** ** ***** ***** ***** ***** ***** ***** * ** * * * * * * * * * * * * ***** * ***** * * * * * * * * * * * * * * * * * * * * * * * * * * * * * ***** * * * ***** ***** ***** ***** ***** ***** ** ** ***** * * * * * * ** * * ***** ***** * * * ***** * * * * * * * * * * * * * * * * * ***** * * ***** * * * * ** * ***** ***** ***** ***** * * * * * * * * * * * * ****** * * * * * * ***** ***** ***** * * * * * * * * * * * * * * * * * * * * * * * * * * ****** * ** * ***** * * ***** ------------------------------------------------------------------------------- ~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 been activated and to access the inaccessable with it. The Portal that was in Compression Chamber? That's the one we need! Head around the square until you find the corridor leading back to the elevator heading down and the Portal. Since we're near the boss, I recommend saving and healing yourself now as that was a long and exausting battle. Return back through the Portal after doing so. Once you have done that, head down the elevator to the floor below and head through several corridors and out into the main, lower floor. Find the small Morph Ball door, Bomb it and head through. ---------- Cortex CPU ---------- Nothing much in here. Keep rolling to the left into Compression Chamber. ------------------- Compression Chamber ------------------- Return to biped form in this room. Head through one of the three holes at the bottom of the room for the last time. On the other side of Compression Chamber, roll through until you reach a passageway that only the Morph Ball can fit through. It contains a jump pad that will spring you up several floors. Once you have reached the upper floor of Compression Chamber, return to biped form. Turn around and jump down from here. There's the Stronghold Portal we have been looking for. Enter it without hesitation. --------------- Stronghold Void --------------- Its yet another creepy walkway towards another boss. Everything is silent... still....eerie... But we have a job to do. Run across quickly and enter the next two doors. Another boss battle will begin. ============ Cretaphid v2 ============ o_O Sir Totem Pole is back for more? The pillar wants revenge on you this time around. Cretaphid v2 is merely an updated form of the original we fought back in Celestial Archives. The way to fight it mostly remains the same, so let's get started on taking him down. Get the final scan in Vesper Defense Outpost by scanning him [106]. That's all you really need for this room unless your forgot to scan Biodefense Chamber A back when we first fought Cretaphid v1. Like last time, all you need to do is destroy all of the dots on Cretaphid v2 in order for its central membrane to appear at the top of the cortex. The ones shooting lasers can't be destroyed of course. They constantly change from red to blue and back to red every now and then. They can only be destroyed when blue. The spots on Cretaphid now have another offense other than just counter- clockwise moving laser beams. They are small green plasma balls. These are just like the ones Slench uses. A simple shot of the Power Beam is enough to destroy them and usually hand over a health-restoring item/ammo. Its not that hard to avoid taking damage from Cretaphid. Just keep moving! By doing so, your very unlikely to get hit by the green plasma balls as well as the always moving lasers. Should you get pelted upon occasionally, then shooting the green plasma balls or continuing to attack the nodes on the side of the Cretaphid may hand you some more health or much needed ammo should you require it. Use the Charge Beam to drag them to you. Just keep shooting with the Power Beam. It makes very short work of all the spots the Cretaphid has and has infinite ammo so you can keep plucking away at him. Once all the dots other than the ones shooting lasers have been destroyed, time to start shooting at the central membrane which will pop out once they have all disappeared. Once it does, quickly pelt it with your most powerful weapon, Missiles. Several Missiles should be enough to chip away a third of its health, forcing it back into the totem pole. Once you've done this for the first time, the central membrane retreats back inside its safe pole and all of the power nodes on the Cretaphid will light up once again. This time you need to keep repeating the easy process. Keep walking in a counter-clockwise direction, shooting the power nodes and evading the laser beams as you go. Keep destroying the green plasma balls occasionally for more health and ammo as necessary. Once they've been destroyed once again, the central membrane will appear for a short time. Get it down to just a third of its original health. Cretaphid will speed up a bit at that point. The battle practically starts anew as well. Remember-when the membrane comes out, keep moving! It does a crapload of damage should its shots connect with Samus so try to make sure that doesn't happen. Once you have chipped off the last remainder of Cretaphid v2, you will be treated to a cutscene showing its beautiful demolition. In its place is our prize we have long awaited for:the 3rd Octolith! Grab it for another eerie message..... "...Do not trust your senses...they decieve you..." Okay. Got that. Not sure how they decieve us because we still don't have enough clues to solve this puzzle. Head back out the door once your done idling around. You'll be treated, once more to.... "OCTOLITH TAKEN!" Well that's great. Can't take 3 steps without another emergency protocol forcing us to leave. This time you have a back-scraping 3 minutes to leave Vesper Defense Outpost. The path is terribly short with little setbacks to prevent you from leaving. Head done to pathway once more and head out through the Stronghold Portal. ------------------- Compression Chamber ------------------- Get into the Morph Ball right away and fall onto the ground. Roll through one of the three holes down there and you will get ambushed by a Guardian. You can choose to fight him, or you can choose the easy way out by merely ignoring the fact he exists and opening the small Morph Ball door on the floor and quickly heading through it. ---------- Cortex CPU ---------- Nothing in here....as if that changed the past few times we've entered this room. Roll through to Weapons Complex. --------------- Weapons Complex --------------- There are no hunters in this room, so forget about everything and head down the hallway to the right. Enter the door once you reach it. ---------------- Bio-Weaponry Lab ---------------- This is the last small room of Vesper Defense Outpost. Nothing here but a crapload of Petrasyls. However, you can easily run through to the other side of the room before many spawn. If you let them spawn, hug the outer wall as you make your way out the other door. ----------- VDO Gateway ----------- Home free baby! Haha! Run up one of the ramps near the jump pad straight to your ship. You should have had plenty of time left over from that escape as you enter your ship. Not so hard no then was it? Save and choose to blast off for our next destination... ***Mission 3:Complete!*** Here are the scans you should have gotten on our pillage through Vesper Defense Outpost: [75] VDO [76] Alimbic Prophecy 03 [77] Fuel Rod [78] Spore Farm [79] Lab Equipment [80] Mixing Tanks [81] Clone Engine [82] Frozen Fuel Line [83] Alimbic Turret v1.4 [84] Green Force Field [85] Cortex Chamber [86] Battlehammer [87] Large UA Pack [88] History 07 [89] History 05 [90] History 06 [91] Alimbic War 10 [92] Psycho Bit v4.0 [93] UA Expansion [94] Oubliette 08 [95] History 08 [96] Octolith Safeguard [97] History 03 [98] History 04 [99] Crash Pillar [100] Red Blast Shield [101] Alimbic Prophecy 07 [102] Sylux [103] Lockjaw [104] Gestation Tanks [105] Delano 7 [106] Cretaphid v2 ------------------------------------------------------------------------------- ~Mission 4:The icy Arcterra doesn't welcome visitors [MSN4]~ ------------------------------------------------------------------------------- Mission Difficulty:***/***** Mission Objectives:The final planet in the Alimbic Cluster is Arcterra. This planet is all frozen over, but unlike Vesper Defense Outpost this is actual snow and real ice one the ground. While Arcterra isn't the largest of the planets, you will be spending a long time here finding the three Artifacts to retrieve the 4th Octolith. You will also find the last 2 hunter's a little sooner than you expected....and have a fun batle with them at the same time. ---------------- Arcterra Gateway ---------------- Scans: Bioform-Shriekbat Bioform-Geemer Object-Arcterra Object-Alimbic Crest Object-Alimbic Prophecy 04 Anyways, on with the mission! After leaving Vesper Defense Outpost, you will remember the fourth planet I said to skip for the time being. Well, now is that time. Arcterra, the frozen wasteland, is still available on the map. It holds the fourth of eight Octoloth's that we desire. You will face many surprises and puzzles on this mission. Set course for Arcterra! When you land on Arcterra you will notice your in another large landing zone room. Opposite to Alinos Gateway, Arcterra Gateway is completely vertical. Its a very tall room and the only door out of it is on the bottom floor. However, you can go jump off and suffer minor damage when you hit bottom but you will miss several scans. Also, you need to climb up the very tall room during your inevitable escape from Arcterra so its quite necessary that you at least know how to get up to the top. After the landing sequence, walk off your ship and look at the small display customary on all planets that appear near your ship. Scan the Arcterra [107] display. It contains some info about Arcterra. You'll notice all of Arcterra is without any power. You'll need to use the Scan Visor alot to restore power to Arcterra and fuel its passages into new rooms. Just a heads up. After scanning the display, start heading down the path infront of your ship. Before heading down a short cliff, you should scan the small Alimbic Prophecy 04 [108] that lies just above the entrance hole into the cliff. Ths gets a bit confusing, so take it slowly. Walk through the hole and into the cliff area. The hallway will continue for a short second, and will then lead to a more open area. Hug the outer wall of the cliff and be careful not to fall down. Continue this way until it ends at which point you will see the path veer to the right. Head down it. After a short time you will see two spiked crawling creatures on the floor, oblivious to your presence. These aren't the familar Zoomers you found on Alinos. Actually, they're Geemers [109]. Scan these little critters. These guys are impervious to your weapons, all except Missiles. One Missile will make them explode like a Zoomer. Or, you can save your ammo can walk around them. Your choice. Head along this path until you spot another path that carries a bit further downwards. This path has several Geemers on it that can knock you down if you get hit by them. Past them is another pathway you must jump to. Once again, hug the wall of the room to prevent yourself from accidentally falling off the edge. Soon on the wall you will spot a large, orange "X". This X happens to be an Alimbic Crest [110]. Scan it for some more info about the lost race. Keep walking on this path until you reach a dead end. Once there, look around with the Scan Visor on for a creature hanging on the walls. You should be able to spot a Shriekbat [111] here. If you get somewhat near it, he will wake up and dive bomb into you. In the process, he will explode so if you miss scanning him now you will need to wait until they reappear in the room from heading into your ship or waiting for the second visit to Alinos. Just don't forget to scan them there should you choose to wait. Turn right from the cliff wall to see another path branching out, heading nearer and nearer to the cavern's floor. These are merely several platforms with a sizable gap between them of which you can more than easily fall through so try not to do that. Hop down these platforms or head down the gap to reach the solid, bottom floor. The ground itself is like several areas in Vesper Defense Outpost-very icy. The majority of it, excluding the outer rim, is ice so you will slip and slide around trying to find your bearings. There are several crates down here should you opt to recover some lost health that may have occured from a fall or the early Geemers. Just walk to the door once you find it. ----------- Sic Transit ----------- Scans: Bioform-Noxus Bioform-Vhoscythe Object-Alimbic Emblem Object-Damaged Bridge Object-Orange Blast Shield Object-Purple Blast Shield [!]-Proxy Lock (1-6) Head past the typical short hallway to find another large room. You head random shots and explosion over the silence the room has to offer. Before heading into the main arena, scan the small orange circle that is on the wall infront of you. Its an Alimbic Emblem [112]. As you head a little further into the room you can distinguish laser firings and other miscellanious shots begin fired. It appears Samus walked herself into an ongoing fight. You will be shown a cutscene that shows the hunter Trace on a high perch firing laser shots at Noxus, trying to carefully aim at him while doding Trace's shots. Shouldn't we let them kill eachother? =========== Noxus Fight =========== You will note that your fighting solely Noxus in this duel. Trace will assist you from his high perch using his specialty weapon, the Imperialist. Its a laser-beam like sniper rifle. He'll aim poorly at Noxus and if your unlucky, hit you instead if your in the way. Trace can't be hurt in the battle, nor be scanned. Speaking of which, scan Noxus when the battle begins [113]. Unlike the Sylux battle, thankfully, Noxus isn't as fast as him. He is still pretty quick and Sic Transit can be a very confusing room. After a few roundabouts of it you should have the majority of it memorized. The battle begins in a very open, small area and Noxus will constantly rush at you. He is using his special weapon, the Judicator. It fires a fast supercooled plasma shot that bounces around a few times before disappearing. Just because it missed you doesn't mean its bounce won't hit you right back. Also, when charged, the beam unleashes a small ring around Noxus for a second. If your in this ring, you will be frozen and become an easy target for Noxus. Try to keep some distance between you and him. If you want, use the Battlehammer or Charged Missiles. They work best. Once you have delt some damage to Noxus, he will turn into his alt-form the Vhoscythe. Be sure to scan it [114] while you have the chance. The Vhoscythe, like most alt-forms, is pure combat. In order for Noxus to hurt you he will swing out one of his arms making it a spinning blade (The Vhoscythe is always spinning). The Vhoscythe is also pretty quick so you want to keep your distance. Since the Vhoscythe can't easily climb vertically your best bet is to reach higher ground, whatever you can find, and continue hitting him with a barrage of Missiles. At least his alt-form is better than being frozen. Occasionally during the fight you will notice that Noxus will simply vanish from the battlefield. He will be hiding somewhere in Sic Transit, generally down the corridor that was near the door that you used to enter Sic Transit to begin with. He won't do anything but stand there like a sitting duck. Its best to take the oppertunity to pelt him with more Missiles to chip down more of his health. His dull IQ won't kick in for a few seconds before he starts moving again and even when he does you should have enough of a head start on you to finish the job quickly even if he decides to freeze you. He will, after he (ever) does this, roam freely around the room and every now and again turn into the Vhoscythe. Keep up the attacks and follow Noxus whereever he goes until you finally destroy him. Once you have finished off Noxus, you will see Trace get worried and escape through a door near his high perch. We can't engage chase for now, so don't worry about it and endure the calmness. You will also be treated to a cutscene showing the deactivation of several nearby force fields. You will see in that same corridor another blue respawn triangle and several green Psycho Bits. Head down the aforementioned hallway and encounter the enemies. Destroy the triangle first and then eradicate the Psycho Bits. Once you have destroyed those enemies, head down the path until you find an old Alimbic Turret shooting at you. A Missile will suffice its surely death. Just further from where the turret used to be is a small box that is scannable. Its a Proxy Lock. You will notice from the scan that you activated it and need to activate all 6 to unlock the doors of the room. These scans aren't in your logbook, though. Continue along this path until you reach a locked door. These Proxy Locks are keeping us from going anywhere. Head right from the door and jump up several steps to the next area of this path. You will need to make several more slightly difficult jumps to make it to the top path of this corridor. Once you have done that, turn to the right at the top. You will notice a box which with the Scan Visor on, is the second of six Proxy Locks that need to be reactivated. Continue on after this. As you continue, head to the right as the corridor does the same. You will hear several screeches as you do so and you will stumble upon a ledge. Jump off of it into a small pit with Voldrums. Another blue respawning triangle will also be there to harm your progress. Its almost impossible for the Voldrums to hit you if you head back up to the previous ledge. Destroy the triangle and then the Voldrums. Continue on along the corridor some more after destroying the Voldrums to find a purple-colored door. Scan the Purple Blast Shield [115]. This door is like most we have seen so far. We need the Judicator to open it and, fortunately, we will be nabbing that very soon. If you continue along the path we have been following for a while, you will find it curving up a small hill. At the top of this hill you will find a hole that leads back to the more open area of Sic Transit. Your on a high ledge, though and on a cracked bridge. You will once more hear the screeching of Voldrums nearby attempting to hit you. They should be on your left right now, and they are accomponied by yet another blue respawn triangle. Destroy the triangle as usual and then the Voldrums. After destroying the Voldrums, look straight ahead at the bridge you are currently standing on. There is a nearby pillar on the bridge that you should scan. It is the Damaged Bridge [116] scan, which is self-explainatory. Also near the bridge is yet another Proxy Lock. On the opposite end of the bridge are two more Proxy Locks. They face the opposite direction as you so you can't scan them from your standing point. In order to unlock Proxy's 4 and 5 you need to cross to the other side of the bridge. That seems simple enough until you see a giant hole looming just infront of you. Half the bridge has decayed and been destroyed, and you need to cross to the other side. Do your best to cross the large gap. Its not too hard really, but falling isn't the worst thing ever. Just turn around from where you fell, enter the corridor and head into a side room to the left. There is an elevator there which will take you right back to the bridge. Take your time because repeatedly doing that can get very frustrating. Once you reach the other side, turn around and look at the two pillars with the Scan Visor activated. Scan both of the Proxy Locks. If you've followed this correctly then you should have activated five of the six locks. Once you have accomplished that, jump off the bridge and turn around. You will see an opening into the wall and an orange door a slight distance away. Upon closer inspection there is a force field covering the Orange Blast Shielded [117] door which can be scanned. This door leads deeper into Arcterra and the area where the other Octoloth is located. The force field won't be deactivated for a while. Just right of the force field, still in that cove, is the final Proxy Lock. Once all 6 have been activated a Shield Key will appear somewhere in Sic Transit. The Shield Key is located just across the damaged bridge we were just at. take the nearby elevator right back up to that level and hang a right once you have crossed over the bridge. Head down the short path until you reach the Shield Key. Now we can grab the hard earned Artifact this room was concealing. Also, if you didn't notice all of the doors are unlocked including a green one on the bottom floor near the door leading back to Arcterra Gateway. Make your way back to that door. Facing away from the door, head left and the green door will be on the wall on your right. Head inside and the Attameter Artifact will be sitting there waiting to be claimed. This unlocks the remaining doors leading elsewhere in Arcterra. Before heading back outside to the main area of Sic Transit you should grab an important item that lies here. Across from the door are several horizontally placed poles along with a small hole just underneith them. You can't walk through them but, obviously, you can use the Morph Ball to get under them. Once you roll under it you should roll onto an elevator which will instantly push you upwards and the camera angle will shift. You can see an ENERGY TANK lying here. Use a Bomb Jump once the elevator stops at the top quickly before it heads back down to claim the Energy Tank. You have a maximum of 399 Energy now so you should be alive for quite a while. Once you have claimed it, take the door back to the main area. We are finally all done here in Sic Transit. Head down the corridor until you reach a door on a ledge. Its been unlocked, so head on through that and then proceeding hallway. -------- Ice Hive -------- Scans: Lore-Alimbic Pride 01 Equipment-Judicator Bioform-Barbed War Wasp Bioform-Blue Barbed War Wasp Object-Disabled Jump Pad Object-Vault Door Object-Ice Bridge Object-Witherite Shards Object-Ammolite Shards Object-Alimbic Insignia Object-Heating System [!]-Door Control Unit [!]-Energy Router (A-F) [!]-Platform Controller Ice Hive....another big room. You can expect to be in here just as long if not longer than you were in Sic Transit. Yes, that is bull. You will find three different paths you can take when you enter the room. Either left, right, or straight. The left path is also blocked with a Purple Force Field. Right leads nowhere useful for now so head straight. You will drop through a fake- barrier onto much lower ground. Your trapped down here so there's no point in trying to escape. Just behind where you fell you will see a jump pad...or at least WOULD see a jump pad, but its not eminating white rings that shows it has power so you can't use it. Nonetheless, you can scan this [118]. Like a Disabled Jump Pad is useful >_> On the other side of the room you will find a huge metal door that looks like a safe. Its a bit high on the wall. Scan the Vault Door [119]. That is our ticket out of here, but we need to activate the damn controls for the door itself. So, nothing works in this wasteland of a planet, huh? How do we escape then? Well, we need to restore most power back to Arcterra. Ice Hive pretty much has all of that power in its conduits. You "happen" to be standing right next to those conduits. Lucky us. There are six small areas built into the wall. These are the conduits. They are all protected by high-defensive glass shielding, except for the very last one. Scan the small electrical conduit that lies inside of the container. A huge burst of electricity will emit from it and spread to the other five containers. They will all promptly explode giving you access to them. A small electrical pulse will every now and then appear over any conduit you have yet to activate. These will stop once you scan the electrical conduit that lies in each container. Once you have scanned all five conduits, you will restore all electrical power back to the Vault Door. Unfortunately, all good things come at a price. Several nests of War Wasps are on the electrical line and will attack you after being fried. Fried is the keyword here. You may also notice these War Wasps tinted blue and not red like they were on Alinos. These are Barbed War Wasps [120]. They function like normal War Wasps only a tad more powerful. Avoid their shots easily. Remember, this is the ONLY time to find these and missing it dashes your chances of getting 100% scans. There are some sort of blue respawn triangles in this room. They are the five nests attached to the electrical current wire. Use a Missile or two to destroy each hive, otherwise the Barbed War Wasps will keep spawning and the battle will last forever. Once the nests have been destroyed you can easily wipe out any of the foolishly remaining Barbed War Wasps. Once you have destroyed everything, the jump pad behind you will become activated and a display panel on the first floor will become active. Use the jump pad to head back onto the main floor, flip on the Scan Visor and scan away at the display panel. After doing that, head left some more down the hallway. Near the end of the hallway is a blue Lore that can only be seen whilst the Scan Visor is activated so scan Alimbic Pride 01 [121]. Once you have done the Lore reading, head back down the hallway and through a white wall. Its nothing but a mere allusion made to trick you into thinking there is a dead end, so ignore it and head through. You will find yourself back at the panel that was activated by defeating the War Wasps. If you haven't already, scan the panel. This panel allows all the electricity flow into the Vault Door causing it to abruptly open. Hurray for us. Drop back down into the small pit and cross to the other side where the now open Vault Door created a ramp leading inside of it. Its like we entered a safe because everything behind the door seems all sealed up within time, much different than the rest of the room. Once you pass the door you should see a blue War Wasp hovering around with a nest nearby. This is a Blue Barbed War Wasp [122]. Specific now aren't we? Ignore other possible scans in here for now and head striaght into a corridor that soon veers right into a different looking room. Nearby are several crystals that too can be scanned [123]. Once your a bit ways into the room you will be shown a cutscene that shows an aerial view of the room. Its quite expansive and a slight maze if you will. At the top is the prize we are looking for:the Judicator. Keep walking along the upwards path onto the main area of the room. This big room has only one way to go on the bottom floor if you want to reach the Judicator. There are several Zoomers around so have fun destroying them. Nearby where they used to be there is a fallen pillar. Jump onto the thin top of it and walk to the other side. Now it is time for the nitty gritty. On the other side of the pillar you should easily see a small dot on the wall shooting out a light back and forth, sort of like a scanner. Scan this. The device will move several platforms in this area of Ice Hive so that it is possible to reach the ledge the Judicator is perched. Getting to the Judicator, on the other hand, is tougher than one would imagine. You need to be the Morph Ball so start off by doing that. You have very limited time before the platforms reset and you need to reactivate the scanner, starting over this whole process. As the Morph Ball, head along the wall until you find a hole that you can pass into. You should see a platform lying just above your position. Use a Bomb Jump quickly and when your popped into the air, carefully make your way onto it. This is one of the toughest parts of the collection process. Next to the stationary platform you are on is a platform that moves up and down. There is a small gap between both platforms so you can't roll onto it. Instead, you must use a Bomb Jump to reach it. When the platform is near the bottom place the Bomb. Once you are propelled into the air, hold left and if all went well you should be on the platform. Otherwise you can quickly start over by rolling into the hole again losing only a little time. Once on the moving elevator wait until it reaches the top of its short path. Once it does, roll quickly to the right until you reach a wall. Use a Bomb Jump to get yourself over the wall, and continue along the path on the outside wall. The path continues on for a few seconds and then there will be a very small platform just barely big enough to hold the Morph Ball. Get onto it and it will start to move by itself. It will stop above the middle of the room, but don't be foolish enough to fall off. It will then veer left until it makes a stop at some more platforms. You are very close to the Judicator. Hell, you can see it from your position. The platforms you are on ARE NOT protected by walls and you can more than easily fall off if you aren't careful. There's likely little time left on the unseen countdown timer so you must hurry. Head across the platforms until you reach the end and you can drop off onto the ledge that contains the Judicator. Job well done. Return to biped form in this ledge and scan the Judicator [124]. Once you have scanned it, feel free to grab it. If you couldn't scan it then don't worry-it appears in your logbook anyways. Now we can finally leave Ice Hive for good now. We still have a little more business before we can leave. Don't jump off the ledge that had the Judicator just yet. On the wall right next to the ledge is an odd looking design pattern just barely visible unless you have the Scan Visor on. Scan the Alimbic Insignia [125]. After scanning the wall jump down off of the ledge. There is a Purple Force Field that prevents you from leaving the room if you didn't notice already. Though the Judicator may seem blue, its actually purple so use it to blast down the force field. In the event you forgot how to switch to the Judicator, press the tab next to your sub-weapon option on the touch screen and hold the stylus there. Move the stylus to the Judicator's purple icon and release the stylus and the Judicator will become your current sub-weapon. It uses the same Universal Ammo the Battlehammer does. If the Battlehammer has 39 ammo and you switch to the Judicator, it will remain with 39 ammo until you get more/use it. ***JUDICATOR ACQUIRED!*** Once you have destroyed the force field you can get back into the main area of Ice Hive. This is the area with an icy bridge, remember? There are several scans we still need to aquire. First use the Scan Visor to scan the Ice Bridge itself [126]. Just past the end of the ice bridge you will find a crystal formation. Oddly enough these crystals are different than the Ammolite Shards that you scanned a little while ago. Scan the Witherite Shards [127]. Destroy the Zoomers inhibiting the bridge and cross to the other side if you didn't already. Once you reach the end of the ice bridge turn to the right. You will notice another Purple Force Field lurking beyond a gap. Shoot it down with the Judicator. You need to jump into the hole it was guarding. However, the gap between the ice bridge and the hole is considerably large. It can be tricky to reach the hole. Your best bet is to just barely walk off the edge of ice bridge and then jump whilst still in midair. This is the best tactic for reaching the hole or you can jump from the ice bridge to the hole. A bit tougher but still simple. Once you are in the hole follow the path to the right to find an UNIVERSAL AMMO EXPANSION lying on the ground. As soon as you pick up the expansion an Alimbic Turret will begin to take fire upon you. It shouldn't take too long to decimate it. A Shield Key will be dropped in its place upon defeat. Hurry up and grab the shield key and the nearby force field on the ground will disappear. You may not have thought that was actually a force field. Before heading down to where the force field was covering, make sure to flip on the Scan Visor and scan the small Heating System [128] scan that lies on the ceiling of this area. Afterwards, head down the hole. You will find the Cartograph Artifact lying there on the floor. Once you grab it, head through the hallway that is lined with familar deadly plants. Blast away at the plants to the very end where you will find a switch. Scan it to activate the Portal leading back to your ship thankfully. Use it to restock everything and of course most importantly, save. Once you have done that, return through the Portal and head down the next hallway also filled with hurtful plants. When you reach the end of this path you will find another one of those holographic white shields. However, this one is the size only the Morph Ball can fit through. Roll through it pretty quickly and you may be able to see the prize that lies at the end. It is yet another MISSILE EXPANSION. It's your fifth so you should have 55 Missiles at this point. Pretty big firepower. You can fall off the ledge near the Morph Ball hole after this. Back in this large room, feel free to destroy the nearby Purple Force Field with the Judicator. Down the hallway it guarded is another UNIVERSAL AMMO EXPANSION. You should have 160 maximum Ammo right now. After you have retrieved the last expansion in this room, jump out of the pit using the nearby jump pad. Once there you will notice the scan panel we activated a while ago as well as three corridors. We have visited all of them unfortunately and have no choice but to leave this room. If you look on the map you will notice that the Stronghold Portal is located here. There wasn't a need to visit it since we are still missing an Artifact. Leave the room and the small hallway back to Sic Transit. ----------- Sic Transit ----------- Once you are back in Sic Transit, head to the left. The pathway will head upwards so jump up the several platforms to the top. Once you reach the top you will be confronted by several Voldrums. This corridor is nearby another door. Head down the hallway and jump when necessary. The jumps are slightly tricky, but still simple. Once you reach the end of the pathway you will see a purple door. Use the Judicator to open it and head through. --------------- Frost Labyrinth --------------- You will enter a room with several Petrasyls floating aimlessly around and some more scans which you should have already done not making them new. There is also a Morph Ball tunnel. Head inside it. Once inside the camera will switch to a bit of a higher view and you can easily tell you are inside a labyrinth as the name of the room implies. Here is a map of the place: D ***** * * * * * **** E * * ******** * * **** * * * * **** ******************* * * * *** ******** * * * ********D * ******** * *** *** * * *** * ******* SHK * * * * ********** * * * **A * * * * * * * * ********** * * * * * ************** ******* * * **** *** * * * ********* * * S S=Starting place D=Door SHK=Shield Key A=Artifact (protected by locked door;unlocked with Shield Key) E=Energy Tank To begin, follow the path to the right. Its quite linear. Continue on this path until past the locked door. The door can be opened and has the final Artifact behind it, but it happens to be locked. Continue right until you reach a split. Head down as the path leads to another Energy Tank. Follow this long path. There are several enemies and green lasers that turn off and on every now and then. Try not to get hurt. Eventually you will come to a three-way fork. We are near the Energy Tank. This area of Frost Labyrinth is annoying to describe as there are many different paths as you can see on the map. At the fork, head left. When you reach another fork head north. You will hit a wall quite fast. Head left and then at the next fork head up again and take the first right that you can. Once you have done that, continue heading right until you hit a wall. Head north a little bit to find a short passageway containing three active lasers. Wait for all of them to stop shooting breifly, then dash through them to find an ENERGY TANK. Now that we have collected the Energy Tank we can survive even longer out here in space. Head back through the green lasers And down south past a fallen stone slab over the water. Head to the right, then head south some more and then right again when you get the chance. You should be back at the place where there are three different choices for your path. You came from the right so there is no point in going back there. The still locked Artifact door is to the left so the only useful direction is obviously north. There are more green lasers here so try your best to deftly avoid their blasts. When you hit the wall, follow the path to the right to a dead end and a small hole in the ice wall. High above the hole in the ice is a Shield Key. Finally we found the stupid thing. It is slightly tricky to obtain, however. You need to position the Morph Ball just under the hole in the ice. Lay a bomb to perform a Bomb Jump to test if you can pop out of the hole. If you can, then perform a Double Bomb Jump in order to reach the Shield Key. Now that we have recovered the Shield Key, the Artifact Shield we never saw will disappear as well as the small door leading to the Artifact will unlock. Awesome. Roll back south and to the left a little, then head south some more. You need to repass the green lasers in order to reach the Artifact once again. Wait for the lasers to stop before passing through. Continue along the path until you reach a small door which can be opened with a bomb. Once the door has opened, head inside. In the short circular passageway you will run into the Binary Subscripture Artifact. Now that you have collected all three Artifacts you will recieve the message that the Stronghold Portal has been activated and we can now use it to access the boss of Arcterra. Once you have the Artifact, head out of this small room and back into the labyrinth. After that, head south and follow the path right back out of the maze. Exit the tunnel and leave the room. ----------- Sic Transit ----------- Back in Sic Transit head back down the hallway that leads to the door you came out from. You will soon come upon a door on a ledge. Head back through this door. -------- Ice Hive -------- Scans: Lore-History 09-11 Back in this room you will be faced again with three corridors leading to different area. Take the left hall. This one ends up at a Portal returning to your ship. Definately use it to save and restock whatever items you have lost at this time. Return back through the Portal. Head back to the area with three corridors and take the right path. Through here you will end up on a larger ledge. Nearby this ledge happens to be the Stronghold Portal. Before you enter the Portal, however, it is best to scan a few final items before doing so. Flip on the Scan Visor and you will see three more blue Lore's only visible with the Scan Visor. Scan all three Lore's [129] [130] [131]. Enter the Stronghold Portal. --------------- Stronghold Void --------------- Scans: Bioform-Slench 2A Bioform-Slench 2B Our fourth trip into another dimension....and the hallway is still just as creepy. Run across it and through the next two doors to find the boss. ============ Slench 2 A/B ============ We had to fight an updated version of Cretaphid so it is only right that we face another updated version of Slench. Because the