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Walkthrough

by Banjo_2553

              ______  _______ _______ ______   _____ _____ _____   
             |  ___ \(_______|_______|_____ \ / ___ (_____|____ \  
             | | _ | |_____   _       _____) ) |   | | _   _   \ \ 
             | || || |  ___) | |     (_____ (| |   | || | | |   | |
             | || || | |_____| |_____      | | |___| || |_| |__/ / 
             |_||_||_|_______)\______)     |_|\_____(_____)_____/  
                             ___  ____ _ _  _ ____
                             |--' |--< | |\/| |===
                _     __     ___   _______________ _____________
                |_____||     || \  |   |   |______|_____/|______
                |     ||_____||  \_|   |   |______|    \_______|

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Hi, welcome to my single-player guide for Metroid Prime Hunters for the DS
portable system.
---------------------------------------------
FAQ Copyright 2010, Written by Banjo2553     |
---------------------------------------------

This guide is solely about single-player mode, not multiplayer mode. So if you
want multiplayer tips, I suggest to look elsewhere. Single-player isn't like
most Metroids. It doesn't quite focus on exploration, and is quite short. There
are no upgrades to collect, only new weapons, which run on ammunition just like
in Prime 2. There are still expansions to grab, like Missile Expansions, Energy
Tanks, and Universal Ammo Expansions, however. This also has a Scan Visor 
system as is traditional with the Prime subseries, but isn't as necessary, and
logs aren't as interesting. Finally, another major difference, is that there's
two endings, but the ending you get is determined by what you do in the final
boss battle, not by collection or how fast you finished. So getting 100% isn't
as necessary to get the full story.

This guide attempts to give a full 100% guide for the game, for both items and
the Logbook. Even though it's not necessary for the most part, you do at least
get a special emblem on your Hunter tag that says you got 100% on the 
single-player mode. And this time around, this percentage counts both item
collection AND Logbook completion.
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===============================================================================
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                        T A B L E  O F  C O N T E N T S

I. Story
II. Controls
III. Walkthrough
  a. Start-Up the Archives
  b. Hotstepping onto Alinos
  c. Cold Defense
IV. Equipment
  a. Upgrades
  b. Missile Expansions
  c. Energy Tanks
  d. Universal Ammo Expansions
V. Logbook
VI. Legal Notices
VII. Credits

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===============================================================================
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                 |                 S T O R Y                 |
                  �������������������������������������������
This is the story as told by the instruction booklet. Enjoy.

---------------------------------
In the distant reaches of space, beyond the territories controlled by the
Galactic Federation, is the Tetra Galaxy, once home to a mighty race known as
the Alimbics. An advanced civilization, peaceful, prosperous, and powerful, the
Alimbics maintained stability over the region forcefully but judiciously. They
reigned over a vast region known as the Alimbic Cluster.

One day, perhaps thousands of years ago, perhaps tens of thousands, they simply
disappeared, leaving behind artifacts scattered across the Alimbic Cluster, all
protected by a lethal arsenal of the Alimbics' most advanced technology.

Today, for the first time in centuries, the long-dormant Alimbic Cluster has
begun to stir, delivering strange tidings. A telepathic communiqu�, originating
within the Cluster, has been transmitted into the brains of some of the most
exceptional beings in our galaxy. The message is translated into a thousand
different languages on a thousand different worlds, but the message is always
the same: "The secret to ultimate power lies in the Alimbic Cluster."

This message has intrigued and enticed some of the most formidable bounty
hunters in the galaxy, inspiring them to make the long journey to the Alimbic
Cluster. Each of these great warriors has his own motivation. Some desire 
power--for themselves, their planet, or their people--while others simply
desire to hunt and kill, to prove themselves the best bounty hunter in the
galaxy. Now, it's a race against time to see which bounty hunter will triumph
and who will discover the secret behind this promise of "ultimate power."

The Galactic Federation has heeded this strange, suspicious communication as
well and has called for the help of Samus Aran.

Her mission: to discover the truth about this mysterious message, to protect
against a potential threat, and to keep the ultimate power from falling into
the wrong hands.

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===============================================================================
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                 |              C O N T R O L S              |
                  �������������������������������������������
This game has two modes of controls, and each mode has a right-handed and
left-handed option. I will explain all these control settings. The default
control setting is Stylus Mode, right-handed.

--------------------
Stylus Mode (right)
�������������������
Note: You move the stylus around on the bottom screen during play to have
 Samus look around. Weapon switching is done by holding the stylus on the part 
 in the upper-right corner to display a list of weapon, then dragging the 
 stylus to your weapon of choice. To switch to Morph Ball and back, tap the 
 icon on the lower-right of the screen. Switch between beams and Missiles by
 tapping the icons on the top part of the screen. To switch to Scan Visor, hold
 the stylus on the icon in the bottom of the screen. Switch back by tapping the
 same icon

Start: Pause screen (can view map as well by using stylus to rotate, can quit
 game from here as well)
Select: No use
L Button: Fire (hold to charge/Morph Ball Bomb (zoom in during pause screen)
R Button: Use Boost Ball (zoom out during pause screen)
D-Pad: Move (scroll map during pause screen)
A, B, Y, X Buttons: Jump (double tapping the bottom screen also makes Samus 
 jump)

--------------------
Stylus Mode (left)
������������������
Note: Stylus use is the exact same as above, but button use is modified for
 left-handed people. Everything on bottom screen is also mirrored.

Start: Pause screen (rotate map with stylus)
Select: No use
L Button: Use Boost Ball (zoom in during pause screen)
R Button: Fire (hold to charge)/Morph Ball Bomb (zoom out during pause screen)
D-Pad: Jump (any direction, double tapping the bottom screen also does the same
 thing)
A, B, Y, X Buttons: Move (should be logical which buttons do which)

--------------------
Dual Mode (right)
�����������������
Note: With Dual Mode, stylus use for looking around and rotating the pause
 screen's map has been switched to the X, Y, B, and A buttons. This seems to be
 akin to the "dual analog" type of controls for FPS games...except with 
 buttons.

Start: Pause screen (rotate map with A, B, X, Y buttons)
Select: No use
L Button: Fire (hold to charge)/Morph Ball Bomb (zoom in during pause)
R Button: Jump/Boost Ball (zoom out during pause)
D-Pad: Move
A, B, X, Y Buttons: Look around

--------------------
Dual Mode (left)
����������������
Note: This is the same as above, with stylus usage limited to only Morph Ball, 
 weapon switching, and Visor switching, but button mapping is mirrored for
 left-handers.

Start: Pause screen (rotate map with D-Pad)
Select: No use
L Button: Jump/Boost Ball (zoom out during pause)
R Button: Fire (hold to charge)/Morph Ball Bomb (zoom in during pause)
D-Pad: Look around
A, B, X, Y Buttons: Move

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===============================================================================
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                 |           W A L K T H R O U G H           |
                  �������������������������������������������
Welcome to the walkthrough, which would be the main reason why you would look
at a single-player guide of this game, right? So anyway, this will be separated
into sections, and will show which scans of the Logbook you should have by the
time you collected one of the eight Octoliths and returned to your ship, as 
well as items. This is to ensure 100% completion...just for the sake of it.
This will also tell you how to get the true ending to the game. So...let's get
at it.

___________________________________________
| Start-Up the Archives                    '-,
 ���������������������������������������������'-.
When you start up a new file, the game goes through a little opening sequence
explaining the story a bit, why you're doing what you're doing in the game.
After that, and a short little CGI scene, you'll be looking at your astral
charts in the ship. Only one place is available now, and it's the Celestial
Archives. Choose to land on it and we'll start playing!

NOTE: Every major room will have a scan list. The text itself won't tell you
what to scan except for things like Lore and Bioforms, so look at the scan 
lists to make sure you get what you need.

-----
Once you gain control of Samus, step off the Gunship and walk towards the door
to get a message on how to use the Scan Visor. Play around with it a bit, but
the only scans you need to get are the Gunship, the computer beside it, and the
weird spirit lore above the door. Shoot the door to unlock it and head through.
Head through the next series of doors until you get to your next large room.
 ________
|Scans:
|
|Hunter Gunship
|Celestial Archives
|Alimbic Prophecy 01

-----
In here, keep your scan visor on. The blue scan icons on the glowing green 
floors and the helms go to the Logbook, so scan those. Also scan the helms 
after climbing up the catwalk that's here. To continue, approach the door on
the other side to find out it's locked. There's a yellow conduit beside it
though. Scan that to unlock the door and head on through.

Eventually you'll get locked into a room and will have to face your first
enemies, the Psycho Bit v1.0. They're not that hard, it just takes a couple of
shots to down each of them. Just be sure to scan one before taking them all 
out. Once they're gone, the doors should unlock, so keep going.
 ________
|Scans:
|
|Synergy Processor
|Synergy Drive
|Starboard Helm
|Port Helm
|Psycho Bit v1.0

-----
Next room is the Meditation Room. Use the Charge Beam to destroy the crates and
get Small Energy. Once you collect the Small Energy, it should be added to your
Equipment Logbook automatically, so no need to worry. Further along are some
indestructible crates with an orange wall on the left. Scan that wall along 
with the Navigation Chart on the blue panel before turning into the room here.
You'll spot a mostly harmless enemy called the Petrasyl. Scan it, then destroy
it to make it spawn a Small Missile Pack, allowing you to open the Missile door
here to continue. Before moving on, scan the Synergy Struts (glowing green) and
the Tetra Trade Map. Continue on to Data Shrine 01.
 ________
|Scans:
|
|Alimbic Panel
|Navigational Chart
|Petrasyl
|Synergy Strut
|Tetra Trade Map

-----
This circular room has a bit going for it. Head left and follow the path, 
killing some more Psycho Bits. You'll suddenly get a transmission from your
ship. An unidentified vessel has now docked onto the Celestial Archives, having
tracked your warp signature. Well, let's be careful...continue on and enter the
next door, entering the central part of this room.

Oh, you're locked in. Scan the Artifact Shield in the middle of the room and
a bunch of Psycho Bits will suddenly come in and attack! Take down this swarm
until they're all gone. A Shield Key will appear. These items unlock Artifact
Shields, allowing you to collect an Alimbic Artifact, one of three in order to
access the Stronghold Void. Grab the Key, then collect the Cartograph Artifact.
This will unlock the doors. Take the door that's between the two blue poles.

Destroy the Psycho Bits and follow the hall here until you spot an opening. At
this point you should get a message about how to use the Morph Ball. Go into
Morph Ball mode and roll through the tunnel here. At the end, you'll find your
first Energy Tank! Roll back, un-Morph, and jump up above the tunnel. Follow
the hall a bit until you encounter a new enemy. This Lesser Ithrak is just a
slight tough. Requires quite a few shots to kill, lunges at you, and makes a
LOT of noise. Ick. Anyway, after scanning it and killing it, the door nearby
should unlock. If it drops a Medium Energy, then that's cool. Collect/scan it
and go through the door.

'//�����������������������\\'
 |       ENERGY TANK       |
 |           #01           |
 |          FOUND          |
.\\_______________________//.
 ________
|Scans:
|
|Science Hub
|Alimbic Artifacts
|Artifact Shield
|Shield Key
|Cartograph Artifact
|Lesser Ithrak

-----
Start climbing this next room. Eventually, you'll reach the top. Enter the door
here and enter Data Shrine 02.
 ________
|Scans:
|
|Cooling Fans

-----
Uh-oh, creepy music here. Wonder what's up...take a right and follow the hall
until you meet...something. He crawls into his Alt-form and takes off once he
sees you. He must be who followed us here, chase him! After emerging from the
Morph Ball tunnel, continue moving, kill the Psycho Bits, and enter the next
Morph Ball tunnel. Roll to the end to find your first Missile Expansion! Roll
back out, backtrack, and get above the first tunnel you came through after you
spotted this creature. Enter the door after taking out the Psycho Bits.

