomb. Then when your in the air, lay one final Bomb at the apex of your jump. Once you reach the ground again you will be boosted into the air, then again by the aerial bomb exploding which will push you into the Missile Expansion. Job well done. You should have 45 Missiles now. After the expansion, head right and off the platform. Head left and you will soon reach a moving platform. It moves up and down constantly. Wait for the platform to head up then quickly roll under it. If you don't in time and get crushed, you die. That simple. You can restart from the nearest checkpoint which is Weapons Complex. Anyways, roll onto the jump pad to be shot up to a really high tube after going through several jumps. Nothing special, just a cool event. Once you reach the high ledge, continue to straightforward path and you will enter normal Morph Ball view once again. Look at the real Cortex CPU. I honestly can't descibe what that...thing is. Its a cortex I suppose. Eh. At the end of the path you will enter a small cavity where you can return to biped form once more. A Green Force Field prevents you from going back into the Morph Ball tunnel. We're not gonna be stuck here for long though. Scan it [84]. Scan the large tank in the middle of the room as well [85]. Once that has been done, there are four scan switches on the corners of the room. Scan all four of them. Once you have a platform will rise in the center of the room with an odd looking green sphere on it. Scan it first of course [86]. Once you have, collect it. Its the Battlehammer! Its now in the sub-weapon area of the touch screen. Its the third slot that has been empty for a while. Near it is an odd symbol. Touch it and you will see the Battlehammer symbol and 5 empty slots. These are where your other sub-weapons will go when you obtain them. Remember it for the future. ***BATTLEHAMMER ACQUIRED!*** Once you have claimed the Battlehammer, move away from the center of the room. A small green item will appear there. It is UA (Universal Ammo). Scan it first [87]. This type of item will restore 30 units of ammo. All sub-weapons use the same ammo supply and other than your ship, this is the only way to refill it. Destroying enemies or crates with or without sub-weapons can easily hand you more ammo. Destroy the green force field with the Battlehammer. Roll back into the tunnel as the Morph Ball until you reach the sidescrolling icy area of Cortex CPU. As you do so, notice that the whole cortex...snapped in half or something. Go Battlehammer! Once you make it back, head to the bottom of the shaft again without hitting one of the jump pads by mistake then roll out to the right whilst avoiding the moving platform. Once you have done that and can't head any further to the right, use a Bomb Jump to reach the small cove that the Missile Expansion once laid. Head a little to the left and you will find 2 small blue lamp pillars sticking out of the ground. Head inbetween them and hold up. There is a secret tunnel behind here! Keep heading through the tunnel until you reach a door. Bomb it open and return to biped form inside. ------------------- Compression Chamber ------------------- Scans: Equipment-Small UA Pack Lore-History 05 Lore-History 06 Lore-History 07 Lore-Alimbic War 10 [!]-Force Field Switch (2 of these) Compression Chamber is the room with the Stronghold Portal. Ironically, you have yet to find a single Artifact so its kinda useless at this point in the game. To your left you will find several green force fields which of course can be demolished with the Battlehammer. Once you do so, you can scan the History 07 that only appears with the Scan Visor [88]. It doesn't matter which side that once had a force field you take because you will land in the same area of Compression Chamber. Once you enter this area you will have some shooting to do. There is another Alimbic Turret hanging down from the ceiling. Eliminate that. Then, there are several respawn blue triangles we have become all too familar with. They are spawning green Psycho Bits (still v1.0 for whatever messed up reason). Destroy the triangles then finish off any remaining Psycho Bits. Head to the end of the room to find a box. DON'T destroy the box otherwise you will need to re-enter the room to continue onwards. Stand on the top of it so you can reach a ledge that is a few steps above it. Once you have reached the ledge, flip on the Scan Visor to find a switch. Scanning it will deactivate several force fields that surround the room. If you did destroy the box, and can't leave (usually happens but I made it out once), then you will need to try scanning it while repeatedly jumping in the air. It will take several jumps to fully scan. The box will have something useful in it once destroyed after activating the switch. Where the box was, stand on the spot. Turn a