main eye of him is upadated it of course is a different scan [132]. There shouldn't be anything else to scan here since we got it first time around including Biodefense Chamber B and the Energy Blasters. Now for the actual fight itself. The battle plays very similar to the previous Slench fight with the exception that Slench will dish out much more damage and at a faster rate. Also his tentacles are impervious to all weapons except, of course, the Judicator. Keep the Judicator out at almost all times if you want a chance of defeating Slench. He now shoots green heat-seaking plasma balls just like Cretaphid did. Whenever you are running low on health or ammo you can shoot these down (with any weapon). Just like the previous version in order to actually chip away at Slench's health bar you need to get him detached from the wall. If you forgot how to do that, then its quite simple. Slench is connected to the wall by three tentacles and several energy blasters around him. Destroy each tentacle with the Judicator. After about 15 seconds tentacles will regenerate on Slench. He will be constantly shooting green plasma balls at you along with energy blasts. If you stand against the door then the energy blasts will never hit you. The green plasma balls still will though but they are slow and easy to kill. Once you've destroyed all three tentacles, Slench will detatch from the wall. Once disconnected from the wall, Slench will drop his shields and fly around the arena for a few seconds. Take the time to scan his Slench 2B form [133]. To actually damage Slench here you will need to shoot the Judicator into his main eyeball. Because Slench is constantly moving this can be a bit tough. In addition to moving he will be pelting you with more energy blasts from his actual eye. Makes things quite tough. You can easily take a large amount of damage from Slench in a short time so remember to keep moving. Cause as much damage with the Judicator as possible. After a few seconds or after you get rid of 1/3rd of his health he will retreat back to the wall. Once Slench has retreated back to the wall and has regenerated his tentacles the battle pretty much starts anew. This can get extremely annoying after a while because your doing the same thing over and over again just to damage the stupid whore. While you are busy destroying the three tentacles don't forget that the green plasma balls are following you. Stop every now and then to destroy and of the balls near you. You don't want to take too much damage before you fight Slench 2B because he can finish you off. Once you have destroyed a third of Slench's health then the battle becomes a little bit tougher. Slench begins firing much more rapidly and spits out a ton more green plasma balls. This can spell death for you pretty quickly if you don't take them out. Also in his Slench 2B form he flies around much faster making him a difficult target. After repeating the same dull process several more times it is likely Slench will be down to merely a third of his original health. In this stage he will be firing at you like crazy. A massload of green plasma balls are constantly sent out by him as well. Also, he flies around like a maniac in his Slench 2B form. Its insanely hard to hit him here so try your best doing it. It will take several tries to finish off Slench for good so don't worry. Some tips for the battle are that when you are getting weary, just stand by the door and shoot down plasma balls. This is exceptionally difficult in the last stage of the Slench battle due to an insane amount of plasma balls that appear on the battlefield. You should always try to have a full tank of energy at all times because you never know when a load of energy balls will slam into you and drain your energy in a heartbeat. It also may take you several tries to defeat Slench. He is a tough boss so don't be frustrated if you die. Just remember to rescan him because you will lose all scans after entering the Stronghold Portal when you die. Just keep trying and you will eventually win. Once you have finished off Slench, he will fall to the floor, defeated and break into dust upon contact. In his place is our prize once again:the 4th Octolith. Run up and grab the Octolith. We now have half of the Octoliths so are mission is half over. Good for us. Grab any of the leftover energy that you may need then leave the room for the inevitable: "OCTOLITH TAKEN!" Well. We are given a whopping 7 minutes to do as we please with as we quickly traverse back to our ship. It isn't that far away so why so much time? Leave the questions for answers created later. Waste no time in leaving Stronghold Void and head out through the Portal. -------- Ice Hive -------- Once you are back inside Ice Hive you should drop right off of the ledge that the Stronghold Portal is located. You will drop into the area your ship's Portal is but of course it has been deactivated. As long as you keep running straight you will be fine. You will enter the hallway that is infested with a ton of plants. Take a few seconds to shoot down the plants blocking your way so you can easily escape with dew scratches as there's plenty of time remaining. Once you have done that you will be near a door so waste no time heading through it. ----------- Sic Transit ----------- Scans: Bioform-Trace Bioform-Triskelion Once you enter Sic Transit, head forwards quickly. Although there is plenty of time left you are about to waste most of it. You will eventually reach a corridor that has a force field blocking your path. From that point head left and into the main area of Sic Transit. Nearby in this area you will find a ramp leading to a higher area ledge. Head up this ramp. Once you do you will be trated to a cutscene showing Trace jump down from his high perch and land near the pit of Voldrums we destroyed so long ago. This is quite an inoppertune time for Trace to decide to fight us. Now you can easily see why we have gotten 7 minutes to escape. Quickly run to the area where Trace is and begin to bombard him with everything you have. The Judicator is an effective weapon and so are Missiles. Be sure to scan Trace to add him to the logbook [134]. Trace will be on an unreachable ledge so it makes him an easy target even at the distance he has on you. He doesn't move so pepper him with everything you have. Trace's affinity weapon is the Imperialist, a sniper rifle of sorts. If fires a super quick and long laser beam, decimating anything it hits. You can walk through the beam once it's shot and has a very long cooldown time. It does, though, cause major damage. Try to hurt Trace as fast as you can while minimizing damage. Once a fourth of his health has been depleted he will jump down from his ledge and fight you face to face. Because the Imperialst sucks at short range he will quickly change into his alt-form the Triskelion. While in his alt-form you should continue whatever attack method you find most effective at this point of the match. Scan the Triskelion as well [135]. The Triskelion has an annoying feature to it-it becomes invisible when it isn't moving. Occasionally you will find Trace nowhere to be found. Shoot the Power Beam in every direction to try to get him out of hiding. The radar on the touch screen still shows Trace dispite his invisiblilty. You can slightly see him when your close to him. Scare him out of hiding and keep resuming the battle. The Triskelion deal a lot of damage with its lunge attack. Keep your distance to avoiding being rammed. When Trace gets low on health he will return to his biped form and continue to fight to the finish. By now you may be a bit low on health, so use some charged Missiles or something else good to quickly finish off whatever is left on Trace's health bar. Once he has been killed he will drop a few energies and the force fields and locked doors in the room will disappear. If your low on health then quickly destroy some plants in the room for health. Remember, your still on the clock. You should have at least 3 minutes left. If your around there you can make it out. Head out the door to Arcterra Gateway. ---------------- Arcterra Gateway ---------------- Just one last room before we can reach Samus's ship and get out of here, and boy is it the hardest. Well, the Trace fight may have been harder but still. Try climbing up the first few platforms. When you do you will be shown another cutscene and a force field will prevent you from getting any higher, and three Guardians will enter the room. It is best to stay on the platforms because the ground is slippery making aiming a pain. Let the Guardians come to you. The Judicator is the best weapon of choice against these lamers. You've faced these guys before so taking them out shouldn't be a problem. Once they have been killed the force field will disappear allowing you to reach your ship. It takes about a minute to reach your ship. If for some reason you have less than that then you may be screwed, but stay calm because you can still make it just barely. Head up the platforms. There are many of them, as they seem like an endless staircase. Eventually they will flatten out onto a path littered with some Geemers. Avoiding them deftly so that you don't get knocked back to the bottom. Head across here and jump over several more platforms. You will continue to climb the room and get closer to your ship. Soon the path will lead into a wall. Follow it and hug the wall to avoid falling down. The pathway inside the cave wall will continue spirling upwards and eventually come back out into an open area. Dead ahead of this is your ship. Quickly jump ontop of it to enter it and stop the countdown. Save of course. 4 of the 8 Octoliths are finally ours. Now it is time to make some return trips to some familar areas.... ***Mission 4:Complete!*** Here are the scans you should have acquired during your silent raid through Arcterra: [107] Arcterra [108] Alimbic Prophecy 04 [109] Geemer [110] Alimbic Crest [111] Shriekbat [112] Alimbic Emblem [113] Noxus [114] Vhoscythe [115] Purple Blast Shield [116] Damaged Bridge [117] Orange Blast Shield [118] Disabled Jump Pad [119] Vault Door [120] Barbed War Wasp [121] Alimbic Pride 01 [122] Blue Barbed War Wasp [123] Ammolite Shards [124] Judicator [125] Alimbic Insignia [126] Ice Bridge [127] Witherite Shards [128] Heating System [129] History 09 [130] History 10 [131] History 11 [132] Slench 2a [133] Slench 2b [134] Trace [135] Triskelion ------------------------------------------------------------------------------- ~Mission 5:Revisit of the Archives and its destroyed borders [MSN5]~ ------------------------------------------------------------------------------- Mission Difficulty:****/***** Mission Objectives:Now that we have four of the eight Octoliths we need to find the others. It lies further inside Celestial Archives where more troubles and puzzles lie. Meteors have battered this area of the station causing massive gaps to appear. With death looming around every step, can Samus retrieve the fifth Octolith alive? ----------------- Celestial Gateway ----------------- Once you have left Arcterra with the fourth Octolith, no new planets will appear in the Tetra Galaxy. How so? We are missing 4 Octoliths so where will we find the remaining ones? The answer is simple. Each planet does hold 2 Octoliths so we need to revisit all of them. Start by setting course for Celestial Gateway. You may remember seeing a ton of colored force fields on out first visit. Now we have the necessary weapons to destroy them and collect their treasures, as well ss traverse into a much deeper and darker region of Celestial Archives. Set course for it. Once you arrive in Celestial Gateway again, step off the platform. If you look under it from the side you will notice a green force field down there on the ground in an area only the Morph Ball can access. Use the Battlehammer to destroy the green force field. It can be slightly tough since the margin of error is tiny. Once the force field has been destroyed, use the Morph Ball to roll under the platform. The force field was blocking a room. You should fall down into it. There is a jump pad in the center useful for returning back to the above floor and the prize we entered the room for-a UNIVERSAL AMMO EXPANSION lying on the floor right next to it. Time to exit this small area. Its a tad tough. Jump from the jump pad as biped form to just barely get above the hole. There is enough room for you to stand up fully but may take several tries to do so. Switch to the Morph Ball and roll out of there. Remember how there are two Portals in every gateway, of which we only activated one in each? Time to find the other Portal. For now, take the only one we have activated. Its on the left near the door out of this room. ------------ Synergy Core ------------ Remember this room? Its the key that leads us further into Celestial Archives, but we need a weapon that can destroy the yellow force field that lies in the room to do so. Time to backtrack! From the Portal, head right and through the lone door. -------------- Data Shrine 03 -------------- Our treasure is within Data Shrine 02 so it's not too far away from us. Here in this circular hallway head towards the right. You will soon come across a door on the left wall and further ahead, a dead end. Enter the door. You will enter the inner chamber of Data Shrine 03. We already pilfered this area so you merely need to head through the room to the other side. Stay against the wall leading directly to the door out of the chamber. Once you reach the door, shoot it and head out back into the circular hallway. This time head for the left until you reach a door. Head through it. ------------- Fan Room Beta ------------- You have little business in this tall room. Head down the platforms to avoid losing damage from a high fall and head out the bottom door. -------------- Data Shrine 02 -------------- Scans: Equipment-Volt Driver Object-Literary Hub Object-Medical Hub The music changes into a more tense theme, obviously signaling something hidden inside here. There are 4 doors around the room all leading to the inner chamber and it doesn't matter which one you choose. They are all green and you need the Battlehammer to open them up. It will turn blue like other doors and won't require the Battlehammer to be reopened. Inside you will find one of two battles. You could find 2 Guardians inside waiting for a fight, or another Hunter fight. Should you get the Guardians then you are lucky as they can be killed rather quickly. The Power Beam or Missiles will work very effectively, along with the Judicator should you choose to use it instead. If you get the Hunter then it will be one of the Hunter's you have already seen before (there are no new Hunters as you've seen them all). It is a straight up Hunter fight, no running or anything. Hunters will now very rarely resort to their alt-forms and when they do, be in them for just a short second or two. This makes scanning them a pain if you forgot to in earlier encounters. When you enemy(ies) have been killed the doors will unlock. Also you can use the platforms nearby to reach the top platform in the room where another UNIVERSAL AMMO EXPANSION waits for you. Its your fifth of nine. Flip on the Scan Visor and look at both sides of the wall. They are both different Hub's that can be scanned. The left wall is the Medical Hub [136] while the right wall is the Literary Hub [137]. From your position one of the walls has a small platform just infront of it. There is a square of 4 blue pillars behind the platform making it hard to miss. Jump to the platform from where you are. Right infront of the platform is a small Morph Ball tunnel. Jump over to the tunnel and change into the Morph Ball. Roll into the tunnel and in the short distance you can see an object. If you want to you can scan the object [138] or collecting it will put it into the logbook anyways. Its the Volt Driver, Kanden's affinity weapon. Grab it of course. Now that we have the Volt Driver we can shoot down yellow force fields and traverse deeper into Celestial Archives. Head back through the only blue door you shot to reach the middle chamber and outside into the middle hallway. Check the map to confirm your position and head to Fan Room Beta. ==================== VOLT DRIVER AQUIRED! ==================== ------------- Fan Room Beta ------------- Nothing too much in this room. Head onto the fan blades and use them as steps to reach the top door in the room. ------------ Synergy Core ------------ Scans: Object-Alimbic Prophecy 05 Object-Yellow Blast Shield Back in Synergy Core, the access point of the rest of Celestial Archives, you should head back inside the Portal to save back at your ship. Once you have done that and have returned through the Portal, start climbing the many platforms. After a few you will notice a large yellow force field guarding a large hole in the wall. Since we just got the Volt Driver, may as well put it to use. Blast away the yellow force field. Jump into the newly created hallway. Run through the looping hallway. At the end of it you will find an elevator moving up and down. When it reaches the bottom you can jump ontop of it. Once the elevator is at the top, move off onto the small ledge. There is a lone jump pad up here. Walk into the jump pad to be flung not vertically, but rather all the way across the room. In this final hallway, walk to the end of it to find a yellow door and another blue light hovering above it. Scan the Alimbic Prophecy 05 [139] and then the Yellow Blast Shield [140] on the door. Blast away at the door with the Volt Driver and enter the small room. You still inside Synergy Core....but in this cool looking room there is merely a Portal. Unfortunately, you won't be taken back to your ship with this Portal. Instead, the Portal is the gateway between Synergy Core and the other half of Celestial Archives! Head into it. ------------- Transfer Lock ------------- Scans: Bioform-Psycho Bit v2.0 Object-Photon Stabilizer Object-Docking Bay L1 Object-Docking Bay L2 Object-Docking Bay L3 The Portal will dump you out onto a new platform elsewhere in Celestial Archives. Your on a high platform. Fall down if you want, but either way a wall is infront of you. Its just a holographic shield, so run through it and into the REAL area of Transfer Lock. And damn is it huge. Better get yourself ready and prep your Missiles as your in for one hell of a long fight. Once you enter a ton of blue respawn triangles will appear in the room, releasing different enemies. As if that isn't enough entertainment, a duo of Guardians will come in and rear into your position. And it's your job to destroy everything in sight. There is a large structure infront of you with many of the triangles but ignore it for now. Focus on the two Guardians. They can kill you quick so use some good aim and several Missiles to put them both into submission. Take the room more calmly from here. There are two respawn blue triangles nearby. At the base of the structure on the left and right sides. Destroy them both with several Missiles. Once you have finished that, destroy the remaining Voldrums that appeared from the triangle. Start climbing the structure after killing the Voldrums and several Psycho Bits will begin to shoot at you, and they are accomponied by blue triangles to boot. Head onto the long walkway that you can jump onto for a better shooting position and destroy the triangles and the Psycho Bits with ease. On this long walkway are several gaps that you needn to jump across. Nearby these gaps is a small, orangle tube that can be scanned. Scan the Photon Stabilizers [141] and forwards towards the far side of the room. When you get near the back, yellow Psycho Bits will appear. 3, infact and of course they are all with the similar blue respawn triangle. Scan the Psycho Bit v2.0 now [142]. Oddly enough, Psycho Bit v2.0 is more powerful than Psycho Bit v4.0 that we found in Arcterra. How strange. As with everything else you have faught in this room, you need to destroy the blue respawn triangles before you can kill the Psycho Bits. However, for each one you kill a large forcef field over the floor will disappear for the respective side (the left blue triangle will deactivate the leftern floor force field and so on). Ignore that for now and focus on killing everything in sight. You may suffer and energy tank or two of damage, but your killings reveal a large gap in the room. It is quite an extensive pit, and in order to get back to the top you need to use jump pads. Its not too deep so don't worry about never seeing daylight again or anything. Down in the pit are three blue switches situated on the wall in a similar fashion AND parallel to where the blue triangles once stood. Shoot each of these to activate them. You will know they are activated when they glow blue. These switches release one final force field each at the front of the large structure. Once all three have been deactivated, use a jump pad to return to ground level and run to the front of the structure. In these tiny holes is one last switch and each needs to be shot once. Do so again. The force field at the very top of the structure will be deactivated now. At the very top where the force field was shielding is a small display panel. Scan it and a new Portal will be activated. This, like the previous one, leads to another area of Celestial Archives. Remember the long platform that lead to the Psycho Bits? Get back onto this platform and walk away from where you fought them and to the area where the Portals are. Head through the fake white shield and before entering the Portal, scan the Docking Bay L1 above it. The Portal leading back to Synergy Core is right below you. Get onto that platform by falling off and performing a jump in mid-air. Land on the below platform and scan the same white thing above the Portal for the Docking Bay L2 log [144]. From this platform, fall off onto the bottom floor. To the left is a jump pad that can be used to reach the highest level portal. Further on the left wall is one last blue respawn triangle with several Voldrums popping out of it. Destroy the blue respawn triangle and then the Voldrums. The blue triangle was concealing a small hole in the wall which holds a UNIVERSAL AMMO EXPANSION. Grab it. Celestial Archives seems to have a knack for them. On the right wall just near the expansion is one last white light which contains Docking Bay L3 [145]. Now, use the jump pad to return to the top Portal (the one we originally fell from) and enter it. ----------- Docking Bay ----------- Scans: Lore-Alimbic Order 01 Lore-Alimbic Order 02 Lore-Alimbic Order 03 Lore-Alimbic Order 04 Lore-Final Wish Alternatively, if your jumping skills aren't up to par you may wish to save at this time. Anyways, the portal leads to the edge of the space station with nothing but deep space below and all around you. There is a large platform your currently on and a long platform extending from it. A Guardian will appear around the corner. On this relatively small platform, you need to kill the Guardian quickly. Just so you know, deep space below you? Instant death. You will need to restart from the nearest checkpoint (AKA, this room) should that happen so be careful. Use Missiles or the Volt Driver to quickly waste the emminant threat. Once dead he will drop the Shield Key in his place. Grab it to release an Artifact far away. Also along the long platform are four small stationary ships. After collecting the Shield Key these platforms will take you to five other tiny platforms far away, dangling over space the entire time. The platform with the Artifact is straight ahead so use the platform in the middle and not to the sides. Once you reach the other side, get off of the platform. Collect the Cartograph Artifact sitting there. Before boarding the platform back to the main area, flip on the Scan Visor to find Alimbic Order 04 sitting there [146]. Once done head back carefully to the main platform. There are two more Lore's that you can find. Take the far right platform. Ignore the Portal for now once you reach the end of the line but scan Alimbic Order 02 [147] there. Head back to the long platform and take the far left flying platform. At the end, ignore another Portal and scan the Alimbic Order 03 [148] that lies there as well. Head back to the long platform. Here, head to the very end of it to find another Lore sitting infront of you. Its Final Wish, regarding the attack or some horrible beast [149]. There are several more things we want to do before entering the Portal maze. Take the near-left platform. At the end you will land on a small, broken platform containing an UNIVERSAL AMMO EXPANSION. Flip on the Scan Visor again on this platform to find Alimbic Order 01 [150], the last scan in this room. Once you have finished scanning return to the long platform. Once back on the long platform, hop on the moving platform that takes you to the far-left platform over space. The platform contains a Portal and it is time we entered the Portal Maze. You will enter the Incubation Chambers. -------------------------- Incubation Vaults 01/02/03 -------------------------- Scans: Equipment-Shock Coil Bioform-Electro Voldrum Object-Incubation Tank A Object-Incubation Tank B Object-Blue Force Field Object-Portal Control Note:The Portal Maze spans between these three rooms. Since we spend little time in each room I won't bother listing the room name over and over again. You will appear in Incubation Vault 01 inside a small hallway in a room with green haze. Head forward into the hallway until you reach a blue force field on the wall. It is the first time we have seen this colored force field so don't hesitate to scan it [151]. There is a weapon the behind the force field. Yes, it is another weapon but we're unable to reach it just now. Head along the hallway some more and enter the next portal you reach. You will appear in a similar corridor from the portal. A duo of Guardians have beaten you to this area and you need to destroy them fast. Bring out your Missiles like you do for most Guardian fights and quickly dispose of these guys once again (do they ever learn?). Once they have been killed, you will be shown a short cutscene revealing that a force field being deactivated on the floor above you as well as a Shield Key appearing somewhere nearby. Head towards the opposite end of the room from the portal you used to enter this Incubation Chamber. You will find a Portal that is sitting next to a display panel. Scan the Portal Control [152] and then enter the portal next to it. ----------- Docking Bay ----------- You will reappear inside the Docking Bay area. Board the moving platform and ride it back to the long platform. From there you want to enter the moving saucer that leads to the far right platform. Once you reach said platform, head into the Portal that is there. -------------------------- Incubation Vaults 01/02/03 -------------------------- Back into Incubation Vault 02 you will be situated near another Crash Pillar. I was wrong to say that there is only one in the game. There's 2. If you forgot, wait for the Crash Pillar to jump into the air then shoot the red spot underneith it with a Missile or two to destroy it. This is your last chance to scan him so ensure you do so. Once the final Crash Pillar becomes an extinct species, two blue respawn triangles will appear on the wall above you. They release the powerful Psycho Bit v2.0 that you faced earlier. You need to take out the triangles first then the Psycho Bits themselves. If you fall off onto the bottom area of the room then you can still kill them easily so don't worry. Once they have been destroyed, two more blue respawn triangles will appear, this time on the bottom floor of the room. They will spit out a differently colored Voldrum. Scan the Electro Voldrum [153]. To spice things up just a little bit more, 3 more Guardians will enter the room rather quickly. So to tally it up, you have 3 Guardians, 2 blue triangles and the extra Electro Voldrums that have come out of them. Missiles and your other sub-weapons will be needed to be quick jammed here. Missiles work well on the Guardians and the blue respawn triangles. Keep strafing and use some Charged Missiles. Try not to take too much damage. There are several crates lying in this Incubation Vault. Destroy them if you want to to collect the extra energy and ammo that lies inside of them. Leave through the portal that is closest to the blue force field. You will be taken up to the second floor of another Incubation Vault. Remember this is the one where you defeated several Guardians to create a Shield Key that was unreachable at that point. Head for the nearby Artifact Shield in the hallway infront of you. Attempt not to fall off as you must redo the Portal process to get back here. The catwalks are thin, but wide enough for Samus to pass. When you come to a fork in the path you want to head right, however, flip on the Scan Visor to scan the large green tanks in the center of the room. It is Incubation Tank A [154]. Head forwards on the catwalks. Once you reach the wall again, continue on the path towards the right. If you go the other way you will fall onto the floor and need to get back up here again. Head left once you hit the wall for a 3rd time, and you will stumble upon the Shield Key. Grab it to release the shield around the Artifact. Backtrack over the catwalks to claim the Attameter Artifact. Once you have done that, head back onto the catwalks for a 3rd time. Rather than go left towards the area where the Shield Key was, head right. If you follow this rather simple path of catwalks you will soon come across a Portal on up on the rafters. You will then appear in another hallway similar to where you just were. Infront of you is a gap. Fall into it. Incubation Vault 02 apparently held the secret all along. You will drop next to a blue orb. Scan the orb if you feel like it [155]. Collect the Shock Coil, arguably the best weapon in the game (especially in multiplayer). ==================== SHOCK COIL ACQUIRED! ==================== With the Shock Coil you are able to destroy blue force fields, including the one right next to you. Head through the doorway into the main area of the room. Head straight to the wall and turn right. Enter the portal there. You will appear in a different Incubation Chamber on the second floor with several Guardians already waiting for you on the floor. Don't jump off to fight them just yet. Follow the short pathway you are on to reach a MISSILE EXPANSION at the end. You should have 65 Missiles capacity right now. If you follow the pat to the end you will find another large green tube on the wall. This is Incubation Tank B [156]. Look to the ceiling of Incubation Vault 03 to find several Psycho Bits attacking you. They don't have blue respawn triangles but act like they do. You need to destroy about 20 Psycho Bits before they stop coming for good. Head back along the hallway to the portal we used before, but don't enter it. Head into the corridor just next to it. You will come across another blue force field. As with the previous one, use the Shock Coil to destroy it. It was guarding a large hole in the ground leading to the bottom floor. Jump into it. This small room contains a portal, but not to the Incubation Chamber but rather another new area of Celestial Archives completely! (How many seperated areas does one area need?) You can shoot down the blue forcee field right next to it and fight the Guardians/leave to save but it isn't necessary. ----------- Tetra Vista ----------- Scans: Object-Shield Generator Object-Gravity Stabilizer You will appear in a small room of no interest. Head through the door, then after the short hallway you will be in Tetra Vista. No more portals for now. This large half-circle hallway may seem simple on the map, but for the massive amount of time Celestial Archives has been abondoned the area has been battered with meteors. Since then, holes have been caused in this room removing a good amount of the floor. Like Docking Bay it is over space so one misstep a and you will be flying back to the beginning of the room which is thankfully the nearest checkpoint. Start walking through the large hallway and flip on the Scan Visor. There is a green display on the wall that you can scan. Its a Shield Generator [157]. The traversing of the platforms is just a short distance past the green display. Hug the right wall for the easiest path there, but you will still need to perform some jumping. Once the small plank you are on begins to thin out, jump onto an adjacent floating platform near you. As if it wasn't bad enough that your doing this, Psycho Bits v2.0's will appear from the walls of the room right near you to hinder your progress. Use Missiles or the Shock Coil (my favorite ^_^) to dispose of the two nusiences. Continue along this platform and jumping across other platforms until there's another similar plank on the left wall big enough for Samus. Once again, jump over to it carefully and hug the wall. Once the platform thins out as well, you need to make a large jump to another far away platform. Once you can't go further, jump to the next floating platform. Once you do, a far away Psycho Bit will fire at you at which point use Missiles (Shock Coil's short range obviously won't work). Once you have elmimated one of the few enemies in this room, jump to the next platform infront of you. Once your on the next platform, look on the left wall. The Gravity Stabilizer [158] will appear on the Scan Visor. Its the small yellow indent on the wall. Easy to miss. Now, there is another plank nearby on the right wall. Jump to the right platforms and get on that section of wall. As with the previous planks on the wall, continue until it becomes too thin for Samus to walk on without falling off and then jump onto one of the nearby platforms to the left. Your almost done with this room. You need to do the same thing now but for the left wall. The absence of platforms make it a large gap, but its possible to make. Perform a jump in mid-air if you need to. Once your back on the plank next to the wall it will take you all the way to the end of Tetra Vista thankfully so long as you don't fall off. Near the door are some space you can fall off, but unless your careless you really shouldn't. Head through the door once you reach it. ------------------------ New Arrival Registration ------------------------ Scans: Bioform-Quadtroid Bioform-Greater Ithrak Lore-Gorea 06 Lore-Gorea 07 Lore-Gorea 08 Lore-Gorea 09 On the map, New Arrival Registration is huge but to reach that area you need to pass through some open hallways. Yes, you can jump over the guardrails and die off the edge. Why you'd want to is beyond me. In the second hallway you will encounter a slimy creature moving around on the ground. These are Quadtroids [159]. If their names don't tip them off, they are basically the Alimbic's form of Metroid's. Yes, if you get near one they will not hesitate to latch onto your face. Also, your HUD won't become all staticy (where we couldn't see the underside of a Metroid). That was for the best, I suppose. You CAN see the mouth of the Quadtroid and damn will it scare the crap out of you if you don't expect it to hit you. Like all Metroids, if one attached to Samus get into the Morph Ball and lay a bomb which forces the Quadtroid off of you. Destroy the trio of Quadtroids before moving through the next door. You will enter the main area of New Arrival Registration. The middle is full of nothing but a deep space death and the bottom ledge you are on contains several Psycho Bits of which you should destroy to prevent yourself from fallign off of your perch. You will face several of them so use Missiles for scattershot damage. Once they have all died, continue along the perch until you find a switch and a Portal. Unlike the other Portals this one thanksfully returns you to Celestial Gateway where you should feel free to save and restore and weapons ammo/energy you have lost thus far. Once your back in New Arrival Registration you can see a small platform rising up and down infront of the portal. When the elevator platform reaches the bottom, jump onto it and wait for it to reach the top. Once it does, walk onto the stationary platform right infront of it. There is another elevator platform right after this. Instead of taking you back down as may be expected, it will take you higher to the top of the room. Once you reach the top of the room there will be another stationary platform that you need to jump off onto. There is a corridor in the wall infront of you over a pretty wide gap. Jump to it. You will appear in another open area, death below you and moving platforms going up down, back and forth. To the left of the hallway you are in is another rising platform. When it rises to your perch walk onto it. It will take you to the bottom of the room. When your near the bottom, jump off onto a stationary platform to the right of your moving one. Look for a large opening on the wall straight ahead of you. Its borders are green making it stick out from other opening you have seen so far in this room. Get as much as a running start as you can and take a leap of faith over to this small room. Once you enter it a force field will appear behind you preventing you from leaving. This small room houses the Artifact Shield and the last Artifact inside Celestial Archives. Turn on the Scan Visor to look for a way out. 4 new Lore scans will appear, typically only visible to the Scan Visor. Scan all 4 Lore's. They are Gorea 06 [160], Gorea 07 [161], Gorea 08 [162], and Gorea 09 [163]. Apparently Gorea is the source that killed all of the Alimbic's and has been locked away in the interdimensional prison in an unknown universe. Once you have scanned the four Lore's, a Shield Key will appear in the center of this small room. Collect it and collect the Binary Subscriptture Artifact lying nearby and recieve the message the Stronghold Portal is activated. Once the last Artifact is yours, the force field will deactivate leaving us to reach the Stronghold Portal. Try leaving the small room and you will find an Ithrak falling from the ceiling. However, this is the only Greater Ithrak [164] that is in the game. A few Missiles will make it explode still making Ithrak's an extinct species. How to get back to the other platforms now? To the left of the room is a stationary platform within easy reach of this room. Make an easy jump to it. Look to the right and wait for a platform high up to come down to your level. Once it does, jump onto it as usual. At the top, head onto the stationary platform and head through the hallway in the wall after jumping to that as well. This is the last major area of New Arrival Registration. Head to the left and hug the outer wall so as to not fall down into the abyss. Near the end of the perch you will find a slanted platform that isn't moving in the distance. Carefully jump to it as the platform is very simple to miss. There is an ENERGY TANK right past this platform on an extremely tiny platform. Don't miss it. Ironically, this is the first open-space Energy Tank. Scan it if you want [165] though its already in your logbook. Head back across to the main perch, carefully jumping over the slanted platform until you come to an elevator platform going up and down. As usual, wait for the platform to reach the bottom so you can jump onto