'//�����������������������\\'
 |    MISSILE EXPANSION    |
 |           #01           |
 |          FOUND          |
.\\_______________________//.
 ________
|Scans:
|
|Alimbic Joist

-----
In Fan Room Beta, you'll get another message from your Gunship. This creature
you discovered is the pilot of the docked ship, and his name is Kanden. Your
warp signature was definitely traced. Climb up, kill the Petrasyls, and enter
the door at the top to reach Data Shrine 03.
 ________
|Scans:
|
|Tetra Galaxy

-----
Take a left now. Enter the door at the end to enter the central chamber, and
where this Kanden hunter attempts to kill you. Semi-boss fight here! Make sure
to scan him and his Alt-form, Stinglarva, then proceed to shoot at him. Watch
out for the parts of his Stinglarva that home in on you, and for his 
hyperelectric weapon that can distort your Visor. After you deplete his health
bar, he'll call it quits and teleport out of there, leaving behind a Shield 
Key. Pick that up to make a locked Morph Ball door up above unlock. Climb up
there, Bomb it to open it (press fire button as Morph Ball to lay Bomb), and
roll in there gently. Un-morph, scan the Attameter Artifact, and collect it.
One more to go! The doors should unlock, so roll out of here, and enter the
door beside the two blue poles. Scan the Alimbic Turret v1.0 here, destroy 
them, and open the door here to continue.
 ________
|Scans:
|
|Kanden
|Stinglarva
|Political Hub
|Anthropological Hub
|Attameter Artifact
|Alimbic Turret v1.0

-----
In the Synergy Core, you should notice something peculiar. A blue panel similar
to the two back at the landing site, and a yellow conduit beside it. Scan the
conduit to activate this blue panel, which is actually a portal back to the
landing site. Nice! Use it if you want to save, but otherwise, continue up.
Enter the door at the top to get locked into a room with the last artifact, but
you can't collect it yet. Scan it though. This is the Binary Subscripture 
Artifact. To get this? First shoot the blue conduits on each of the four 
corners of the room. This'll make a Shield Key appear. Grab it to lower the
shield, and grab that last Artifact. Now the portal to the Stronghold Void will
be opened...
 ________
|Scans:
|
|Lift Controls
|Binary Subscripture

-----
Enter the door to find the Stronghold Portal. Step into it to be taken to a
strange, alien place. Get the lore scan in front of you, and walk along this
weird area. Open the two doors to enter the boss room, introduced by a spiffy
CGI cutscene.

********************
BOSS: Cretaphid v1

This boss is basically a totem pole. Make sure to get its scan at the top. 
Don't forget the lore scan by the door. Basically, to get this boss's health
down, shoot down the blue spots on it, while avoiding the lasers it fires at
you. You cannot shoot the red spots, so wait until they turn blue. After all
spots are shot off (some of them drop pickups) the Cretaphid's core will appear
up top. Start firing Missiles at the core while strafing, because it'll shoot
energy shots at you. If done enough damage, the core will shine and retreat 
back into the body, signaling another phase.

Phase changes for Cretaphid are basically just lasers in different spots.
Nothing extremely difficult. Once all of its health is depleted, watch the CGI
cutscene of its satisfying death.
********************

Left in the boss's wake is one of eight Octoliths. These sacred items 
supposedly are the key to the ultimate power alluded to in that message. So,
I guess let's head back now. Uh...crap. Apparently we've activated a mechanism
that will kill us if we don't evacuate soon. We've got 8 minutes, so let's go!
And no, the portal back to the Gunship won't work while this security mechanism
is going off. Backtrack the way you came through! It shouldn't be much 
different from the first trip, just more enemies.
 ________
|Scans:
|
|Stronghold Void
|Cretaphid v1
|Biodefense Chamber A
|Octolith

-----
Once you reach the Helm Room though, that's when things get more interesting.
Guardians will appear and start harrassing you. These are robots made by the
Alimbic Order. In order to continue to your Gunship, you must take these robots
down. Once they're destroyed, hurry to your Gunship! Hop on top of it, step 
onto the circle that has red on it, and you'll be prompted if you want to
enter your Gunship. Do so. Once inside, save if you want to, and get out of
here!
 ________
|Scans:
|
|Guardian

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
PROGRESS
��������
Missile Expansions: 1
Energy Tanks: 1
Universal Ammo Expansions: 0

                       Logbook
                          |
|���������������������������������������������������|
  ____________   ________________   _______________
 | Lore:   3% | | Bioforms:  13% | | Objects:  30% |
  ������������   ����������������   ���������������
|___________________________________________________|
                          |                         
                         15 %

Specific scans:

- Lore
Alimbic Prophecy 01
Biodefense Chamber A
Stronghold Void

- Bioforms
Alimbic Turret v1.0
Cretaphid v1
Guardian
Kanden
Lesser Ithrak
Petrasyl
Psycho Bit v1.0
Stinglarva

- Objects
Alimbic Artifacts
Alimbic Joist
Alimbic Panel
Anthropological Hub
Artifact Shield
Attameter Artifact
Binary Subscripture
Cartograph Artifact
Celestial Archives
Cooling Fans
Lift Controls
Navigational Chart
Octolith
Political Hub
Port Helm
Science Hub
Shield Key
Starboard Helm
Synergy Drive
Synergy Processor
Synergy Strut
Tetra Galaxy
Tetra Trade Map

___________________________________________
| Hotstepping onto Alinos                  '-,
 ���������������������������������������������'-.
Back to your astral maps, a new location pops up. This is the fiery planet 
Alinos. Let's make a stop here. Once you land, scan the computer and head on
forward, jumping across the sinking platforms. On the right area of the door
are a couple of Lores as well as the one above it. On the left are some ruins
you can climb up. Doing so reveals that a Missile Expansion is hidden here! Use
the Morph Ball and its Bombs to Bomb Jump up to the Expansion. Once that's 
grabbed, enter the next room.

'//�����������������������\\'
 |    MISSILE EXPANSION    |
 |           #02           |
 |          FOUND          |
.\\_______________________//.
 ________
|Scans:
|
|Alinos
|Magma Station
|Alimbic Datashade 01
|Alimbic Datashade 02
|Alimbic Prophecy 02

-----
Head through the Echo Hall here, scanning the Zoomer and the Lore here, and
enter the Morph Ball maze. Follow it until you get to a fork in the road. Take
a right, left, left, and straight to a room with Zoomers. Kill them to make a
Shield Key appear. Grab it and a Morph Ball door will unlock. Face the two ways
out, Morph, and take the left way. Follow the hall as straight as you can and
you should reach a greenish-part of it. Follow it, Bomb the door to open it, 
and at the fork, go straight to find an Energy Tank! Grab it, then head back to
the fork, taking the other way to see a tunnel you can Bomb Jump up to. Do so,
and follow it.

Collect the Cartograph Artifact, then go through the Morph Ball door nearby.
Follow it, un-Morph when you can, and scan the War Wasps before killing them.
Enter the door to the next room.

'//�����������������������\\'
 |       ENERGY TANK       |
 |           #02           |
 |          FOUND          |
.\\_______________________//.
 ________
|Scans:
|
|Exposed Rebar
|Zoomer
|History 01
|War Wasp

-----
It's over, you have the High Ground!

...Um, anyway, kill the Zoomers here to unlock the door ahead, and take it. 
Kill the next horde of Zoomers to unlock the next door, take it. Ignore the
purple force field right now, but get the Lore next to it. Follow the hall to
get out into the open. Jump out and a force field will lock you in...someone's
attacking you! Must be another bounty hunter.

Dodge his magma shots while delivering some of your own back at him. After he
gets shot enough times, he'll retreat, and the cutscene will show you which 
door you need to take to follow him. Take the ramp below where he was, and at 
the top of it, take a right so that you can grab another Missile Expansion. 
Take the other path, scan the Blastcap, and enter the door to the Elder 
Passage.

'//�����������������������\\'
 |    MISSILE EXPANSION    |
 |           #03           |
 |          FOUND          |
.\\_______________________//.
 ________
|Scans:
|
|Flow Regulator
|Interment Chamber
|Magma Vent
|Alimbic Scripture
|Battle Sarcophagus
|Science Sarcophagus
|Blastcap

-----
Follow the path here (look to your left to see an Artifact you can't get yet)
and you should be locked in with a Voldrum spawner. Scan one, destroy the 
spawner, then kill the Voldrum and another Voldrum spawner should appear. Do
the same, and the hunter should appear. Scan this guy. He's Spire, the last of
the Diamonts. He's looking for the ultimate power to find out what happened to
his race. Sounds like an understanding fellow, but he'll stop at nothing to
achieve his goal, so shoot at him while dodging his shots until he comes down
as his Alt-form, the Dialanche. Scan it, and dodge him while continuing to fire
at him. Damage him enough and he'll escape again. Before following him, scan
the conduit here to make a Shield Key appear. Grab it to lower the shield on
the Artifact here, and grab the Artifact. Now follow him out!
 ________
|Scans:
|
|Voldrum
|Spire
|Dialanche

-----
Time to go all out. Let him have it, while dodging his magma shots and his
Dialanche attacks, and eventually he'll give up and teleport away, leaving a
Shield Key behind. Grab that to lower the shield on the last Artifact here...
go up and grab it. Now to find the Stronghold Portal. Keep climbing from here
and start jumping across the platforms up to the door at the very top. Take
down the Psycho Bit spawners if the Psycho Bits get annoying. Once back in the
Elder Passage, just step into the Stronghold Portal. There's also a portal back
to the landing site if you want to save.

This Stronghold Void is pretty much the same as last. Just follow it, no need
to scan anything here if you've already done it the first time. Get to the boss
and...

********************
BOSS: Slench v1

This boss with an extremely cool name is basically a cybernetic eyeball. Make
sure to scan it at this point and the lore by the door. At this phase, the
Slench itself is shielded and cannot be damaged. The Energy Blasters along with
the Slench itself fire energy weapons at you that you must dodge while shooting
the worm-like projections from the Slench out. If all the worms are shot out,
the Slench will go into its second phase.

Slench will detach from its spot and start hovering, firing faster energy 
shots. Thankfully, this means it loses its shield, so you can start attacking
it at its iris, which is the weak point. Make sure to scan it during the phase.
After dealing enough damage, it should shine and retreat back, where you must
repeat the process over until Slench is finally dead.
********************

After the CG of its death, your second Octolith will be left behind. Collect it
and start heading out. As is customary with getting an Octolith, you'll be
presented with an escape sequence, so let's hurry!
 ________
|Scans:
|
|Biodefense Chamber B
|Slench 1A
|Slench 1B
|Energy Blaster

-----
When you enter the High Ground, just get to the far side of this room (your 
right side when you enter) to see a hole you can drop down to take you quickly 
out of the room.

Follow the Morph Ball tunnel out to the room where you got the first Artifact
to face...another bounty hunter! You'll have to fight him to get past. This guy
is Weavel, and is a Space Pirate commander whom Samus faced before, ultimately
obliterating him and leaving nothing but a brain and spinal cord. The Space
Pirates engineered a metal body suit that integrated with his brain and spinal
cord. So get the scan of this guy. After doing enough damage, he will split in
two and his upper half will crawl out while his lower half shoots at you. This
is his Alt-form, so scan it and follow his upper half. Finish him off quickly
and rush to your ship! Get the heck out of here!
 ________
|Scans:
|
|Weavel
|Halfturret

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
PROGRESS
��������
Missile Expansions: 3
Energy Tanks: 2
Universal Ammo Expansions: 0

                       Logbook
                          |
|���������������������������������������������������|
  ____________   ________________   _______________
 | Lore:  13% | | Bioforms:  32% | | Objects:  38% |
  ������������   ����������������   ���������������
|___________________________________________________|
                          |                         
                         27 %

Specific scans:

- Lore
Alimbic Datashade 01
Alimbic Datashade 02
Alimbic Prophecy 02
Battle Sarcophagus
Biodefense Chamber B
History 01
Interment Chamber
Science Sarcophagus

- Bioforms
Blastcap
Dialanche
Energy Blaster
Halfturret
Slench 1A
Slench 1B
Spire
Voldrum
War Wasp
Weavel
Zoomer

- Objects
Alinos
Alimbic Scripture
Exposed Rebar
Flow Regulator
Magma Station
Magma Vent

___________________________________________
| Cold Defense                             '-,
 ���������������������������������������������'-.
We're back in space, and your ship detects two new locations we can access!
These are Vesper Defense Outpost, a munitions space station that is frozen over 
to prevent overheating of fusion-powered weapons systems; and Arcterra, a 
frozen planet. So wherever we go, it's cold! It doesn't matter which one you 
take, both visits can be done easily, but for the sake of the walkthrough, land 
on Vesper Defense Outpost.