little to the right with the Scan Visor still activated to see a small lore you can scan. It is History 07 [89]. There is another blue light that you can only see with the Scan Visor somewhat near the center of the room. This is History 06 [90]. Nearby there is a ledge above you. You can't reach it but there is one last Lore here that you should scan before we finish this room. It is Alimbic War 10 [91]. Lastly in the room, there is a small pillar seperating the two holes where green force fields once were. There is a switch here. Scan it to unlock several more force fields in the room. Once you have finished all of this, there isn't much left to do here for the time being sadly. Head right back out to Cortex CPU. ---------- Cortex CPU ---------- We won't be in here very long. Head to the right after rolling through the tunnel into the sidescrolling area. Fall to the bottom floor and roll left. There are roaming Zoomers so bomb them to death should it be in your way. Hold left and roll through another tunnel landing you right back into.... ------------------- Compression Chamber ------------------- Scans: Bioform-Psycho Bit v4.0 Equipment-UA Expansion Lore-History 08 Lore-Oubliette 08 Once out of the tunnel, return to biped form. Told you we wouldn't be gone very long. You will find we're in a different area of Compression Chamber. No access to the other side until we release some force fields. First, though, Psycho Bits will attack you. But they are different! Along with annoying blue respawning triangles, scan the updated Psycho Bit v4.0 [92]. Why the game shows v2.0 and v3.0 much later in the game is very, very stupid. These little guys are way more powerful than the original and take a lot more damage to destroy. As usual, start off by destroying the blue triangles as the battle will never end until such happens. Once that has been done, unload all the Missiles you have on the small robots. Keep moving so their shots miss until you have defeated every last Psycho Bit. In the center of the room is a tall pillar with an elevator that rises quite high. Ignore it for now and head to the base of it. You will notice that there is a hole at the base of it. Inside this small hole is a small green object. This awesome power up is your first UNIVERSAL AMMO EXPANSION. This bad boy increases the amount of ammo you can hold by 40 units. That's a big amount. Useful in future battles where running out of ammo may actually happen to you. Since we haven't seen one yet, its best to scan the expansion first [93]. Once you have, switch to the Morph Ball and collect it. On the opposite end of the room with the expansion, there are several small holes on the ground. These were once covered by force fields and still are if you didn't previously deactivate them like a foo'. Otherwise, use the Morph Ball to roll through one of your choosing. Once you do, a Lesser Ithrak will fall from the ceiling and attack you. Return to biped form and obliterate the Lesser Ithrak with several Missile shots. After he dies, a Shield Key will finally appear in the middle of the room. When you grab the shield key, more force fields will be deactivated on the opposite end of the room from the three small holes you passed through. Head past where these force fields were and use the Scan Visor to spot a hologram above the ground. Scan the Oubliette 08 [94]. Use the Morph Ball for umpteenth time in this room to head through the short passage. A jump pad in the middle will force you upwards to a higher area in the room. From there, continue along the passage until you can return to biped form. Once your back and mobile again, you will see the Artifact in the room just sitting there infront of you. Before you rush up to grab it, slap on the Scan Visor again to find a hidden Lore. Its History 08 [95]. Once you've scanned it, head forward the collect the first of three artifacts. Yay! A force field just infront of the Artifact will be deactivated once the artifact is in your hands, and a lone Guardian will appear at the bottom of the room. Drop through the hole there and begin pelting the Guardian with everything you have got. The Battlehammer is the most effective weapon against this Guardian, but if you haven't practiced its aim then the Power Beam does a nice job as well. Missiles can be a bit clunky but chip off large amounts of health from the Guardian every time you connect. Charged Missiles can rip through the Guardian within seconds. Once he has been destroyed, the final force field of the room will be deactivated. Its the floor your probably standing on! If not, jump down to the lowest floor after the battle. Use the Morph Ball to reach the area of Compression Chamber where you fought the onslaught of Psycho Bits. Once there, use a Bomb to open up the small door only the Morph Ball can fit through and get the hell out of here! ---------- Cortex CPU ---------- There isn't much left to do in this room. Head all the way right through it. Its to the right that you want. Destroy any of the Zoomers that you may come across if you want, or just suck it up and take the small amounts of damage that they deal out. Leave back to Weapons Complex. --------------- Weapons Complex --------------- Scans: Bioform-Crash Pillar Bioform-Sylux Bioform-Lockjaw Equipment-Large UA Pack Object-Alimbic Prophecy 07 Object-Red Blast Shield [!]