it. When it reaches the top of the path, jump onto the next platform. Its also an elevator platform and will take you to the very top of the room. Walk onto the non-moving platform at the top and you will see a door nearby. You can jump onto the ledge with the door. Inside the small rooms lies the Stronghold Portal. Enter it. --------------- Stronghold Void --------------- Once again we return to the creepy hallway. Something is lurking here. Head through the two doors to begin the boss battle. ============ Slench 3A/3B ============ Scans: Bioform-Slench 3A Bioform-Slench 3B That's right kiddies. Slench is angered at his previous defeat at Samus and is not impeding her path once again, this time with several upgrades. Scan Slench 3A [166] as soon as the battle begins. As with every other Slench battle you need to remove Slench from the wall. This time around his tentacles aren't weak to the Judicator anymore. Now they can only be destroyed using the Battlehammer, so its time to break out that weapon once again. Slench's attacks have also changed for the worse. His eye fires the same green plasma balls that home in on you and can easily be destroyed for ammo and energy. The Energy Blasters now fire the same energy that the Volt Driver uses:charged up electricity. It moves painfully slow but also homes in on you slightly. If hit by it, you visor will have messed up vision for several seconds. Attempt to not get hit. Remember that the Battlehammer fires in an arc making aiming with the weapon a bit tough. Aim a little big higher than the tentacles and use the auto-fire on the cannon (just hold the fire button for rapids shots). It takes only three hits to each tentacle to destroy them. Remember that they reappear after a short time so be sure to take them all down quickly. Standing close to Slench makes aiming very simple. Once the three tentacles have been destroyed, Slench will float away from the wall and start flying around the room for a short time. Scan Slench 3B [167] and keep the Battlehammer out. The weapon deals the most damage to Slench. Missiles and the Judicator also deal a good deal of damage to Slench. The Shock Coil is only good if you can keep the lock-on onto Slench for several seconds as it will drain his life in a heartbeat (however his constant random movements make that a pain). The other weapons you possess deal minimal damage to Slench. Keep attacking since his eye is a tiny target. You will likely miss a lot in the battle. Slench will continue shoot the annoying green balls of plasma at you, but he has been given a new attack just for the battle. When he shakes violently for a few seconds, he becomes invincible. Quickly get into the Morph Ball at that time. He will close his eye and ram you quickly. The only way of dodging this is by rolling away with the Morph Ball. Once he has attempted to ram you, quickly switch to biped form and keep shooting him. Every time he is detatched from the wall form now on he will use that attack 2-3 times. Once you have dealt enough damage to Slench or wasted too much time, he will return to the wall and you will need to destroy the tentacles he is attached to once again. When the third of his health is depleated, he will beging to shoot a little faster. Also, when detached from the wall he will fly much faster making him a harder target. When only 1/3rd of his health remains, his attack speed will massiverly increase and sends tons of plasma balls at once. Also, he will spin around very quickly when not on the wall and give you little time to dodge his ram attack. This fight is likely to last a very long time. The plasma balls are your friend, so use them to restore any much needed ammo or energy that you desprately need. Also, like in the previous Slench battle you can stand next to the locked door. The Volt Driver attacks his Energy Blasters shoot can't hurt you there, making an easy target for the plasma balls. If you keep up this pattern you are unlikely to die and can eventually finish off Slench. Once he has been killed, the fifth Octolith will appear in his place. Grab it and recieve the message: "...the Cancer tried..." Creepy. Almost a full story in telepathic messages. Anyways head out of the Stronghold Void for the inevitable.... "OCTOLITH TAKEN!" You may have already escaped from Celestial Archives once, but the second try is much longer. You are gived 8:30:00 and trust me, you will need every last second. Leave through the Stronghold Portal quickly. ------------------------ New Arrival Registration ------------------------ You need to make your way back through these three tall rooms all situated inside New Arrival Registration. Jump down to the platform at the bottom of the room. Once you land on the platform, run off the edge and jump to the far away platform using a mid-air jump (almost impossible any other way). You should be on the other side of the room opposite the door leading to the Stronghold Portal. Run through the short hallway to be in the middle tall room. Your near the bottom of it and have to make it to the top which will take longer than the previous room. Run to the right and next to the ledge will be an elevator platform. Quickly get onto it and ride it to the top of its path. A stationary platform is there. Walk onto it then jump onto the next elevator platform when it comes down. Ride this platform to the top of the room. When you are at the top you can make a short jump to the hallway leading into the last tall room in New Arrival Registration. This tall room is the easiest of all. Since it has the door out of here you just need to jump to the ledge below. Just walk off the edge and mid-air jump if necessary to reach the ledge with the ship deck portal. It is obviously deactivated so head through the door. The next room has several Quatroids. Get in the Morph Ball and roll through. Should one attack to you, just bomb it off. Head back into Tetra Vista. ----------- Tetra Vista ----------- Remember the broken room? You need to head backwards through Tetra Vista and it is mderately easier than normally going forwards through it. Hug the right wall as its the only path you can take. Once it begins to thin out start jumping on the platforms in the middle, trying to get near the left wall. Continue to jump across these small platforms as they were designed for an easy escape. You will come across a Psycho Bit as your crossing but ignore it. As long as you don't get hit you shouldn't fall off. Continue jumping across the middle platforms and taking the left wall path whenever it becomes available for a short time. Keep running on the platform next to the green display you scanned a while ago. Near the end of the room you need to make a big jump to the main platform of the room near the door. Use a mid-air jump for the best results. The path to the door from there is simple, just be careful not to fall into the holes. The room has a portal. Enter it. -------------------------- Incubation Vaults 01/02/03 -------------------------- Head down the hallway you appear in from the portal. Once you reach the end, hand a left. You will see a small display that you scanned a while ago. There is a portal next to it. Use it. ----------- Docking Bay ----------- You will wind up back in Docking Bay near the long platform. Turn right and drop down into an area slightly lower than it. Down here is another portal leading back to Transfer Lock. ------------- Transfer Lock ------------- You will appear back in Transfer Lock at the top of the front of the room. The portal that you want to leave this room is right below you. Fall down then do a mid-air jump to reach the platform and enter the portal. ------------ Synergy Core ------------ Now we are back into familar territory. Run out the door in the portal room and back to the main area of Synergy Core. Back in this big room, continue along the corridor until you can walk off of the edge and onto the bottom floor. You should suffer minimal damage. The portal here back to your ship to is not working. From here you need to make a mad dash for your ship. Head out the bottom door. -------------- Data Shrine 03 -------------- Back in the Data Shrines. As with the last escape you will facing fights in these shrines once again. With a strain on time you need to kill everything quick. Head right and use the door on the wall to enter the inner chamber. There is a Guardian in there. Use whatever weapon you want to finish him off. The Shock Coil does quite a nice job in doing just that. Once he has been killed the doors will unlock. Take the door that doesn't have blue pillars next to it. When your back in the circular hallway, head left and leave with the door. ------------- Fan Room Beta ------------- Nothing important in here. Drop off the edge, take a little damage, and head out the bottom door. -------------- Data Shrine 02 -------------- Head to the left and through the door. Shoot it with the Battlehammer if you didn't open this door first time through this room. Remember this is the room where we got the Volt Driver. 2 Guardian infest this room and you need to take them both out before you can continue onwards. Use the Shock Coil to drain their health or pump some Missiles into their faces. Once they are dead, face the platform you had to land on to reach the Volt Driver and take the door to the right of it. Use the Battlehammer to open the door and head left once back in the hallway. Use the door to leave this Data Shrine. -------------- Fan Room Alpha -------------- Do what you did in the previous fan room. Jump off and head through the door. -------------- Data Shrine 01 -------------- When you enter this circular hallway, run left. Right will end you up in a wall. You probably have less than 2 minutes at this point so urgency is much needed here. Use the door to head into the last inner chamber once you reach it. You will have to fight yet another Guardian when you enter this room. Destroy him using whatever method you prefer and the doors will unlock. Once again, head through the door without blue pillars. When you do, hang a left until you reach another door. Head to the next room. --------------- Meditation Room --------------- Less than 60 seconds? Home free by now. Once again this room is swarmed to the brim with Petrasyls. Destroy any that get in your way. Once you make your way through the room, enter the door. --------- Helm Room --------- You will fight one last Guardian in here. If your almost out of time you need to own him fast. Keep the Missiles out and shoot crazily. Don't stop until he is dead. Escape from the other side of the room and out to Celestial Gateway. ----------------- Celestial Gateway ----------------- It only takes several seconds to hop aboard your ship. Obviously choose to save and blast off from this place. We won't need to come back here ever again. Yay for us :) We have secured the fifth of eight Octolith's so were nearly done solving the mystery here. ***Mission 5:Complete!*** Here are the scans you should have obtained in your 2nd visit to Celestial Archives: [136] Medical Hub [137] Literary Hub [138] Volt Driver [139] Alimbic Prophecy 05 [140] Yellow Blast Shield [141] Photon Stabilizer [142] Psycho Bit v2.0 [143] Docking Bay L1 [144] Docking Bay L2 [145] Docking Bay L3 [146] Alimbic Order 04 [147] Alimbic Order 02 [148] Alimbic Order 03 [149] Final Wish [150] Alimbic Order 01 [151] Blue Force Field [152] Portal Control [153] Electro Voldrum [154] Incubation Tank A [155] Shock Coil [156] Incubation Tank B [157] Shield Generator [158] Gravity Stabilizer [159] Quadtroid [160] Gorea 06 [161] Gorea 07 [162] Gorea 08 [163] Gorea 09 [164] Greater Ithrak [165] Energy Tank [166] Slench 3A [167] Slench 3B ------------------------------------------------------------------------------- ~Mission 6:Journey to the Core of Alinos [MSN6]~ ------------------------------------------------------------------------------- Mission Difficulty:***/***** Mission Objectives:The sixth Octolith is located further inside Alinos and only the mighty Judicator can lead the way. The cool weapon will calm the heat and freeze those the imply. There are several instant death areas like Celestial Archives but it shouldn't be too tough for you. You have five of the eight Octolith's we need to solve this mystery. It is time that we find the sixth somewhere in the Alimbic System. The next planet on our list is Alinos so it is time to make a second trip through the heat wave. When Alinos is highlighted look to the left of the screen to find the bounty hunter(s) currently inhibiting the planet, if any. You may be facing several of them on your journey. Set course for Alinos. -------------- Alinos Gateway -------------- We have very little business in this room when you land back in Alinos. Take the left portal back to High Ground. ----------- High Ground ----------- Instead of heading through the Stronghold Portal that lies infront of you, take the left door out of here and into High Ground. In this room either a Guardian or a rival hunter will be waiting for you. There is no need to kill them right now. Drop through the large hole in the center of High Ground to be in the tunnels that are down here. Remember first time around that this area had a lot of yellow force fields? Time now to destroy them all and find out what they were covering. You can destroy them down here, however they are merely shortcuts around the tunnels and don't lead anywhere interesting. Head along the hallway that didn't have any yellow force fields and head past the first door. Alternatively, head past where the first yellow force field was then hang a left to reach the same spot. Just past the door is a small purple force field. Use the Judicator to destroy it. A large energy will be in its spot. ---------- Magma Pool ---------- Take the energy then switch to the Morph Ball. Enter the hole to fall into lava. This secret area turns the camera to a sidescrolling view. You are in lava the entire time, taking 3 damage a second. You will be falling and there are blue energies on the path every few seconds so take a second to collect them so you don't die. You need to fall all the way to the bottom here. If you can't roll any further then lay a bomb to recieve a boost over the obstacle you are stuck behind. Shouldn't take too long to reach the bottom of the tall room. At the bottom is a small tunnel to the right. Roll through it. You'll notice Samus gains a lot of speed in lava oddly. Once your in the area with two walls on the sides again, perform a Bomb Jump. Instead of going a few feet in the air, you will be skyrocketed at high speeds up Magma Pool. When you start to slow down, head near the wall to land on a platform and blast up once more. It may take several tries to actually gain a lot of height in Magma Pool. However, near the top of this side of the room lies an UNIVERSAL AMMO EXPANSION on a ledge. Only one more remains in the game. You should have 360 Ammo maximum right now so check that once you get out. A small tunnel is visible at the top of the room from your position. Use a Bomb Jump to blast your way out of the tunnel. ----------- High Ground ----------- Scans: Lore-Alimbic Prophecy 06 Lore-History 02 Object-Thermal Regulator [!]-Switch You will fall back into the previous standing hallway in High Ground. Return to biped form and head back out the hole outside to the main area of High Ground. Its to the left of the Morph Ball hole that you just went down. The rival hunter or Guardian didn't leave the room so now would be the time to kill them off. The Judicator is particularly effective against most rival hunters while the Shock Coil will zap away the lone Guardian should it appear as well. Head up the ramp in the room. At the top should be a small indent on the floor where you got the first Artifact in Alinos (every Artifact appears above these small indents). Near that mark is a purple force field on the wall. Shoot it down with the Judicator or course. Head through the hallway that the force field has been guarding for a long time. There is a door to the left leading to Combat Hall. We have no business there until we get all eight Octolith's so continue forwards instead. There is an orange panel on the wall that is across from the door I said to skip. Scan the Thermal Regulator [168]. As you make your way up the hallway, you will find an Alimbic Turret on the ceiling shooting at you. Take a few Power Beam shots to its face and when destroyed flip on the Scan Visor. A hidden Lore is behind where it was sitting. Scan the History 02 [169]. If you follow the hallway you will wind up back outside again. Keep the Scan Visor on as you walk outside. There is a switch near the left edge. Scan it. Once scanned, a platform high in the room will become active. It will move from the other end of the room to this ledge every few seconds. Head towards the edge and wait for the platform to reach you. Hop onto it and use the Scan Visor and on the ledge on the other side is another hidden Lore entry. Its Alimbic Prophecy 06 [170]. Once on the high ledge at the other end of the room, jump off of the platform. Scan the above and you will find a Purple Shielded Door ahead of you. Use the Judicator to deactivate it. A small hole will try to prevent you from reaching the door and you WILL falll through it because of the low ceiling making it impossible to jump high. Fall down into the gap for a second then mid-air jump to the door. Head inside. -------------- Alimbic Garden -------------- Scans: Bioform-Red Barbed War Wasp Lore-Gorea 01 Lore-Gorea 02 Lore-Alimbic War 02 Object-Alimbic Garden Once you enter Alimbic Garden a new enemy will begin to attack you. Scan the Red Barbed War Wasp [171]. It will shoot stingers at you so keep moving to destroy it. There are several steps infront of you made out of stone. Jump up them to reach some ground. There are Zoomers on these steps so avoid or destroy until you climb the steps. At the top is a Blastcap. Destroy it an wait for the gas to disappear before walking forward. A cutscene will show Sylux's ship, the Delano 7, flying in low orbit overhead apparently looking for something. Fortunately, its not you. A Red Barbed War Wasp will appear after the cutscene so destroy that as well. Jump off the step and turn on the Scan Visor for new Lore to appear near the wall. Scan Alimbic War 02 [172] and Gorea 01 [173]. Keep the Scan Visor on and step off the ledge into the bottom area of the room. There is another Lore entry on the left wall. It's Gorea 02 [174]. Scan the ground for the Alimbic Garden entry [175] as odd as that may be. Enter the nearby door. ------------ Thermal Vast ------------ Scans: Bioform-Psycho Bit v3.0 You appear in a huge room, but the area you're in is tiny with nothing but a Morph Ball hole to use. Obviously get in the Morph Ball and roll through the short tunnel. The room really is huge! Thermal Vast is covered in lava. There are many moving platforms taking you to various areas of the room. Several rocks are in the lava allowing you to reach this platform if you fall into the drink. Petrasyls also swarm the room in various places. Walk straight to the edge of your perch and wait for a moving platform to come to you. Once it does, jump on it. Ride it to pretty much the middle of nowhere. When it stops, wait until another platform comes by and quickly jump onto it before your platform moves back. Depending on what platform you jumped on you will be taken to the left or right sides of the room. Either way they have the same route. Once at the end jump onto the ledge. To reach the ledge you need to use one more platform that meets up with yours. The ledge contains nothing interesting besides another Morph Ball tunnel. Enter the winding tunnel until you reach a jump pad. Use it to get out of the tunnels. You will appear on the other side of the room from where you started. Return to biped form here. 2 blue respawn triangles will appear on the wall and begin to spit out a new version of the Psycho Bits. These are the last ones you need, Psycho Bits v3.0 [176]. These guys use fire blasts to attack so if hit you will be burned for a few seconds resulting in extra health loss. You can opt to destroy the Psycho Bits and triangles or go through the door at the top of two ledges. Head either left or right. Both lead to a short, winding loop leading to the door. Try not to fall off the ledge or you will land in lava and need to return to where the Morph Ball tunnel shot you out and try again all the while being shot at by Psycho Bits. Enter the door as quick as you can. ------------ Alinos Perch ------------ Alinos Perch is a huge room. There is a lot to explore in here but it's impossible under current conditions. You have little time to enjoy the view before a trio of Guardians come quickly from all sides of the room and begin to attack your position. This can be a tough fight as the Guardians like to get in your face and shoot rapidly at you. However with the Judicator, just single one out and focus on destroying that one alone. It shouldn't take long to dispose of all three Guardians. Once they have died all the doors in Alinos Perch will be unlocked. The only ones you can see are the door you entered from and the side door to the left of it. That is the door you need to enter. We will soon be getting a weapon allowing us to progress further in the room. --------------- Council Chamber --------------- Scans: Equipment-Magmaul Bioform-Fire Spawn Object-Glyph Pattern Object-Wall Scroll Object-Council Chamber You will enter this room and see several boxes lay infront of you. Before destroying them look at the emblem for a short laugh ontop of them, then destroy the crates for extra health and ammo you may have lost from the Guardian fight. The wall left of the crates holds another scan, this time it is the Glyph Pattern [177]. Follow the simple path to find several more crates on the floor you can use to restore some more energy and ammo. To the right of these crates is another wall, this time being the scan Wall Scroll [178]. To the left is a fake yellow wall which when walked through reveals a moderately large room containing a pool of lava in the center. A cutscene will reveal a huge beast suddenly appearing inside the pool of lava. Mini-boss battle time! Get the Judicator out because typically, cold items always beat hot things (despite how wrong those physics are). Before you begin your onslaught of the beast be sure to scan the Fire Spawn [179]. The target of choice is Fire Spawn's head. When he is attacking it will open up and it's quite ugly and difficult to not see. Use the Judicator to pelt his head several times when he surfaces above the lava. His means of attack is throwing lava at you. I mean actually THROWING the lava. He will do this several times before closing his head and diving back under the lava where he will resurface in another random area in the pool. Once he does the head will reopen allowing you to hurt him some more. Make sure that you keep moving around the battlefield. If you keep moving then Fire Spawn's attacks will easily miss you. There are also some barriers you can stand behind for cover. You can only be hurt if Fire Spawn throws lava from right next to that spot. After a short time the Fire Spawn will be slayed for good and the Magmaul will appear on a small platform in the area. Turn on the Scan Visor and scan then center of the room for the Council Chamber logbook scan [180] and then scan the Magmaul itself before collecting it [181]. Once that's taken care of, feel free to collect the thing. ================ MAGMAUL ACQUIRED! ================ Now that we have the Magmaul we can begin to collect that Artifacts inside this region of Alinos. Before leaving the room, turn around to find an Orange Force Field. This is the first Orange Force Field you have found in the game so far so be sure scan it [182]. Destroy the force field and follow the winding path for an ENERGY TANK. Its your sixth tank and you won't be seeing another for a loooong time. Remember when the battle started a force field blocked you from leaving? That force field also happens to be Orange so destroy it with the Magmaul as well. Head towards the right in this area and destroy the Orange Force Field that blocks your way there as well. Follow the path back to Alinos Perch. ------------ Alinos Perch ------------ Scans: Bioform-Magma Voldrum Object-Ceremonial Charms [!]-Security Computer Head forwards then turn around a short distance later. The wall here slants down at an angle allowing to to climb your way up it. Follow the wall until you reach the ramp and head to the top of it. 2 blue triangles will appear at the very top which shouldn't be a surprise. This new type of Voldrum will appear out of the respawn spots. Scan the Magma Voldrum [183]. The Judicator should be brought out once again to dispose of these hotheads and their blue triangles very quickly. They attack like other Voldrums by shooting a projectile this time being magma. Once the fight ends, an Alimbic Turret will begin shooting you from a nearby wall. Once the Voldrums have been killed you should take out the turret quickly. Head back along the path. You should find another Orange Force Field high up on the wall, with ledges allowing access to it. Destroy it with the Magmaul as well. Head through the area it once was and you will find another MISSILE EXPANSION lying tucked away in a small hole. Once you have claimed the expansion and have checked for a total of 75 Missiles, head back to where the Orange Force Field used to be. The left side of the wall will hold a ramp allowing you to climb higher in the room. There are several Psycho Bits flying around up here. You can choose to ignore them or destroy them. Either way, near the place they spawned at contains a large blue dot on the wall. It is a switch. Shoot it with any weapon to activate it and move a platform in the previous area of Alinos Perch. Walk into the area the platform changed positions. If you head along the straight platform you can see the platform and the jump pad ontop of it that has been activated. You can jump to the platform from this ledge so do that. You will be boosted to a high ledge otherwise inaccessable. Scan the orange console that is there to unlock one other door inside Alinos Perch. Walk off the perch to the left of the scan console. Don't forget to mid-air jump near the bottom so that you take minimal damage form the fall. There is a ramp attached to the wall so start walking up it. You will find another blue dot on the wall. Similar to the previous one, shoot it to move yet another platform in Alinos Perch. The wall to the left of the switch contains the object entry Ceremonial Charms [184] so be sure to scan that. Once you get near the top you will pass an unually fat rock structure you can stand on. You can see from here the platform you just moved with the switch. Jump onto the platform and the jump pad that was activated upon it will boost you to the door you just unlocked so feel free to enter it. ---------- Crash Site ---------- Scans: Lore-Alimbic Pride 03 Object-Structural Debris Crash Site is a pretty tall room and as the name suggests everything is all crumbly and a big mess, scattered stone everywhere. Walk to the edge infront of you and turn on the Scan Visor and look down. There is a scan there, it's Structural Debris [185]. The Shield Key in the room is just left of the scan. Before getting it, shoot away at the nearby Blastcap and wait for the gas to settle. Fall down several steps of debris to find the Shield Key inside a hole in the wall. You can jump to it from the steps. If you fall to the bottom, the debris forms steps allowing you to get back up to the Shield Key. Once grabbed the Shield on the bottom floor will be deactivated. Now, jump down the bottom of the room. Turn around with the Scan Visor still on the find the hidden Lore Alimbic Pride 03 [186]. Proceed down through the only tunnel down here to find the Cartograph Artifact lying at the end of it. Once you have the Artifact head out through the door right next to you. ------------ Alinos Perch ------------ There is a seemingly sheild infront of you, but there is actually a hole right before it you can't see easily. There is no way to come back up this ledge so make sure you got the scans and the Artifact. Head down the gap and into the main area of Alinos Perch. Head right and take the door back to Council Chamber (the area you fought Fire Spawn). --------------- Council Chamber --------------- A quite and desolate room we shall return to, and it won't be that way for very long. To the right of the entrance is an Orange Force Field we haven't shot down yet. Destroy ti with the Magmaul. A Guardian was hiding behind it and will promptly attack you. Use the Judicator or Missiles to quickly dispose of the little jerk. Head through where the force field was and turn on the Scan Visor to find the hidden Lore entry Alimbic War 03 [187]. Continue following the corridor. Near the middle of the hallway you will find yet another hidden Lore entry with the Scan Visor, this time being Gorea 05 [188]. If you follow the hallway to the end you will find yet another hidden Lore entry being Alimbic War 07 [189]. There is a scan display just past Alimbic War 07. Scanning it will deactivate a nearby force field in the room. Head back through the hallway to where tou first shot down Orange Force Field. You will find a jump pad in place of where the force field once was (the force field we deactivated, though) and you can use it to reach the second floor of Council Chamber. There is another hidden Lore entry to the right on the wall near the jump pad. Scan Alimbic Pride 04 [190]. Up on the next floor you will encounter a hallway with only one way to go. As you begin to head through it a group of Shriekbats will attack. If you forgot to scan them on Arcterra then do so now before they suicide into the wall or you. You will enter a large room and, of course, two respawn triangles will appear on the wall and spit out Voldrums (Alinos likes them apparently). The Magma Voldrum you have already scanned, but the blue Voldrums are new. Scan the Ice Voldrum [191]. The Missile Launcher works well against both breeds of Voldrums. Once everything including the triangles have been destroyed the door nearby will be unlocked. Don't head through it just yet. A nearby force field blocking a side-hallway was also deactivated. Head down it to find a switch. Scan it to activate the Portal that leads back to your ship. Haven't seen it in a while so definately feel free to save and restock your supply and energy. Head back through the right Portal to this room. Past the portal and further down the hallway is a small room with force fields covering a hole in the ceiling and the floor. 5 Petrasyls are floating harmlessly around the room. There is an orange scan console to the left of them which will deactivate the force field on the floor. Scan it now. A Shield Key will also appear in the corner of this tiny room so take the plesure of grabbing it, effectively removing the ceiling's force field. Fall down the hole on the floor to wind up back on the main floor. A disabled jump pad should be right next to your landing zone and a switch right above it. Scan the switch to activate the jump pad. Use it to reach the lone top third room with nothing but the Attameter Artifact. Fall down the hole and use a mid-air jump to be back in the room with the Petrasyls. Walk back down the hallway and into the room you fought the Voldrums. Head through the open door we ignored several minutes ago. -------------- Processor Core -------------- Processor Core is a fairly large room with a lot to do, and contains the Stronghold Portal. The room containing the third Artifact is more than likely to kill you many, many times over. The nearest checkpoint is the ledge your standing on in this room. Because when you die you lose all scans up to the nearest check point you will have to rescan the several things in this room multiple times. I will save the scans until after you manage to pass the difficult trial. There are two large cylinder stacks in the room. There's one on the left and one on the right. Both are hollow so something is inside each one. The right cylinder is the one you want. You need to jump from your ledge onto the cylinder then fall into it. Should you miss, there's a jump pad inside the other one (but had an opening on the ground for you to get inside) allowing you to get back to the ledge with the door and try again. When inside the cylinder, the elevator there will move up and down. It will pause for several seconds on the bottom. There is a Morph Ball door down there so bomb it open and quickly enter it. ----------- Piston Cave ----------- Piston Cave is similar to the Metroid Prime room of same name. Inside are a ton of pistons trying to impede your progress. Infront of you is a large lava river and over it is a metal bridge. You need to follow this bridge to the end. Should a piston knock you into the lava you need to roll back to the nearest stone slap and Bomb Jump onto it in which case you can try again. The pistons don't move very fast so it shouldn't be too hard to reach the first corner of the room. The next pathway has more pistons but move at a slightly faster rate. You may need to stop inbetween two of them which can get a bit tricky so attempt not to fall off. You will soon come to a large platform with a long row of pistons. However, these ones retract into the wall slowly and shoot out fast into eachother! As you may guess should you be inbetween the two pistons when they collide you will die instantly. This point may give you grief several times. The pistons that are in the wall already NEVER come out so think of them as safe spots from the colliding pistons. After passing through two of these you will then meet up with two pistons in a row, synchronized smashing into each other. It is very difficult to pass these rolling normally. When they start retracting into the wall quickly roll foward and slide up on the touch screen to boost through the pathway and into the next room. The view will now change to side scrolling. This is the area of Piston Cave that will destroy Samus over and over again for most players. If you're that rare breed that flies through it in one go then good for you. The first set of pistons that move up and down. Roll onto the first one. It won't kill you unlike the others. The next four pistons alternate in their movements making this simple for those with good timing. The first and third go up while the second and fourth go down, then vice versa. You can just hold right until you reach the last two pistons. These will crush anything inbetween them. Just before they collide lay a Bomb to Bomb Jump. You will be pushed in the air as they go back down allowing you to roll over the bottom one. You can now roll out of this area, but more pistons lie in the next one. The room looks cool in this view, but you can't fall anywhere luckily. There are three pistons sticking up and won't go down. The first two pistons in the air will slam into them at different intervals. When the first piston slams, Bomb Jump ontop of the first piston and roll over as fast as you can. The third piston has one on the roof but does NOT slam into the bottom piston. The next piston will slam into the ground. Keep holding right so that when you get the chance Samus will quickly roll under the piston. This is the final piston of the room thankfully. The next piston is a moving elevator. Roll onto it and you will be taken to the top of the room where a large staircase resides as well as the Artifact Shield. Use Bomb Jumps to make your way up the staircase to the top then carefully manuver over to the Shield Key on the ledge of the stairs. If you miss you have to climb up the stairs once again. Once you nab the Shield Key you can grab the final Artifact in Alinos. You will recieve the message that the Stronghold Portal is now activated. The Morph Ball door at the top of the room is also unlocked now so Bomb is open and head through. -------------- Processor Core -------------- Scans: Lore-Alimbic Pride 02 Object-Lava Processor 01 Object-Lava Processor 02 Object-Backup Processor The Morph Ball door will lead through a short tunnel and drop you out from the ceiling back inside Processor Core. From where you land return to biped form and go inside the cylinder with a jump pad. Use it to boost to the top rim of the cylinder. At the top you will find a hidden Lore entry. Its Alimbic Pride 02 [192]. If you follow the hallway nearby you can find an UNIVERSAL AMMO EXPANSION tucked away behind the wall. Turn around and fall down near the cylinder funnel that has the jump pad. In the back of it flip on the Scan Visor to find Lava Processor 01 [193] on it, Lava Processor 02 [194] near the previous scan and Backup Processor [195] there as well. Head through the Stronghold Portal once you're finished scanning. --------------- Stronghold Void --------------- Another desolate hallway obviously points towards another boss battle. Enter the door to meet up with an old friend.... ============ Cretaphid v3 ============ Scans: Bioform-Cretaphid v3 We couldn't go on without another update of Cretaphid now then could we? Scan this form of Cretaphid [196] and begin the battle. The ideal way to defeat Cretaphid remains the same. He is still shooting three lasers from the red dots on the top of him and launches green plasma balls at you. There is a slight problem with these plasma balls. They move far faster now and can easily catch you. Either shoot them, or if you wish to keep your focus on Cretaphid then keep moving. You will run into the lasers though so keep track or their positions so you know when to jump over them. Once again you need to destroy all of the blue dots on Cretaphid to make his internal membrane appear at the top. There is a slight difference this time around. The dots are only blue for a minimal time. That's not all; the lasers also stop periodiclly to turn blue. You can effectively shut off the lasers very fast making only the green plasma balls your target which makes things much easier. Remember that it takes just 1 shot to elimante a dot and since the Power Beam is so fast it is the best weapon to use here. Once all the dots have disappeared then the central membrane will appear at the top of the pole. This time we carry a weapon that will only keep it up there for seconds. Grab out the Shock Coil and aim it at the membrane. Watch its health bar. It does minimal damage for about 2 seconds then you see a HUGE chunk of his health disappear in a moment. It sure makes this battle pathetically simple. Once 1/3rd of his health is gone he will reenter the pole and you have to redo the destruction of Cretaphid's dots. The lasers move down a level as well. Also he will speed up his attacks and the lasers move faster. He shoots out more plasma balls from the dots so its imperative you destroy them quickly. Other than that it remains the same until you get the central membrane to appear again. Use the Shock Coil once again to send Cretaphid into his final stage. Once you've chipped off 2/3rds of his health Cretaphid will recieve and even bigger boost in his attacks. Lasers sweep very quickly, plasma balls fly out from every dot practically at once and the lasers are at the bottom level making you an easy target. Just keep focused and destroy any green plasma balls that get too close for comfort. When the central membrane return once again use the Shock Coil for the big finish. The battle shouldn't have been too hard... Once you have chipped the last bit of health from Cretaphid, the totem pole will fall apart on the floor and reveal what was inside it:the sixth Octolith. Grab the health scattered around the room then collect the Octolith for this message from the Alimbic's: "...lost...we are all..." We probably can begin to chain these messages in some order to reveal what to do. But let's obtain all eight first. Start trying to leave the Stronghold Void for the expected.... "OCTOLITH TAKEN!" We are given a mesely 5 minutes to escape Alinos a second time and it could give some trouble. We have to cross many huge rooms. Quickly leave the Stronghold Void. -------------- Processor Core -------------- Back in Processor Core you will either be ambushed by a rival hunter or by a Guardian. The good news is you don't have to fight them. Enter the right cylinder and use the jump pad to reach the outer rim of it. Once there you can easily make a sikkful jump to the ledge in the distance that has the door. Quickly head through it! --------------- Council Chamber --------------- Enter the room and you will hear battle music. Once again you can ignore whatever comes you way whether it be a hunter or another Guardian. Head for the portal that leads to your ship. Obviously, its not working. However, the room which had the Shield Key is just past it. Head down the hole there and to the bottom floor of the room. Turn around and enter the left hallway. Ignore the crates here and enter the door. ------------ Alinos Perch ------------ As with the previous rooms you will once again be ambushed by a rival hunter or a Guardian as soon as you enter. The doors are still unlocked and we still need to get outta here! Take the door on the right wall nearby. ------------ Thermal Vent ------------ You will find a Morph Ball tunnel when you enter Thermal Vast. Enter it quickly and once out in the open again return to biped form. You have NO time to head across these platforms so let's take a shortcut. Use the jump pad infront of you to be flung a high velocity all the way to the perch on the other side of the room. The door should be right infront of you. Waste no time in entering it and head through the small hallway. ----------- High Ground ----------- High Ground, much like the other rooms, will get you ambushed in a hunter or Guardian fight. This time the doors are locked until someone has been killed. Prep your Missiles or the Judicator and waste no time in barraging the enemy you encounter. If your unlucky to find a hunter then the battle will chew up your time AND drain your energy. Hunter's have a tendency to hide from you time to time. If they start running stay on their tail to keep them in the action. The Guardian, however, isn't as tough. Several headshots to the little android will make it explode. Should you run low on health destroy some of the plants for a health boost. Once your enemy has been killed head down the hole in the floor. Follow the shortcut tunnels where yellow force fields used to be until you reach a door you must head through. use the Volt Driver to destroy these force fields if you didn't first time through here. --------- Echo Hall --------- Oh snap! Almost out of Alinos so waste no time in trudging through Echo Hall. Enter the Morph Ball tunnel across the lava and ignore the War Wasps. When you can return to biped search for a Morph Ball door on the ground other than the one you came through. Enter this hole and into the main area of Echo Hall. One last rival bounty hunter or Guardian will attack you here and like High Ground the doors are locked until it is all over. Use the Judicator or Missiles to get rid of your enemy quickly. You probably are getting low on time here so just kill your foe. Enter the only door in this section of Echo Hall. -------------- Alinos Gateway -------------- Make a bee line for you ship. Jump the platforms or jump the lava itself, it won't matter in a few seconds. Head up the hill and jump into your ship. Obviously you should choose to save. Allright then! 6 of the 8 Octoliths are now in our possession. With just two left to find we must head back to frozen areas to search for the last Octoliths.... We will be back to Alinos one last time once we have all 8 Octoliths. ***Mission 6:Complete!