Once you land, scan the computer and find the door that's semi-hidden here to
progress.
 ________
|Scans:
|
|VDO
|Alimbic Prophecy 03

-----
At Bioweaponry Lab, kill the Petrasyl group, get the pickups, and scan the 
stuff here before moving on to the next big room.
 ________
|Scans:
|
|Mixing Tanks
|Clone Engine
|Fuel Rod
|Lab Equipment
|Spore Farm

-----
At Weapons Complex, follow the hall here, scan and destroy the new Alimbic
Turret, and enter the room to the right. Destroy the Psycho Bit generators and
the Bits themselves, and the force field on the floor will disappear. Drop down
and deal with two Lesser Ithraks to make a Shield Key appear. Grab it and the
shield from the Artifact above will lower. Take the platform out of here and
grab the Artifact. Exit the room and enter the Morph Ball tunnel.
 ________
|Scans:
|
|Frozen Fuel Line
|Alimbic Turret v1.4
|History 03
|History 04
|Octolith Safeguard

-----
The Cortex CPU area is a complex area mainly highlighted with a 2D Morph Ball 
maze. Once you enter it, I suggest climbing it, either by Bomb Jumping up the
right side and going around to a Morph Ball tunnel, or taking the platform as
a shortcut. Either way, once you get to the tunnel in the middle, don't enter
it. Rather, use a Double Bomb Jump (plant a Bomb, plant another just before it
explodes, plant a third at the peak of your Bomb Jump to collect your next
Missile Expansion, then go below, across where the moving platform is, and take
the jump pads to a Morph Ball tunnel above.

'//�����������������������\\'
 |    MISSILE EXPANSION    |
 |           #04           |
 |          FOUND          |
.\\_______________________//.

Go through the tunnel, see a really weird set of background objects, and enter
a small room. Scan the four red points here, and a new weapon will rise from
the floor. Grab this Battlehammer. This new weapon allows you to fire powerful
arching shots that explode on impact. Doesn't have the impact effect of 
Weavel's Battlehammer, but it's good enough. It also takes down green force
fields, so use the weapon to get out of here back into the Morph Ball maze.
I wouldn't use the weapon too much, since all weapons share a universal ammo
system apart from the Missiles. Back at the maze, return to the tunnel in the
center and take it this time.

'//�����������������������\\'
 |       BATTLEHAMMER      |
 |                         |
 |          FOUND          |
.\\_______________________//.
 ________
|Scans:
|
|Cortex Chamber

-----
Once you enter Compression Chamber, you'll see the Stronghold Portal. The scan
when it's not activated goes to your Logbook, so make sure to do that before
you break down the green force fields blocking entry to the other side of this
room. Destroy the Psycho Bit spawners on the ceiling before taking out all the
enemies, scan the conduit behind where you entered this side to take down force
fields below, and the other one in the alcove that you'll have to keep jumping
up from the crate and attempting to scan until it finishes, taking down the
force field from the pillar below to reveal an important-looking item. Get the
Lores in here too, then return to the Cortex CPU for a brief moment: just get
to the bottom and enter the tunnel on the bottom left of this maze to get to
the lower parts of the Compression Chamber.

Scan the new Psycho Bit type, then destroy the spawners that go along with 
them. Morph and roll through said pillar that had its force fields removed to
collect a UA Expansion, which allows you 30 more ammo for all beam weapon 
types. Roll into the next part of the room down here and kill the Lesser Ithrak
to make a Shield Key appear. Grab it and force fields blocking a Morph Ball
tunnel down here will disappear. Go through it and grab the Artifact up here.
There's one last one. Drop down here and kill the Volt Driver Guardian to get
rid of the force field seperating the top and bottom parts of this room. Exit
the Compression Chamber and return to the Weapons Complex.

'//�����������������������\\'
 |  UNIV. AMMO EXPANSION   |
 |           #01           |
 |          FOUND          |
.\\_______________________//.
 ________
|Scans:
|
|Stronghold Portal
|History 05
|History 06
|History 07
|Alimbic War 10
|Psycho Bit v4.0
|Oubliette 08
|History 08

-----
Go straight ahead to the room where we got the first Artifact. Take down the
spawners and Psycho Bits, then destroy the green force field here. Now here's a
new enemy: Crash Pillar. Its weakness is its bottom, and it attacks by walking
towards you, hovering above, then crashing down on you. Charge up Missile 
strikes and unleash them on their undersides as you move to deal the most 
damage.

Once it's gone, a platform will come down, so take it, since you can't go 
through red doors yet. A portal back to your ship is up here in case you want
to save...and I would recommend it right now, especially if this is your first
time playing. An actually tough Hunter fight is coming up. (The portals in VDO
Gateway are above the ship, so use the jump pads to get up there.) Follow the
halls that are apparently linear, since force fields are everywhere, and you'll
encounter said Hunter. This is Sylux. This Bounty Hunter is some kind of 
creature who stole Federation prototype weapons, which explains why his armor
kinda looks Federation...y.

But yeah, this guy starts rushing you with Shock Coil, a pretty dangerous 
weapon that sucks up your energy and gives it to him, and the rate at which it
sucks can get pretty disastrous if you're not moving to get the weapon off you.
Just do all you can to take down his energy. After enough is taken down, he'll
get into his Alt-form, the Lockjaw, and start running away from you. Chase him 
down while gunning him down! Use your Morph Ball's Boost ability if he gets 
away too far. He'll switch between normal and Alt-form to attack you (beware
his bombs, if he places a three-bomb trap around you, they'll all explode on
you for MAJOR damage) and he'll eventually retreat into the center, so follow
him.

He'll start attacking you some more and switch between forms like always, but
at least you don't have to chase him down this time. After a while, his OWN 
SHIP arrives and tries to gun you down as well. Scan the ship, as it's a 
one-time thing. Now, the ship can't be destroyed, nor its guns, but you can
disable the guns temporarily by firing Missiles at it. It'll be one less thing
to worry about while you take down Sylux. If your energy gets low, the crates
in this room provide good energy refills. Once his energy is depleted, he'll
teleport into his ship and take off. Phew, what a tough battle...

Pick up the Shield Key and a force field somewhere up here will deactivate,
revealing the last Artifact. Find the Artifact (kinda hard to describe since 
the map doesn't give compass directions) and the Stronghold Portal will be
opened. Remember where that was? It's all the way back in the Compression
Chamber, so backtrack (would be good to save again after getting that tough
Hunter battle out of the way) to that room, and enter the Portal.
 ________
|Scans:
|
|Crash Pillar
|Alimbic Prophecy 07
|Gestation Tanks
|Sylux
|Lockjaw
|Delano 7

-----
We're in another Stronghold Void. It's the same as any other Void, so just
walk through it. What kind of unique boss fight are we going to get this time?
First a totem, then a mechanical eye...what next? Oh! Maybe a huge robot body
that uses cold weaponry! Fits the area, right?

********************
BOSS: Cretaphid v2

...Oh, it's just the totem again. Except more powerful. I guess. Yeah, as 
you'll soon find out about this game, there's little boss variety. There's
legitimately only four bosses in this game, with two of them being rehashed 
four times each. Really makes it obvious that single-player was just tacked-on.
Blegh.

Anyway, enough complaining, this one is a bit tougher solely because instead of
firing constant laser streams, it fires homing bolts of plasma. They're slow 
however, and disintegrate after a while (like 30 seconds) but can also be shot 
to dispel them. The objective of this boss is the same: shoot the blue spots, 
not the reds, once all spots are taken care of, the core will come out. Shoot
it 'til it shines and retreats, then repeat the process, only with more plasma
balls. Eventually, the boss will go down, and the third Octolith will be yours.
********************

As you pretty much guessed by now, an escape sequence will occur. This one's
more straightforward than others, since there's not much that gets in your way.
There's a Guardian, but you don't even have to kill it to be able to escape.
Pretty simple. I guess since you had a hard enough time with a Hunter battle
already, they'd figure they'd let you have a clean getaway.
 ________
|Scans:
|
|Cretaphid v2

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
PROGRESS
��������
Missile Expansions: 4
Energy Tanks: 2
Universal Ammo Expansions: 1

Weapons:
Battlehammer

                       Logbook
                          |
|���������������������������������������������������|
  ____________   ________________   _______________
 | Lore:  26% | | Bioforms:  43% | | Objects:  53% |
  ������������   ����������������   ���������������
|___________________________________________________|
                          |                         
                         40 %

Specific scans:

- Lore
Alimbic Prophecy 03
Alimbic Prophecy 07
Alimbic War 10
History 03
History 04
History 05
History 06
History 07
History 08
Octolith Safeguard
Oubliette 08

- Bioforms
Alimbic Turret v1.4
Crash Pillar
Cretaphid v2
Lockjaw
Psycho Bit v4.0
Sylux

- Objects
Clone Engine
Cortex Chamber
Delano 7
Frozen Fuel Line
Fuel Rod
Gestation Tanks
Lab Equipment
Mixing Tanks
Spore Farm
Stronghold Portal
VDO

___________________________________________
| Ice Ice Baby                             '-,
 ���������������������������������������������'-.
Well, there's one last place to visit. And that's Arcterra. Land there. And 
yes, I made a Vanilla Ice reference with the section title. Anyway, here, scan 
the computer and make your way down this tall room. You could go with it in two 
ways: dropping to the bottom, or taking the actual path down. Since you can 
actually take damage from dropping too far in this game, I suggest taking the 
path down. You'll get a few scans this way, so it's better. Take the door at 
the bottom to arrive in Sic Transit.
 ________
|Scans:
|
|Arcterra
|Alimbic Prophecy 04
|Geemer
|Shriekbat
|Alimbic Crest

-----
As soon as you enter Sic Transit, you'll find out that a force field blocking
the rest of the tunnel here has made its visit, leaving you to walk outside.
Besides, there's a bit of a commotion over there...because two Hunters are
fighting each other! Meet Noxus, the blue guy, and Trace, the red one who loves
to snipe and is currently out of your reach. As such, we'll have to fight Noxus
and his ability to freeze us while dodging Trace's sniping. Make sure to get
the scan for Noxus and his Alt-form.

Just focus on damaging Noxus at this point. Whenever you hear a loud screech, 
that's from Trace, and he's about to go rapid-fire on his sniping...and he'll 
be a LOT more accurate. Take a cue from Noxus and find a place to hide 
yourself, preferably back in the tunnel you entered, and take potshots at Noxus 
while avoiding his shots. Eventually, either after Trace has tired down or if
Noxus has taken enough damage, the sniping volley should stop and full-on 
battle shall commence again. Once Noxus's energy is drained completely, he'll
teleport away, along with Trace, surprisingly. Don't worry, he'll be causing us
more trouble later...

Now that they're gone, that force field in the tunnel is gone now, so you can
explore some more. A Voldrum spawner makes its appearance though, so take it 
out if it'll prove to be an annoyance. Follow the tunnel and take out the
Psycho Bit spawner, noting the elevator in the alcove on the left. Continue,
you'll see another Voldrum spawner outside to your right, and an Alimbic 
Turret. There's something to scan in the turret's alcove. This is one of six
proxy locks scattered around this whole room that need to be scanned in order
to continue. Thankfully, half of them are in one spot.

Another one is up on the wall behind you once you enter a small corner room
where a locked door is. Another is by the first Voldrum scanner, in the tiny
room with a red door that's locked out by a force field. The last three are all
on the bridge in the center. You can use the aforementioned elevator to get up
there. Once all six locks are scanned, a Shield Key will appear. Exit the
bridge in the opposite side of where the elevator is, and take a right. The Key
is at the end.