-Switch Back in this large room, head to the right and to the entrance hall where we first entered this room before. We have a choice now. You can continue going on with your quest or heading back a few rooms to your ship and saving. I recommend the latter. Saving is a good feeling incase something terrible happens to your game *hinthint*. Head back to the entryway of this room, near the door leading to Bio-Weaponry Lab is. Head straight through it you will quickly find several Psycho Bits and an Artifact Shield. Ignore the shield for now, and focus on the blue spawning triangles that inhibit this small area. Land several Missiles on the triangles to demolish them, then focus on elminating the Psycho Bits like we have before. They are v1.0 so killing them will be a snap. Once they have been destroyed, the large force field that covered the majority of the floor in this area will dissappear. Jump down into the newly discovered area. In these small, slippery quarters you will have to face two Lesser Ithraks. They can cause some damage unless you keep your distance away from them. Once you have vanquished both of them, the Shield Key will finally appear on the ground. Once you have obtained it the Artifact Shield will melt away. Also, a small elevator will begin moving up and down allowing you to escape the evil pit your stuck in. When the platform is at the bottom, hop upon it quickly then ride it up to the next floor. However, you need to jump to actually get onto to solid land again otherwise you will hopelessly fall right back into the pit. Once back on high ground, walk right into the second Artifact. Before leaving this small area of Weapons Complex, flip on the Scan Visor. There are three more hidden Lore's that can only be seen with the Scan Visor near the corners. Walk skillfully around the pit and get them all. Its the Octolith Safeguard [96], History 03 and History 04 [97] [98]. After some scanning, continue along the passage until you see yet another Green Force Field. If your drawing a memory blank, get out the Battlehammer and shoot its ass down. After heading through the passage that it once blocked, you will see a really odd enemy. Scan the Crash Pillar [99]. You need to destroy him to continue on with your quest. This is the ONLY Crash Pillar in the game and not scanning it now will forever make it impossible to get 100% Scans. Do so, then destroy him. He's different than other foes you have faced. Get near the Crash Pillar for him to see you and it will start moving around and after a few seconds, jump at you. His underside has a small red easily seen dot that is his weakspot. When you can, shoot a Missile at it then quickly dodge out of the way. It only takes several Missiles to bring down this guy but be careful. He can deal a considerate amount of damage should you be unable to get out of his way. You will notice that the Crash Pillar was standing on a small platform which has now become an acive elevator. Jump onto the platform to reach the next highest floor of Weapons Complex. Before doing so though, you should scan the Red Blast Shield on the door infront of you [100]. Also, scan the small Lore circle above said door [101]. Once that's done, ride the elevator up. There is only one lone hallway here you can head through. Before doing so, though, you should notice a Portal near the elevator. Activate the switch just above it an use the Portal to return to VDO Gateway where you ship lies. The Portal platform is higher than your ship so it should be an easy jump right back to your ship to save. Getting back to the Portal is a bit more tricky. Head back down the ramp that is infront of your ship. Use the lone jump pad here to jump onto a much higher platform, then head left. You will soon reach the Portal you came out of. Once you are sure you have saved and are all refreshed to continue onwards, head through the lone hallway and make a sharp right. Soon enough you will enter a cutscene and some new battle music will play. Time for a fight with the 4th bounty hunter.... =========== Sylux Fight =========== Great. The fourth out of six new hunters that want your ass just as much as you want their's is Sylux. First thing's first-scan him [102]. Time to begin a very long and difficult fight. The weapon of choice that Sylux will use is the