*** Here are the scans you should have obtained on your mission through Alinos. [168] Thermal Regulator [169] History 02 [170] Alimbic Prophecy 06 [171] Red Barbed War Wasp [172] Alimbic War 02 [173] Gorea 01 [174] Gorea 02 [175] Alimbic Garden [176] Psycho Bit v3.0 [177] Glyph Pattern [178] Wall Scroll [179] Fire Spawn [180] Council Chamber [181] Magmaul [182] Orange Force Field [183] Magma Voldrum [184] Ceremonial Charms [185] Structural Debris [186] Alimbic Pride 03 [187] Alimbic War 03 [188] Gorea 05 [189] Alimbic War 07 [190] Alimbic Pride 04 [191] Ice Voldrum [192] Alimbic Pride 02 [193] Lava Processor 01 [194] Lava Processor 02 [195] Backup Processor [196] Cretaphid v3 ------------------------------------------------------------------------------- ~Mission 7:Revisit the slippery slopes of Arcterra [MSN7]~ ------------------------------------------------------------------------------- Mission Difficulty:***/***** Mission Objectives:Although it may seem odd that we aren't visiting Vesper Defense Outpost before Arcterra, we have good reason. There is a blast shield there that only a weapon found on Arcterra can open so thusly we have little choice in our destination. You will fight few new enemies as you find your last toy, and need to quickly claim the seventh Octolith. ---------------- Arcterra Gateway ---------------- Should you have chosen to skip my speech then you need to skip Vesper Defense Outpost for the time being. Once again, there is a door that leads deeper into Vesper Defense Outpost that we cannot open now (and said deeper area is a scary place in my eyes. Good reason to choose it last). Set course for Arcterra once again and prepare for more fights. Once you land these is no reason to take the long winding road back to the bottom should you care about 15-20 Energy. You already know how to climb up this collosal room. If you forgot, then try climbing up it once again. Otherwise feel free to leave through the lone door at the bottom. ----------- Sic Transit ----------- Sic Transit if you remember is an expansive room. It is also likely that a rival hunter or a Guardian resides here. You have dealt with both foes countless times already so battling your foe shouldn't take long at all. Just use the appropiate weapon for whichever hunter comes your way. Judicator on Spire, Magmaul on Noxus, and so on. Try to keep damage to a minimum whilst fighting because you will want to save it for the troubles ahead. Remember where Proxy Lock 6 resided first time around? It was near a force field that blocked a door. The Trace battle during the escape knocked away the force field, so now it is time to discover what lies beyond it. From the door leading to Arcterra Gateway it lies directly across the room in a small alcove. Shoot it open and head through. ---------- Fault Line ---------- Scans: Equipment-Imperialist Bioform-Arctic Spawn Lore-Alimbic War 09 Lore-Alimbic Prophecy 08 Lore-Seal Sphere 01 Object-Shock Barrier Fault Line is an even larger room than Sic Transit. At first it seems quite tiny, but you will soon unlock passages to upper levels. There are several passages ahead of you. Take the right path to find several scans. Several Quatroids lurk this area. Use several Missiles and stand well away from them while you kill them. Nothing is scarier than seeing their large teeth randomly appear all over your visor. Not pretty. To the left is an electrical barrier spitting out some how voltage every now and then. Scan the Shock Barrier [197] for the Logbook. Head out of the passage again and enter the others. You need to destroy all of the Quatroids in each passageway to clear an objective in this room. If you head further down the right passageway then you will find a hidden Lore entry only visible to the Scan Visor. It is located on the right wall. Scan Alimbic War 09 [198]. If you continue through the hallway you will find even more Quatroids. You can dispose of them now or wait a few seconds after you collect another scan up ahead. With the Scan Visor still on you will find Seal Sphere 01 located on the wall. Having that been scanned you will find several force fields blocking your progress. In order to lift them you need to destroy the remaining Quadtroids that reside in this region of the room. Head back through either of the passages and kill whatever you find. You may also stumble upon an Artifact behind a force field. It is unobtainable for now. Once all of the Quadtroids have been destroyed you will be shown a scene where the force fields at the end of the room have been deactivated. Head through the small tunnel that either one guarded. They lead to the same open area. A Red Blast Shield is located on a door on the left wall. Before being able to head over to it you will be ambushed by Arctic Spawn. What a creative name. Arctic Spawn attacks and is killable the same way that Fire Spawn was. Arctic Spawn will grab snow off the ground and fling it full force at Samus's current location. Keep moving in a circle around the room so it is easy that the beast will miss. Instead of being weak to ice, Arctic Spawn is weak to fire and the Magmaul packs just that. Shoot the Magmaul at his exposed face whenever possible. It won't take long for his health to be depleated and he doesn't get much harder than that. Once you have killed off Arctic Spawn a large red orb will be in its place. Scan the obkect [201] then grab the Imperialist. This will complete your collection of six sub-weapons. The screen will shift to show you a red triangle target appear on the wall high above the floor in this area of the room. Obviously you need to shoot it down with the Imperialist. It isn't enough to hit it, but you need to be zoomed in to do so. To use the zoom function of the Imperialist, either double tab the Imperialist icon on the touch screen or tap Select if in Dual Mode. Aim the redicule to the center is focused on the red triangle. If the triangle is closed up then you are too close to the target-back up for it to open up again. Once you hit it with the Imperialist then the force field above you will disappear, and the lock on the Red Blast Shield door nearby will disappear as well. IMPERIALIST COLLECTED!!! Also, a platform will begin to move up and down allowing you to access the upper levels of this room. Hop onto the elevator and ride it upwards. The floor is still mostly covered by a force field. Walk along it until you reach a jump pad to reach an upper ledge. Head along this pathway to find a UA Pack and restore some of your Ammo (I doubt you wasted that much in your battles). Turn around and head back to the lip of the edge where the jump pad put you on. Turn on the Imperialist again to find two more red triangles which are most certainly open on the far side of the wall. They aren't tough to shoot down if you use the zoom function. When you use the zoom it can be a bit tough finding them, so locate them on a far view then zoom in. Once both triangles have been shot the force field in both rooms will be dropped. Turn around and head back down the hallway and into the expansive room. Once you drop down you will suddenly be attacked by Voldrums being spit out of three respawn triangles. The Imperialist is a bad choice for this battle so blaze through it with Missiles instead. Destroy the blue triangles first before attacking the Voldrums or you will just be wasting your time. Once all of the annoying Voldrums have been killed off then you will be shown the location of the Shield Key in this room. It is located along the left wall across several platforms. Head along the left wall yourself now. Flip on the Scan Visor to find a hidden Lore entry. Scan the Oubliette 01 packet [202]. Continue along the path and fall to the ground. You will happen to stumble upon the location of the Shield Key. Grab it to lower the force field around the Artifact inside Fault Line. The Artifact is in a small alcove behind the Shock Barrier. Because it is imperitive that you conserve as much health as possible and that Shock Barrier depleates it quite quickly, you should deactivate it first. Nearby the Barrier is a green console to the right if it. By scanning it the electricity will be shut down and you are free to pass through the barriers without any chance of getting damaged. Ignore the Artifact for now and head right to an exposed alcove that was guarded before. Here is a stairway leading back to the upper level of Fault Line. There is a large platform ahead of you with a spirling platform leading to the top of it. Run on the platform to the top of it to find a large and tall stone slab. You can use a Missile on the base of it, effectively knocking it over and forming a bridge. Carefully make your way across the thin "bridge". Once across the gap on the other side of the room you will find a ledge to the right that you can walk upon. Head straight to a tunnel. The tunnel drops down quite fast, and you will wind up back inside the open area where you first found the Imperialist. Head back through the hallways to where the Shock Barriers once were (sparks come out of them now and again but they can't harm you). The Cartograph Artifact can be foudn just past them so run up and collect it. Remember the Red Blast Shield on the only door where you fought Arctic Spawn? Head for it. This is the final attraction in this room. Destroy it with the Imperialist and head through the door. --------------- Frost Labyrinth --------------- The only place to go in this room is through the Morph Ball tunnel. Remember that this place is a large maze. The view will change to a higher view of the Morph Ball for you to see different paths of which you can travel on. Head left and from there always take a northern path. When your stuck going either left or right, take the left path and continue north from there. Along the path are several green lasers which will hurt you if you touch them. Wait beside them for them to end and then quickly roll past them before they start up again. At the end you will find a small grey hallway the Morph Ball can barely fit into. For whatever reason this is hard to squeeze into. I believe the tunnel is on a small lip. Get a few feet back and Boost for some momentum to squeeze into the tunnel. Once you head through the tunnel you will be at a previously unopenable Red Blast Shielded door. Use the Imperialist to open the door up and head through the tiny hallway. --------- Sanctorus --------- Scans: Lore-Alimbic War 01 Lore-Alimbic War 12 Lore-Alimbic War 06 Lore-Gorea 03 Lore-Gorea 04 Object-Spectral Locks [!]-Spectral Locks 1-3 Sanctorous is a large room with a lower level to it. Head left along the ledge at the top of the room (where you are currently standing). You will enter a passageway that contains an UNIVERSAL AMMO EXPANSION tucked away in a small hallway. Once you have taken the Expansion flip on the Scan Visor to find Alimbic War 01 for you to scan [204]. Past the small tablet where the Ammo Expansion laid is a hole in the wall which Samus can fall through. Do so to land on the lower floor of Sanctorus. Once you land you will notice a green display panel next to you. Scan the Spectral Locks information [205]. To the right of the panel is another thing on the wall which you cna scan. Once you do so you will be notified that Spectral Lock 3 will have been deactivted. The Scan told you that 3 Spectral Locks kept a secret in this room. We need to deactivate them. Further right of Spectral Lock 3 is a hidden Lore which you can scan. It is Alimbic War 06 [206]. Next to it is Gorea 04 [207]. If you walk back left again you will find a Greater Ithrak stuck in the ceiling or on the ground if you already got close to it. If you forgot to Scan him in Celestial Archives then ensure you scan him now. They're a rare breed. Destroy him and head straight and around a small wall. Once you are behind the wall look for the area in the wall the Ithrak once was (or still is in). Line the wall behind that spot and turn around. You will find Spectral Lock 1 ready to be scanned right behind you there. You will notice an Artifact Shield nearby so obviously we are going to be getting it once we find the final Spectral Lock. Past it is some Universal Ammo. Further past it is a hidden Lore packet only visible to the Scan Visor. It contains Alimbic War 12 [208]. Several fallen platforms for stairs back to the upper ledge of the room. Keep the Scan Visor on as you make your way up it to find another hidden Lore, this time being Gorea 03 [209]. Once you have that scan fall back down the stairs. Once you are on the bottom level again head back to where you found Spectral Lock 3. You will find a pathway further past its location near a fallen pillar. By walking onto it you can find the location of Spectral Lock 2 on the the wall right next to it. Scan it away. Once you have scanned all three Spectral Locks, a shield on a red triangle high above the floor will disappear revaling the red triangle target itself. Manuver yourself as far away from it as possible in the open area of the room allowing yourself a good shot at the triangle. Use the zoom function of the Imperialist to target and snipe at the red triangle. Once hit, the Shield Key will appear infront if it. The Shield Key resides on a ledge high up into the room. Use the fallen pillars forming a staircase to reach the upper ledge of the room. Follow it around to the Shield Key. Deactivate the Artifact Shield and grab the Binary Subscripture Artifact. Once you have the second Artifact in your grasp you will be ambushed by a duo of Guardians. Use whatever weapons at this point in the game to destroy them since you have them all. The Imperialist, if you make a Headshot off of the Guardians, does insane damage. Remember the Imperialist has a long cooldown rate so you need to wait several seconds before being able to fire again. Once the second Artifact remains safe and the Guardians have been slain make your way up the pillar staircase once again. Travel around the ledges to find a small alcove where the door back to Frost Labyrinth lies. --------------- Frost Labyrinth --------------- Back into the Morph Ball maze. Follow the simple path until you have a choice of directions. Head south and then head east. If you continue this way you will reach the door that leads back into Fault Line. Be careful once again of the green lasers that inhibit the path. They can cause significant damage to Samus. Be patient. ---------- Fault Line ---------- Once you are back inside Fault Line use the moving platform to return to the second floor of the room. You want to head to the area opposite where you retrieved the Artifact. There is a Portal to the left of the elevator that leads right back to your ship. I highly suggest saving and restocking your energy and weapons before continuing onwards. Once done with that, hop onto the jump pad opposite the jump pad you previously used in this room. It will lead to a thin hallway and at the end of it is a door. This leads to a new area of Arcterra, so head through it. --------- Drip Moat --------- Drip Moat on your map appears to be a long and winding corridor. Sadly, the entire floor has collapsed into the tar pit below it, save for a small platform at the beginning where you are. Hop onto it and it will begin moving. Enemies will attack you around every corner. You will face wondering Petrasyls, harmful War Wasps and annoying Shriekbats. Use the Power Beam to quickly dispose of any enemies you pass by. Eventually you will come to the end and the platform will stop allowing you to get off onto the platform and enter the door. If you fall down into the muck, then keep jumping until you reach the end of the corridor where several fallen pillars will lead to a jump pad allowing you to reach the door. ------------ Subterranean ------------ Scans: Bioform-Alimbic Turret v2.7 Lore-Alimbic War 04 Lore-Alimbic War 05 Lore-Alimbic War 11 Object-Lift Control Through the door is a large room, but where you are is tiny. Only the underground portion is large. A heapload of force fields inhibit this room creating a large maze for you. The goal in this room isn't to navigate the maze because there is no end to it. Instead, you need to target the three red triangles you are shown in the cutscene when first entering the room. This may seem easy enough as the things are easy to target with the Imperialist, right? Wrong! The force fields are so high that only specific zones allow you to hit a particular red triangle. Here is a map of the room (the walls obviously being force fields. Note there are two ledges made of force fields in the room. They are towards the center and bottom right of this map). ========= /| |\ / | ---| \ / \ /-- | | | \ / | ---| | H\ /H --| | --\ \ |----------- / \\ | / \\ ------- / \- | H / \ | | / \=========/ This is roughly what the room layout is. "H" represents where you should stand for a good shot at any of the three red triangles. If you are too close to any of the triangles they will close up and you will need to back off again for them to reveal their red target. Try experimenting and keep walking around the maze, staring at the target in question you are aiming for. Once you see an opening, go for it! Once all three targets have been hit, the force fields will be dropped and a plate will move off the center circle revealing an elevator in its place. Once you walk onto the elevator it will lower itself down into the depths of Subterranean. Once you hit the bottom, look to your left a few paces down the hallway. With the Scan Visor on you will find Lift Controls [210] scannable. If you follow this hallway further than you can't miss the blatantly obvious MISSILE EXPANSION that lies in your pathway. Keep going to the end of the hallway in with the Scan Visor still on you will find the hidden Alimbic War 04 Lore scan [211]. At the end, turn around a only a minute distance later is a side tunnel to the left. Follow this pathway further and with the Scan Visor on you will notice Alimbic War 11 [212] in the middle of the hallway for your scanning pleasure. If you keep following this tunnel you will head left into another tunnel. Alimbic War 05 is hidden in the middle of this hallway as well, and only visible to the Scan Visor [213]. Into the next hallway on the ceiling you will find the final version of the Alimbic Turret we have seen many times before. Scan the Alimbic Turret v2.7 [214] for the first time as you won't be seeing many the rest of the game. This turret uses the Imperialist (what enemy DOESN'T use that now?). It won't attack frequently, just like the weapon so keep your distance and pelt at it from afar. Once the Alimbic Turret gets washed away, the final Shield Key in Arcterra will appear infront of you. Grab the Key and the Artifact Shield will be disabled on the far end of the hallway you are currently on. Once the cutscene is finished, run through the hallway to the Cartograph Artifact and don't hesitate to pick it up. Once you do, the force field to the right of it will disappear and you will land right next to the elevator. The elevator won't be there unfortunately. The Lift Controls rose the elevator once you scanned them. Scan them again and the elevator will lower so you can walk onto it and head back to the top floor of Subterranean. Once you are back in the top room, remember that the force fields are now gone. However, upon trying to leave the room you will discover 6 Guardians dropping from the ceiling to begin your largest Guardian ambush yet. Quickly bring out the Judicator and begin the assault these guys head on. Try to focus on one at a time, so whenever you kill one its enjoyable to know only 5 remain, rather than all 6 with half health or something. Alternetively, you can bust out the Imperialist. If you make a headshot it's instant death to these puny robots. Whatever weapon you choose, you have enough energy to spare plenty of hits from these guys. Once they are all dead the door will unlock so you can leave for the Stronghold Portal. --------- Drip Moat --------- Welcome back to the long hallway of annoyingness. You have two options this time around for crossing Drip Moat. You can ride the tiny platform all the way to the other side and keep being forced to shoot enemies. However, if that doesn't do your fancy, you can merely jump past the platform and into the tar pit below. The muck acts just like lava so you need to keep jumping to avoid damage. You will lose about a full energy tank by the time you make it to the other side of Drip Moat, but the time saved will be nice (and you're about to return to your ship anyways). Once you reach the far end of Drip Moat you will notice several platforms sticking out of the tar. Jump onto them and walk into the jump pad that is lying there for you. If done right you will be boosted right into a UNIVERSAL AMMO EXPANSION. If you aren't, try falling onto it when your heading down. Jump back up to the top platform and head out the door into Fault Line. ---------- Fault Line ---------- Once back in Fault Line fall down the ledge infront of you and take the Portal right back to your ship. You probably need it by now. At your ship enjoy saving and restore everything you need. Once you have full ammo and energy it is time to take on the boss of Arcterra once and for all. Head into the jump pad opposite the ledge leading to Drip Moat. Once past the hallway it leads to you will drop into a large area where several blue triangles and more Voldrums will attack you. Ignore them all and hug the right wall. If you follow it properly then you will reach the Stronghold Portal in this region. Enter it and prepare for a fight. --------------- Stronghold Void --------------- Something dangerous is lurking through here.... We're down to the last 2 bosses so they are going to pull every trick they got at us. Head down the long passageway and through the tall doors. ============ Cretaphid v4 ============ Scans: Bioform-Cretaphid v4 The fourth and final incarnation of Cretaphid is evidenced by his scan [215]. As you find out he was build to be the strongest and succeed where its predecessors failed miserbly. It has every ability and defense weapon and then some on it, and it is ready to finally kick Samus's ass. Like that'll happen. Cretaphid v4 contains many attacks the previous ones had. It still has to rotating lasers. They are as easy as ever to dodge. Merely keep moving with them and jump over them or wait for them to pass over you as necessary. This shouldn't be much of a problem. Like versions 2 and 3, Cretaphid v4 shoots out the typical green plasma balls that are sent to home in and kill you. But this setup is getting a tad too old for the Alimbic security marketers so they incorporated a new move into Cretaphid. They gave the damn totem pole wheels. Cretaphid v4 will now be moving around the cramped room the entire battle. If you thought it was hard enough to hit him when he was stationary, then you are probably in for a rough battle. You need to keep moving around the room at all times with the Power Beam equipped. Keep shooting the blue nodes. Remember that the nodes that shoot lasers also turn blue thanks to version 3. Once you have destroyed all of the nodes on Cretaphid, the internal membrane will appear atop of the giant pole. Apparently he should have changed that flaw in the programming. Cretaphid will still move around at this stage so you need to hit him quick. This stage is incredibly easy if you remembered how to defeat him like in version 3. All you need to do is bring out the Shock Coil and zap his health away. With the auto targeting function his health will get drained in a few second. However, you can only drain a total of 1/3rd of his life at a time. After the first 1/3rd of his life is gone he will move around the arena much faster than before. Once 2/3rds of his life is gone then he will get even faster when moving around the arena and his attacks are sped up a large amount. If you keep using the above tactics and whaty you have done in previous Cretaphid battles then he will eventually crumble to the ground just like his brothers. Joyful. Once Cretaphid v4 is no more and the entire Cretaphid line ceases to exist, grab the seventh Octolith that lies in his place. With that being said, you will recieve the message: "...end was upon us all..." Well, one more note and we can put together this entire puzzle. Try to leave the Stronghold Void for another.... "OCTOLITH TAKEN!" Crap, but not to be unexpected you are going to need to evacuate Arcterra one last time. For this escape sequence you are given a generous 4 minutes to do as you please. You only need to go through 3 rooms so you have plenty of time. Quickly leave the Stronghold Void. ---------- Fault Line ---------- Once you appear back in the Stronghold Portal quickly back through Fault Line. Remember the path? Hug the wall and get to the jump pad as quick as possible. Jump up to the ledge and fall down past the hallway and head back down to the lower level of Fault Line. Head backwards away from the Red Blast Shielded door and through any of the tunnels. They all have different layouts but they also all lead to the door out of Fault Line. Remember, Quadtroids exist at the end of these pathways so make sure you either avoid them or destroy them for good should you wonder a bit too close to them. If they latch onto you quickly get into the Morph Ball and lay a bomb to shake them off. Proceed through the door back to Sic Transit. ----------- Sic Transit ----------- Once you enter Sic Transit for hopefully the final time you will be confronted by a group of Voldrums ahead of you and in various locations around the room. Also, there's a possibility of a hunter battle. Apparently Noxus is the only hunter who will ever appear during your escape. If he doesn't then you are free to pass into Arcterra Gateway. If he does, you need to kill him to open up the doors. You have little time to deal with a nusience like him so bring out the Magmaul which wastes his health deadly fast. Missiles also work equally as well. Whichever weapon you use, waste no time chasing him down and killing Noxus. Check the map to set your location and run through the door and into Arcterra Gateway. ---------------- Arcterra Gateway ---------------- Just a tall room away from reaching your ship. There aren't any Guardians this time around so waste no time climbing the large mountain of platforms. As long as you roughly remember the path than this should be quite simple. Stay near the outer wall whenever possible to avoid falling off in your hurry to reach the top. You should have at least 2 minutes by this time so you can afford to fall off once. Once you reach your Gunship, hop onto it and enter it. Save of course and choose the blast off. You have safely secured 7 of the 8 Octoliths in the Alimbic Cluster. Now the last one remains and there is only one place for it to be... Here are the few scans you should have obtained while pilliging Arcterra. [197] Shock Barrier [198] Alimbic War 09 [199] Seal Sphere 01 [200] Artic Spawn [201] Imperialist [202] Oubliette 01 [203] Alimbic Prophecy 08 [204] Alimbic War 01 [205] Spectral Locks [206] Alimbic War 06 [207] Gorea 04 [208] Alimbic War 12 [209] Gorea 03 [210] Lift Control [211] Alimbic War 04 [212] Alimbic War 11 [213] Alimbic War 05 [214] Alimbic Turret v2.7 [215] Cretaphid v4 ------------------------------------------------------------------------------- ~Mission 8:Journey through the scary back areas of VDO [MSN8]~ ------------------------------------------------------------------------------- Mission Difficulty:****/***** Mission Objectives:We have 7 of 8 Octoliths kept inside Samus, but we still need the final one to finish the Alimbic mystery. Your final mission isn't very long, and technically only spans three rooms (2 if you don't count a simple elevator). Since the escape is so short you won't spend too long in the final area of Vesper Defense Outpost. ----------- VDO Gateway ----------- We have visited Celestial Archives, Alinos, and Arcterra a second time but Vesper Defense Outpost hasn't been getting any love lately. It is time to retrieve the final Octolith lurking inside of it. Set course for Vesper Defense Outpost and land inside VDO Gateway. From there take either ramp down to the main level of the room and head through the lone door. ---------------- Bio-Weaponry Lab ---------------- A bunch of Petrasyls will attack you upon entering Bio-Weaponry Lab. Ignore them and head for the other side. --------------- Weapons Complex --------------- Back inside this room you will notice instantly from the music if a bounty hunter is in this room. If the music changes to fast paced action type then a rival hunter will appear around the left corner in several seconds. If not, you're free to continue. Head straight through the passageway. Several Guardians or the rival hunter that may not have appeared before will be hiding in this area of the room. You are powerful enough to destroy either in only a few shots so take the pleasure of doing so. Once you have massacred whatever blocked your way, you will notice a Red Blast Shield near the moving elevator heading to the upper level. See why we went to Arcterra before Vesper Defense Outpost? Open it up with the Impertalist and head through. ------------- Stasis Bunker ------------- Scans: Lore-Seal Sphere 03 Lore-Seal Sphere 04 Lore-Oubliette 02 Lore-Oubliette 03 Lore-Oubliette 04 Lore-Oubliette 05 Lore-Oubliette 06 Lore-Oubliette 07 [!]-Dead Guardians [!]-Temporary Power [!]-Shield Key Decloak Stasis Bunker is a large and confusing room so try to memorize it as best as possible. You will pass through a short corridor and into the center of the bottom floor of the room. In the center are two Artifact Shields so you can expect what to do here. Magma Voldrums followed by two blue respawn triangles will appear near them as well. First bring out the Missiles to take care of the annoying blue triangles. Once both of them have been destroyed, you can easily dispose of the two Magma Voldrums currently attacking you without them respawning anytime soon. Make sure you dodge the magma they shoot while doing this! Once they have been destroyed you should notice the test area in the very center. Inside are some broken glass shards and...Guardians? These guys are already dead, perhaps from some random explosion. Scan the Dead Guardians [216]. Near the glass tubing is a door being stuck open by a dead Guardian lying on the floor in its way. Walk through the open door and up the slanted hallway. An Alimbic Turret v2.7 lies on the ceiling and will shoot at you as you enter. Quickly waste it with some Missiles or Imperialist. Head to where the Alimbic Turret was and follow the path as it turns around and climbs higher. You will emerge on the second floor of the room. You can head straight ahead or go right. Head straight for now. An Ice Voldrum and another blue respawn triangle will appear after a short dip. Destroy both with the Magmaul for a quick death. Once that is done continue forwards until you find the door leading to the next room. It is locked, of course, so you need to find a way to unlock it. Left of the door is a large alcove with nothing but a scan console which you can easily scan. By doing so you activate another scan console right next to the door you used to enter this room. The console will remain activated for only 20 seconds so we need to get over there fast! Turn back around and switch into the Morph Ball. 20 seconds is barely enough time to reach the scan panel. Keep using the boost on straightaways and avoid slowing down by hitting walls. When you come to the passageway that leads to the hill sloping down to the bottom floor, hang a left and go through the small hallway with 2 blue pillars next to it. This is a shortcut to the top of said room. Drop off the ledge and head out the already open door. Keep boosting until you reach the door you entered the room in. Unmorph, look left and scan the panel that lies there. If you mess up and waste all 20 seconds you will need to go back to the first scan panel and try again. Once you scan the console, the Shield Key to one of the Artifact Shields will appear on the ledge I told you to shortcut through and fall down on. The timer will reset back to 20 seconds so you need to hurry once again to reach the Shield Key. Get back into the Morph Ball and roll back the way you came, boosting whenever you have the chance. Go through the open door and quickly roll up the hallway. Turn around and continue heading up it to the second floor. Instead of going straight again (which will just force you to start over as you will waste time) head to the right. You will notice the same blue pillars you used before. Head through the short tunnel, unmorph and collect the Shield Key. Once again if you screw up you have to start this entire process all over again at the first scan console. Once you grab the Shield Key you can grab the Cartograph Artifact on the first floor. Before jumping off of this ledge, look to the left. There is an odd pole hanging from the ceiling with a UNIVERSAL AMMO EXPANSION lying on it. Make a jump to the pillar and claim the final UA Expansion in the game. Awesomeness. Once that is done fall down onto the hill and proceed back downwards to the first floor. Once there, just keep heading straight and collect the Artifact that was revealed by the Shield Key. Once the Artifact is yours a ton of Guardians will awake and begin to attack you. 3 will attack you on the lower floor and the other three will stay on the top floor. You need to wipe all six of them out before you can continue on with your quest. Wait near the pryed open door on the lower floor. Several Guardians will run through it, shooting at you all the while. Most of your weapons won't hurt the Guardians in Stasis Bunker. The Imperialist and the Volt Driver are your weapons of choice for this battle. Once the three Guardians that attack the bottom floor have been killed for good run up to the second floor for the last time. Once you reach the second floor you will be greeted by more Guardians who will begin to pelt you with bullets right away. Use the Volt Driver for best results and soon enough all of the Guardians will remain dead for good. The Shield Key will appear behind an orange pillar on the second floor. Wander around the pathways until you see the huge pillar (you CAN'T miss it) and collect the Key. The Artifact Shield will disappear on the lower floor, so go ahead and collect it. Once you do all of the doors inside Stasis Bunker will finally open up. Head back up the hallway and onto the second floor once again. Head right and towards the blue pillars with the thin hallway. However, continue past the pillars and around the hallway until you reach another glass casing with Dead Guardians. Flip on the Scan Visor to find a whopping 8 hidden Lore data entries. Scan Seal Sphere 03 [217], Seal Sphere 04 [218], Oubliette 02 [219], Oubliette 03 [220], Oubliette 04 [221], Oubliette 05 [222], Oubliette 06 [223], and Oubliette 07 [224]. You have everything you need in Stasis Bunker. With a ton of scans out of the way finish making your way around the curved hallway and into the door that lies at the end. --------- Ascension --------- This room is tall and contains nothing but an energy elevator. Wait for it to reach the bottom, then jump on it and ride it to the top. Next to the the door is a portal right back to your ship. Use it because you are VERY likely to die at least once on this next segment. Once you have saved and are ready, enter the lone door. ---------- Fuel Stack ---------- Scans: Lore-Alimbic War 08 Lore-Alimbic Order 05 Lore-Seal Sphere 02 Object-Silo Levitator Object-Cooling Vent Object-Door Lock Override Object-Cryogenic Storage Object-Methane Pipeline [!]