Grabbing this Key unlocks the small door in the middle of that side tunnel. Go
back and find it, and open it. Inside is your first Artifact of this area! 
Nice. This will also unlock the door in that corner room. Before getting there
though, turn into the Morph Ball and squeeze through under the wooden boards
onto an elevator. It'll take you up to an Energy Tank, but stops short. Just
Bomb Jump up into it. Tank acquired! Now exit this enclosed part, and go 
through that door in the corner room.

'//�����������������������\\'
 |       ENERGY TANK       |
 |           #03           |
 |          FOUND          |
.\\_______________________//.
 ________
|Scans:
|
|Alimbic Emblem
|Noxus
|Vhoscythe
|Damaged Bridge

-----
Here in the Ice Hive, you'll have a purple force field on your left, a tunnel
to your right, and a drop-off to the main area in front of you. Go ahead and
take the drop-off. Scan the Energy Router that isn't blocked by a force field
and the other force fields will short circuit. Scan the rest, and the electric
currents will move to the large blast door here, but will unfortunately rile up
the Barbed War Wasps in their nests. Get the scan, and before taking out the
War Wasps, make sure the nests are gone. Then take out the swarm while dodging
their shots.

Once the enemies are all gone, a computer in an alcove will turn on, waiting to
be scanned. A jump pad leading back out will also activate. Take the jump pad
back to where you entered the room, and take the tunnel, now to your left. At
the end of the tunnel, you'll arrive in front of the mentioned computer. Scan
it and the big blast door will open. Drop down and walk through. Up here, a new
War Wasp enemy appears, and it's the Blue Barbed War Wasp. Basically fires 
freezing stingers. Take out its hive and the creature itself, and enter the 
room just ahead to the right.

A cutscene will show you a brand new weapon to acquire all the way up in the 
top of this side room! Just follow it and get in front of the mechanism with an
oscillating light. Scan it and some platforms for the Morph Ball will align
themselves temporarily. Get into the little Morph Ball maze on the side and 
start climbing it carefully. (Hint: to get onto the little elevator, just Bomb 
Jump straight up, the curved ceiling will propel you onto the elevator) At the 
top, get on the platform, wait for it to carry you, then carefully cross the 
platform bridge, follow the rest of the way to the weapon, which is the 
Judicator! This weapon fires supercooled plasma at a fast speed, which 
ricochets off walls. It can be charged to fire multiple blasts at a spread 
shot. This can also destroy purple force fields and door shields. To switch the 
primary beam weapon, hold the stylus onto the icon near the upper right corner 
of the touch screen, then drag to the desired weapon to fit the third weapon 
slot.

'//�����������������������\\'
 |        JUDICATOR        |
 |                         |
 |          FOUND          |
.\\_______________________//.

Use your new weapon to shoot down the purple force field here, which leads you
to a Stronghold Portal after crossing an ice bridge. So...remember this place
once we have the three Artifacts. Do note that there is a bunch of Lore here
though. There's also a portal back to the ship down below, so scan it, but 
don't go down there yet. Instead, get back on the ice bridge and look to your
left to see another purple force field. Destroy it and jump inside to see a new
UA Expansion! Grab it, then destroy the Alimbic Turret in here to make a Shield
Key appear. Grab it, and the force field floor will disappear, leaving you to
drop down (carefully) and grab another Artifact. Follow the tunnel here.

'//�����������������������\\'
 |  UNIV. AMMO EXPANSION   |
 |           #02           |
 |          FOUND          |
.\\_______________________//.

You'll arrive back at the portal back to the ship. Save if you want, but head
through the plant-infested hall beside here. The plants actually hurt you for
whatever reason, so shoot them down. Exit the side of the hall here to find
yourself on a ledge in the main room, with a Missile Expansion! We've just been
finding items on this planet like crazy so far. Grab it and enter back into the
plant-infested hall, following it back to the entrance. Take down the purple
force field. We need to go to another area now that we have a new weapon, but
before moving on, drop back into the main room. There's an alcove blocked by a
purple force field. Shoot it down, and grab the UA Expansion there. Phew! Now
exit this and get back to Sic Transit for a brief moment. From this corner 
room, jump up to the hall above, and follow it to a purple door. Shoot it open
and enter the Frost Labyrinth!

'//�����������������������\\'                     '//�����������������������\\'
 |    MISSILE EXPANSION    |                       |  UNIV. AMMO EXPANSION   |
 |           #05           |                       |           #03           |
 |          FOUND          |                       |          FOUND          |
.\\_______________________//.                     .\\_______________________//.
 ________
|Scans:
|
|Barbed War Wasp
|Alimbic Pride 01
|Blue Barbed War Wasp
|Ammolite Shards
|Alimbic Insignia
|Ice Bridge
|Witherite Shards
|History 09
|History 10
|History 11
|Heating System

-----
This room is basically just a giant, top-down Morph Ball maze. I'll try to make
sense of it for the sake of the walkthrough, though. Go right and follow the
curving path, passing a locked Morph Ball door, until you get to a fork. Go up.
Follow it until you reach a dead-end with a cracked hole in the icy floor. Line
yourself up (the stylus control helps here) and do a Double Bomb Jump up into
the Shield Key. This'll open that Morph Ball door. Before heading completely
back though, return to the fork and go down, following this path. You'll come
to a tunnel on the right, but it leads to a red door that you can't open. 
Instead take a left. Go around the pillar, then start moving up and right to
see a path. Follow it to find an Energy Tank! Awesome. Now retrace your...um...
steps, and enter that Morph Ball door. Follow the tunnel to arrive in a small
room with the last Artifact! With all three Artifacts in tow, return to the Ice
Hive, save using the ship portal, and take the Stronghold Portal.

'//�����������������������\\'
 |       ENERGY TANK       |
 |           #04           |
 |          FOUND          |
.\\_______________________//.

-----
It should be typical by now. Follow the Void, enter the boss chamber. This 
time, the boss is...

********************
BOSS: Slench v2

This thing again. At least it's a more interesting boss fight than a totem pole
of all things, but then that's just my opinion. The main difference right off
the start that you'll notice is that the Energy Blasters fire off a variant of
the Magmaul, and the worms to shoot off are invulnerable to normal shots and
Missiles. What's fire weak to? Well, normally water, but we have an ice weapon,
so that does just fine. Shoot the Judicator at the worms to damage them and
detach the eye from its socket so it'll start floating and shooting you. Once
it's detached, Missiles can take it down, but Judicator seems to be its main
weakness. Jeez, this feels like Zelda.
********************

Anyway, other than a weapon switch, this boss hasn't changed. Make sure to get
both scans for it before destroying it. Grab the Octolith and prepare for 
another escape sequence. Yeah, the usual stuff. One difference when you get
back to the Ice Hive, is the blast door is closed. Find another way out. Once
in the Sic Transit, you'll have force fields blocking the paths in such a way
that forces you outside. I'm pretty sure you can guess what's coming up.

Get outside and walk up on the middle structure and a cutscene will show a
Guardian showing up...but it gets sniped in one shot by none other than Trace.
He must've been hiding here this whole time! Now's the time to get his scans,
and unfortunately you'll have to fight him in order to be able to escape. So
shoot him from his perch. He gets invisible at times, so just track where his
beam comes from to hit him.

Eventually he'll come down and use his Alt-form. Get this scan and fight him 
off. It's pretty quick, so you'll have to do some fancy footwork to dodge him. 
He may attempt to hide with his Triskelion, which also makes him invisible if 
he stays still. Try not to let him do this and keep him on your sights, 
otherwise it'll be wasting precious seconds. Once he retreats, hurry to your 
ship! As you start climbing the Arcterra Gateway though, your progress will be 
blocked and three Guardians will attempt to stop you. Take them down as quickly 
as you can, then climb up the rest of the way. Eventually you'll get back to 
your ship. Jump in and take off.

 ________
|Scans:
|
|Slench 2A
|Slench 2B
|Trace
|Triskelion

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
PROGRESS
��������
Missile Expansions: 5
Energy Tanks: 4
Universal Ammo Expansions: 3

Weapons:
Battlehammer
Judicator

                       Logbook
                          |
|���������������������������������������������������|
  ____________   ________________   _______________
 | Lore:  31% | | Bioforms:  60% | | Objects:  63% |
  ������������   ����������������   ���������������
|___________________________________________________|
                          |                         
                         50 %

Specific scans:

- Lore
Alimbic Prophecy 04
Alimbic Pride 01
History 09
History 10
History 11

- Bioforms
Barbed War Wasp
Blue Barbed War Wasp
Geemer
Noxus
Shriekbat
Slench 2A
Slench 2B
Trace
Triskelion
Vhoscythe

- Objects
Alimbic Crest
Alimbic Emblem
Alimbic Insignia
Ammolite Shards
Arcterra
Damaged Bridge
Heating System
Ice Bridge
Witherite Shards

___________________________________________
| Back to Archives                         '-,
 ���������������������������������������������'-.
Back at the astral charts...nothing changes. It's at this point that we have to
go back to places we've been to before and find new areas thanks to a couple of
new weapons at our disposal. The Celestial Archives is a good place to stop
again, so let's go back there. Notice that you've encountered all the Hunters 
at least once by now, so all four places in the Alimbic Cluster may have some
hunters that you refight at random points. Considering they're random, and
sometimes you fight Guardians at random times instead of hunters, I'll merely
make mention of the rooms where the fights DO occur. This will also be for the
other revisit sections of this walkthrough. Do note that, if you are somehow
defeated by one of the Hunters, you'll get one of your Octoliths stolen, so
you'll have to hunt down that hunter and defeat him to get your Octolith back.

Anyway, to start off, before going anywhere, roll under the landing pad for the
ship to spot a green force field. Use the Battlehammer to destroy the field and
drop down to look for a UA Expansion. There's a jump pad to take you out. Now
make your way to Data Shrine 02. It doesn't matter how you get there, via
normally or with the active portal here, just get there.

'//�����������������������\\'
 |  UNIV. AMMO EXPANSION   |
 |           #04           |
 |          FOUND          |
.\\_______________________//.

-----
NOTE: The rooms where you can encounter Guardians/Hunters on the way to 
Data Shrine 02 are: Helm Room, Data Shrine 03

Once you enter Data Shrine 02, find a green door and open it with the 
Battlehammer. Enter and you may get assaulted by a couple of Guardians. Take
them out, and grab the UA Expansion in the middle of the room. Now, see the
side of the room marked by blue pylons? Go over there and roll the Morph Ball
through the hole to get...the Volt Driver! This powerful electric weapon fires
incredibly fast shots, and when charged, the shot has a wide impact radius. Now 
that you have a third weapon in tow, it's time to head to/return to Synergy 
Core.

'//�����������������������\\'                     '//�����������������������\\'
 |  UNIV. AMMO EXPANSION   |                       |       VOLT DRIVER       |
 |           #05           |                       |                         |
 |          FOUND          |                       |          FOUND          |
.\\_______________________//.                     .\\_______________________//.
 ________
|Scans:
|
|Literary Hub
|Medical Hub

-----
Once here, climb up. See the yellow force field? Volt Driver can take care of
those now, so get rid of it and follow the hall behind it to an elevator that
takes you to a jump pad that takes you to a yellow door. Open that, scan the 
Lore nearby, and enter. Inside is a portal. Step inside to be taken to a brand
new area of the Celestial Archives! It's also a more dangerous area, so be
careful.
 ________
|Scans:
|
|Alimbic Prophecy 05

-----
Welcome to Transfer Lock, a pretty darn big room. You also have a chance of
meeting Hunters and Guardians here. Once you enter, drop down and go right.
Destroy the Voldrums and their spawner, then go to where the spawner was and
look right for yet another UA Expansion. Grab that, then find a way out into
the main part of the room. Now, you've got a crap ton of stuff to take care of
in this room. In the front, two Voldrum spawners; on the bridge, Psycho Bits
and a spawner; in the back, Psycho Bit v2.0 spawners; and possibly a couple of
Guardians.