Shock Coil. This weapon shoots out a short range, constant electric pulse beam that auto-targets any nearby enemy as long as Sylux stays near them. It leeches away at your life and replenishes Sylux's. As you can see, if you can't hit him fast he will merely heal anything you have delt him. This battle takes place in an oval/square shaped corridor with little obsticles and many hills (although still mostly flat ground). Sylux doesn't need aim; he just needs to get in your face for major damage. Good news, though, is that the Shock Coil does VERY minimal damage. But, the longer the lock-on is kept on you the faster and more health will be leeched from you, and replenished to Sylux. You have two choices for the agile Sylux. One, you can use the Power Beam. Its fast and many of its shots will connect and eventually chip away at his health bar. Or you can do what I did. Switch to the Morph Ball and Bomb blast him away. The Shock Coil doesn't automatically lock-on to alt-forms so your way more unlikely to lose much health. Also, Bombs blow up instantly when placed next to foes. Massive damage fast is never too bad, right? Sylux is very fast, so the Morph Ball is the better option. But don't get lost and confused when using it though; it can cost you the battle. Once you have managed to zap off about a quarter of Sylux's health, he will quickly run away from battle and return in his alternate form, the Lockjaw. Scan this work of machinery [103]. Sylux will now focus on keeping away from you. He has bombs just like Samus, but they don't explode after a few seconds. Instead, he can place one bomb and if you foolishly run into it you will take minimal damage. He can lay two bombs and form a tripwire between them. Touching it will ensure you some damage. Lastly, he can tri-bomb you. If he forms a triangle of bombs around you, you take massive damage. Don't let that happen. At this point its best to ensue Sylux with the Morph Ball. Its almost as fast as the Lockjaw and its Boost capabilities makes it the fastest alt-form. Catch up to him and keep bombing Sylux. Once you've chipped off half his health he will do what EVERY OTHER hunter has done so far. He runs into a room for the final showdown. Before following, though, there are several crates in the room that contain a plenty of energy incase you've been suffering from Sylux. Before heading down the short hallway that Sylux escaped into, there are some tanks on the wall. Scan the Gestation Tanks [104]. After that, head through the corridor. Now its time for the final showdown. Sylux will now get right back in your face once more, going non-stop with the Shock Coil. Sylux is noticibly slower all of a sudden. Perhaps he wants you to hurt him. Pessimist. Pelt him with several Missiles or Bombs to make him stop his Shock Coil barrage. After a little more damage, Sylux will stop his attacks and switch once more to his alt-form. He will continue to avoid and evade in his form, so chase him once more with the Morph Ball. Its a small arena so even if you choose to biped it all the way to the finish its not that hard, and homing charged Missiles work just well when pointed right at the Lockjaw. When Sylux's health gets low, he will signal the Delano 7, his ship, for backup. It appears hovering above the ceiling shooting at you. Can't miss it. Scan his ship as its the only chance in the game to do so [105]. Once scanned you need to resume the battle. There are several boxes in the room that you can break with the Charge Beam should you ever run low on Missile/Battlehammer Ammo or energy. If you manage to depleat your Missile reserves and/or your Battlehammer ammo, then your only chance at finishing this battle is the Power Beam. Its not too hard to win at this point in the battle so long as you keep moving (the Delano 7 can only hit you if your standing still from what I've seen). Try not to die now on several reasons. First, you will need to start the ENTIRE battle all over again should that happen. Also, Sylux will swipe one of your Octoliths. That's also bad. The only way to get it back again is to defeat Sylux which your forced to do anyways so its not that big of a deal (also you need to re-scan anything too). Once you've killed Sylux, he will jump into his ship and fly away to fight another day. Once Sylux vanishes, the force field leading to the previous corridor will disappear. Also, he will have dropped the Shield Key. Grab it to make all the remaining force fields in Weapons Complex disappear. Also, the last Artifact is finally able to be ours. Walk around the outside area shaped like a square until you hear the familiar jingle of a nearby Artifact. Head down a newly opened pathway until you find the final Artifact sitting on thr ground. Once you get the final Artifact, you will get the message that the Stronghold Portal has b