-Switch [!]-Emergency Shutdown Check your map as you enter this room. Fuel Stack is on the edge of Vesper Defense Outpost and houses the entire fuel supply for the space station. Yeah, they need this entirely huge room to do that. The core of Fuel Stack is nothing but a huge, vertical windtunnel. If something were to happen to the core it could destroy the Outpost in a firey explosion. Head left and not straight (it leads to a hole, which is your death) and all of a sudden a few sparks will appear and fall into the bottom of the vertical windtunnel. Yeah. Typical this would happen. The core explosion is beginning to override all of the fuel inhibitors in the Outpost and in 60 seconds will cause it to explode. In the cutscene the camera will zoom through the windtunnel to the top, where a scan panel lies. If you scan this you will stop the energy overflow and keep the Outpost safe for another day (or at least long enough to get the Octolith). 60 seconds to reach the top is incredibly short and you will have to use almost every second. Begin by running straight ahead and into a vertical room with a jump pad. Just so you know, the windtunnel IS NOT an elevator. Don't make the mistake I made first time around and think it is. In the room with the jump pad quickly use it to reach a higher platform. Be sure not to fall off because the wasted time spells disaster. Jump to the next small platform and continue doing this until you reach the top of the tube. On the second floor quickly head down the hallway. You will pass through a fake hologram shield. There are Zoomers in the tunnel you go through, but just take the damage. They don't deal out much and you have no time to kill them off. Past the tunnel of Zoomers is another vertical tube with a jump pad in the middle. Use it to reach a higher platform. This time you need to jump up the platforms again, however they are spaced further apart making it much easier to screw up and fall down again. Once on the third floor, head through another fake hologram shield. Once you have run through it you need to continue along the walkway the encircles the vertical windtunnel. Hug the left wall. You will reach several platforms out in the open that lead to the fourth floor. Quickly head up those platforms and flip on the Scan Visor and leave it on. Head forward some more and you will find a platform suspended over the air. Hop onto the platform and it will rise into the air and take you to the fifth floor lookout. There are a few platforms on the wall vertically leading to an alcove. The Emergency Shutdown panel is here so quickly scan it! Once Fuel Stack returns its power levels back to normal, all will be safe in Vesper Defense Outpost. The final Shield Key in Adventure Mode will appear at the bottom of the vertical windtunnel, but don't jump down there. Besides the risk of getting yourself killed you also missed a ton of scans in the frantic race up here. After this business, jump carefully back onto the moving platform and ride it back to the fourth floor. There are Psycho Bits here now and they will shoot at you easily. Run quickly to the vertical tube and fall down to the third floor. Once there you should spot the blue respawn triangle on the wall. Blast away at the triangle and once it is destroyed focus on massacring all of the remaining Psycho Bits. From where you are near where the blue triangle once was, look into the windtunnel with the Scan Visor. There is a scan there. Scan the Silo Levitator [225]. Head towards the fake holographic wall. Stop before reaching it and use the Scan Visor to find the hidden Alimbic War 08 scan [226]. The blue wall right next to the fake wall also contains yet another scan. It is the Cooling Vent [227]. Head through the shield and continue onwards with the path. There is a glowing light in the ground that signifies an elevator platform. Use it and it will take you down to a spirling portion of the internal corkscrew of Fuel Stack. An Alimbic Turret guards that spot, however, so take care to destroy it. If you are knocked into the windtunnel it is STILL not an elevator and you will fall to your doom (forcing you to repeat the above steps). Carefully walk downwards to find the final MISSILE EXPANSION. Head back up the spiral and up the elevator now. There is a force field to the right of the elevator. Right next to it is a scan console. Scan it to deactivate the force field. Head through the pathway which it was guarding and you will wind up facing another high powered Alimbic Turret v2.7. Destroy it with several Missiles and dodge its shots. When it is killed, continue along the pathway. You will find a second Alimbic Turret not too far away. Blast it away again. If you continue the walkway to the end there will be a third Alimbic Turret waiting for you, and you know already how to destroy these guys. Once he has been killed there is a hidden scan on the spot where he was on the ceiling. Scan the Methane Pipeline [228]. Just ahead of you is the room with the Artifact Shield. We haven't gotten the Shield Key yet unfortunately. The hidden Lore Seal Sphere 02 [229] lies infront of the final Artifact ready to be scanned. Drop down the hole behind the Artifact Shield. You will drop right next to or even on top of the Shield Key. You can't jump back up to the Artifact unfortunately, so head out of the tall tube. The hidden Lore Alimbic Order 05 is located right past the exit of this tube [230]. If you follow the pathway a bit further you will enter another tall tube with a jump pad in the middle. Ignore it and head through the fake hologram shield that lies a short distance from the jump pad. This leads to the lower of the internal corkscrew inside Fuel Stack. Climb up it and you will wind up back in the room with the Artifact. Grab the final Artifact. This is your LAST CHANCE to Scan the Binary Subscripture Artifact, so do it now or forever screw yourself of a chance of getting 100% scans. If you followed this walkthrough you should have every last Artifact, every last Missile Expansion and Universal Ammo Expansion. Also, only one Octolith remains and you will get the message that the Stronghold Portal has been opened. Fall back down the gap behind where the Artifact was and head forwards. Pass the tube with the jump pad and keep going until you find a blue respawn triangle spitting out more Psycho Bits. Destroy everything with Missiles since Samus is now totally badass and flip on the Scan Visor. On the wall is the scan for Cryogenic Storage [231], the final scan in Fuel Stack. Now that our business here is finished, jump back down to the first floor and exit this horrid room forever. --------- Ascension --------- Use the Portal to return to Samus's ship. Save the game and prepare to face the final boss in the Alimbic Cluster. Head back to Ascension and screw the elevator by jumping over the gap and to the door at the bottom. Space Jump to avoid damage before hitting the ground. ------------- Stasis Bunker ------------- Our job is almost finished here. Just past the door is the blue Stronghold Portal. Don't hold back in entering it! --------------- Stronghold Void --------------- This place shouldn't be eerie anymore. You've been down it 7 times already. Head down the runway, through the doors and into the last boss's chamber. ============ Slench 4A/4B ============ Scans: Bioform-Slench 4A Bioform-Slench 4B Yeah, it wasn't expected that we would be forced to fight the fourth and final versions of Slench. He has two new tricks up is sleve, but don't be fooled. He is much easier than the previous versions which is really sad when you think about it. The thing is, Slench will move a heck of a lot slower in this battle allowing you to kill him faster. Eh. The first thing you will notice once you begin the battle is that Slench is no longer attached to the far wall. Instead, he is stuck to the ceiling by his tentacles. Firstly you need to scan Slench 4A [232]. The tentacles this time around are only weak to the Magmaul. It is a bit tough to hit the tentacles that high due to the arc the Magamul has on its shots. Just stand underneith Slench and most of his attacks shall miss if you keep strafing in a circle. Keep shooting, and do it quick. Any killed tentacles are regenerated after about 15 seconds. Once you have destroyed all three tentacles, Slench will disconnect from the wall into the form you have to actually chip off health in. However, you won't be able to do that right away. Instead, Slench will fall right to the ground and begin to roll around the room. This is his "new attack". If you stand next to the door then he will NEVER hit you. While moving feel free to scan Slench 4B [233]. Once he has finished rolling around like an idiot he will begin floating again and you can hit his main eye. He will move VERY slowly however. The Magmaul will deal the most damage while other weapons do slight damage to the eye. Slench's shots now contain essence of Judicator; they will freeze you upon contact. You need to keep shooting at Slench as fast as you can. Every now and then he will use his annoying attack that he learned from Slench 3. He will close his eye and try to ram you. If you forgot how to dodge this then quickly roll into the Morph Ball when he closes his eye and roll/boost quickly away from Slench. His ram will miss badly hopefully and he will reveal his eye once again at which point you need to quickly unmorph. Sadly, the trick where you could stand at the door and nothing could hit you besides the green homing bubbles is now useless. Because Slench is closer to the door the ice beam shots from the Energy Blasters (last chance to scan those as well!!!) will still hit you. Make sure you are always moving in a circle for optimum hitting space and as long as your moving the shots from Slench and the Energy Blasters will miss. As in all boss battles Slench has three stages to it. The beginning stage is what you see from the start. The middle stage is when you cut off 1/3rd of his health. His attacks all get much faster and he spins around a bit faster when suspended in the air. The last stage is when you have hurt 2/3rds off of his health bar. All of his attacks get much faster and he becomes insanely difficult to hit. Keep it steady, though, and be patient. Soon enough Slench will fall and the last battle will be over. Once he has been killed a lot of health will cover the corners, but more importantly the final Octolith will be sitting on its perch waiting for you to collect it. Once you do so, this message appears.... "Alinos holds the key to the Ultimate Power..." K. Looks like we need to make a return trip to Alinos. We have all 8 messages so putting them alltogether will spell out something. But for now... "OCTOLITH TAKEN!" Its time again! We have only 3 minutes to make it out of Vesper Defense Outpost just like the last escape here. Quickly run through the doors and the long hallway and leave the Stronghold Void for good. ------------- Stasis Bunker ------------- Head right and through the curved hallway. Soon you will be able to continue straight or head right and down the hallway there. Do so. Head down the ramp and quickly reach the second floor. You don't have to completely go around the ramp as there is no barrier there. Just fall down as soon as possible. Once on the bottom floor near the glass container with the Dead Guardians a rival hunter may attack you. We have all 8 Octoliths and this ISN'T the time for a battle. Luckily there is no need to do so. Screw the hunter because were gonna get ultimate power baby! Head out the door. --------------- Weapons Complex --------------- Back in Weapons Complex head straight and ignore the elevator. Fall down the pathway whenever possible to skip several ramps. Towards the bottom a bunch of Psycho Bits will attack you with blue triangles by their side. Feel free to ignore them as open up a nearby door leading into Bio-Weaponry Lab. Check the map for your bearings. ---------------- Bio-Weaponry Lab ---------------- Once again a ton of Petrasyls will emerge from the fuel containers in the center of the room. You have little time to deal with them. Walk past them, taking minor damage and reach the door on the other side. ----------- VDO Gateway ----------- Almost there! Head up either ramp until you reach your ship. Enter it and of course opt to save the game. You finally have all 8 Octoliths in your possession! All that remains now is figuring out where the Ultimate Power is and how to get to it. Perhaps looking at the Alimbic's messages from the past will help us. Hmmm... Here are the scans you should have taken while finding the final Octolith: [216] Dead Guardians [217] Seal Sphere 03 [218] Seal Sphere 04 [219] Oubliette 02 [220] Oubliette 03 [221] Oubliette 04 [222] Oubliette 05 [223] Oubliette 06 [224] Oubliette 07 [225] Silo Levitator [226] Alimbic War 08 [227] Cooling Vent [228] Methane Pipeline [229] Seal Sphere 02 [230] Alimbic Order 05 [231] Cryogenic Storage [232] Slench 4A [233] Slench 4B ------------------------------------------------------------------------------- ~Mission 9:The Key to the Ultimate Power is in Alinos... [MSN9]~ ------------------------------------------------------------------------------- Mission Difficulty:*/***** Mission Objectives:We have 8 messages from the Alimbics and 8 Octoliths. They must spell out something to point us in the direction of the Ultimate Power. Evidentally, they do. There is nothing special about this mission to be honest. Your passing through a few rooms to unlock the area the Ultimate Power is located. And those three rooms have no objective other than run through them. This mission will be over in only a few minutes. If you don't have all 8 Octoliths, check the planetary map and scroll over a planet. On the left side of the screen is a picture of the hunters currently on the planet. If an Octolith symbol is flashing by their picture then you must go kill them to retrieve an Octolith you lost. If there are none then you didn't complete one of the planets and must do so. If you have all 8 Octoliths, read on. Here are the 8 messages, in order, we recieved from the long gone Alimbics: "...Octoliths may be the Key to the Ultimate Power..." "...the cannon holds the power..." "...Do not trust your senses...they decieve you..." "...Our people are gone yet we remain..." "...the cancer tried..." "...Lost...we are all..." "...End was upon us all..." "...Alinos holds the key to the Ultimate Power..." We have all of the Octoliths so we can get the Ultimate Power. The Alimbic Cannon as we found out from the scans is the cannon referred to in the second message. The third was probably just some silly warning for us to turn back now (of course we didn't do that!). The Alimbics spirit, as from the scans, remains in the Octoliths. The "cancer" is known as Gorea, the beast that tried to destroy the universe apparently but the Alimbics stopped it. However, as in the seventh message they were all doomed still. Finally, Alinos holds the key to the Ultimate Power, hereby the Alimbic Cannon. Set course for Alinos. -------------- Alinos Gateway -------------- We aren't go to be on Alinos' ground for too long. Take a shortcut by using the portal to the left of Samus's ship. ------------- Elder Passage ------------- Remember this area of Alinos? You have been here before, so its nice to have memories. Take the green door out of here. ----------- High Ground ----------- As soon as you enter High Ground you will be forced into a battle. Either a hunter or 2 Guardians will be waiting for you when you enter this room. You have 400 Ammo and 95 Missiles. I am pretty sure it only takes a few of either one to eliminate both threats extrememly fast. Once your foe is dead, head to the opposite side of High Ground and up the ramp. You will see the indentation on the floor which is where you got the second Artifact here in Alinos. Past that is a thin doorway which used to have a purple force field covering it. Head past the doorway and you will find a door I told you to pass long ago on the left. Time to head through it. ----------- Combat Hall ----------- Scans: Lore-Alimbic Pride 06 Lore-Combat Hall Object-Blast Shield Object-Sniper Shield Combat Hall was used long ago to train the Alimbics in the art of war. Hence the name Combat Hall. In this room you will have to engage battle as well. A hunter will be waiting for you, or several Guardians. Or even worse:a mix of both. The fight will take a bit longer than the previous one but focus on one target at a time even if they run away from you. Once everyone has died we can calmly claim several scans. Turn back and head for the door you came through. There is a hidden Lore containing Alimbic Pride 05 [234]. Once you have scanned that, drop off the ledge near the door again. Keep the Scan Visor on and you will find that a wall to the left can be scanned. It is the Blast Shield [235]. On a higher slab of wall to the right of the Blast Shield is a Sniper Shield which can also be scanned [236]. Once that is done, head for the other door in this room that you didn't come through already. Next to it is another hidden Lore scan. It is Combat Hall [237]. Now head through the door. --------------------------- Alimbic Cannon Control Room --------------------------- Scans: Lore-Alimbic Cannon 01 Lore-Alimbic Cannon 02 Lore-Alimbic Cannon 03 Lore-Alimbic Cannon 04 In here is a huge white spiraling light in the center of the room. Before stepping into the unknown, flip on the Scan Visor. There are four more hidden Lore scans for you to obtain. Scan Alimbic Cannon 01 [238], Alimbic Cannon 02 [239], Alimbic Cannon 03 [240] and Alimbic Cannon 04 [241]. Once you have done so, enter the light. Because you have all 8 Octoliths they will enter their respective holes in the ceiling of the room. You no longer have any Octoliths. What fun! All 8 Octoliths contain signiture coordnates and they are finally being put into use. You will be shown a window, and outside you will see the Alimbic Cannon setting aim then unleashing a huge burst of fire. You will get notified "Severe timefield disruption detected in the vincinity of the Alimbic Cluster." The galaxy opened a timehole and something appeared out in the Tetra Galaxy. To find out what we need to get back to Samus's ship. Leave the Cannon Control Room. ----------- Combat Hall ----------- Back in here you are likely to find Guardians, and possibly yet another rival hunter. You have no need to fight these clowns anymore so feel free to ignore them. If you choose to fight them you seriously don't need my help as you've made it this far. Enter the door on the ledge. ----------- High Ground ----------- More Guardians will appear in this room. Also of note is that your NOT on a self-destruct timer. You have as much time as you need to get off of Alinos. Head left and up the hill. You can reach the floating platforms leading to Elder Passage from this ledge. If you miss, head up the ramp you will fall next to and climb it to reach the floating platforms anyways. Head through the green door. ------------- Elder Passage ------------- Enter the orange portal. -------------- Alinos Gateway -------------- You will appear right next to your ship of course. Enter it, choose to save, and blast off of here. Time for the final mission! Here are the scans you should have obtained on this short trip to Alinos: [234] Alimbic Pride 05 [235] Blast Shield [236] Sniper Shield [237] Combat Hall [238] Alimbic Cannon 01 [239] Alimbic Cannon 02 [240] Alimbic Cannon 03 [241] Alimbic Cannon 04 ------------------------------------------------------------------------------- ~Mission 10:The Final Showdown in Oubliette [MSN10]~ ------------------------------------------------------------------------------- Mission Difficulty:*****/***** Mission Objectives:This is it! Oubliette, the prison of Gorea, has finally been opened up. It is now time to enter the depths of it and destroy whatever the monstrosity is. The Ultimate Power will be ours! --------- Oubliette --------- Scans: Equipment-Omega Cannon Bioform-Gorea Arm Bioform-Gorea Bioform-Gorea (different scan, same name) Bioform-Trocra Bioform-Gorea 2 Lore-Sealing Gorea 01 Lore-Sealing Gorea 02 Lore-Sealing Gorea 03 Lore-Sealing Gorea 04 Lore-Sealing Gorea 05 Object-Gorea Seal Sphere Yes, that is a ton of scans. However, Oubliette has no maps so I will refer to the entire place as its name despite it having no actual room names. You will still get all of these scans so don't worry. On the map a tiny red dot will appear after leaving Alinos for the last time. This prison is indeed Oubliette. Head for it. In this prison lies the beast Gorea, and we need to kill him once and for all. Oubliette is entirely straightforward. Samus's ship will appear through a space entryway and land on the ground. Head forward through the only door in the room on the simple path. Inside is an elevator. Ride it up to the top. Creepy place isn't it? There is a portal to the side of the room the elevator leads to, so take it. The new room you appear in contains 5 hidden Lore's. These are the final Lore entries you need for the Logbook. Scan Sealing Gorea 01 [242], Sealing Gorea 02 [243], Sealing Gorea 03 [244], Sealing Gorea 04 [245], Sealing Gorea 05 [246]. Next to where these scans are is a door. Head through it. This room is long and you can barely see the door in the distance. There is nothing else in this room so don't look around for any enemies. On the right wall a few feet into the room is a Morph Ball hole, though. Enter it. The path is very long so don't get too worried if it never ends. Soon you will roll off onto a ledge high in this room. If you fall off you are going to need to try again. Once on the ledge return to biped form and you will find a platform right next to it that contains a portal. Inside of it you will enter a tiny room with the final ENERGY TANK of the game. Head back through the portal and into the long pathway. Do you have everything? If you have 100% items you will have 95 Missiles maximum, 7 Energy Tanks and a maximum of 400 Ammo. If so, continue on. If not go back and search for your last item if you care about a 100% different ending. Head back to your ship to save with the scans and last Energy Tank you got. Back in the long room, head through the door. Head through the Stronghold Door that follows and you will see a big glowing white light on the floor. Fall through this light. ========== Boss:Gorea ========== Once you fall into the room a cutscene will begin. You will see the other six hunters all attacking Gorea at once with their affinity weapons. Makes you kinda pissed, right? You do all the work and they get all of the credit. Well, Gorea will let out 6 tentacles and suck the energy out of all the hunters at once and adapt their powers. Now with them out of the way the real battle can begin. In this large room are two rings. The outer ring and the middle ring. The middle ring is where Gorea will walk around and attack you, while the outer ring is the safe area. Between them is a moat of yellow electricity. If you walk into this your health will be sapped to nothing in only a few seconds so make sure you avoid it at all costs! You may have noticed that around the room are six large triangles, each with a different color. Did you bother to read the Sealing Gorea scans? They hid the answer to this puzzle inside of them. If you shoot a triangle with the appropiately colored weapon, the triangle will glow, spin, and a sound effect will go off understanding that you did it right. You need to hit all six triangles in a specific order. If you do so then you will be able to fight the second form of Gorea once you defeat his normal form. If you hit a triangle and it doesn't do anything then you already hit that one or hit it out of order. Here's the order to hit them in. First, hit the YELLOW triangle with the VOLT DRIVER, then hit the GREEN one with the BATTLEHAMMER (the arc makes it a bit tricky). Hit the ORANGE one with the MAGMAUL next (also has an arc). Target the BLUE one with the SHOCK COIL after that (you need to jump to reach the triangle because of the short range. Keep jumping and you will eventually make it). Hit the PURPLE one with the JUDICATOR and finally annhilalate the RED one with the IMPERIALIST. The following message should then appear afterwards: "Translating telepathic intercept: Spectral sequence initiated. Photon avalanche approaching the cascade threshold." Once getting that message out of the way, we need to finish several more scans before truly fighting Gorea (you have been avoiding his attacks, right?). Obviously, scan Gorea in the flesh [247]. Gorea uses his arms to attack, and because of that they are scannable [248]. There are Trocra's, small black floating boxes, on the outside ring. They contain refills and health, but firstly scan one of them [249]. Remember that Gorea sucked the energy from the other hunters and copied it to make it his own. He is now using the weapons that the hunters had and is changing colors at the same time. Remember the sequence of triangles you had to hit? That's the same sequence of colors that Gorea will switch through. He will use the weapon that is one lower than the color he is currently (so if he is using the Battlehammer he would be yellow, and so on). In order to damage Gorea you need to attack him with the same colored weapon that Gorea is. When Gorea is green you can hurt him with the Battlehammer and so on. For the easiest victory, use the Imperialist. When Gorea turns purple and begins firing the Imperialist himself, get out the same weapon. He will shoot four times. Make sure to keep moving! Gorea has totally crap aim but he can still hit you now and then. Once he turns red, quickly zoom in and look at his shoulders. There is a yellow dot on the both of them. Nail them with the Imperialist quickly! If you don't destroy both of them quickly enough he will change colors and regenerate them, wasting time. Once both shoulders have been destroyed Gorea will turn over and his Seal Sphere locked inside of him will appear out of his you-know-what. If you want the scans then quickly jump to the inner ring and avoid the moat. Scan the Seal Sphere itself [251]. Also, Gorea has become a different scan so be sure to scan that as well [252]. Now jump back out to the outer ring again. From here, zoom in an pelt the Seal Sphere over and over again with the Imperialist. The Seal Sphere has a tentacle that will grab you IF you are in the inner circle. By standing on the outer edge you avoid the majority of its attacks. The tentacle will also pick up and fling the Trocras at you for minimal damage. Just ignore them. You have a ton of time. The Seal Sphere as far as I can tell will NOT go back into Gorea until you have chipped off 1/3rd of its health. If you want to do this faster, ironically the Power Beam can be the best weapon. Gives Gorea plenty of damage very quickly. Once you have chipped off a third of his health bar he will conceal the Soul Sphere again and the battle will continue as normal. The fight never gets harder than this so don't worry about it. When Gorea is defeated you will see the end credits and final movies if you DID NOT do the triangle objective. If you did, though, then Gorea will fall over and the triangles will activate and send a burst of rainbow lights aimed at Gorea. The second part of the battle will commence with the REAL Gorea. Just so you know, Gorea was mimicing an actual Alimbic in that battle. Ugly guys aren't they? ================== Final Boss:Gorea 2 ================== Gorea looks much different in his real form, and he can fly! He will begin to fly around above you shooting lasers and the like at Samus the whole time. Scan Gorea 2 [252]. Drop from where you are as fast as ytou can to the ground floor. When down there search for a dark blue Artifact Shield. However, that sure as hell isn't any artifact in there. After about 10 seconds your Gunship will notify you that the Omega Cannon defense has been overridden and you can claim. For the FINAL scan in the game, scan the Omega Cannon [253]. Grab it. Yes, the Omega Cannon is the Ultimate Power. It is also Nuke in a Can. With this you can actually harm Gorea. The Omega Cannon will automatically be equipped and you can't switch to any other sub-weapon. You can use Missiles and the Power Beam but they can't hurt Gorea now then can they? The Omega Cannon comes with infinite ammo and shoots a fast moving ball of mini-nuke, causing a big flash upon contact with something. Gorea will now begin to teleport around the Oubliette stage. He will shoot more powerful lasers dealing insane damage. He also summons a ton of rocks to home in on you. Use the Power Beam to blast them away for some health if you ever need it. The center of Oubliette is nothing but a huge tower with many jump pads in it and small platforms. It somewhat spirals to the top. If you can't find Gorea then he will be waiting for you at the top of the tower. There are several yellow health orbs which restore 100 Energy along the way. Grab them if needed or save them for an emergency. At the top, don't hold back and unleash a large volley of Omega Cannon shots at close range. If you keep pelting Gorea as much as possible then you should have no trouble in defeating him. Once the final boss has been killed you will be shown the credits along with some ending movies. Oubliette is about to explode, but you don't need to do anything. As Samus makes her way out in her ship, look at the top screen. You can see six different colored specks heading off in different directions. Apparently the other hunters survived! After the credits some things will be unlocked. You will get a spiral shaped emblem on your Hunter's License for beating the game and an Octolith shaped one instead if you managed to get 100% items and 100% scans. You will also unlock a records option allowing you to see the status of your files listing the play time, how many Guardians and rival hunters you have killed and how long it took to beat Gorea and Gorea 2 (only the fastest time gets recorded for each battle). Finally, you get a sound test option so you can listen to all of the cool or crappy music in the game. Congratulations on finishing Adventure Mode! Here are the final scans you should have obtained: [242] Sealing Gorea 01 [243] Sealing Gorea 02 [244] Sealing Gorea 03 [245] Sealing Gorea 04 [246] Sealing Gorea 05 [247] Gorea [248] Gorea Arm [249] Trocra [250] Gorea Seal Sphere [251] Gorea [252] Gorea 2 [253] Omega Cannon ------------------------------------------------------------------------------- ~Expansion Checklist [EXPN]~ ------------------------------------------------------------------------------- There are several different types of Expansions in Metroid Prime Hunters. Energy Tanks give you an extra 100 Energy, Missile Expansions raise your maximum Missile supply by 10, and Universal Ammo Expansions raise your maximum Ammo by 30. Here is a list of where each expansion is and what room you can find it in, as well as a description on how to obtain it. For a more detailed look just press Ctrl+F and input the room's name. In the main walkthrough I also cover how to get the said expansion so you can find it more detailed in there. Here we go! ================== Missile Expansions ================== -------------------- Missile Expansion #1 -------------------- Location:Celestial Archives (Data Shrine 02) How to get:If you head right from the door used to enter the room (from Fan Room Alpha) then you will reach a dead end from the wall blocking your way. Head back a short distance and fall off of a ledge. There switch to the Morph Ball and you will find a tunnel under the ledge you just walked upon. At the end of the path is the Missile Expansion. -------------------- Missile Expansion #2 -------------------- Location:Alinos (Alinos Gateway) How to get:From your ship, head straight down the platform and to the door in the room. Head left from it to find an alcove in the wall protected by vines. Several fallen pillars provide a stairway to a small opening in the alcove. Use the Morph Ball to enter it and use Bomb Jumps to climb the ledges. The top ledge holds the Missile Expansion. -------------------- Missile Expansion #3 -------------------- Location:Alinos (High Ground) How to get:You are able to first attack Spire in Elder Passage. Once he leaves he will enter High Ground again and start shooting from a high ledge. This ledge has the Missile Expansion on it. Reach it by taking a ramp that DOESN'T lead to an Artifact and follow the path right. You should pass it after several jumps. -------------------- Missile Expansion #4 -------------------- Location:Vesper Defense Outpost (Cortex CPU) How to get:The Missile Expansion lies in the center of the area where the view is changed to sidescrolling when in the Morph Ball. Use several Bomb Jumps to make it up the platforms and into the Expansion. -------------------- Missile Expansion #5 -------------------- Location:Arcterra (Ice Hive) How to get:Head towards the portal the leads back to your ship. There are several tunnels that lead away from it. Take the one that has many plants stuck to the hallway. Halfway through the tunnel, however, is a small hole with a holographic force field on the bottom of it. Use the Morph Ball to enter this hidden tunnel and manuver your way to the Missile Expansion. -------------------- Missile Expansion #6 -------------------- Location:Celestial Archives (Incubation Vault 03) How to get:Starting in Docking Bay and facing the moving platforms, take the one on the far right. This will lead to a portal to one of the Incubation Vaults. From there, enter the portal to the far left on the same platform. This leads to Incubation Vault 03 with the Missile Expansion on the thin pathway you are on. Walk carefully and don't fall off! -------------------- Missile Expansion #7 -------------------- Location:Alinos (Alinos Perch) How to get:In Alinos Perch there is a large slanted area of ground leading to a higher area of the room. Up there is an orange holographic force field. Head through it and follow the pathway to the left. You will reach a dead end with a Missile Expansion tucked away in it. -------------------- Missile Expansion #8 -------------------- Location:Arcterra (Subterranean) How to get:This room contains a ton of force fields. Hit the red triangles to deactivate them all and reactivate the elevator in the center of the room. This leads to an underground portion of the room. There are several scans, but if you follow the pathway towards the end you are forced to find a Missile Expansion on the pathway. -------------------- Missile Expansion #9 -------------------- Location:Vesper Defense Outpost (Fuel Stack) How to get:After scanning the Emergency Shutdown switch and stopping Vesper Defense Outpost from exploding, head down a level. Around the huge windtunnel is a spiraled pathway. There are two of them and they are on top of eachother (however not connected). The top spiral contains a Missile Expansion at the bottom of it. If you take the bottom spiral by mistake, you won't find an expansion. Head higher to find the spiral that does have it. ========================= Universal Ammo Expansions ========================= --------------------------- Universal Ammo Expansion #1 --------------------------- Location:Vesper Defense Outpost (Compression Chamber) How to get:After you have grabbed the Artifact in here and all of the force fields have been deactivated, head down to the bottom floor. Find a pillar with an opening on the bottom of it. Switch to the Morph Ball and roll into it to find the first Universal Ammo Expansion. --------------------------- Universal Ammo Expansion #2 --------------------------- Location:Arcterra (Ice Hive) How to get:On the far side of the room there is a bridge over land made entirely of ice. Get onto the middle of this bridge and look right. Use the Judicator to bring down a purple force field and jump easily into the once blocked hole. The Universal Ammo Expansion lies inside. --------------------------- Universal Ammo Expansion #3 --------------------------- Location:Arcterra (Ice Hive) How to get:After you grab the Judicator make your way back to where the Vault Door opened and where tou fought the Barbed War Wasps. Near the broken electrical circuits is a small purple force field which contains another Universal Ammo Expansion behind it. --------------------------- Universal Ammo Expansion #4 --------------------------- Location:Celestial Archives (Celestial Gateway) How to get:After getting off Samus's ship, look below the platform it is hovering above. There is a green force field on the flooring. Use the Battlehammer to destroy it and the Morph Ball to roll into the hole is was blocking. Along with several jump pads scattered around the tiny room, a Universal Ammo Expansion sits in the middle. --------------------------- Universal Ammo Expansion #5 --------------------------- Location:Celestial Archives (Data Shrine 02) How to get:On your second visit to Celestial Archives, head back to this room and blast open one of the green doors with the Battlehammer. Before claiming the Volt Driver, jump up the platforms to find a Universal Ammo Expansion sitting on the top platform. --------------------------- Universal Ammo Expansion #6 --------------------------- Location:Celestial Archives (Transfer Lock) How to get:From the portal that brought you here from Synergy Core, drop off of the platform straight to the bottom floor. Once there, ignore the enemies as you turn right. Tucked away in a small alcove behind a blue respawn triangle lies a Universal Ammo Expansion. --------------------------- Universal Ammo Expansion #7 --------------------------- Location:Celestial Archives (Docking Bay) How to get:Facing the direction that all of the moving platforms go, take the one that is on the right (not the farthest right, that just leads to a portal). Ride the moving platforms to a solid, broken platform. Don't fall and collect the Universal Ammo Expansion. --------------------------- Universal Ammo Expansion #8 --------------------------- Location:Alinos (Magma Drop) How to get:Inside High Ground, search the tunnels for a small purple force field near a green door. Blast away the purple force field and enter the hole as the Morph Ball. The view will change to sidescrolling now and Samus will be stuck in lava. Manuver around the path and collect energy whenever possible. At the bottom, roll right under the structure and use a Bomb Jump to fly sky high. Make several Bomb Jumps off other platforms to reach a small one that contains an Universal Ammo Expansion. --------------------------- Universal