After taking them out, each Psycho Bit v2.0 spawner and its enemy takes down
force fields blocking a crevice. Down in the crevice are three switches that
need to be shot. Shoot them to make force fields in the front go down, 
revealing more shootable switches. Go to the front and shoot those switches to
make the room at the top open up. Go to the back end and enter it. Scan the
computer (the "hole" in the floor that looks foggy, it's actually a floor) and
a portal back at the Docking Bays will open up. It's the top one, so head back
to where you entered this room and find a jump pad to get you to the portal up
top. Enter it.

'//�����������������������\\'
 |  UNIV. AMMO EXPANSION   |
 |           #06           |
 |          FOUND          |
.\\_______________________//.
 ________
|Scans:
|
|Docking Bay L1
|Docking Bay L2
|Docking Bay L3
|Photon Stabilizer
|Psycho Bit v2.0

-----
Now here's where insta-deaths start to come in. We're out in space now, which
means if you make a misstep, you don't just take some damage and re-appear...
no, you die. So here in the Docking Bay, we need to be careful...and you'll
probably get attacked by a Guardian here. Anyway, the first thing you need to
do is find the Shield Key...it's kinda easy. It's in the middle. This will 
lower a shield to your first Artifact of this area of Celestial Archives...out
in the platforms. Thankfully you can take a moving platform to the Artifact and
collect it. Scan the Lore here and take the moving platform back. Get the other
Lores, then get up on the bridge.

There are four other platforms here, with smaller platforms to take you to 
them. Go to the second-to-the-left platform to find a UA Expansion and another
Lore here. Get back, then go to the leftmost one, taking the portal to
Incubation Vault 01.

'//�����������������������\\'
 |  UNIV. AMMO EXPANSION   |
 |           #07           |
 |          FOUND          |
.\\_______________________//.
 ________
|Scans:
|
|Alimbic Order 02
|Alimbic Order 03
|Alimbic Order 04
|Final Wish
|Alimbic Order 01

-----
From here, you're stuck inside a room, but there's another portal, so take it
to be transported to the main area, where you'll probably be assaulted by a
Guardian or Hunter. Once the main Guardian is gone, a force field will open
above, revealing access to a Shield Key, which presumably lowers the shield for
the Artifact in this room...but we can't get up there. So take the portal by
the computer here to return to the Docking Bay. Next up, take the portal on the
far right platform.

-----
Here in Incubation Vault 02, we've got a bit more to do. Kill the Crash Pillar,
then take down the Psycho Bit spawners, then finally, you've got Electro 
Voldrum spawners. Get the scan for this new enemy before taking them down
completely. You'll also get assaulted by a few Guardians. After that horrific
ordeal, hopefully you haven't taken too much damage, because we're not nearly
done with Celestial Archives yet. Anyway, take the portal by the blue force
field (new weapon soon?) to get taken back to Incubation Vault 01.
 ________
|Scans:
|
|Electro Voldrum

-----
Back here, we're up on the catwalks! So remember where the force field was that
went down? Go through, be careful not to fall down, and grab the Shield Key.
This lowers the shield for the second Artifact. Go collect it. Now take the
portal that's on the catwalk to return to Incubation Vault 02.
 ________
|Scans:
|
|Incubation Tank A

-----
Except now you're on the catwalks of this room! Follow the catwalk and head
into the side room. Drop down and grab a new weapon, the Shock Coil! This fires
a stream of energy that can drain the life of enemies. The longer you have it
held on an enemy, the more rapid the energy drain is. Sadly, you can't use this
to heal...that's Sylux's lone affinity. Oh well, at least this weapon can open
those pesky blue force fields. Destroy the one here, then take the portal on
the other side of the room to arrive at Incubation Vault 03.

'//�����������������������\\'
 |       SHOCK  COIL       |
 |                         |
 |          FOUND          |
.\\_______________________//.

-----
You should see a Missile Expansion right in front of you, so...pick it up. Take
down the blue force field up here and go through, then drop down. The portal
here leads out of the Incubation Vault portal maze and keeps you going forward,
so take that if you want to. Otherwise you can take down the Guardians and
Psycho Bits until they stop spawning. I'll meet you at Tetra Vista.

'//�����������������������\\'
 |    MISSILE EXPANSION    |
 |           #06           |
 |          FOUND          |
.\\_______________________//.
 ________
|Scans:
|
|Incubation Tank B

-----
Once you're at Tetra Vista, you'll notice that it...well...has decayed quite a
bit. This curved room is badly damaged and outer space can be seen here. Don't
get too careless, as again, falling off means instant death. You don't want
that. Just do some platforming, some may require mid-air jumps soon after
walking off. And by soon, I mean split-second. Around halfway, you'll have some
Psycho Bit v2.0's bothering you. Take them out carefully while moving on.
Eventually you'll get to the other side, provided you didn't die.
 ________
|Scans:
|
|Shield Generator
|Gravity Stabilizer

-----
The new room is New Arrival Registration, and we're nearly done. This is the
last major room we need to get to. But the first major hall has a new enemy in
three, which is the Quadtroid. Despite the name, these AREN'T Metroids, their
method of attack is just similar. They're basically quadruped creatures that
can suck the life out of things. If you get one on you, just turn into Morph
Ball mode and Bomb them off. Despite their size, they're quite durable, 
surprisingly. Take them down and enter the next part of this room.

You'll see a ship deck portal here on the other side, but you'll be assaulted
by Psycho Bit v2.0's. You can fight them or choose to ignore them. Just 
remember you can still fall and die here. Go and save if you wish...you've done
a lot so it might be recommended. Either way, start climbing up using the
elevator platforms here. At the top, walk through the tunnel to the next part.
Take the elevator platforms down, and look around for an alcove with an 
Artifact Shield. Jump down to it and you'll get locked in by a force field.
Scan four Lores here and a Shield Key will appear. Grab it to lower the shield,
then grab the last Artifact. Attempt to walk out and you'll be confronted by a
Greater Ithrak. This is the same type of creature as the Lesser Ithrak, but
this one can only be harmed from behind. Scan it and take it out, and walk out.

Jump down to the left, go around to the tunnel on the other side, and go 
through to the last part of this room. You'll see an Energy Tank. Go around to
the left and do mid-air jumps over to the Tank to pick it up. Now climb up 
using the platforms. At the top, enter the door to find the Stronghold Portal!

'//�����������������������\\'
 |       ENERGY TANK       |
 |           #05           |
 |          FOUND          |
.\\_______________________//.
 ________
|Scans:
|
|Quadtroid
|Gorea 06
|Gorea 07
|Gorea 08
|Gorea 09
|Greater Ithrak

-----
Head through the Void like usual and enter the boss chamber. What is it this
time?

********************
BOSS: Slench v3

Huh. Alright, another Slench version this quickly. This time, the Energy 
Blasters fire electric shots and the worms are invulnerable to all but the
Battlehammer. This also means this Slench by itself will be most vulnerable to
the Battlehammer. This battle might have an actual jump in difficulty if you're
not used to the arc of the Battlehammer shots. Now would be a good time to
practice it. As usual, the only real change to the Slench is having to use a
different weapon. The way to defeat it and what it does is unchanged, except 
for the Slench occasionally trying to ram you whenever it's detached, so have
at it.
********************

After its defeat, claim the Octolith it leaves behind and, once again, prepare
for an escape sequence. Just be careful for the most part since you can fall 
off easily. After getting past Tetra Vista, it's time for the portal maze...in
which all you need to do is find the portal by the computer for it to take you
to the Docking Bay. After a few more portals, it's pretty much the same escape
route you took the first time here, except with a lot more Guardian assaults.
If you have a steady aim, Shock Coil makes really quick work of them.
 ________
|Scans:
|
|Slench 3A
|Slench 3B

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
PROGRESS
��������
Missile Expansions: 6
Energy Tanks: 5
Universal Ammo Expansions: 7

Weapons:
Volt Driver
Battlehammer
Judicator
Shock Coil

                       Logbook
                          |
|���������������������������������������������������|
  ____________   ________________   _______________
 | Lore:  45% | | Bioforms:  70% | | Objects:  78% |
  ������������   ����������������   ���������������
|___________________________________________________|
                          |                         
                         63 %

Specific scans:

- Lore
Alimbic Order 01
Alimbic Order 02
Alimbic Order 03
Alimbic Order 04
Alimbic Prophecy 05
Final Wish
Gorea 06
Gorea 07
Gorea 08
Gorea 09

- Bioforms
Electro Voldrum
Greater Ithrak
Psycho Bit v2.0
Quadtroid
Slench 3A
Slench 3B

- Objects
Docking Bay L1
Docking Bay L2
Docking Bay L3
Gravity Stabilizer
Incubation Tank A
Incubation Tank B
Literary Hub
Medical Hub
Photon Stabilizer
Shield Generator

___________________________________________
| Hot Fun in Alinos                        '-,
 ���������������������������������������������'-.
This section's title is based off an actual song title: Hot Fun in the 
Summertime by Sly & the Family Stone. Yeah, quite an old song, but ANYWAY, back
to the actual game. Let's revisit Alinos now. Take the portal to be whisked 
away to Elder Passage. Exit to High Ground. You'll likely encounter Hunters or
Guardians here. Anyway, a couple of things to do here before you move on deeper
through Alinos. First, get into the tunnels below High Ground and find the part
of the tunnels with a purple force field. Destroy it with the Judicator and 
roll into the magma.

-----
Here in Magma Drop, you'll be constantly taking damage. There's a lot of energy
pickups down here, so you won't have much to worry about, especially with five
extra Energy Tanks. Follow the drop here, and once you get to the bottom, move
right and up around. Now start Bomb Jumping. The magma should send you pretty
high with each Bomb Jump. Eventually, before you get to the top again, you
should find a UA Expansion. Grab it, then Bomb Jump back out.

'//�����������������������\\'
 |  UNIV. AMMO EXPANSION   |
 |           #08           |
 |          FOUND          |
.\\_______________________//.

-----
Back in High Ground, get back outside. Find the tall purple force field around
here, destroy it, then take the path behind it. Ignore the door for now, as it
leads to a place we have no use for yet. Take down the Alimbic Turret and keep
going to get back outside (there's a Lore just before exiting the tunnel), this 
time on a high ledge. Find and scan the orange switch here to activate a moving 
platform. Have it take you across to a purple door. Shoot it open, get the Lore 
above it, and move on.
 ________
|Scans:
|
|Thermal Regulator
|History 02
|Alimbic Prophecy 06

-----
Here in Alimbic Gardens, you've got a somewhat new enemy, but it is a new scan,
so...it's the Red Barbed War Wasp. Basically this one can fire hot shots at 
you. Climb up. Once you get to the actual gardens, you'll see Sylux's Delano 7
fly by overhead. Get all the scans here before moving on.
 ________
|Scans:
|
|Red Barbed War Wasp
|Alimbic War 02
|Gorea 01
|Gorea 02
|Alimbic Garden

-----
Welcome to the Thermal Vast. As the name implies, this is a huge room that has
lava in it. After rolling through the Morph Ball tunnel to the actual room, 
wait for a platform to come by and get on it. Jump platforms to get across this
giant room (may have to wait for the right alignments) and you'll come to 
another Morph Ball tunnel. Follow it and you'll be on the other side of the
fencing...and thus a new enemy is here. It's the Psycho Bit v3.0, and these
shoot shots of magma. These are weak to the Judicator, so take them out after
scanning one. Take the winding narrow paths to the Morph Ball exit tunnel. Take
it. There's a jump pad here in case you need to go back, which will be helpful
during the escape sequence.
 ________
|Scans:
|
|Psycho Bit v3.0

-----
Wow, this planet doesn't let up on the huge rooms. Now you're in Alinos Perch,
and damn, this place is downright huge. Big enough for a multiplayer battle.
(And this place is a multiplayer arena, so...) That said, you'll get assaulted 
by Hunters or Guardians here, and that would be a lot of them. They're weak to
Judicator. After taking them out, a door by the base of this room will open. 
Enter it.

Now enter the door that used to be locked.