Ammo Expansion #9 --------------------------- Location:Alinos (Processor Core) How to get:From the door that leads to Council Chamber, jump across the catwalks and edges of the large funnels to a ledge on the opposite side of the room. Once there, search the walls for an orange fake hologram shield. Use the Morph Ball to enter the tunnel it guards and in the middle of it you will find a Universal Ammo Expansion. ---------------------------- Universal Ammo Expansion #10 ---------------------------- Location:Arcterra (Sanctorus) How to get:Once you go through a Red Blast Shielded door in Arcterra, you will wind up in Sanctorus. Before jumping down into the lower area of the room, head left through a small corridor to find a Universal Ammo Expansion. ---------------------------- Universal Ammo Expansion #11 ---------------------------- Location:Arcterra (Drip Moat) How to get:You can get this Expansion as soon as you first enter the room, or wait until after getting the final Artifact inside Arcterra. The platforms infront of the door leading from Fault Line gives you a free trip across the pit. Before jumping onto it, jump past it to fall into the muck below. Nearby are several platforms with a jump pad on one. Use it to boost into another Universal Ammo Expansion. ---------------------------- Universal Ammo Expansion #12 ---------------------------- Location:Vesper Defense Outpost (Stasis Bunker) How to get:After scanning both scan panels and activating the location of the first Shield Key, go grab it quickly. However, stay on the platform you are on when you grab it. To the left is a pillar that holds a Universal Ammo Expansion ontop of it. Jump to it from here. =========== Energy Tank =========== -------------- Energy Tank #1 -------------- Location:Celestial Archives (Data Shrine 01) How to get:Use the Morph Ball to roll along the hallways quickly. One of the ledges on the outer loop of the room allows you to roll under it. There is an Energy Tank at the end of the path. -------------- Energy Tank #2 -------------- Location:Alinos (Echo Hall) How to get:Head through the Morph Ball maze until you get the first Shield Key. Afterwards, bomb open the door to another part of the maze. Ignore the first turn and head to the end of the path and go right. You will end up running into an Energy Tank. -------------- Energy Tank #3 -------------- Location:Arcterra (Sic Transit) How to get:Start from the door that leads to Arcterra Gateway. From there, head left down the corridor until you spot a green door on the right wall. Enter this room. This room once held an Artifact (if the door is locked then you need to complete the Noxus fight and unlock the doors in the room to do this). Just past the Artifact holder are several iron bars. Use the Morph Ball to roll under them and onto an elevator. When it reaches the top, Bomb Jump to boost into another Energy Tank. -------------- Energy Tank #4 -------------- Location:Arcterra (Frost Labyrinth) How to get:Follow the maze to the top right, avoiding the green lasers and Zoomers in the way. The Energy Tank lies up in the corner. -------------- Energy Tank #5 -------------- Location:Celestial Archives (New Arrival Registration) How to get:In the first area of the room, use the moving elevator platforms to reach the top of the area and head through a ledge into the second area. Do this again with the second, but the ledge is on the bottom level. After you avoid falling, stay on the bottom of the third area and make your way around the bottom platforms. Just past a broken, tilted platform lies the fifth Energy Tank on a solid non-moving platform. -------------- Energy Tank #6 -------------- Location:Alinos (Council Chamber) How to get:After defeating Fire Spawn you will claim the Magmaul. Look at the hole in the wall that leads to the passageway to the door you used to first enter this room. To the right of that hole is an orange force field. Blast it away with the Magmaul and head through the spiraling path. It leads to an Energy Tank at the end. -------------- Energy Tank #7 -------------- Location:Oubliette How to get:Head past the first few rooms of Oubliette until you come to a long passageway that seems eerie and desolate. This room is just before the door that leads to the hole in the ground leading to Gorea. To the right in the beginning of the room is a hole in the wall. Use the Morph Ball to enter this hole and roll through to the end. Don't roll off the ledge you end up on and instead head back into biped form. Enter the portal and you will end up in a tiny room with the final Energy Tank. ------------------------------------------------------------------------------- ~Full Scans List [SCNS]~ ------------------------------------------------------------------------------- A major objective of the Adventure Mode experience is to collect every last scan within the game. This can be very difficult as some scans can only be found at a certain time and if you miss them then you are screwed. Other scans are difficult to find or are in the most remote regions of a particular room in the Alimbic Cluster. Here are the lists and scan information (the data stated once scanned) of the three groups of scans. They are Bioforms, Lore, and Equipment. This follows the precise order that the game lists them, which happens to be alphabetical order for your convience. Also listed next to the scan name is the scan # as I stated it was during the walkthrough. You can locate the exact location of the scan there. Use Ctrl+F and type the name of the scan or the # to find its location. Good luck finding them all! Also I change the info of many of the scans a bit to make them sound SLIGHTLY more interesting. The creators did a horrible job at making scans, or a good job it they wanted boring and short scans. ======== Bioforms ======== Bioforms are pretty much anything that moves and can hurt you, from the bosses down to the vegetation you see around you. There is a lot to scan but this is the easiest because you naturally encounter every enemy in the game. However, your instinct to scan them first time around or not can cost you. Note:The hunters' alt-forms are almost, if entirely impossible to obtain if you don't scan them in the first battle with them. In repeaty battles after they rarely, if at all, enter their alt-forms and even when they do there isn't enough time to bring out the Scan Visor and scan them down. Make sure to scan them entirely first time in battle to avoid this conflict. ------------------------ Alimbic Turret v1.0 [35] Scan Info-A mounted turret equipped with laser motion detection and DNA identification technology. This Alimbic weapon will fire upon any lethal creature within its targeting radius. ------------------------ ------------------------ Alimbic Turret v1.4 [83] Scan Info-This modified version of the Alimbic Turret is able to shoot rapid fire rounds without overheating. ------------------------ ------------------------- Alimbic Turret v2.7 [214] Scan Info-The final model of the Alimbic Turret is able to fire highly accurate rounds at a fast pace. ------------------------- ------------------ Arctic Spawn [200] Scan Info-Native to the frozen wilderness, this creature depends on low temperatures to survive. The Arctic Spawn is highly territorial in its own right and when disturbed by any unwanted presence will attack by throwing immobilizing sharp ice. ------------------ --------------------- Barbed War Wasp [120] Scan Info-This territorial insect is extremely aggressive. Barbed War Wasps are capable of shooting their stingers to attack their prey. The more dangerous cousins of War Wasps, Barbed War Wasps migrate in large storms on many planets. They are known to have originated on Tallon IV where they attacked any enemy, even large life forms. --------------------- ------------- Blastcap [62] Scan Info-This large mushroom grows in remote regions and will explode once destroyed or another life form interacts with it in some manor. Once exploded, it will emit toxic gas that will harm even the highest forms of technology. The gas subsides after a short period. These mushrooms are known to originate on Tallon IV and have spread to many other planets through solar winds. ------------- --------------- Blue Barbed War Wasp [122] Scan Info-These creatures are a mutated form of Red Barbed War Wasps. These War Wasps have low metabolism and require extreme cold temperatures in order to survive and use their projectiles from their stingers. --------------- ----------------- Crash Pillar [99] Scan Info-Highly pleasing to the Alimbic aesthetics, this sentry cyborg will remain dormant until is senses a enemy intruder, and will return to its dorman state when it retreats. The Crash Pillar levitates by means of an antigravity propulsion before attempting to land on and effectively smashing its enemies. A vulnerable neurocircuitry is located underneith the pillar, which should be targeted. ----------------- ----------------- Cretaphid v1 [43] Scan Info-Utilizing the most sophisticated of Alimbic cybernetics and technology, this massive cylindrical defense mechanism features precision chemical warfare lasers. The Cretaphid is a key component of Alimbic military defense. Cretaphid was designed to protect harshly the most sacred objects of the Alimbics. ----------------- ------------------ Cretaphid v2 [106] Scan Info-The modified version of the Cretaphid cybernetics defense mechanism system features bursts of heat seeking plasma balls that are shot from the power nodes on Creatphid. The Cretaphid is a key component of Alimbic military defense. Cretaphid was designed to protect harshly the most sacred objects of the Alimbics. ------------------ ------------------ Cretaphid v3 [196] Scan Info-Combining the highest features of its predecessors, this version of the Cretaphid cybernetic defense tower holds precision lasers as well as heat seeking plasma balls. The Cretaphid is a key component of Alimbic military defense. Cretaphid was designed to protect harshly the most sacred objects of the Alimbics. ------------------ ------------------ Cretaphid v4 [215] Scan Info-The highest model of the Cretaphid defense line of cybernetics, this ultimate version deploys highly lethal lasers and heat seeking plasma balls while deploying them from a mobile central base. The casting of the base is highly lethal while traveling. A key component of the Alimbics defense, this model was designed to succeed where all others failed. ------------------ -------------- Dialanche [65] Scan Info-Spire's alternate form is the Dialanche, a largely hypercondensed ferrous ore that is capable of rolling at high speeds. The limbs enable the Dialanche to stick to walls allowing for a second mean of transportation. The Dialanche is equipped with two retractable titanium limbs capable of battering all grounded adversaries. -------------- --------------------- Electro Voldrum [153] Scan Info-This updated version of the Voldrum is capable of firing slow electric voltage that can disrupt many aspects of technology. This version has a weaker outer hull that allows it to be quickly battered by most rapid-fire types of weaponry. --------------------- ------------------- Energy Blaster [71] Scan Info-These turrets are mounted on the wall by Slench. The turrets fire balls of plasma when commanded. ------------------- ---------------- Fire Spawn [179] Scan Info-A large, savage beast that thrives on extreme temperatures, the Fire Spawn breathese superheated lava and rarely ventures far from its home fire pit. This beast is highly unfriendly to all carbon based life forms, and will hurl large balls of fire from its pit at anything approaching its territory until it retreats. ---------------- ------------ Geemer [109] Scan Info-This small yet dangerous creature is one that exposes sharp spikes on its back whenever it is threatened. This creature is known through human refuse and is an infamous pest on planet Zebes. ------------ ----------- Gorea [247] Scan Info-Superficial scan indicates that Gorea's body is completely impervious to all forms of attack. ----------- ----------- Gorea [251] Scan Info-Sensors are able to indicate that Gorea has a vulnerability on both upper arm regions. ----------- ------------- Gorea 2 [252] Scan Info-Gorea 2 is currently impervious to all weapons currently equipped in the Power Suit. Alternative weaponry is suggested to penetrate Gorea's tough armor. Sensors indicate that the Alimbic presence is no longer within Gorea's Seal Sphere. Gorea still remains attached to the Seal Sphere and draws all forms of attack from it. ------------- --------------- Gorea Arm [248] Scan Info-Analysis indicates the presence of fragile biomorphic neuron's in Gorea's shoulders, periodically vulnerable to a particular weapon. --------------- ----------------------- Gorea Seal Sphere [250] Scan Info-Harmonic analysis of Gorea's Seal Sphere indicates that it is vulnerable to all forms of attack. ----------------------- -------------------- Greater Ithrak [164] Scan Info-The impenetrable hide on this cousin of the Lesser Ithrak makes it a highly formidable threat. Anecdotal evidence suggests that frontal assault is ineffective against this aggressive predator. -------------------- ------------- Guardian [46] Scan Info-Specifically programmed to guard the Alimbic Order, these automatrons are now programmed to serve in the absence of it. These very intelligent androids often travel in packs, attacking with energy projectiles produced by three small fusion generators located in the cranium. ------------- --------------- Halfturret [74] Scan Info-Cybernetic enhancements allow Weavel's body to detach from its mechanical lower half and convert into the Halfturret alt form. The arms provide locomotion and weaponry for the upper body while the stationary legs transform into a turret, equipped with high powered projectiles. --------------- ----------------- Ice Voldrum [191] Scan Info-This late advancement in Voldrum technology fires forzen projectiles capable of immobilizing its victims. Its pulse-tube cryocoolers are susceptible to high temperature impact. ----------------- ----------- Kanden [32] Scan Info-A disruptive electromagnetic field appears to encircle the hunter Kanden. Analysis suggests that voltage potential is comparable to that found in standard lightning storms. Kanden carries the Volt Driver which is able to fire slow, homing shots that can disrupt the Combat Visor's vision for several seconds. Avoid with caution. ---------- ------------------ Lesser Ithrak [24] Scan Info-This nocturnal creature clings to ceilings, only attacking when prey ventures into its grasp. ------------------ ------------- Lockjaw [103] Scan Info-Sylux's alternative form, the Lockjaw, possibly consists of stolen prototype Galactic Federation technology. This allows the user to transform into two tetracarbon ceramic-alloy blades joined by a thin energy thread. Its principal manor of attack is to set up trip wires, harming prey as they walk through them. ------------- ------------------- Magma Voldrum [183] Scan Info-One of the advanced forms of Voldrum technology. The Magma Voldrum shoots high temperature shots that can burn foes. The armor of the Magma Voldrum is susceptable to chillingly cold weaponry. ------------------- ----------- Noxus [113] Scan Info-Analysis indicates that the skin of this hunter has extraordinary insulating properties. Noxus's main weapon is the Judicator, which when charged releases a short range icy circle that freezes all foes inside of it. ----------- ------------- Petrasyl [14] Scan Info-Although harmless from a distance, this airbourne creature secretes a corrosive toxin in its skin that burns through and damages all types of metal upon contact. ------------- -------------------- Psycho Bit v1.0 [10] Scan Info-A levitating spherical sentry droid equipped with 360-degree sensors and a low-level, slow transportation device. The basic silver model fires a normal energy blast whereas the more advanced green model features a heavy- duty gun which is powered by a nanoscale nuclear reactor, capable of quick rapid-fire rounds. -------------------- --------------------- Psycho Bit v2.0 [142] Scan Info-A levitating spherical sentry droid equipped with 360-degree sensors and a low-level, slow transportation device. This model features a high-voltage electromagnetic pulse to drain health from its targets. --------------------- --------------------- Psycho Bit v3.0 [176] Scan Info-Similar in design and attack patterns as previous models, this version fires superheated magma that can burn through foes. --------------------- -------------------- Psycho Bit v4.0 [92] Scan Info-Cryogenic nanite technology enables this final version of the Psycho Bit to fire frozen rounds that have been hit with supercooled plasma in its gun. -------------------- --------------- Quadtroid [159] Scan Info-Genetically engineered from leech and reptile DNA, this creature can crawl on any type of surface or wall. The Quatroid seeks sources of biological energy. Using a Morph Ball Bomb is the only way to break free of these predators. --------------- ------------------------- Red Barbed War Wasp [171] Scan Info-One of the most aggressive varieties of the War Wasp family, the Red Barbed War Wasp uses its own body heat to produce an ingenious burning projectile to aim at any foe. ------------------------- --------------- Shriekbat [111] Scan Info-A winged creature that will suicide bomb and explode on contact to defend its territory from enemies, it will attack any enemy or creature that enters its nesting grounds. Inhabitants of Tallon Iv have called for its extermination because of the threat it poses to the infrastructure and cultural heritage of the planet. --------------- -------------- Slench 1A [70] Scan Info-Another member of the Alimbic defense arsenal, this enormous cybernetic eyeball was engineered to protect the most sacred of the Alimbics relics. The Slench attaches itself to the biodefense chamber with three synapses which transfer power to Energy Blasters. Its primary weapons are the green venom torpedo and the deuterium laser. -------------- -------------- Slench 1B [72] Scan Info-Once aggrivated, the Slench detaches from the wall and commences a hovering attack. Analysis indicates that Slench's shields can't function during the hovering attack. -------------- --------------- Slench 2A [132] Scan Info-This revision of the Alimbics cyber defense technology features enhanced capabilities. The Slench attaches itself to the biodefense chamber with three synapses which power the Energy Blasters and superheated magma. Green venom torpedos can be neutralized by the Arm Cannon. --------------- --------------- Slench 2B [133] Scan Info-Once aggrivated, Slench detaches from the wall to commence a hovering attack while shooting superheated magma while hovering. Analysis indicates Slench's shield is inoperable while hovering. --------------- --------------- Slench 3A [166] Scan Info-This improved model of Slench utilizes three synapses to transfer high energy voltage to the Energy Blasters, whose electromagnetic pulse can disrupt the Combat Visor. The synaptic fibers may be vulnerable to heavy-duty weaponry. --------------- --------------- Slench 3B [167] Scan Info-Analysis indicates that although the shield is deactivated, Slench is still capable of ramming its foes. During the time it is charging Slench remains invulnerable. --------------- --------------- Slench 4A [232] Scan Info-The pinnacle of Slench technology, this model emplys three synapses to transfer supercooled plasma, capable of freezing foes, to the Energy Blasters. The synapses hold Slench to the ceiling of the room causing any attack method likely to end in failure. --------------- -------------- Slench 4B [233] Scan Info-Analysis indicates that Slench's shield remains deactivated while hovering. Slench, however, remains invulnerable while ramming and rolling around the floor. Evasive action is advised. -------------- ---------- Spire [64] Scan Info-Analysis of this creature's physiology indicates the presence of molten ferrous compounds normally found only in a planets core. Spire is armed with the Magmaul, a weapon that shoots superheated magma that is capable of burning its foes. ---------- --------------- Stinglarva [33] Scan Info-Bioengineered with genetic material from the galaxy's most dangerous predatory insects, Kanden can transform into the Stinglarva. This fast moving segmented insect has a detachable regenerating tail that homes in on its target before exploding for damage. --------------- ----------- Sylux [102] Scan Info-This hunter's power suit appears to be based on a Galactic Federation prototype and possesses extraordinary defenseive and offensive capabilities. Sylux's main weapon is the Shock Coil which is a banned technology that fires charged blasts of high-density Neutrinos. ----------- ----------- Trace [134] Scan Info-Scan indicates the exoskeleton of the hunter may not be as durable as it appears. This potential vulnerability may explain Trace's tactical prefrence for sniping. His weapon of choice, the Imperialist, is a long range quantum cascade laser with high precision targeting. ----------- ---------------- Triskelion [135] Scan Info-Trace's alternate form, the Triskerlion, is sophisticated Kriken military biotechnology that allows Trace to morph into a three legged war machine with a powerful lunge attack. This piece of biotechnolog is equipped with a cloaking device that when Trace is holding still prevents him from being seen unless by nearby foes. ---------------- ------------ Trocra [249] Scan Info-These crystallized colonies of cyanobacteria are highly unstable and explode when a solid object comes in contact with them. Avoid all possible means of contact. ------------ --------------- Vhoscythe [114] Scan Info-The Vhoscythe is the alternate form of the hunter Noxus. An evolutionary defense mechanism of the Vhozon species, it serves both as an offense and a defense for Noxus. --------------- ------------ Voldrum [63] Scan Info-This high speed rolling robot is almost always in constant motion. Equipped with two large guns for attacking from long distances, it can be very powerful. Voldrum's also excell at close range combat. ------------ ------------- War Wasp [57] Scan Info-An aggressive flying insect that will attack to defend its territory. The royal jelly of a Queen War Wasp is so highly valued that hives on Aether continue to be harvested despite a shocking death toll. ------------- ----------- Weavel [73] Scan Info-Weavel's weapon of choice is the Battlehammer, a heavy-duty rapid fire weapon with a deadly blast radius. Maintain a large distance when engaging Weavel in combat. ----------- ----------- Zoomer [54] Scan Info-Best known for breeding rapidly and carrying flesh-eating diseases, Zoomers are responsible for the spread of bacteria on planet Zebes which has resulted in many species dying out. ----------- ==== Lore ==== ----------------------- Alimbic Cannon 01 [238] Scan Info-The Alimbic Cannon fires bursts of polarized antimatter beyond light speed at specified coordnates and frequency to open a dimensional rift known as the Infinity Void. ----------------------- ----------------------- Alimbic Cannon 02 [239] Scan Info-This device opened the path to the Infinity Void to imprison Gorea. Reuniting all eight Octoliths will return the power and energy back to this dorment machine. ----------------------- ----------------------- Alimbic Cannon 03 [240] Scan Info-After trapping Gorea in the Seal Sphere, we consigned it to a prison from which there would be no escape. ----------------------- ----------------------- Alimbic Cannon 04 [241] Scan Info-The Alimbic Cannon enabled us to open the Infinity Void and hide Gorea's prison within it. By locating the prison in an alternate dimension, we ensured that the prisoner would neither escape or be released by accident. ----------------------- ------------------------- Alimbic Datashade 01 [49] Scan Info-Datashades are packets of telepathic data scattered throughout the Tetra Galaxy. They can be accessed by most galactic scan systems. ------------------------- ------------------------- Alimbic Datashade 02 [50] Scan Info-Designed to maintain data integrity indefinitely, datashades are highly resistant to all forms of tampering and decay. Scanning these packets will allow you access to our scriptures and Lore. ------------------------- ---------------------- Alimbic Order 01 [150] Scan Info-There were eight elders in the Alimbic Order. ---------------------- ---------------------- Alimbic Order 02 [147] Scan Info-You will not find all eight of our Octoliths. They have been scattered, hidden in four of our most guarded territories. ---------------------- ---------------------- Alimbic Order 03 [148] Scan Info-There is never more than two Octoliths hidden on any space station or planet. ---------------------- ---------------------- Alimbic Order 04 [146] Scan Info-Within each Octolith is a spirit, the transferred essence of an Alimbic Elder. ---------------------- ---------------------- Alimbic Order 05 [230] Scan Info-Reunite all eight Octoliths in the Cannon Control Room on Alinos to open the doorway to Gorea. ---------------------- ---------------------- Alimbic Pride 01 [121] Scan Info-We continued research to improve our defense systems. Eventually we became so proficient in the art of war we condidered ourselves invincible. ---------------------- ---------------------- Alimbic Pride 02 [192] Scan Info-Our pride was a veil over our eyes. We did not see the danger until it was upon us. ---------------------- ---------------------- Alimbic Pride 03 [186] Scan Info-Ruin came quickly as the cancer swept like fire across out worlds. ---------------------- ---------------------- Alimbic Pride 04 [190] Scan Info-Those who survived appeared lifeless and hollow, as if their very spirit had been sucked dry. ---------------------- ---------------------- Alimbic Pride 05 [234] Scan Info-We should have been more vigilant. We became complacent in our technological prowess and thought ourselves unassailable. ---------------------- ----------------------- Alimbic Prophecy 01 [3] Scan Info-It is written that the Alimbic power shall materialize when six frequencies shimmer in the divine spectral sequence. ----------------------- ------------------------ Alimbic Prophecy 02 [52] Scan Info-In the beginning shall the darkness be torn asunder by the flash of Yellow Lightning. ------------------------ ------------------------ Alimbic Prophecy 03 [76] Scan Info-Yellow Lighting shall strike with demonic fury upon the greenwood. ------------------------ ------------------------- Alimbic Prophecy 04 [108] Scan Info-With a voice of thunder shall the Greenwood burst into an Orange Blaze. ------------------------- ------------------------- Alimbic Prophecy 05 [139] Scan Info-The Orange Blaze shall die away to be reborn on the wings of Blue Smoke. ------------------------- ------------------------- Alimbic Prophecy 06 [170] Scan Info-Tendrils of Blue Smoke shall weave the geometry of the Violet Crystal. ------------------------- ------------------- Alimbic Prophecy 07 [101] Scan Info-Violet Crystal shall shatter the heavens, leaving in its wake the Red Stain. ------------------- ------------------------- Alimbic Prophecy 08 [203] Scan Info-When the Red Stain shall vanish, so shall the ancient Alimbic power be manifest. ------------------------- -------------------- Alimbic War 01 [204] Scan Info-The war lasted three standard galactic months. Even with the galaxy's most powerful technology at our disposal, we fell like dry grass beneath the blade. -------------------- -------------------- Alimbic War 02 [172] Scan Info-Without warning, our doom fell from the sky. From whence it came we do not know. -------------------- -------------------- Alimbic War 03 [187] Scan Info-Gorea was immune to even our most sophisticated weaponry, while we were defenseless against its relentless attacks. -------------------- -------------------- Alimbic War 04 [211] Scan Info-Gorea devoured our people's life energy and grew powerful from it. Death swept across our worlds and we were despaired. -------------------- -------------------- Alimbic War 05 [213] Scan Info-We feared not only the extinction of our race, but the possibility that the evil would sweep across the galaxy, annhilating all in its path. -------------------- -------------------- Alimbic War 06 [206] Scan Info-Gorea is a cancerous bloom that would weak havoc across the universe. -------------------- -------------------- Alimbic War 07 [189] Scan Info-We knew that if we did not stop Gorea, it would rampage across the galaxy, devouring everything in its path. -------------------- -------------------- Alimbic War 08 [226] Scan Info-We finally contained Gorea, but we paid a heavy price to do so. May our sacrifice bring peace to the galaxy. -------------------- -------------------- Alimbic War 09 [198] Scan Info-Eight of our elders gathered to create the Alimbic Order to prevent Gorea from destroying our civilization. Their final, desprate plan was to create the Seal Sphere. -------------------- ------------------- Alimbic War 10 [91] Scan Info-If you are reading this message, our plan to contain Gorea was a success. Honor our sacrifice and do not seek this thing. Only harm can come from such a course. ------------------- -------------------- Alimbic War 11 [212] Scan Info-To contain Gorea, our people reduced themselves to pure telepathic energy through the process of Energy Transference. -------------------- -------------------- Alimbic War 12 [208] Scan Info-We gave out lives to contain the foul monstrosity known as Gorea. Do not seek this creature unless you have the means to destroy it. -------------------- ----------------------- Battle Sarcophagus [66] Scan Info-This tomb contains the remains of Alimbic General Almiiak, who led the Alimbic people to victory in the Tetra Border Wars two thousand years ago. He later formed the Alimbic Order of Elders. ----------------------- ------------------------- Biodefense Chamber A [44] Scan Info-This room not only serves as a home to our most sacred treasures, but also as a moral terminus for those who shall trespass. ------------------------- ------------------------- Biodefense Chamber B [69] Scan Info-Those who dare trespass upon our sacred chambers shall expect to pay dearly for that which they shall see. ------------------------- ----------------- Combat Hall [237] Scan Info-We used this room for combat training of Alimbic military recruits. In this room were forged some of our greates heros. ----------------- ---------------- Final Wish [149] Scan Info-Do not underestimate the creature concealed herein. We have sacrificed our lives to confine the monstrosity known as Gorea. Do not seek this thing unless you have the means of which to destroy it. ---------------- -------------- Gorea 01 [173] Scan Info-The horror shrieked its name:Gorea. -------------- -------------- Gorea 02 [174] Scan Info-Gorea is power beyond reckoning and evil unrelenting. The universe has not known such terror as this. -------------- -------------- Gorea 03 [209] Scan Info-At first we thought Gorea was a comet. It crashed upon our planet and emerged as a vapor. -------------- -------------- Gorea 04 [207] Scan Info-Gorea mimicked our cellular structure and replicated itself in solid form. -------------- -------------- Gorea 05 [188] Scan Info-We have seen Gorea alter its atomic structure from a vapor to a solid. Our scientists believe Gorea may also possess other shape-changing abilities. -------------- -------------- Gorea 06 [160] Scan Info-Gorea is capable of changing its shape, and it uses a wide variety of lethal weaponry. -------------- -------------- Gorea 07 [161] Scan Info-Our defenses were useless against Gorea as it swept through our empire in an orgy of annhilation. -------------- -------------- Gorea 08 [162] Scan Info-Alimbic soldiers were powerless before Gorea's onslaught. -------------- -------------- Gorea 09 [163] Scan Info-We deployed our deadliest weapons to defeat the beast. To our horror, ever weapon was somehow used against us by Gorea. -------------- --------------- History 01 [55] Scan Info-These are our last recorded messages. We depart form this place of death. If you honor our memory, do not attempt to solve the mystery of our dissappearence. --------------- ---------------- History 02 [169] Scan Info-We overcame our harsh genesis through intellect and resolve. The Alimbic mind is bound by a will of iron. ---------------- --------------- History 03 [97] Scan Info-The piece of ancient Alimbic tribal culture was shattered by a deadly extraterrestial invasion. The survivors vowed never again to be caught unprepared. --------------- --------------- History 04 [98] Scan Info-We focused our resources on military science and quickly developed weapons and defences that surpassed the technology of our enemies. --------------- --------------- History 05 [89] Scan Info-We were a peaceful people. But we defended our homeworld with fierce determination. --------------- --------------- History 06 [90] Scan Info-To defend our territories from extraterrestial attack, we deployed lethal bioweaponry. --------------- --------------- History 07 [88] Scan Info-Our protective exoskeletons enabled us to survive the environmental extremes of the Alimbic homeworlds. --------------- --------------- History 08 [95] Scan Info-Our enlarged forebrains facilitated enhanced cognitive function. It was our ability to think quickly that saved us from early and violent destruction. --------------- ---------------- History 09 [129] Scan Info-For generations our superior military capability deterred all enemies. A renewed sense of peace allowed us to return to our natural philosophical pursuits. ---------------- ---------------- History 10 [130] Scan Info-Through science and technology we increased our already formidable mental skills. Significant advances were made in the areas of telepathy, telekinesis, and extradimensional exploration. ---------------- ---------------- History 11 [131] Scan Info-We continued to bolster our defense against possible future invasion. Our military technology grew increasingly sophisticated and lethal. ---------------- ---------------------- Interment Chamber [59] Scan Info-Alimbic warriors of valor are here laid to rest, that their spirits may return to the planetary core. ---------------------- ----------------------- Octolith Safeguard [96] Scan Info-Beware our Guardians. These deadly sentinals travel in packs and are programmed to protect that which is dead to us. ----------------------- ------------------ Oubliette 01 [202] Scan Info-The monster cannot be defeated. As a last resort, we created the Seal Sphere to cage the monster for all eternity. ------------------ ------------ Oubliette 02 [219 Scan Info-Eight Octoliths are required to restore power to the Alimbic Cannon. Each Octolith contains unique coordnates, frequencies, and codes needed to operate the cannon. ------------ ------------------ Oubliette 03 [220] Scan Info-The Alimbic Cannon creates a fissure between this dimension and the Infinity Void that houses Gorea's prison, known as Oubliette. ------------------ ------------------ Oubliette 04 [221] Scan Info-The Oubliette cannot be found in this galaxy. It is hidden in another dimension. If you seek the Seal Sphere, you must first seek the keys. ------------------ ------------------ Oubliette 05 [222] Scan Info-We have sent the Oubliette beyond this dimension to ensure that the galaxy will never have to suffer the horror that is Gorea. ------------------ ------------------ Oubliette 06 [223] Scan Info-Gorea is alone in the Void. For the sake of life it must remain so. ------------------ ------------------ Oubliette 07 [224] Scan Info-The Infinity Void is a vast parallel dimension of formless antimatter. ------------------ ----------------- Oubliette 08 [94] Scan Info-Only the Alimbic Cannon can access the Infinity Void. ----------------- ------------------------ Science Sarcophagus [68] Scan Info-This tomb contains the remains of the Great Arctherus, whose discovery of Neurogenesis marked an advent of the modern Alimbic era, a time of unprecedented peace and prosperity. ------------------------ -------------------- Seal Sphere 01 [199] Scan Info-The fathomless power of the captive beast is the very engine of the Seal Sphere. -------------------- -------------------- Seal Sphere 02 [229] Scan Info-Gorea is immobilized within the Seal Sphere, just one of many precautions taken to ensure its eternal captivity. -------------------- -------------------- Seal Sphere 03 [217] Scan Info-The Alimbic Order directed surviving citizens to transfer their essences into the Seal Sphere. Our combined psychic energy is the engine that powers the sphere. -------------------- -------------------- Seal Sphere 04 [218] Scan Info-The Seal Sphere is secure within the Oubliette, from which there is no escape. -------------------- ---------------------- Sealing Gorea 01 [242] Scan Info-No weapon could defeat Gorea. ---------------------- ---------------------- Sealing Gorea 02 [243] Scan Info-As the death toll rose, we crafted a plan. Rather than destroy Gorea, we would capture it in an interdimensional prison. ---------------------- ---------------------- Sealing Gorea 03 [244] Scan Info-We lured Gorea into our trap. The Seal Sphere was deployed and the creature ensnared. With Gorea bound we had to act quickly. ---------------------- ---------------------- Sealing Gorea 04 [245] Scan Info-We transported Gorea to its prison, the Oubliette. Trapping Gorea was not enough, however. Additional security measures were needed for so great of a threat. ---------------------- ---------------------- Sealing Gorea 05 [246] Scan Info-We forced open an alternate dimension with the Alimbic Cannon, and the Oubliette was forced into it. The Infinity Void was sealed shut, never to be reopened. ---------------------- -------------------- Stronghold Void [41] Scan Info-This hidden room, accessable only be extraordinary means, houses our most sacred relics. It is guarded by our most formidable cybernetic security systems. Only be activating a portal controlled by a trio of artifacts can one gain access to this secret location. -------------------- ======= Objects ======= ---------------------- Alimbic Artifacts [20] Scan Info-Artifacts are encoded with program data unique to the Stronghold Portal. Three Artifacts are necessary to open the portal. ---------------------- ------------------- Alimbic Crest [110] Scan Info-Each of these ornate crests celebrates the accomplishments of a major Alimbic tribe. ------------------- -------------------- Alimbic Emblem [112] Scan Info-This emblem commemorates fallen Alimbic heroes. -------------------- -------------------- Alimbic Garden [175] Scan Info-Scan indicates fossilzed remains of Alimbic plant life. -------------------- ---------------------- Alimbic Insignia [125] Scan Info-A large ceremonial emblem of the Alimbic Order, celebrating their victories and leadership, solar cycle counter dates its creation after Alinos first came under attack. ---------------------- ------------------ Alimbic Joist [28] Scan Info-The design of this joist suggests highly evolved conceptual architecture. ------------------ ------------------ Alimbic Panel [12] Scan Info-Alpha waves eminate from this architectual structure. It appears designed to calm the senses and to create an environment ideal for meditation. ------------------ ---------------------- Alimbic Scripture [67] Scan Info-This language cannot be translated. ---------------------- ----------- Alinos [47] Scan Info-The once-beautiful planet of Alinos, home to the Alimbic Elders, has fallen into disrepair since the explosion of the planet's core. ----------- --------------------- Ammolite Shards [123] Scan Info-Naturally occuring minerals with phosphorescent properties. --------------------- ------------------------ Anthropological Hub [31] Scan Info-Access denied. Alimbic anthropological data bank severely damaged. ------------------------ -------------- Arcterra [107] Scan Info-The outermost planet in the Alimbic Cluster, Arcterra is an inhospitable wasteland noteworthy for a honeycomb of tunnels and caves within its frozen interior. -------------- -------------------- Artifact Shield [21] Scan Info-A security device which protects the Artifacts. This device can be deactivated with the proper Shield Key. -------------------- ----------------------- Attameter Artifact [34] Scan Info-The Attameter Artifact contains schematics for atomic mapping, allowing a portal to dissassemble the molecular structure of anything within the teleportation matrix. ----------------------- ---------------------- Backup Processor [195] Scan Info-Deconstructed for maintainence, apparently incomplete. ---------------------- --------------------------------- Binary Subscripture Artifact [39] Scan Info-The Binary Subscripture Artifact contains the precise frequency of the Stronghold Portal's spectral transponder, allowing anything within the teleportation matrix to warp from one point to another. --------------------------------- ------------------ Blast Shield [235] Scan Info-Used for projectile weapons training. ------------------ ------------------------ Cartograph Artifact [23] Scan Info-The Cartograph Artifact is encoded with the spatial coordnates of a hidden chamber. ------------------------ ---------------------- Celestial Archives [2] Scan Info-This space station, in orbit directly above Alinos, is the primary repository of the combined knowledge of Alimbic scholars, scientists, and historians. ---------------------- ----------------------- Ceremonial Charms [184] Scan Info-Alimbic ornaments designed to enhance harmony. ----------------------- ----------------- Clone Engine [81] Scan Info-Severe deterioration of microcircuitry detected. System nonfunctional. ----------------- ----------------- Cooling Fans [26] Scan Info-High speed fans cool the synergy reactor. There are signs of severe deterioration. ----------------- ------------------ Cooling Vent [227] Scan Info-Nintrogen pumps establish and maintain a subzero atmosphere throughout Vesper Defense Outpost. ------------------ ------------------- Cortex Chamber [85] Scan Info-Controls the entire neural ensamble by processing input from the thalamic coil. ------------------- --------------------- Council Chamber [180] Scan Info-Assembly hall for Alimbic Elders. Extreme structural damage evident. --------------------- ----------------------- Cryogenic Storage [231] Scan Info-Weapon storage contains. Maintained as subzero temperatures for stability and to prevent overheating of fusion powered weaponry. ----------------------- -------------------- Damaged Bridge [116] Scan Info-Structure has been severely compromised by impact. Decay indicates the damage occured several hundred solar cycles ago. -------------------- -------------- Delano 7 [105] Scan Info-Sylux's delta class strike fighter is believed to be a stolen Galactic Federation prototype. Due to an unresolved design flaw, the autocannon can be disabled by several direct hits to the ship's hull. -------------- -------------------- Docking Bay L1 [143] Scan Info-Recieving port for Alimbic heavy cargo starfighters. -------------------- -------------------- Docking Bay L2 [144] Scan Info-Recieving port for Alimbic medium-range transports. -------------------- -------------------- Docking Bay L3 [145] Scan Info-Recieving port for Alimbic passenger carriers. -------------------- ------------------ Exposed Rebar [53] Scan Info-Structural integrity of load bearing walls has been compromised by forcible impact. ------------------ ------------------- Flow Regulator [58] Scan Info-This station controls to flow of lava tributaries. ------------------- --------------------- Frozen Fuel Line [82] Scan Info-Pipes show signs of structual failure. --------------------- ------------- Fuel Rod [77] Scan Info-Powers nearby bioweaponry chambers. ------------- --------------------- Gestation Tanks [104] Scan Info-Reinforced tanks used to grow nanites for Morphing Ammunition and Missiles. --------------------- ------------------- Glyph Pattern [177] Scan Info-Contains unknown characters. Untranslatable. ------------------- ------------------------ Gravity Stabilizer [158] Scan Info-Scan registers severe damage. ------------------------ -------------------- Heating System [128] Scan Info-Thermal tube designed to maintain room temperature. Currently disabled. Scan indicates interior is frozen solid. -------------------- ---------------- Ice Bridge [126] Scan Info-A frozen bridge carved into an overhead catwalk. A structure capable of holding considerable weight. ---------------- ----------------------- Incubation Tank A [154] Scan Info-Nanobot incubation tank. Operating at full capacity. ----------------------- ----------------------- Incubation Tank B [156] Scan Info-Nanobot incubation tank. Operation at 67% capacity. ----------------------- ----------------------- Lava Processor 01 [193] Scan Info-Utilizes orogenic activity for treatment and processing of igneous material. ----------------------- ----------------------- Lava Processor 02 [194] Scan Info-Operation at minimum capacity. ----------------------- ------------------ Lift Controls [37] Scan Info-Control panel for anti-gravity lifts. System currently offline. ------------------ ------------------ Literary Hub [137] Scan Info-Access denied. Alimbic literary data bank severely damaged. ------------------ ------------------ Magma Station [48] Scan Info-Sensors operation at 79%. Lava levels stable. ------------------ --------------- Magma Vent [61] Scan Info-Relieves pressure buildup from unstable planetary core. --------------- ----------------- Medical Hub [136] Scan Info-Access denied. Alimbic medical data bank severely damaged. ----------------- ---------------------- Methane Pipeline [228] Scan Info-Liquid methane fuel delivery system. ---------------------- ----------------- Mixing Tanks [80] Scan Info-Used to synthesize poisonous gases. Trace amount of toxic materials detected. ----------------- ----------------------- Navigational Chart [13] Scan Info-Holograhic directory of the Tetra Galaxy. ----------------------- ------------- Octolith [45] Scan Info-Carbon analysis indicates Octoliths are Alimbic in origin. ------------- ----------------------- Photon Stabilizer [141] Scan Info-Bridge secured by a beam of tripolarized photons. ----------------------- ------------------ Political Hub [30] Scan Info-Access denied. Alimbic political data bank severely damaged. ------------------ ------------- Port Helm [6] Scan Info-"The Secret To The Ultimate Power Lies In The Alimbic Cluster." Author and original origin unknown. ------------- ---------------- Science Hub [19] Scan Info-Access denied. Alimbic scientific data bank severely damaged. ---------------- ---------------------- Shield Generator [157] Scan Info-Force shield compromised. ---------------------- --------------- Shield Key [22] Scan Info-When retrieved, this dynamic piece of technology will deactivate the Artifact Shield in the area. --------------- -------------------- Silo Levitator [225] Scan Info-Repository for heavy interplanetary warheads, held in place by a continual updraft from a high-pressure wind tunnel. -------------------- ------------------- Sniper Shield [236] Scan Info-Used for precision projectile training. ------------------- --------------- Spore Farm [78] Scan Info-A controlled environment used to grow toxic spores. The spores have expired. --------------- ------------------ Starboard Helm [7] Scan Info-"The Secret To The Ultimate Power Lies In The Alimbic Cluster." Binary irregularities indicate this message was sent telepathically. ------------------ ---------------------- Stronghold Portal [40] Scan Info-Three Artifacts are needed to restore functionality. ---------------------- ---------------------- Structual Debris [185] Scan Info-Severe architectual damage. Evidence of unidentifiable, interstellar matter, a result of an extraterrestial collision. ---------------------- ----------------- Synergy Drive [8] Scan Info-This device maintains the orbit and rotation of the space station. Operation appears normal. ----------------- --------------------- Synergy Processor [5] Scan Info-Works in tandem with the synergy drive to make subtle changes in the space station's orbit and rotation. --------------------- ------------------ Synergy Strut [16] Scan Info-Reinforcement pillar in use with synergy drive. ------------------ ----------------- Tetra Galaxy [29] Scan Info-This area was once under Alimbic control. Ruins detected on various planets indicate a vast civilization. ----------------- -------------------- Tetra Trade Map [17] Scan Info-Schematic of Alimbic interstellar shipping routes. ------------------- ----------------------- Thermal Regulator [168] Scan Info-Transduces volcanic heat into usable energy. ----------------------- -------- VDO [75] Scan Info-Vesper Defense Ourpost is situated on the outer edge of the Alimbic territory. Serving as a refueling station and a minutations dump, subzero temperature is maintained to prevent overheating of fusion powered weapons systems. Structural failure of fuel containers has resulted in a vast redioactive spill into space, leaving toxic and explosive frozen fuel to the sides of the structure. -------- ----------------- Wall Scroll [178] Scan Info-This language cannot be translated. ----------------- ---------------------- Witherite Shards [127] Scan Info-Naturally occuring minerals with phosphorescent properties. ---------------------- ========= Equipment ========= Equipment is a different part of the Logbook compared to the other three. All of the items here EXCEPT for the Hunter Gunship scan will automatically appear in the logbook once you collect the item. Items without a scan number next to them mean that they cannot be scanned or you already start with that item in the logbook. ---------- Arm Cannon Scan Info-An essential part of Samus's Power Suit, the Arm Cannon is upgradable and is adaptable to other weaponry. To fire the Arm Cannon, press the fire button. To switch weapons, tap one of the other weapon icons at the top of the touch screen. ---------- ----------------- Battlehammer [86] Scan Info-The Battlehammer is powered by a miniture nuclear reactor. This heavy-duty repeating weapon is reccommended to only those who are familar with high-caliber weaponry. ----------------- ----------- Charge Shot Scan Info-By holding down and releasing the fire button, the Arm Cannon is capable of firing large concentrated bursts of energy. ----------- ----------------- Energy Tank [165] Scan Info-This Expansion increases the Power Suit's maximum energy storage capacity by 100 units. ----------------- ------------------ Hunter Gunship [1] Scan Info-Hunter-Class Gunship registered to Samus Aran. Return to this ship to save your progress and restore fully your lost energy and ammo reserves. ------------------ ----------------- Imperialist [201] Scan Info-Equipped with a zoom function ideal for precision targeting, the Imperialist fires a thin and lethal laser beam with high accuracy over large distance. ----------------- --------------- Judicator [124] Scan Info-The Judicator is powered by cold-fusion synthesis. If fires supercooled plasma at temperatures approaching absolute zero. --------------- ---------- Jump Boots Scan Info-The Jump Boots are another essential componet of Samus's Power Suit. To jump, double tap the touch screen or press the jump button. These boots can also be used in mid-air. ---------- ----------------- Large Energy [56] Scan Info-Replenishes 100 units of energy expended from the Power Suit to to battle damage. Energy has also been known to have a rejuvinating effect on alien technology and physiology. ----------------- ------------------ Large Missile Pack Scan Info-Replenishes Missile reserves by 25 Missiles. ------------------ ------------------ Large UA Pack [87] Scan Info-Replenishes 25 rounds of Universal Ammo. Morphing Universal Ammo contains munitions nanotechnology engineered for instant adaption to almost any weapon. Altering caliber and composition at the molecular level to match the ballistic specifications of the host weapon. ------------------ ------------- Magmaul [181] Scan Info-The Magmaul, powered by a hyperstatic hydrogen core, fires cohesive projectiles of superheated magma. ------------- ------------------ Medium Energy [25] Scan Info-Replenishes 60 units of energy expended from the Power Suit due to battle damage. Energy has also been known to have a rejuvinating effect on alien technology and physiology. ------------------ ---------------------- Missile Expansion [51] Scan Info-Increases the capacity of the Arm Cannon's Missile reserves by 10 Missiles. ---------------------- ---------------- Missile Launcher Scan Info-Launches explosive-tipped Missiles that detonate in a percussive blast. This standard issue weapon is extremely effective in dealing with biological threats. Hold the fire button to charge the weapon and cause the Missile to home in on heat signitures. Charging will attract energy and ammo. ---------------- ---------- Morph Ball Scan Info-Samus has the ability to transform into a ball that can move at high speeds and access areas her bipedal form cannot. To enter the alt-form, tap the icon on the lower corner of the touch screen. Use the Control Pad or the A, B, X, Y buttons to move the Morph Ball around. Use the touch screen for more precise control with gentle strokes in the desired direction. Boost by quickly stroking in the desired direction or by pressing the boost button. --------- --------------- Morph Ball Bomb Scan Info-Small bursts of energy detonate from the Morph Ball shortly after being triggered. Ideal for opening secret passages and elminating small creatures. Press the fire button while in the Morph Ball form to lay a bomb. Bomb Jumping is possible by triggering the bombs jumps at a proper time. --------------- ------------------ Omega Cannon [253] Scan Info-This proscribed weapon of mass destruction was called an abomination by the Alimbic Elders because of the harm it could inflict on anyone desprate enough to use it. ------------------ ---------- Power Beam Scan Info-The standard issue Power Beam has limited offensive capability and unlimited ammunition. As with all charge weapons, press and hold the fire button to attract energy and ammo, and to charge up the shot. Release to fire a powerful blast. This weapon overheats quickly and works best when fired in controlled bursts of barrage. ------------ ---------- Scan Visor Scan Info-An essential tool, the Scan Visor is able to identify most forms of alien language and xenobiology. To activate the Scan Visor, tap and hold the small button centered at the bottom of the touch screen. Once it is activated, press and hold the fire button to scan an object. Scroll data by pressing the left and right buttons. Tap the Scan Visor icon again to deactivate its use. ---------- ---------------- Shock Coil [155] Scan Info-The Shock Coil is a Galactic Federation prototype weaon that emits a concentrated bear of high-density Neutrinos within a set radius. ---------------- ----------------- Small Energy [11] Scan Info-Replenishes 30 units of energy expended from the Power Suit due to battle damage. Energy has also been known to have a rejuvinating effect on alien technology and physiology. ----------------- ----------------------- Small Missile Pack [15] Scan Info-Replenishes Missile reserves by 10 Missiles. ----------------------- ------------- Small UA Pack Scan Info-Replenishes 10 rounds of Universal Ammo. Morphing Universal Ammo contains munitions nanotechnology engineered for instant adaption to almost any weapon. Altering caliber and composition at the molecular level to match the ballistic specifications of the host weapon. ------------- ------------------ Thermal Positioner Scan Info-Samus's location is tracked by a thermal positioner which relays an image of Samus and her surroundings. This valuable imaging tool also identifies objects and entities with unique power signitures. Access the Thermal Positioner by pressing Start. ------------------ ----------------------------- Universal Ammo Expansion [93] Scan Info-Increases maximum Universal Ammo capacity by 30 units. ----------------------------- ----------------- Volt Driver [138] Scan Info-The Volt Driver draws energy from the planetary electromagnetic field and converts it into multi-terrawatt bursts of high voltage. ----------------- ------------------------------------------------------------------------------- ~Scans Checklist [SCCL]~ ------------------------------------------------------------------------------- There are a ton of scans to get in the [horrid] Adventure Mode. Here is a brief checklist for you to use when seeing what scans are needed to obtain: ===Lore=== [ ]Alimbic Cannon 01 [ ]Alimbic Cannon 02 [ ]Alimbic Cannon 03 [ ]Alimbic Cannon 04 [ ]Alimbic Datashade 01 [ ]Alimbic Datashade 02 [ ]Alimbic Order 01 [ ]Alimbic Order 02 [ ]Alimbic Order 03 [ ]Alimbic Order 04 [ ]Alimbic Order 05 [ ]Alimbic Pride 01 [ ]Alimbic Pride 02 [ ]Alimbic Pride 03 [ ]Alimbic Pride 04 [ ]Alimbic Pride 05 [ ]Alimbic Prophecy 01 [ ]Alimbic Prophecy 02 [ ]Alimbic Prophecy 03 [ ]Alimbic Prophecy 04 [ ]Alimbic Prophecy 05 [ ]Alimbic Prophecy 06 [ ]Alimbic Prophecy 07 [ ]Alimbic Prophecy 08 [ ]Alimbic War 01 [ ]Alimbic War 02 [ ]Alimbic War 03 [ ]Alimbic War 04 [ ]Alimbic War 05 [ ]Alimbic War 06 [ ]Alimbic War 07 [ ]Alimbic War 08 [ ]Alimbic War 09 [ ]Alimbic War 10 [ ]Alimbic War 11 [ ]Alimbic War 12 [ ]Battle Sarcophagus [ ]Biodefense Chamber A [ ]Biodefense Chamber B [ ]Combat Hall [ ]Final Wish [ ]Gorea 01 [ ]Gorea 02 [ ]Gorea 03 [ ]Gorea 04 [ ]Gorea 05 [ ]Gorea 06 [ ]Gorea 07 [ ]Gorea 08 [ ]Gorea 09 [ ]History 01 [ ]History 02 [ ]History 03 [ ]History 04 [ ]History 05 [ ]History 06 [ ]History 07 [ ]History 08 [ ]History 09 [ ]History 10 [ ]History 11 [ ]Interment Chamber [ ]Octolith Safeguard [ ]Oubliette 01 [ ]Oubliette 02 [ ]Oubliette 03 [ ]Oubliette 04 [ ]Oubliette 05 [ ]Oubliette 06 [ ]Oubliette 07 [ ]Oubliette 08 [ ]Science Sarcophagus [ ]Seal Sphere 01 [ ]Seal Sphere 02 [ ]Seal Sphere 03 [ ]Seal Sphere 04 [ ]Sealing Gorea 01 [ ]Sealing Gorea 02 [ ]Sealing Gorea 03 [ ]Sealing Gorea 04 [ ]Sealing Gorea 05 [ ]Stronghold Void ===Bioform=== [ ]Alimbic Turret v1.0 [ ]Alimbic Turret v1.4 [ ]Alimbic Turret v2.7 [ ]Arctic Spawn [ ]Barbed War Wasp [ ]Crash Pillar [ ]Cretaphid v1 [ ]Cretaphid v2 [ ]Cretaphid v3 [ ]Cretaphid v4 [ ]Dialanche [ ]Electro Voldrum [ ]Energy Blaster [ ]Fire Spawn [ ]Geemer [ ]Gorea [ ]Gorea [ ]Gorea 2 [ ]Gorea Arm [ ]Gorea Seal Sphere [ ]Greater Ithrak [ ]Guardian [ ]Halfturret [ ]Ice Voldrum [ ]Kanden [ ]Lesser Ithrak [ ]Lockjaw [ ]Magma Voldrum [ ]Noxus [ ]Petrasyl [ ]Psycho Bit v1.0 [ ]Psycho Bit v2.0 [ ]Psycho Bit v3.0 [ ]Psycho Bit v4.0 [ ]Quadtroid [ ]Red Barbed War Wasp [ ]Shriekbat [ ]Slench 1A [ ]Slench 1B [ ]Slench 2A [ ]Slench 2B [ ]Slench 3A [ ]Slench 3B [ ]Slench 4A [ ]Slench 4B [ ]Spire [ ]Stinglarva [ ]Sylux [ ]Trace [ ]Triskelion [ ]Trocra [ ]Vhoscythe [ ]Voldrum [ ]War Wasp [ ]Weavel [ ]Zoomer ===Objects=== [ ]Alimbic Artifacts [ ]Alimbic Crest [ ]Alimbic Emblem [ ]Alimbic Garden [ ]Alimbic Insignia [ ]Alimbic Joist [ ]Alimbic Panel [ ]Alimbic Sculpture [ ]Alinos [ ]Ammolite Shards [ ]Anthropolitical Hub [ ]Arcterra [ ]Artifact Shield [ ]Attameter Artifact [ ]Backup Processor [ ]Binary Subscripture Artifact [ ]Blast Shield [ ]Cartograph Artifact [ ]Celestial Archives [ ]Ceremonial Charms [ ]Clone Engine [ ]Cooling Fans [ ]Cooling Vent [ ]Cortex Chamber [ ]Council Chamber [ ]Cryogenic Storage [ ]Damaged Bridge [ ]Delano 7 [ ]Docking Bay L1 [ ]Docking Bay L2 [ ]Docking Bay L3 [ ]Exposed Rebar [ ]Flow Regulator [ ]Frozen Fuel Line [ ]Fuel Rod [ ]Gestation Tanks [ ]Glyph Pattern [ ]Gravity Stabilizer [ ]Heating System [ ]Ice Bridge [ ]Incubation Tank A [ ]Incubation Tank B [ ]Lab Equipment [ ]Lava Processor 01 [ ]Lava Processor 02 [ ]Lift Controls [ ]Literary Hub [ ]Magma Station [ ]Magma Vent [ ]Medical Hub [ ]Methane Pipeline [ ]Mixing Tanks [ ]Navigational Charts [ ]Octolith [ ]Photon Stabilzer [ ]Political Hub [ ]Port Helm [ ]Science Hub [ ]Shield Generator [ ]Shield Key [ ]Silo Levitator [ ]Sniper Shield [ ]Spore Farm [ ]Starboard Helm [ ]Stronghold Portal [ ]Structual Debris [ ]Synergy Drive [ ]Synergy Processor [ ]Synergy Strut [ ]Tetra Galaxy [ ]Tetra Trade Map [ ]Thermal Regulator [ ]VDO [ ]Wall Scroll [ ]Witherite Shards ===Equipment=== [ ]Arm Cannon [ ]Battlehammer [ ]Charge Shot [ ]Energy Tank [ ]Hunter Gunship [ ]Imperialist [ ]Judicator [ ]Jump Boots [ ]Large Energy [ ]Large Missile Pack [ ]Large UA Pack [ ]Magmaul [ ]Medium Energy [ ]Missile Expansion [ ]Morph Ball [ ]Morph Ball Bombs [ ]Omega Cannon [ ]Power Beam [ ]Scan Visor [ ]Shock Coil [ ]Small Energy [ ]Small UA Pack [ ]Thermal Positioner [ ]UA Expansion [ ]Volt Driver That's it! Those are all of the recorded Logbook scans in the game. With that being said there is nothing left in the [horrid] Adventure Mode to say. Multiplayer mode awaits! Huzzuh! ------------------------------------------------------------------------------- ~Nintendo WFC [WFC]~ ------------------------------------------------------------------------------- Thanks to Nintendo we are capable of playing Metroid Prime Hunters online, but that should have been obvious if you looked at the box for more than five seconds or are one of the 11 people in the world who actually READS the instruction manual. By hooking up to a Hotspot you are able to tap into the Nintendo WiFi Connection (or WFC for short). You can choose a variety of options once you are fully hooked up. You can choose to play a normal random battle or use Friend Codes to battle friends in a real, customizable fight. The choices are your and because there is always someone online the fun times may never end! ------------------------------------------------------------------------------- ~Setting Up [SUP]~ ------------------------------------------------------------------------------- You can't just sit dead in your tracks and expect to connect to the Nintendo WFC! In order to reach Nintendo WFC you need a Hotspot of your very own. Alternatively, you can head for a Hotspot that are all over the world. Most McDonald's are WiFi compatable to if you ever pass one, enter it and sit down and try to connect. If it works then no other work really needs to be done, and you can just play away. However, most of us don't live near a hotspot. Period. So do you propose we get online? We need to make our OWN hotspot. You need to buy a USB Connector cable and attack it to your internet cable at your computer. Just a note, you CAN'T connect to a laptop so don't bother trying. Getting your hands on a USB Connector cable is the difficult part. You can buy one online here: http://tinyurl.com/d8hh2 That is Nintendo's online store and you can purchase one there, about $40 total including shipping and handling. Alternatively, some places do sell these cords. Best Buy's and other large brand name electronic shops may carry them around at a lower price (generally around $30). If you happen to come across one then it is much easier to buy it there without having to wait for it to arrive by mail order. To recap on how to connect to Nintendo WFC: 1.Head to the nearest available wireless hotspot in your town and connect to Nintendo WFC from there. If there is none/you don't want to, head below. ...or... 1.You can also create your own hotspot right at home. First you need a home PC (can't use a laptop). 2.Purchase a USB Connector cable either from a store or Nintendo's online shopping center. 3.Connect it to your Broadband cable. 4.Your hotspot should now be ready to go. You can begin Wifi! ------------------------------------------------------------------------------- ~Friend Codes [FCD]~ ------------------------------------------------------------------------------- Playing Random matches can be a bit boring, especially with disconnectors. Nintendo has kept Friend Codes, a special code that is kept in your game, and has been used in previous WiFi games like Mario Kart and Animal Crossing. Basically, Friend Codes allows you to match up and battle/team up with specifically the people in your friend list. However, you can't just imput random codes and hope to make friends that way. There are two lists in the "Friend Codes" menu. The left list are your friends whom you have traded friend codes with. A red circle next to their name represents that they aren't currently on Wifi. Similarly, a green circle means that they are on Wifi. The second list is your Rivals collumn. After playing a Random match you can choose to add one of your opponents as a Rival and you can play against them as if it were a Friend Code. This can only occur if the one(s) you choose to Rival also input you as their Rival. Its best for foes that gave you a challenge or just barely squeaked a win and you desire a rematch with. Friend Code and Rivals alike can be deleted permanently. If you want their name back then you need to re-add them to the Rivals list/input their Friend Code. You can choose to do Random play as usual, but it takes several minutes to start a match and you will likely face disconnectors or alt-spammers. Or you can choose Friend match where only your Friends and Rivals can join your game or you can join theirs. Its a fun way to get the kind of match you really want. Also as an incentive, all players have their own Hunter's Liscense. On it lists how many games they have played, how many wins/losses, most used Hunter, most used weapon, disconnection rate, how many kills in a row before dying, alt-form kills, and a whole lot more. It tells pretty much all aspects of you right on your liscense. As you win battles you will earn Bounty Points which raise your ranking from one star all the way to five. But beware! If you lose a match you will lose points yourself. If you are a four star and beat up on one stars you will recieve less points than if you beat four or five stars. Alike, you will lose a crapload of points to a one star if you lose the higher ranking you are. Play carefully and never let any player have mercy. ------------------------------------------------------------------------------- ~Multiplayer Mode [MPMD]~ ------------------------------------------------------------------------------- Not that the nitty gritty has been taken care of regarding Nintendo WFC, we can begin the meat of Multiplayer Mode. Because of the vast replayability you may be spending dozens of hours in this mode alone. There are many ways to practice your abilities and improve your Hunter's Liscense looks. Best of all you can choose form any of the seven hunters as you aren't restricted to just Samus anymore! How awesome is that? All of the hunters have their own strengths and weaknesses which I will prompty make a short list so you can decide what hunter you wanna choose. ===== Samus ===== Samus is flat out an all-around character and easily the most common hunter you will find online. She starts with her affinity weapon adding to why people like her so much. When charged, her Missiles will home in on the nearest hunter ever so slightly and have a slight added kick to them. Samus can dish out some quick damage and has the fastest alternate form in the game. If the Morph Ball is constantly boosting (only something it can do!) then it can outrun everything else in the game. Her Bombs are weak though, so use the Morph Ball defensively rather than offensively. ====== Kanden ====== Kanden is easily one of the least used hunters online. The reason why that is is quite mysterious. He actually isn't all too bad if used properly. The Volt Driver can't be obtained on many levels giving him an advantage with it. On wide open levels, a huge sky full of slow moving, homing charged Volt Driver shots can, with patience, give Kanden some easy kills. The Volt Driver is like the Power Beam when not charged but slightly more powerful. His detachable tail in his Stinglarva form is planted like a bomb for a few seconds on the floor and homes in on anyone nearby. Spamming his tail bombs is annoying for your enemies, but good for Kanden. ===== Spire ===== Spire is an incredibly cheap hunter on several stages. Alinos Gateway and Council Chamber are his home courses. Spire is immune to lava damage, and he is slight red so camping in the lava for an unsuspecting hunter to quickly pass by is a perfect chance to ambush them. The Magmaul is splash damaged, and you can burn multiple foes with one shot. Abuse it well. The Dialanche is the slowest alternate form, but has a huge attack raidus, making Spire perfect for a Defender game. ====== Weavel ====== Weavel is another of the underused hunters. His advantages isn't all that great if you look at them right. The Battlehammer isn't the greatest of weapons unless you specialize in it. If you do, it can be very powerful as it has splash AND rapid-fire so you can rip through foes in a pinch. The arc on the weapon makes it a pain to use, though. The Halfturret can screw Weavel over if destroyed where he will become one mistake away from death at 1 HP. Be careful should you use Weavel. ===== Noxus ===== Noxus was one of the rarely seen hunters until a little while ago where his popularity grew tremendously. Noxus holds the Judicator, capable of cheaply freezing any foe in their tracks. The catch is in a trick known as Shadow Freezing, the freeze radius, though short, has an infinite height. If you aim at the ground you can freeze enemies far away on upper ledges. Though, this is considered cheap and will lead to disconnectors online unless you are with friends. The Vhoscythe does a large amount of damage, with a large radius making Noxus another decent Defender player. ===== Trace ===== Trace is an interesting hunter, but if anyone uses him they use the same tactic. Trace has the Imperialist, a sniper rifle of sorts. A headshot when zoomed in will instantly kill a foe no matter what the character uses the weapon. So why Trace? On levels without the Imperialist only Trace can get it with the Affinity Orb. He can destroy his foes quickly and quietly. Along with becoming invisible while staying still, the Triskelion's lunge is quite powerful as well as a fast transportation mode for Trace users. ===== Sylux ===== Sylux was once abused, but now that has calmed down quite a lot. The Shock Coil has a very short range to it, but if it hits a foe continuously for several seconds then their health will be sapped almost instantly. Also, any damage done using this weapon is transferred right back to Sylux. How badass is that? The Lockjaw is also one of the fastest alternate forms, and if you can form a small triangle around a foe it will deal 180 damage, generally ensuring a kill point for you. ------------------------------------------------------------------------------- ~Setting Up [SU]~ ------------------------------------------------------------------------------- Setting up a multiplayer match is very simple when it comes to just friends. All of you need a DS for yourselves. Should all of you have a copy of Metroid Prime Hunters then you want to choose Multi-Card Play. All players are allowed to choose their own hunter and the host picks the mode, stage, time, and kills/points/Octoliths needed in order to win. Should any one player be without a copy of Metroid Prime Hunters, not to worry! Choose Download Play and anybody without the game can enter the Download File option form the DS's main menu, and download the multiplayer of the game. People with the game can still join in the fun as well. Players with the game get to choose their hunters, while those without it are stuck using Samus. The host also chooses what map gets played, but you can only play on Battle mode for 7 minutes, first player to get 7 kills wins. Once all of players are ready, let the hunt begin! ------------------------------------------------------------------------------- ~Battle Modes [BMS]~ ------------------------------------------------------------------------------- In a multiplayer match you are able to pick from one of seven exciting and different multiplayer modes. All of them are different, so play them all and chose a favorite out of them. ====== Battle ====== This is your standard battle deathmatch. The first one to accumulate the set amount of kills wins. If time runs out, the hunter with the most kills will be the winner. Team deathmatches are also possible, and both hunters on the team have their scores added together to determine which team wins. Battle can be pretty boring since its nothing out of the ordinary. It is playable on all course, so choose one your hunter is good at and let loose fury upon it. ======== Survival ======== All hunters are given a set number of lives between 0 and 10 (determined by the host). The object is exactly like Battle, except when you run out of lives you are eliminated from the match. If you are killed then you will lose a life. It is a simple concept. Besides the simple fact that everyone has lives, this is no different than a normal deathmatch. Survival can be played on all levels. Make sure to keep a close eye on your lives! Suicides can really cost you dearly. ============ Prime Hunter ============ This is one of the more fun modes. At the beginning the host will determine a set amount of time. You need to be the Prime Hunter for X:XX in order to win. 1:30 is the default time. In Prime Hunter, the beginning is the same. Try and kill your enemies. However, the first person to obtain a kill will become the Prime Hunter and their timer will begin to increase. As the Prime Hunter you have enhanced speed and Affinity to all weapons (including the Omega Cannon which shoots like a rocket if you get it). The only catch is that you will lose about 4 energy per second as you are the Prime Hunter. You can't gain energy easily-you just pass through it. In order to restore it you need to go on a killing spree. For every hunter you kill you gain 70 more energy to hopefully last a little longer. If you are killed, the hunter that kills the Prime Hunter becomes to new Prime Hunter and the game continues like that. If the Prime Hunter dies from losing all their energy and not actually being killed by another hunter (or suicides), then the next player to get a kill will become the Prime Hunter. Be the Prime Hunter for the set time (timer doesn't go down, so you can lose it and continue upping it later) will win. ======= Capture ======= Capture is just like it sounds. In this Capture the Flag variation, you need to be on teams. There is a red team and a green team, and both of them have a designated base on the map with an Octolith of their team's color. Your objective is to raid the other team's base, steal their Octolith by walking into it and make it back to your base with it alive. The catches? Your Octolith needs to be at your base as well in order to score a point. Also, you can't carry Octoliths when in your alt-form so you will drop it instantly if you try. Get back to biped and pick it up before the other team retrieves it and you need to go back to get it. Also, if you are killed you drop the Octolith as well. Split up the work when with a human partner. Have one guard the base and the other raid the enemy for the Octolith. Stealth can be a big key factor here! ====== Bounty ====== Bounty is highly similar to Capture, but you don't need to be on teams. Instead, there is only one shiny Octolith and one base. Rush for the Octolith and quickly dash for the base. If you deliver it then you earn a point. First to the point goal wins. Same Octolith rules in Caputre apply here (can't go into alt-form and run to base, etc.). You can also do team play here as well, but its less fun. ===== Nodes ===== In Nodes, several rings (dependant on how many battlers there are) will be scattered in various places around the battlefield. Your object is to capture these nodes. Stand in a node and a progress bar will appear. Ater about 15 seconds the Node will be possesed by you, and you will gain a point about every 1.5 seconds. If an enemy stands in a node you are trying to capture, then you will stop gaining points from it. You can kill them before they capture it and it will still remain in your control. You can't capture a node if an enemy hunter is also in the node (the progress bar will just halt should that happen). You can capture multiple nodes and gather points much faster. Just keep capturing nodes, especially those belonging to other players. Reach the set point goal first to win. ======== Defender ======== Defender is similar to Nodes, but with a catch. There is only one node ring in the field! With or without teams race for the node. When you are in the node your timer will go up, and reaching the set time will win the game. Problem is you have three other hunters also wanting time, and you can ONLY gain time if your the only hunter occupying the node. It is a zany killing spree. Samus is easily the best choice for this mode as she starts with powerful Missiles and can keep the node for extended periods of time. Noxus, Sylux, and Spire have long range alt-form attacks so they can keep the node theirs as well. Keep killing and dodge your enemies to be the victor. ------------------------------------------------------------------------------- ~Area Overviews [AOV]~ ------------------------------------------------------------------------------- There are 26 different battle arenas in the game, and you need to be experienced with every last one of them to stand a chance in a real battle. Pracitce against bots for a while to work on attacking somewhat intelligent enemies, and practice the stages. You have a few open from the beginning, and the rest (except for one) are opened by playing multiplayer matches (either online, with friends, or with bots). Once you play (don't need to win) the set amount the new stage is unlocked. Here are the stages and requirements to unlock them. Also here is an X under each mode. If there is an X then the map can be played on that mode. If not, then it can't be. BAT=Battle SUR=Survival PRH=Prime Hunter CAP=Capture BON=Bounty DEF=Defender NOD=Nodes AM=Adventure Mode *************************************************************************** * Map Name * Conditions *BAT*SUR*PRH*CAP*BON*DEF*NOD* *************************************************************************** *Combat Hall *Unlocked from start * X * X * X * * * X * X * *Data Shrine *Unlocked from start * X * X * X * X * * X * X * *Processor Core *Unlocked from start * X * X * X * * * X * X * *High Ground *Unlocked from start * X * X * X * * * * X * *Ice Hive *Unlocked