-----
You'll arrive in the Council Chamber. Follow the hall here to the main chamber.
You'll encounter a mini-boss, a Fire Spawn! Scan it and shoot it in the head 
with the Judicator while dodging the lobs of magma it throws at you. After it's 
killed, a new weapon will appear. Grab the Magmaul! This weapon can fire magma 
shots that are susceptible to gravity. The shot can be charged to spread magma 
upon impact. This can also remove orange force fields.

'//�����������������������\\'
 |         MAGMAUL         |
 |                         |
 |          FOUND          |
.\\_______________________//.

That said, equip it and destroy the orange force field next to you. Follow the
little tunnel to find an Energy Tank at the end! Walk back. Shoot the nearby
switch from where the Magmaul was to activate a jump pad for later use. For 
now, find the other orange force field, destroy it, and go through there. 
You'll probably get assaulted by a Guardian, so destroy it, then get all the
scans here, including the one on the computer that lowers some force fields.
Ignore the jump pad that's just revealed, and instead head back to Alinos 
Perch.

'//�����������������������\\'
 |       ENERGY TANK       |
 |           #06           |
 |          FOUND          |
.\\_______________________//.
 ________
|Scans:
|
|Glyph Pattern
|Wall Scroll
|Council Chamber
|Fire Spawn
|Alimbic War 03
|Gorea 05
|Alimbic War 07

-----
Now to find three switches scattered throughout Alinos Perch. The first one is
on the lone rock jutting from the ground, it's not that tall compared to the
rest of the room. This is one of three switches that have to be shot. Do this
to position a jump pad on a platform. Next, go up the ramp on the side where 
you first entered the Perch. There's another switch to shoot. Finally, go up
the other ramp to the higher ground. Scan and kill the Magma Voldrums, and the
Alimbic Turret, and make your way through the orange force field up here. In
this high room, find your way up while taking down Psycho Bit v2.0's. There's
the last switch up here, in an alcove in the metal part of the room. Shoot it.

Now before you leave, there's a Missile Expansion to find in this room. It's
not incredibly hard to find; just take a left from where you enter the room and 
look around there. Now head back out to the larger area. Jump to the jump pad
that's been activated to rocket to the top of the highest point here. Scan the
computer to unlock a door. Now jump down to the next jump pad, and have them
take you to the recently unlocked door. Enter.

'//�����������������������\\'
 |    MISSILE EXPANSION    |
 |           #07           |
 |          FOUND          |
.\\_______________________//.
 ________
|Scans:
|
|Ceremonial Charms
|Magma Voldrum

-----
Here in the very small Crash Site, we have an Artifact to get. The Shield Key
is on a thin platform that requires a bit of squeezing through. Just hop onto
the platform where the Blastcap is (get rid of it first, obviously) and jump to
the Shield Key. This'll unlock the shield barring the Artifact in the next part
of the room. Take the door back out to Alinos Perch. Just re-enter the Council
Chamber from here, there's nothing left to do at the Perch.
 ________
|Scans:
|
|Structural Debris
|Alimbic Pride 03

-----
Back in Council Chamber, head to where the jump pad was. You know, the one that
force fields blocked and you scanned a computer to get rid of them. Take that
one, and walk through the little hall here, getting Lores and killing 
Shriekbats, and you should come to what looks like an arena. And for good 
reason, you'll get locked in with some Magma and Ice Voldrums. Attack them with 
their weaknesses! Also get the scan for the Ice ones.

After taking them out, the force fields will disappear and a door leading ahead 
will open. Don't take the door though, instead go through the hall you haven't 
been through before. You should see a portal back to the ship that you can 
activate. Further past are some force fields and a computer, along with 
Petrasyls. Scan the computer and a Shield Key will appear along with the force 
field on the floor disappearing. Grab the Shield Key and a force field above
that is blocking another Artifact will disappear. Now drop down, activate the
jump pad if you haven't already, and use the pad to rocket yourself to your
second Artifact. One more to go! Go ahead and save if you wish to, but either
way, head back and take that door that unlocked to venture further.
 ________
|Scans:
|
|Alimbic Pride 04
|Ice Voldrum

-----
Here in Processor Core, we're nearly done. Scan the Lore up here on the middle
catwalk, then take the Morph Ball tunnel beside you. You'll drop in front of a
jump pad. Take that, and you should see a UA Expansion to the left. Grab it.
Now jump to the catwalk, and jump inside the Lava Processor on the other side.
Have the platform take you down until you see a Morph Ball tunnel. Crawl inside
and prepare for a dangerous area.

'//�����������������������\\'
 |  UNIV. AMMO EXPANSION   |
 |           #09           |
 |          FOUND          |
.\\_______________________//.
 ________
|Scans:
|
|Alimbic Pride 02
|Backup Processor
|Lava Processor 01
|Lava Processor 02

-----
This is the Piston Cave, and a bunch of insta-death presses stands between you
and that last Artifact. Just abuse the Boost here if you need to in order to
get past. The first part isn't too bad, since all the pistons do is try to push
you into the lava, and there's space between them. The second part...not so
much. You have to roll between two walls with tons of pistons there, and 
suffice to say, you need to wait and find openings. After that, you're not out
of the woods yet. There's a 2D section with even more pistons, this time ones
that try to smash you into the ceiling or floor. Be careful here.

If you made it to the end without dieing, congratulations! The last Artifact is
here, but blocked by a shield. Just Bomb Jump up to the Shield Key, then go and
collect it. Now guess what? You have to go back through all those pistons.

NOT! A Morph Ball door opens to let you back in the Processor Core. With all
three Artifacts gotten, you can enter the Stronghold Portal that was in the
bottom of this room.

-----
As usual, Void stuff, blah blah blah. This time it's a rematch against the 
totem pole.

********************
BOSS: Cretaphid v3

Yep, this thing again. There's...nothing really that changed about it. It just
combines the laser streams of the first version with the homing plasma balls of
the second version. That's really all there is to it. The exact same strategy
applies to killing the boss: shoot down the blue spots, once all are gone,
attack the core that appears.
********************

After the boss, grab the Octolith and get your escaping muscles ready. Now,
chances are, if there was a Hunter you haven't faced yet, you'd probably 
encounter him in Processor Core or other rooms. So take him out as you escape.
The escape should be fairly linear, it's just that you may be assaulted by
Guardians in almost every room.
 ________
|Scans:
|
|Cretaphid v3

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
PROGRESS
��������
Missile Expansions: 7
Energy Tanks: 6
Universal Ammo Expansions: 9

Weapons:
Volt Driver
Battlehammer
Judicator
Magmaul
Shock Coil

                       Logbook
                          |
|���������������������������������������������������|
  ____________   ________________   _______________
 | Lore:  58% | | Bioforms:  81% | | Objects:  91% |
  ������������   ����������������   ���������������
|___________________________________________________|
                          |                         
                         76 %

Specific scans:

- Lore
Alimbic Pride 02
Alimbic Pride 03
Alimbic Pride 04
Alimbic Prophecy 06
Alimbic War 02
Alimbic War 03
Alimbic War 07
Gorea 01
Gorea 02
Gorea 05
History 02

- Bioforms
Cretaphid v3
Fire Spawn
Ice Voldrum
Magma Voldrum
Psycho Bit v3.0
Red Barbed War Wasp

- Objects
Alimbic Garden
Backup Processor
Ceremonial Charms
Council Chamber
Glyph Pattern
Lava Processor 01
Lava Processor 02
Structural Debris
Thermal Regulator
Wall Scroll

___________________________________________
| The Cold Touch                           '-,
 ���������������������������������������������'-.
We're gonna do something a little different this time. We're going back to
Arcterra instead of VDO. The reason is because we need one last weapon, and 
that opens up the second half of Vesper. This weapon we need is in Arcterra, so
let's go!

Once you land, make your way to Sic Transit. There may be Hunters or Guardians
here. Find the orange door behind a Voldrum spawner, and use the Magmaul on it.

-----
Welcome to Fault Line. You're in the lower caves right now, so take the left
tunnel, considering the other side is covered in electricity. Kill all the
Quadtroids and force fields will go down. Get the Lores, and walk out into the
larger part of this lower area. Approach the red door and you'll suddenly get
attacked by an Arctic Spawn! Scan this and kill it with the Magmaul. It attacks
in pretty much the same way the Fire Spawn did. After killing it, your reward
is the Imperialist, the last weapon to collect in the game...or is it? Anyway,
this weapon is a sniper weapon basically. The game tells you how to work its
special feature. Double-tap the Imperialist's weapon icon once equipped to get
into the zoom mode. The R button can also do this for you.

'//�����������������������\\'
 |       IMPERIALIST       |
 |                         |
 |          FOUND          |
.\\_______________________//.

You'll be shown a spot to snipe with this weapon. Keep that in mind. For now,
enter the red door by using your new weapon. You'll re-enter Frost Labyrinth.
Make your way to the other red door that you can see on the map. Basically just
head up, judging by the camera's position.
 ________
|Scans:
|
|Alimbic War 09
|Seal Sphere 01
|Arctic Spawn
|Alimbic Prophecy 08

-----
After that, you'll arrive at the Sanctorus. Immediately after entering, go
around where you could drop off to the room below to find a UA Expansion! Now
drop down after getting the nearby scan. Fight off the Greater Ithrak, then 
find a computer down here to scan. It just tells you there's spectral locks in
the area, not too important. So find the locks. One is to the right of said
computer, behind a wall. Another is behind another wall on the opposite side of
the room. Finally, there's one up on the ledge where the collapsed pillars are.

'//�����������������������\\'
 |  UNIV. AMMO EXPANSION   |
 |           #10           |
 |          FOUND          |
.\\_______________________//.

Scanning all three of these makes a force field disappear, revealing a sniper
point. Use the Imperialist, zoom in, and shoot it. This makes a Shield Key
appear. Get up there via the pillars and grab it. This lowers the shield for
your first Artifact on the second visit of this planet. And thus, we get
assaulted by a couple of Guardians. Take them out, then backtrack to Fault 
Line.
 ________
|Scans:
|
|Alimbic War 01
|Gorea 03
|Gorea 04
|Alimbic War 06
|Alimbic War 12

-----
Use the Imperialist on the sniper point that was revealed back when we first
got the weapon to make a platform come down. Use it to get yourself up to the
upper half of Fault Line. You'll see that part of this room is completely 
blocked by force fields. Take the jump pad nearby and get to the top of this
tunnel that merges the two upper areas. Turn around and use the Imperialist
scope to find sniper points that you can just reach. Shoot them and the force
fields will disappear. Drop back down (not all the way) and go around the side
on your left to see a portal back to the ship. Save if you wish, and take the
door over on this other side.

-----
Welcome to the Drip Moat. This is kinda like an on-rail shooter room. Get on
the edge and part of it will move. You can't move, but you can look around. So
fire at the enemies that get in your way as you move through this. Enter the
door at the end.

-----
Subterranean. Yeah, that's the name of this room. The first thing you see is a
whole maze of force fields. You'll have to navigate it and find spots where you
can freely snipe the sniper points at the opening in the center of the ceiling.
It's kinda hard to tell you how to maneuver the maze exactly, so just go with
trial and error. Shooting all three of these opens up the elevator in the
center, so find your way there (hint: go left from the entrance, find a place
you can jump up to and do it) and take it down to a less complicated room here.

Once down here, just head straight to a Missile Expansion. Kinda easy. Now head
through the icy tunnel, then take a left. There's a new type of Alimbic Turret
here, so scan it and take it down before it snipes you. A Shield Key will
appear. Grab it, and the shield guarding the second Artifact on the other side
will go down. Go there and grab it, then head back to the lift and take it up.
If it's up, scan the thing beside it to bring it down. Attempt to leave through
the maze again, and the force fields will disappear. This means, unfortunately,
having to fight a horde of Guardians. They all seem to be very weak though, so
a few shots from...say the Judicator can take them out. Return to the Fault
Line.

'//�����������������������\\'
 |    MISSILE EXPANSION    |
 |           #08           |
 |          FOUND          |
.\\_______________________//.
 ________
|Scans:
|
|Alimbic War 04
|Alimbic War 11
|Alimbic War 05
|Alimbic Turret v2.7

-----
On the way to Fault Line, you'll have to go back through Drip Moat. On the 
Fault Line side, you may spot a UA Expansion below the door. Once the ride is
over, jump down to the Expansion, grab it, then use the jump pad to get back 
up. I believe falling here can be fatal, so be careful.

'//�����������������������\\'
 |  UNIV. AMMO EXPANSION   |
 |           #11           |
 |          FOUND          |
.\\_______________________//.

-----
Head to the snowy upper area across from here now. You'll get assaulted by a
lot of Psycho Bit types. Destroy the spawners, then destroy them, and a Shield
Key will appear. Head over and grab it, and the force field that's partly 
guarding the Artifact down below will disappear. We still have the electrical
mess though. That's simple though. Find the electrical conduits and scan the
computer that's between them. This will shut down the program and fully allow
you to grab the last Artifact! Get anything that needs to be scanned here, then
head back to the tunnels below and grab that last Artifact. Head back up here,
and enter the Stronghold Portal.
 ________
|Scans:
|
|Oubliette 01

-----
As usual, go through the Void. The boss this time, is the totem pole one more
time.

********************
BOSS: Cretaphid v4

Well, might as well get this boss completely out of the way. Overall, this one
isn't TOO much of a change from the third version...except...this one actually
moves around. Yeah...you can get cramped pretty easily here. Other than being
able to move though, it uses the same weapons, so same strategy, just have to
move more. For some reason, unless it's a glitch, the homing plasma balls... 
don't home in on this fight.
********************

For the escape after grabbing the Octolith, that shouldn't be too big. Granted,
you may have quite a few Guardian or Hunter battles during the escape route.
Nothing extremely major.
 ________
|Scans:
|
|Cretaphid v4

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
PROGRESS
��������
Missile Expansions: 8
Energy Tanks: 6
Universal Ammo Expansions: 11

Weapons:
Volt Driver
Battlehammer
Imperialist
Judicator
Magmaul
Shock Coil

                       Logbook
                          |
|���������������������������������������������������|
  ____________   ________________   _______________
 | Lore:  73% | | Bioforms:  86% | | Objects:  91% |
  ������������   ����������������   ���������������
|___________________________________________________|
                          |                         
                         83 %

Specific scans:

- Lore
Alimbic Prophecy 08
Alimbic War 01
Alimbic War 04
Alimbic War 05
Alimbic War 06
Alimbic War 09
Alimbic War 11
Alimbic War 12
Gorea 03
Gorea 04
Oubliette 01
Seal Sphere 01

- Bioforms
Alimbic Turret v2.7
Arctic Spawn
Cretaphid v4

___________________________________________
| Second Vesper Visit                      '-,
 ���������������������������������������������'-.
Finally, we arrive at Vesper Defense Outpost once again, to claim the last
Octolith. Once landed, make your way to the red door in Weapons Complex, and
use the Imperialist on it to enter...

-----
The Stasis Bunker! Now this is actually kinda where the game gets a bit creepy.
The "music" (moreso ambience) is a bit creepy, and everything's just silent.
Nevertheless, we need to move on. Move forward and kill the Voldrums along with
their spawners. Walk through the jammed door, destroy the Alimbic Turret, and
walk along the halls. When you're at a fork, just head straight and take down
more Voldrums so you can't be bothered. Eventually you'll see the unactivated
Stronghold Portal. Destroy the Alimbic Turret here, then keep moving. You'll
eventually get to a circular room with stasis tanks for Guardians. There's tons
of Lore here to get, so scan away. Now enter the small hall flanked by blue
pylons. You should come to a pillar. Jump onto its ledge and snag the UA 
Expansion.

'//�����������������������\\'
 |  UNIV. AMMO EXPANSION   |
 |           #12           |
 |          FOUND          |
.\\_______________________//.

Now to get some stuff going. Return to where the Stronghold Portal is and scan
the computer there. This will trigger a timed sequence. Another computer will
activate and require scanning. This is only temporary, and you have to get to
where it is (the entrance of this room) in a little under 20 seconds. Boost 
Ball helps here. Scan it, and a Shield Key will appear back near the UA 
Expansion temporarily, so Boost back and take the same path you did before to
grab it. Once grabbed, a shield on one of the Artifacts here will lower. Yay.
Go and get your Artifact, no time limit this time.

...And then, this happens. A bunch of Guardians break from their stasis and
attempt to attack you. Use all that you can to get rid of them. As a reward for
killing them all, a Shield Key appears behind a pillar in a metal tunnel by the
Stronghold Portal. Grab the Key, then go collect the second Artifact. Well,
this visit looks like it'll be quite short, doesn't it? It kinda is, there's
just a lot more to do with the third Artifact in order to obtain it, and it's
in my least favorite room in the game, honestly.

For collecting the second Artifact, the doors will unlock. That's great, the
one we're looking for is the one close to the Stronghold Portal. So take that
one.
 ________
|Scans:
|
|Seal Sphere 03
|Seal Sphere 04
|Oubliette 02
|Oubliette 03
|Oubliette 04
|Oubliette 05
|Oubliette 06
|Oubliette 07

-----
This is Ascension. This only serves as an elevator to the next major room, and
since you can see outside, you'll see the outsides of that room up ahead, 
crackling, sputtering, and spouting flames. That place doesn't look too good.
There's also a portal back to the ship here before you enter, so you might as
well save. There's a task that requires you to do some speedrunning or else you
die.

-----
After having saved, enter the Fuel Stack. This tall room with a bunch of outer
rooms and all that stuff is probably my least favorite room. Follow the path
around the silo, and an explosion will happen. Now there's an energy overflow.
If you don't shut it down, the whole place will explode and...yeah. This is
timed. Quickly follow the path, take the jump pad, carefully jump up the rest
of the way, and follow more tunnels. Basically, find any way you can keep going
up. And be quick about it. Eventually, you'll be out of the tunnels, and even
if you have been going fast, the energy overflow is visibly approaching its
limits. Climb up on your left, go around, and step on the platform to have it
take you to the terminal. Shut it off quickly!

Phew...you saved yourself and the Vesper Outpost. In the cutscene that follows,
showing the energy overflow has stopped, you'll get a brief glimpse of a 
Missile Expansion! And you'll also be shown the Artifact location and Shield
Key for it. So now that the danger is out of the way, EXPLORATION TIME!

Drop down from here (just one level), take down the magma Psycho Bits, and find
the hole in the floor to drop down. Walk around, and scan the computer here to
unlock all doors and force fields. Now go down the ramp here. At the bottom,
you should see that Missile Expansion. Grab it. Now jump to the other ramp, and
go up it. Take the first entrance you see. There's a jump pad and a tunnel.
Take the tunnel, then take a left. Follow the floor to find the Shield Key! Now
for the Artifact. Go back out to the ramps in the center, and go up them. Take
the other entrance here, and voila! The third and final Artifact is yours. Now
let's get out of here.

'//�����������������������\\'
 |    MISSILE EXPANSION    |
 |           #09           |
 |          FOUND          |
.\\_______________________//.
 ________
|Scans:
|
|Silo Levitator
|Alimbic War 08
|Cooling Vent
|Alimbic Order 05
|Cryogenic Storage
|Methane Pipeline
|Seal Sphere 02

-----
Making your way back to Stasis Bunker, you can take the portal to your ship to
save, to be on the safe side. Either way, just make it to the Stronghold 
Portal, go through the Void, and face the LAST recycled version of Slench. Oh,
and we also fought the last version of Cretaphid back in Arcterra, but yeah.

********************
BOSS: Slench v4

What's the difference this time? Well, Slench is stationed in the ceiling. An
ACTUAL change is that the machine now fires freezing shots, and as such, the
worms to shoot are weak to Magmaul. Same with this Slench's weakness. When it
gets to its second phase, it actually attempts something different. It keeps
itself closed and tries to roll over you. Unfortunately for him, it's in a
figure-eight pattern and is easily avoidable. After rolling, it resumes to
flying with its eye open. Shoot it as normal. Overall, that extra tactic just
lengthens the fight. Doesn't really add difficulty.
********************

Yay for the last of the recycled bosses! Grab the Octolith and make your escape
back to your ship. There shouldn't be much complications to your escape. The
only thing that might be bothersome is if Hunters try to battle with you,
considering the time limit is pretty strict here unless you spam the Boost 
Ball.
 ________
|Scans:
|
|Slench 4A
|Slench 4B

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
PROGRESS
��������
Missile Expansions: 9
Energy Tanks: 6
Universal Ammo Expansions: 12

Weapons:
Volt Driver
Battlehammer
Imperialist
Judicator
Magmaul
Shock Coil

                       Logbook
                          |
|���������������������������������������������������|
  ____________   ________________   _______________
 | Lore:  86% | | Bioforms:  89% | | Objects:  97% |
  ������������   ����������������   ���������������
|___________________________________________________|
                          |                         
                         91 %

Specific scans:

- Lore
Alimbic Order 05
Alimbic War 08
Oubliette 02
Oubliette 03
Oubliette 04
Oubliette 05
Oubliette 06
Oubliette 07
Seal Sphere 02
Seal Sphere 03
Seal Sphere 04

- Bioforms
Slench 4A
Slench 4B

- Objects
Cooling Vent
Cryogenic Storage
Methane Pipline
Silo Levitator

___________________________________________
| Interdimensional Voyage                  '-,
 ���������������������������������������������'-.
Well...now that we have all eight Octoliths, it's time to use these to open
Oubliette, which you've been hinted at if you've been reading the Lores. Time
to destroy Gorea and succeed where the Alimbics have failed. The place to drop
off these Octoliths is on Alinos, so make a stop there. Head to the High Ground
and take that door I told you to ignore...the one that leads to Combat Hall.

-----
This room...there's not much to it. It looks complicated, but there's not much
to do besides get its scans. Once done here, enter the next door up ahead.
 ________
|Scans:
|
|Alimbic Pride 05
|Blast Shield
|Combat Hall
|Sniper Shield

-----
Welcome to the Alimbic Cannon Control Room. Get the lore scans around here,
then step into the middle to watch a cutscene, showing the cannon firing at a
space in the Alimbic Cluster, revealing an odd ship. This must be where Gorea
was being kept. Now...we just have to leave Alinos. Expect a lot of ambushes on
the way back.
 ________
|Scans:
|
|Alimbic Cannon 01
|Alimbic Cannon 02
|Alimbic Cannon 03
|Alimbic Cannon 04

-----
Now that we're back in space, pick the new location: the ship Oubliette. Land,
and prepare for the final battle. Once landed, it should be noted that there
is no map for this area. Don't worry, it's fairly straightforward. Just have to
go through some rooms before the boss. Head on forward and take the elevator 
up. Take the portal up here.

You'll end up in a room with what looks like glass windows with symbols on 
them. There doesn't seem to be any meaning to the symbols...but you can get a
lot of Lore here. Once all is scanned, enter the door. Instead of walking 
forward, look right to see a Morph Ball tunnel. Go through that to be dropped
at a portal above where you were. Take it and you'll be warped to a room with
an Energy Tank! Now you have all the pickups this game has to offer. Exit the
room, drop down, then enter the big door. Drop down the glowing hole...

'//�����������������������\\'
 |       ENERGY TANK       |
 |           #07           |
 |          FOUND          |
.\\_______________________//.

A cutscene shows all six hunters already trying to break the Seal Sphere, 
attempting to see if the power they are seeking is inside. It's more than they
bargained for, though. Gorea escapes from its prison, and it sucks the life out
of all of them. Then, it turns to Samus...

********************
BOSS: Gorea

So basically, what Gorea just did is copy the main weapons all the Hunters 
used. So now we have to fight a creature that uses the Volt Driver, 
Battlehammer, Judicator, Imperialist, Magmaul, and Shock Coil. His color 
doesn't match the weapons he uses, however. Rather, his color is a HUGE hint on
which weapon he's weak to at the moment. If he's red, use Imperialist; if he's
yellow, use Volt Driver, etc.