from start * X * X * X * X * * X * X * *Alinos Perch *Unlocked from start * X * X * X * X * * X * X * *Sic Transit *Unlocked from start * X * X * X * X * * X * X * *Transfer Lock *Unlocked from start * X * X * X * X * X * X * X * *Sanctorus *Play 2 multi matches * X * X * X * * * X * X * *Compression Chamber*Play 4 multi matches * X * X * X * * * * X * *Incubation Vault *Play 6 multi matches * X * X * X * * * * X * *Subterranean *Play 8 multi matches * X * X * X * * * X * X * *Outer Reach *Play 10 multi matches * X * X * X * X * * X * X * *Harvester *Play 12 multi matches * X * X * X * X * * X * X * *Weapons Complex *Play 14 multi matches * X * X * X * X * * X * X * *Council Chamber *Play 16 multi matches * X * X * X * X * X * X * X * *Elder Passage *Play 18 multi matches * X * X * X * X * X * * X * *Fuel Stack *Play 20 multi matches * X * X * X * * * * X * *Fault Line *Play 22 multi matches * X * X * X * X * X * * * *Stasis Bunker *Play 1 Wifi game/40 multi* X * X * X * X * * X * X * *Head Shot *Play game with 4 hunters * X * X * X * X * * * X * *Celestial Gateway *Land on Archives in AM * X * X * X * * * X * X * *Alinos Gateway *Land on Alinos in AM * X * X * X * * * X * X * *VDO Gateway *Land on VDO in AM * X * X * X * X * * X * X * *Arcterra Gateway *Land on Arcterra in AM * X * X * X * X * * X * X * *Oubliette *Defeat Gorea 2 * X * X * X * * * X * X * *************************************************************************** Now starts the mini-guide of all the maps. =========== Combat Hall =========== "CH....a place full of alt-spammers and noob sprees alike." Combat Hall is the smallest map in the game, forcing all of its competitors into the open. You can only hide for so long here. The bottom level contains some UA Ammo, an Affinity Weapon orb behind a blast shield, and the Magmual in a corner easily visible. There is a side hall that you can hide in and shoot from. Foes have a hard time shooting you though. It also contains some energy to keep warm. The second floor has some Morph Ball tunnels, Missile ammo, and more energy. Energy spamming is a common tactic and makes this map quite boring. With the abundencies of large energies dying isn't a commonplace. Shoot high from the top floor, using the lone jump pad to reach it. Trace has a variety of sniper spots to perch in and fire off on anyone daring to cross the center of the room. Keep moving and stay high. In Nodes to locations of the rings are on the perch the jump pad leads to, the very center of the room, and at the end of the tunnel inside the wall. Avoid the center node as people will be fighting over it for a while, halting progress for your possession for a while. The small node by the tunnel and the node on the perch are your only other options. The perch is rarely visited so capture it early and fend off foes who want possession of it. In Defender, the main node is in the center as you may guess. Stock up on energy and Missiles before barraging into the circle, and quickly kill your foes. =========== Data Shrine =========== "Typical alt-spammer paraidise. If not, HEADSHOT'D!" Data Shrine is a pretty fun map should you not have to face alt-spammers. Playable on most modes, Data Shrine offers a lot. If you remember this room from adventure mode it plays like Data Shrine 02. The central chamber is where a lot of the action will take place. In the four corners of the area are the Magmaul, Imperialist, Judicator, and Volt Driver. Obviously those with the weapon as their affinity can get a quick jump-start on their foes. There are a whopping 8 exits out of the middle chamber. The corners have holo-shields leading to the outer ring. Out here are platforms, some with a tunnel under them containing more energy. Ammo and Missiles are available here. Another exit is on the sides of the chamber that you can also walk through. The Volt Driver is kept in one of these exits, grab if you want it. The upper platform of the chamber also has 2 small holes for an alt-form getaway. Small energies lie inside. Let your enemies come to you, then strike with fury. In Capture mode, both Octoliths are in the outer ring at opposite sides. Near them are small energies to keep the one guarding it in moderate shape. Send one teammate through the alt-form hole and into the center to fight with the other team. Pass them or kill them to gain access to their base, steal the Octolith, and run around the outer ring back to your base since you can't go into your alt-form without dropping the Octolith. Keep attacking your foes who will try and stop you along the way. The nodes in Data Shrine are in similar locations. There is one in the very center of the chamber, and the other two are where the Octolith bases lie in Capture mode. Take whichever one on the outside you can and prepare to hold your ground on the inside. In Defender, the center node is the only one used. With the large amount of weapons inside the chamber you shouldn't have trouble finding one to defend the node with for a long time. ============== Processor Core ============== "...more like 'Race to the Deathalt' to me..." Processor Core is an interesting map, featuring two large funnels in the center and a large bottom floor and several catwalks to cover. Not many weapons are available so try and attack with mainly Missiles as your guide. The funnel on the left is a common meeting ground as most players hang around the top floor, searching for the elusive Deathalt making your alt-form kill anything instantly it hits. The Double Damage item, true to its name, also resides up here. If you see a hunter grab either of these, avoid them at all costs. If someone gets both then they become a mini-Prime Hunter, able to annhilate everybody quickly. Get the lone Magmaul or Affinity Weapon orb and hold your own ground. If you can surprise other hunters around corners you can hold the upper hand. There are only two nodes in this small room. One is on the top funnel, and the other is on the bottom, center of the room. That one surprisingly gets little attention so grabbing it is pretty simple. You willl reach a big fight trying to claim the node on the funnel. Getting up there is hard enough. You need to jump onto the catwalks and carefully make your way onto it. Then you need to stay on long enoguh to possess it. In Defender, the same funnel-node is the one you need to defend. Rush for it immediately. With little weapons and energy lying around just use Missiles or spam the Power Beam to guard the node. The top funnel has an energy on it, large with 3 or 4 players in the match. Get it before anyone else to have an upper hand as the match begins. Stay in the fight and evacuate when low on health. =========== High Ground =========== "Its like an acid trip through cramped tunnels..." High Ground is a large map, covering two semi large rooms. The Imperialist and Double Damage are the only things you will find here, and with all the available sniping ledges this can be a heck of a fight. The upper floors of High Ground holds plenty of energy and UA Ammo. If you fall through the hole in the center of the room you can enter the tunnels down there. There is littl down here save a few orbs of energy. It can be a hiding spot if other hunters start chasing you. In nodes, the rings are seperated a good distance from eachother. If you drop through the hole in the ground you will land in a large node, generally the one most fought over. Worst of all you expose yourself to any snipers in the room, so possibly expect to be given a nice red Headshot. Near the Magmual up by a ramp is another node. This one is also commonly faught over, and if you charge the Magmaul into battle you can wipe out some foes there and claim the node. The last one is hidden on a ledge the opposite corner the previous node is on. Head up the other ramp and follow the corridor right to find it. It is rarely fought over so taking control of it should be simple. Keep stocked on energy and weapons to stay alive. ======== Ice Hive ======== "More Deathalt fun. Yippee..." Ice Hive is a pretty large arena with a ton of energy, ammo, and weapons to pick up. The Double Damage and Deathalt make an unfortunate return and boasting them for a few seconds will make your enemies run in fear. They are located both in the back area of the room, in tiny tunnels only one hunter at a time can fit through. Grab them when the coast is clear and reek havoc upon your foes. The Magmual, Judicator, and Imperialist are also available for you to obtain. With some high perches, sniping should be simple if you keep a lookout on the center of the arena. In Capture, the two Octoliths are placed far apart. The orange team's Octolith is located in the southwest corner of the room. With two different paths leading to it, the protector of the base needs to be a good lookout. The green base with Octolith is on the second floor, on the south wall. The path to it is moderately long as a jump pad needs to be located firstly. With many weapons a good defense is highly suggested to fortify your base. In Nodes, the rings are in precarious positions. Near the center of the room is the large, main ring of the room. It is far away from most weaponry and ammo supply so despite taking it being easy, defending it is the hard part. That node is also the one used in Defender. Since you can't live very long with little weaponry you will need to leave now and then, or face a death if you want, to pick up more weapons and gain more time. The other two nodes are very tiny. One is in the southwest corner and the other is on the second floor along the north wall. Capture a node and move on. Staying still easily puts the death in Deathalt. ============ Alinos Perch ============ "Its like the Grand Canyon, but with snipers. Hmm..." Alinos Perch is one of the largest battlefields in the game, but it has a huge lack of weapons and ammo making for some tense battling where your aim is far more important. The west side of Alinos Perch has the Imperialist, Volt Driver, and Magmaul. Grab the Imperialist, or Magmual is it was taken. Start climbing the ledges and staking out an area of the room. The west side has a giant hill with a huge perch at the top, and a small maze further back with Missiles about. Take aim on the perch and fire at unsuspecting foes. With them on the run, leap out and head in for the kill. Capture mode has a long run for the Octoliths. The tall perch on the big hill is where the orange team's base is located. The green Octolith is on the small circular path on the opposite far end of the room. Both teams should work together in grabbing the Octolith and backing eachother up. If your Octolith gets stolen, divert your attention to getting it back forcing them to go back and get it again, wasting their time and allowing you to sneak their Octolith away. Three nodes are straddled around the room. A huge node is on the far right side of the room. This node is also the one used in Defender, and is a pain to maintain under your control. Boot anyone out with the Magmaul to rack up some more time and burn your foes, possibly wiping them out. The other two nodes are a while away. One is near the center of the room, and the last is at the peak of the huge hill on the west side of the room. Possess a node and move to another, keeping foes out of yours as long as possible. =========== Sic Transit =========== "I loathe the snow. It looks cute, then you get Imperialist'd up the ass." Sic Transit is a large and confusing room and directions aren't the easiest things to say. The double damage appears in a corner of the room near a ramp to the upper level, and the Cloak is in a small hole up there is well. Grab them midway into the battle for a huge advantage. Invincibility with the cloak is priceless. With the Imperialist, Shock Coil, and Battlehammer in the room you have a lot of options to pursue. Practice here first because the maze will easily confuse newcomers. In Capture you will have a hell of a time retrieving an Octolith. The orange base is located in the northwest corner, on the bottom floor. The green Octolith is on the far west perch on the second floor. Heading to the orange base is confusing, and many paths lead you RIGHT BACK to the green base. From the orange base, getting to the green base is pretty easy. Taking a jump pad to the second floor puts a point in the bag. Avoid the underground tunnels as much as possible. In Nodes, the rings scattered apart. One is in the center-south of the room, and is also used in Defender. The Affinity Powerup is nearby, so grab it before attacking the ring. With some ammo nearby you can hold on for extended periods of time without leaving. The west side of the room has another node, but is tricky to reach. Camp out there, killing anyone who interferes. The second floor has one last node on a perch that is small but often fought over as well. Keep your energy high in this frozen wasteland. ============= Transfer Lock ============= "Low gravity is like nothing you've seen before. So is death." Transfer Lock is a small or large arena depending on what mode you are in. The main room of Transfer Lock has a ton of ammo, weapons, and energy lying about. There is a small pyramid type structure that can be a common fighting ground. There is also an outer area of Transfer Lock with low gravity allowing jumps to reach insane heights. In Battle, Survival, and Prime Hunter modes this area is blocked off. Sorry. Capture and Bounty have a huge distance for you to carry the Octolith. The green base is located at the pyramid structure. It is also where you pick up the Octolith in Bounty. The orange base is on one of the small platforms in space. Use the gravity to your advantage and jump far out over there. That is also the area where you drop off the Octolith in Bounty. The connection between the outer and inner area is several levels tall, with many entrances. Guard the middle to see anyone passing through. The Defender node is also in a familar location-in the middle of the pyramid. With a major crapload of items, weapons, and ammo everywhere it becomes a huge fest of who can kill the other foe the most. The other three nodes are forming a triangle around the pyramid. They are very tiny, so getting pushed out of one is really simple. Run for a node that no one is occupying and possess it then move on to another node. The center node is a big one so taking control of it too all depends on whether the other hunters want you to succeed or not. Keep running, and pick up energy when needed. Never venture to the low-gravity area. No nodes are located there. ========= Sanctorus ========= "A large room with ice and Double Damage. Just run the other direction..." Sanctorus is composed of a moderately large lower floor and a hard to reach, but small upper floor. The problem with this map, besides the fact it has the Double Damage, is that there is a lack of weapons. Only the Volt Driver can be found, and only one Affinity Orb. There is very little energy here as well and all of it is small energy. UA Ammo? 2 spots for it, both hard to reach. Sanctorus can become a fun Power Beam/Missile match in moments. In the center of the room are some fallen platforms with Missile ammo on them. Make a hard jump to the ledge up there, which is the second floor. You can snipe foes from here, and dominate with Trace. There are only two nodes in this arena. There is a huge one on the bottom floor, also the main for Defender. With a lack of weapons this node is difficult to defend. Use Missile to gain an upper hand. The other small node is on the second floor on the ledge that encircles the room. If you grab it you will have a perfect shot at the lower node. Kill any hunters who enter it and keeping it as own. =================== Compression Chamber =================== "Here's the irony that it isn't small..." Compression Chamber is actually a large room. With plenty of jump pads there is a lot of ground to explore. The Judicator can be found behind a pillar in the front of the room. There are several Affinity Orbs that can be picked up in the other area of the room, but other than that there aren't any other weapons to obtain. The Double Damage is found on the upped catwalks of the room accessed witht the jump pads. Small energies are thrown in several corners of the room. Grab them whenever possible to maximize your health. Grab ammo and seek out your enemies. There are three nodes in the room and all of them are pretty easy to get to. There is no Defender mode, oddly, but that's not a problem. The backend of the room near the double damage is a popular node. The central giant node is also a favorite as it is so easy to reach from any position you are in. On a ledge near that node is another, smaller node. Grab it and fire down to the large node to keep both in your possession when possible. ================ Incubation Vault ================ "Murky green.....isn't that the color of war?" Incubation Vaul features two floows, mainly an outside ledge on the top. The bottom is where the main warfare will commence, taking the top for energy. A thick green haze from chemical pollution is in Incubation Vault, so look past it for your enemies who hide in it. Kanden camoflauges well in this haze making him a good choice for the course. The Battlehammer and Shock Coil can be found in the room, along with Affinity Orbs along the bottom floor wall. Grab what you need and fight it out on the floor. The nodes are both low and high in Incubation Vault. Although there is no Defender, the center ring on the bottom floor is a common fighting zone. There is also a ring in the top left and top right corners of the room on the second floor. Roll along the edges in your alt-form to quickly reach the nodes. The top floor has prime sniping locations making Trace another good hunter for this crazy map. ============ Subterranean ============ "Double Damage, Imperialist and a lower level, oh my!" Subterranean is quite true to its name. Made up by two large rooms stacked on top of each other, with the only means of getting to the top level a jump pad makes for a crazy maze that isn't going to end pretty. There are two Double Damage weapons on this course. They won't quadruple your power, sadly, when you have both but there is a bright side. Your foes can't get either that way! The upper rooms have a crap load of weapons and ammo and Missiles lying about so you will NEVER be low on energy and the like. The Cloak is right next to the Imperialist so you can have the effects of Trace for a short time AND still move around. Badassness. The Judicator and Shock Coil are on the lower floor, and a short distance from the jump pad back to the real action. Race to the lower floor if you start running low on health where you are unlikely to be followed. Defender comes back in this mode. The main node is in the larger of the rooms, in the center of of the holes leading to the lower area. It is a tiny node and you are likely to be pushed out a lot when trying to gain control, especially in Nodes mode. Another node lies nearby and is just as small. A larger node waits past the doorway in the smaller of the rooms. The action is a bit calmer there allowing for an easy capture. =========== Outer Reach =========== "Reach out your hand and let me kill you. Now." Outer Reach is a pretty expansive and large stage, but it can get a bit confusing fighting on the multi-tiered arena. The lower floors have the majority of the weapons and ammo you desire, so fall down there firstly to collect them. The middle floor and top floor, accessed by jump pads, have the Shock Coil and Imperialist along with the sniper spots to perfect their usefulness in battle. The middle floor is where a lot fo action will take place, so grab some ammo and defend yourself there. In Capture mode, you will need to quickly pass through the levels to the other team's base in return to yours alive. The green team's Octolith is on the third floor on a platform only accessed by a jump pad from the second floor. The orange team's base is on the opposite platform also on the third floor. Technically, that's little traveling, but since both teams meet up quickly only one can emerge the winner and take home the points, allowing the losing team to catch some items and beat the team in the next duel. Defender an Nodes are in familar locations. The Defender node is on the bottom floor, large and hard to miss. The other two nodes can be found where the Octolith bases are in Capture, both on the top floor. Defending your nodes or node in Defender or Nodes can be tough as other hunters will be racing between floors to capture other nodes or defend their own. Do the same and capture 2 nodes to increase point gainage. ========= Harvester ========= "What IS this place?" Harvester is a large arena and considered one of the most balanced ones to boot. Thanks to a lack of cheap weapons like Double Damage and the Cloak, people are able to have a nice battle with every weapon in the game. That's right, Harvester has all 6 sub-weapons for you to choose from. Its a race to the right weapon, some ammo, a little health, and then searching for your opponents. The center room of Harvester has 4 weapons in its corners. The Imperialist lies on a platform only a long jump pad will shoot you to on both ends of the arena. The Volt Driver is on the top level. With plenty of ammo and energy here and there you should expect a hell riding fight in Harvester. In Capture modes both bases are on the end platforms on both far left and far right of the room. You need to quickly traverse to the other side of the room, get on the second floor and use the jump pad there to reach the other base's Octolith, then repeat this pattern back to your base. Next to each Octolith is an Imperialist. The guarder should use this to kill anyone foolish enough to try stealing your bounty. There are three nodes, and a Defender match takes place in one of them. The two Octolith bases each have a node and the center room has one as well, also used in Defender. Weapons are EVERYWHERE in Harvester, so grab one and go. Venture off a node to grab ammo now and then. Because two nodes are so far apart, in 3 or 4 hunter matches just stick to one node the whole time and guard it with your life. If other nodes switch hunters then there will be an imbalance in points except for you which should continue cruising up. Keep up the firing and the point/time goal should be yours in no time. =============== Weapons Complex =============== "Not the Adventure Mode room you were expecting!" Weapons Complex is the only arena that is NOTHING like its Adventure Mode counterpart. Why its named the same is beyond me. There are two levels to Weapons Complex. Several different weapons are available for you. Actually, all of them are. The Cloak is back in this arena but getting through the corridors and switching levels isn't the easiest thing. With a lack of UA Ammo and Missiles this can get ugly fast. Energy is still abundant, albeit on the corners of the area in both levels. If you die you may be placed on the very top level, inaccessable otherwise. Survey the battlegrounds below before jumping in again. In Capture, both teams Octoliths are placed on the lower floor only a short distance from eachother. Why the big deal? There's no weapons, defense, energy, or anything to protect you from diving straight in. Be smart and visit the second floor for a short few seconds, grab what you need and return to the battle. With your enhancements you should be able to push through and grab the Octolith. Don't bother having one teammate stay guard. Have both go for the Octolith, or better make a diversion and have your partner grab it while you attract the other team's attention. Three nodes are placed in Weapons Complex. Two are on the lower floor where the Octolith bases normall would be. The third is on the normally inaccessable top platform. There is a windtunnel seperating the two floors. You can jump up to the third platform from a ledge on either floor and land in the node there. This node is also the Defender node. Grab weapons on the second floor before jumping onto the node so as not to be killed as soon as you arrive. =============== Council Chamber =============== "More sniper nests...oh boy." Council Chamber is a moderately large arena with two levels to it like most of the previous arenas. Once again, every weapon is available here but not in the most convienent fashion. The Volt Driver and Battlehammer are tough weapons to obtain, so don't bother reaching out for them. UA Ammo is all over the place in Council Chamber. There are several jump pads leading to the second floor where a maze of ledges appears to be. Lose enemies following you in these tunnels, but beware to not get lost yourself! Get hold of the better weapons and rip apart your foes. In Capture mode, the green team's Octolith is located on the second floor in a large, dead end circular room. This is also the Octolith pick-up in Bounty mode. The orange Octolith or the drop-off point in Bounty mode is located near the Shock Coil on the first floor. Move quickly between floors to acquire the Octoliths and return them to base. The nodes are in similar locations. There is one near the Imperialist and one where the orange Octolith is in Capture. The main, large node is on the second floor where the green base usually is. This is also the Defender node. You need weapons to maintain lone possession of the Defender node, so get them on the first floor. In Nodes, the tiny nodes are pretty close to each other. Obtain those and let others fight over the last node. ============= Elder Passage ============= "Didn't we already play here?" Elder Passage is the room right next to High Ground. But in the High Ground map both High Ground and Elder Passage were connected. Huh?? Elder Passage, the multiplayer map, is EXACTLY the same as the High Ground map. The only difference is the locations of weapons and ammo. Not that great, huh? Now the Magmaul, Judicator, Shock Coil, and Imperialist appear here. Ammo is slightly rarer and other than that we have a similar map to High Ground. Battle-wise, it is the same. But in other modes there are differences. Capture and Bounty have the same base locations and pick-up/drop-off locations as well. The green team's Octolith/pick-up area is on the upper floor inside some tunnels. The orange team's Octolith/drop-off point is on the opposite side of the stage in a similar tunnel. Remember to grab weapons on the bottom floor firstly. There are four nodes to occupy, and sadly Defender doesn't appear here. There are nodes at the base locations that appear in Capture so try to avoid those as they are hard to reach and harder to maintain. There are also two on the bottom floor in the main area of Elder Passage a minute distance from each other. Try to keep your capture color on both of them and detract other hunters into going for the other two nodes far away. This keeps your area safe a little while longer, and you can get energy and ammo restores in that period of safe time. ========== Fuel Stack ========== "I KNEW that was a damn elevator! Stupid Adventure Mode and its horrible lies!" Fuel Stack remains mostly the same this time around. There are still five floors to this tall room, the bottom still kills you, and you are NOT on a death-timer. Best of all, the central windtunnel is an elevator! Walk into it or jump into it from an upper level and you will fall a bit, then slowly rise while gaining speed. Lots of speed. At the top you will find a snipers nest and an Imperialist to stop anyone else from coming to meet you, and hurt any in the windtunnel. Problem is, just past the snipers nest is a huge white light in the ceiling. If you hit it in the windtunnel, you die. Don't be stupid! Use the windtunnel often to reach the various levels of Fuel Stack and collect any of the weapons or Double Damage/Cloak you see fit. Fights on the windtunnel may appear common. Nodes is very annoying in Fuel Stack. Because of the various levels and how they all look alike, one mistake could cause a flip on possession of the nodes. There is one on the second floor near the tube to the first floor, another far from the windtunnel on the fourth floor and the last near the windtunnel on the first floor. The first and second floor nodes are close to eachother, so avoid their competition and battle for the fourth floor one. Other players won't go there and newbies won't even KNOW its there as this map is rarely played on due to its suckiness. Too big? Eh. ========== Fault Line ========== "This is Metroid Prime Hunters, not a tennis match." Fault Line is a large arena with 2 levels to it. The Double Damage and Cloak are both in here making this a typical hated level. The lower floor has the Shock Coil and the Judicator, and an empty tunnel. Corner your foes here if they try a fast getaway. The top floor has all the other weapons, and jump pads up there send you to a small room just a bit higher than that. The Volt Driver and mass energy is in that room. Battle on either side of the second floor and pick a good spot to hang around. Hunters jumping up from the first floor should expect a surprise from you! Capture and Bounty are the other modes available here. Sorry, no Nodes even though there should be. The orange team base/Bounty pick-up is in the small room only accessed by jump pads from the second floor. The green team base/ Bounty drop-off is located on a ledge that can be reached by a spiraling platform on the far side of the second floor. Make sure to hide around corners or just make a head on assault and beat your rivals to the Octolith. ============= Stasis Bunker ============= "If you don't win, YOU will be in stasis..." Stasis Bunker consists of two levels, both seperated by a rampway leading from one to another. There's also several jump pads allowing for instant access to the top floor. The Imperialist, Volt Driver, and Battlehammer are located on the second floor near the holes the jump pads send you through. Little ammo is available on the first floor which is the place you should probably draw your opponents to in order to drive their ammo reserves pretty low and assault them from there on. Energy is also rare in Stasis Bunker. Aoid getting hit too much because you aren't able to replenish it quickly enough as you lose it. For Capture mode, the orange team's Octolith is on the far side of the first floor near two UA Ammo's. The green team's Octolith is located on the second floor, close to the ramp seperating the floors. You don't need to travel far to either destination and there is no hinderence between them, but the second floor hunters have the advantage of reaching the weapons first. There isn't much else to really say. There are three node rings in Nodes. On is near the second floor rampway to the first floor. There is also a node near the orange team's Octolith base. A larger node is next to that one and is also the Defender node. With a ton of ammo nearby these two nodes, one heck of a fight for them can ensue. Make sure to halt or disrupt to possession progress of acquiring nodes from your fellow hunters. ========= Head Shot ========= "Ironically, you won't be getting many Headshots on Head Shot..." Head Shot takes place on a large space station. The interior holds all the weapons you can find yet the outside holds the energy. Which is more important to you? The outer edge of the station has low gravity so you will be making huge leaps and bounds across these platforms between levels. The interior of the upper floor contains literally NOTHING. There is a tiny hole in the center. The Imperialist is hidden in this hole and you will collect it as you fall through. The bottom level has all the weapons, ammo, stuff you need. But there isn't an exit! Get into your alt-form and enter one of the holo-shields. You will be blasted to a far off space platform where you can jump back to the main station and keep going. The whole fight generally works that way. In Capture, the Octolith bases are located on the aforementioned space platforms across from each other. Head into the station quickly and fall to the lower floor. Look for the icon on your visor showing where the enemy Octolith is, line up the tunnel leading to it, and blast to them. Steal the Octolith and get the hell out of there and return to your base. You must walk around the outer edge in order to claim the point as rolling into your alt-form is a no-no in Capture. Good luck. Nodes should have obvious placement for the four nodes. They are all on the outer space platforms, one on each. Get onto a platform, kill any hunter(s) currently occupying it, and capture the node. Head back, go to another platform and do the same. Repeat as fast as you can to have multiple nodes in your possession. Don't worry too much if your own nodes get stolen. Just keep stealing and you should always have at least one. ================= Celestial Gateway ================= "Don't you DARE roll under that platform!" Celestial Gateway has three large floors but there isn't much on any of them. You can get most of the weapons on all of the floors, but only ONE UA Ammo actually appears on the first floor. Grab it quickly and get a weapon to have the upper advantage for a little while. Whittle down your opponents or hide in the underground chamber by using your alt-form to head under the platform in the middle. Down there is the Shock Coil and four portals, each taking you to a different area of Celestial Archives. The top floor is a good sniping spot for Trace, so use it well. The Nodes locations are interesting. Three are by the windows on the top floor of Celestial Archives and the last is on the center of the lower chamber. Defend the top ones vigilantly, it will be a hard fight. Head quickly for the lower node if you ever get the chance. The Defender node is where Samus's ship would normally be parked in Adventure Mode. With a lack of ammo on that floor things can get pretty tight when guarding the lone ring. ============== Alinos Gateway ============== "Its like...1% huge room, 99% lava." Alinos Gateway is a large room with energy and weapons and ammo everywhere. Lava is also everywhere on the ground. Spire naturally has a homefield advantage here on Alinos Gateway. There are many jump pads around the solid platforms in the lava. They will send you from jump pad to jump pad if you don't move in the air, and eventually end up on an awesome snipers nest with an Imperialist orb. Perfect spot to hide for a while and own the other hunters. As for Defender and Nodes, the Defender node along with one of the four nodes is located where Samus's ship parks during Adventure Mode. Several energies lie around here as well, making it a tight spot. There is also a node in the Imperialist nest, making it a first come, first keeps the damn thing kind of basis. The other two doors are on the long strech of platform on the far east side of the room. Get them early as they are near eachother and use the bounty of Missiles to keep foes away. =========== VDO Gateway =========== "From above, this room looks like a giant target..." VDO Gateway is a moderate sized arena. There is an upper floor and lower floor but little is ever there. The upper floor is just a giant floating oval only jump pads can give you access to. The Imperialist is the only thing here. It can be a makeshift snipers nest if you think about it. The Double Damage lies in the center of the ice rink on the very bottom pit. Walk up the ramp out of it an unleash Power Beam hell upon your enemies. With a total lack of weapons this makes for a tough map, but Missiles can take charge here. Capture is pretty dull as the two bases are near eachother. They are on opposite ends of the ice rink on the lower floor. With no other weapons to grab, its merely shooting a few Missiles, grabbing the Octolith, then walking back. No problem. There are three Nodes available for capture. The top floating ring has two nodes lying on it. Secure them and fend off intruders with the Imperialist. The bottom floor where Samus's ship is parked in Adventure Mode holds a large ring, also being the Defender ring. Once again, the lack of weapons makes this ring difficult to keep for extended periods of time. Leave and come back whenever necessary. ================ Arcterra Gateway ================ "Frozen wastelands and high peaks. Cool?" Arcterra Gateway is one of the tallest arenas, and you will need to climb and fall down the huge spiral quick at time in order to achieve your goals. The Affinity Orb, located where Samus's ship docks in Adventure Mode, is the only weapon in this arena. Because of this it is rarely choosen online. Some ammo can be found around the spiraling platforms, but other than that and a few Missiles battles are pretty bland here. Don't get your hopes up. In Capture, both team's Octoliths are placed on platforms around the spiraling center. The orange team's is up high and the green team's is pretty low. This gives the green team the advantage as they just need to fall into their base for a point leaving no room for an actual chase to occur. The Affinity Orb is your only means of getting weapons. Nodes and Defender is slightly more interesting. There are two nodes placed on platforms around the center but in different locations than in Capture. The last node, also used in Defender, is where Samus's ship parks in Adventure Mode. Get the Affinity Orb and blast any and all weaklings who enter the ring. Everything is balanced in the favor of whoever gets their Affinity first. ========= Oubliette ========= "Its you, three other hunters, and Nuke in a Can." The final stage is located in the place where you fight Gorea 2, Oubliette. This giant tower makes the final map in the game and its a downer. There are NO WEAPONS at all, save one. That would be Missiles. Power Beam spammers are welcome here. However, there is a race to the top. Climb the platforms and use jump pads when necessary to reach the summit of the tower where the Omega Cannon awaits. It has 1 ammo and becomes automatically equipped. Shoot it and run like hell because it isn't gonna be pretty. The Omega Cannon moves very slow, but when it hits something a giant flash of light will go off. If you aren't behind cover, you die. If Trace or Noxus are staying still in their alt-forms then they are invincible to te Omega Cannon even if it hits them! Awesome isn't it? A bland arena besides that cheap ass tactic. As for nodes, there's a node on the ground floor and one on a platform near the top, and one final node at the top where the Omega Cannon is. This is also the Defender node. Get the Omega Cannon, run away and shoot it towards the other hunters. They die, leaving the ring open for you only. Uh...there isn't anything else special to say about this stage. ------------------------------------------------------------------------------- ~Credits [CRED]~ ------------------------------------------------------------------------------- Myself-Wrote the FAQ >_> yoshi992-He's my best friend, gave me inspiration to write this, helped me conduct tests for several areas of our Walkthroughs Nintendo Strategy Guide-For those few scans I never knew existed NDS_Master-I (to some extent) used his method of recording Scans during his Walkthrough. I liked his method and it was much more organized than my method, so I'm using it. Full credit to him for the idea though. CJayC-Made GameFAQ's, wouldn't have a point of writing this without him