What to target, though? Target his shoulders. Shock Coil and Imperialist are
the best weapons to use, but you can use other weapons. After a while, he does
grow back the arms you shoot off, so maybe those two weapons are the best ones
to use. Shock Coil when he's blue, Imperialist when he's red. After both arms
are gone, Gorea changes form. He hangs from what appears to be his life source,
and you have to use the weapon you shot both arms off with on the sphere to
officially damage him. Takes a LOT of damage, especially with the Imperialist.
After the battle, you won the game!
********************

So, with Gorea gone, Samus has saved the Alimbic Cluster and...oh..wait...Samus
dies from the ship's explosion? Yeah...that's the bad ending. Well, how to get
the good ending? Let's get back to the battle with Gorea.

Have you noticed that there are what appear to be large, colored targets on
the walls surrounding this room? Well, these have to be shot with their 
respective weapons that their color represents. The order is actually blatantly
told in the Alimbic Prophecy lores, even though they appear vague. But in case
you didn't solve that, shoot the yellow target first with the Volt Driver. 
Next, the green target with the Battlehammer. Next, the orange target with the
Magmaul. Next, the blue target with the Shock Coil (jumping may be required to
reach it). Next, the purple target with the Judicator. And finally, the red one
with the Imperialist. Each successful hit should show itself in an obvious 
manner. After all six are shot in that order, you'll get a message. Continue on
the fight as normal, and after the battle, you'll be treated to another 
cutscene. This time, Gorea transforms once again, and you're transported to a
special arena for one last showdown.

********************
FINAL BOSS: Gorea 2

Now, here's the one thing you should notice immediately about this fight. Gorea
is completely invulnerable to all your weapons. So how to defeat this guy now?
Head down to the very bottom of this area. Now. Approach the shield at the 
bottom to be revealed a VERY powerful weapon. This, is the Omega Cannon. It's
a weapon of mass destruction that, suffice it to say, can actually damage you
as well simply by its explosion. After firing it, you have to hide behind
something to shield yourself from the blast. Is this the ultimate power? Who
knows. Either way, it's the only way to deal with this creature once and for
all, so take it down!

What's a little weird with this fight is that it can either go smoothly, or it
can go badly and take up a lot of time. It just depends what Gorea wants to 
do. Gorea either warps away and waits for you to get back to him so you can 
fire off the weapon at him again, or he warps away and stays away. Considering
the shots of the Omega Cannon are extremely slow, it's hard to hit him from
far away. That, and his weak spot only becomes available once you're close to
him. So it's kind of a predicament if he insists on playing keep-away.
********************

After beating him, enjoy the real ending!
 ________
|Scans:
|
|Sealing Gorea 01
|Sealing Gorea 02
|Sealing Gorea 03
|Sealing Gorea 04
|Sealing Gorea 05
|Gorea
|Gorea Arm
|Trocra
|Gorea
|Gorea Seal Sphere
|Gorea 2

-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
===============================================================================
-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
                 |             E Q U I P M E N T             |
                  �������������������������������������������
This covers a lot of item-related things in the game, mainly covering 
expansions. This also lists the only upgrades you get in the game: beam 
weapons.

___________________________________________
| Upgrades                                 '-,
 ���������������������������������������������'-.
The only upgrades in this game are...the beam weapons, really. So this will
show you how to get each of the six beam weapons in the game. This doesn't 
count the very last one obtainable at the final battle.

-----------------------
Battlehammer
������������
Area: Vesper Defense Outpost
Room: Cortex CPU

How to get: This is usually your first weapon, and it's technically not a beam.
 This fires small explosive shots in an arc, so this requires a bit of trickery
 to get to work right. Unlike others, this weapon cannot be charged; if you 
 hold the fire button, you just constantly fire Battlehammer shots. To get 
 this, you have to get to the top left of the Cortex CPU's Morph Ball maze by 
 use of jump pads above where the Quadtroid enemy is. Once in a small room, 
 scan the four spectral locks to gain access to this. In multiplayer mode,
 Weavel's affinity to this weapon gives a larger blast radius to his shots on
 impact.

-----------------------
Judicator
���������
Area: Arcterra
Room: Ice Hive

How to get: Make your way into the ruins room that's close to the first 
 Stronghold Portal. Find the oscillating light and scan it to turn platforms
 for a Morph Ball path you have to take temporarily. It should be kinda obvious
 what to do, just have to be quick but careful. Eventually you'll reach this
 weapon up in a ledge if you're successful. Judicator is a cold weapon that can
 fire speedy bursts of cooled plasma that ricochets. Charging the weapon lets
 you shoot multiple shots in a spread. In multiplayer mode, Noxus's affinity
 to this weapon changes his charged attack by spreading a cold field in front 
 of him, freezing anyone close by.

-----------------------
Volt Driver
�����������
Area: Celestial Archives
Room: Data Shrine 02

How to get: This weapon is hidden in the central room of Data Shrine 02, which
 can only be accessed once you have the Battlehammer. Once in here, find the
 side marked by blue pylons. Roll the Morph Ball through the small tunnel there
 to get this weapon. Shots from this fire at a rapid pace, and the charged shot
 has a wide impact radius. In multiplayer mode, this is Kanden's affinity 
 weapon, which allows him to disrupt the vision of any opponent he hits with
 the charged shots.

-----------------------
Shock Coil
����������
Area: Celestial Archives
Room: Incubation Vault 02

How to get: This is a little complicated, but to get this, first you must 
 understand where to go in the mess of portals. First, from the Docking Bay, 
 get up on the bridge, and go to the far right platform. Take the portal there.
 In here, do some cleanup of all the enemies, then take the portal by the blue
 force field. Next, bypass the Artifact Shield and take the portal on the 
 catwalk. Finally, enter the side room here and drop down to collect this 
 weapon. This fires a constant stream of neutrinos that can drain the life out
 of any creature it touches. The longer the stream is held, the faster the
 drain. In multiplayer mode, this is Sylux's affinity weapon, which heals him
 at the same rate he drains his opponent's energy.

-----------------------
Magmaul
�������
Area: Alinos
Room: Council Chamber

How to get: This is during the second visit to Alinos, where you can access
 further areas with the use of the Judicator. The Council Chamber can be 
 accessed in Alinos Perch after taking care of the Guardians. Once you enter
 the Chamber, you'll have to fight a Fire Spawn. This weapon will be your
 reward for defeating the beast. The Magmaul fires...magma shots, pretty much.
 They are affected by gravity like the Battlehammer, so it's a little unwieldy.
 Charged shots make the magma spread upon impact and do more damage. In 
 multiplayer, this is Spire's affinity weapon, which makes his charged shots
 set opponents on fire.

-----------------------
Imperialist
�����������
Area: Arcterra
Room: Fault Line

How to get: On the 2nd visit to Arcterra, you must shoot open the orange door
 in Sic Transit. This leads to Fault Line. Follow the tunnels to...an Arctic
 Spawn! Kill it and you get this weapon. This is...basically a sniper weapon.
 Once switched to it, double-tap the weapon icon or press R to zoom. This'll
 help you aim at far away things.

___________________________________________
| Missile Expansions                       '-,
 ���������������������������������������������'-.
This shows all the Missile Expansions in the game. There aren't many, but each
expansion gives you 10 extra Missiles. Check boxes are beside each one to mark
off which one you've gotten.

-----------------------
Missile Expansion #1 [ ]
��������������������
Area: Celestial Archives
Room: Data Shrine 02

How to get: From Fan Room Beta, take a right, roll through the Morph Ball 
 tunnel at the end, and instead of jumping out and going back above the tunnel,
 continue on. Go through the other Morph Ball tunnel and you will find this at
 the end.

-----------------------
Missile Expansion #2 [ ]
��������������������
Area: Alinos
Room: Alinos Gateway

How to get: From the door, facing your Gunship, take a right and climb up the
 ruins to see a gap in the wall just large enough for a Morph Ball. Squeeze in
 there as the Morph Ball, and use Bomb Jumps to reach this Expansion.

-----------------------
Missile Expansion #3 [ ]
��������������������
Area: Alinos
Room: High Ground

How to get: In the outside area, go up the ramp that's under the mess of doors
 that lead to Elder Passage. At the top of the ramp, take a right instead of
 heading to the door up here to find this.

-----------------------
Missile Expansion #4 [ ]
��������������������
Area: Vesper Defense Outpost
Room: Cortex CPU

How to get: In the Morph Ball maze, get to the center of it, via either the
 elevator platform at the bottom or climbing up and around from the right side.
 Either way, once you're there, you'll see this Expansion high up. To get it,
 get under it and do a Double Bomb Jump. Place a Bomb, then place another just
 before the first explodes. Place a third Bomb at the peak of your jump and you
 should get this.

-----------------------
Missile Expansion #5 [ ]
��������������������
Area: Arcterra
Room: Ice Hive

How to get: Once you enter Ice Hive from Sic Transit, it should be behind the
 purple force field, but normally on the first visit you can't take that down.
 So first, drop into the main room, scan conduits, and kill the enemies. Spring
 back up and take the tunnel to scan the computer, opening the blast door.
 Follow the rooms, get the Judicator, and approach the Stronghold Portal across
 the ice bridge. Drop down and go through the plant-infested hall. Roll through
 the hole on the side as a Morph Ball and grab this.

-----------------------
Missile Expansion #6 [ ]
��������������������
Area: Celestial Archives
Room: Incubation Vault 03

How to get: This is kept on the upper levels of this room. To get there easily,
 first start at the Docking Bay. Get up on the bridge, then take the far right
 platform's portal. In here, do some enemy cleanup, then get on the side with
 the blue force field. Take the portal that's farther away from the blue force
 field, and you should be warped right in front of this!

-----------------------
Missile Expansion #7 [ ]
��������������������
Area: Alinos
Room: Alinos Perch

How to get: This is...somewhat hidden in the room at the very top of the Perch.
 Enter the room via the Magmaul on the orange force field, then take a left to
 see this in a small alcove.

-----------------------
Missile Expansion #8 [ ]
��������������������
Area: Arcterra
Room: Subterranean

How to get: Once you enter the Subterranean, navigate the force field maze and
 use the Imperialist on three sniper points to unlock the elevator in the 
 middle. Take it down to the lower part, and head straight to get this.

-----------------------
Missile Expansion #9 [ ]
��������������������
Area: Vesper Defense Outpost
Room: Fuel Stack

How to get: Climb to the top of Fuel Stack, then drop down to the icy central
 ramps. Get close to the computer and go down the ramp nearest it. Follow it
 to find this Expansion. Only advisable after the whole hectic energy overflow
 event is taken care of, obviously.

___________________________________________
| Energy Tanks                             '-,
 ���������������������������������������������'-.
This shows all the Energy Tanks in the game. Each Energy Tank increases Samus's
energy by 100. There are check mark boxes beside each item.

-----------------------
Energy Tank #1 [ ]
��������������
Area: Celestial Archives
Room: Data Shrine 01

How to get: From the Meditation Room, follow the room's contours and such. It's
 linear, so yeah. Eventually, as you approach the door that leads to Fan Room
 Alpha, you'll spot a Morph Ball tunnel. Roll through that to find this Energy
 Tank!

-----------------------
Energy Tank #2 [ ]
��������������
Area: Alinos
Room: Echo Hall

How to get: Enter the Morph Ball maze from the side of the Alinos Gateway. Make
 your way to the Morph Ball door after unlocking it by getting the Shield Key
 from the Zoomers. Head through mentioned door, and go straight instead of
 turning to find this.

-----------------------
Energy Tank #3 [ ]
��������������
Area: Arcterra
Room: Sic Transit

How to get: When you first enter this room, you have to face Noxus and Trace.
 Once the battle is over, explore the room and find six proxy locks to scan,
 which will open a door in a tunnel. Go through that door, pass the Artifact,
 and roll under the wooden planks as a Morph Ball to get taken up to this Tank.
 Bomb Jump to reach it.

-----------------------
Energy Tank #4 [ ]
��������������
Area: Arcterra
Room: Frost Labyrinth

How to get: Enter this room from the Sic Transit. Take a right, at the next 
 fork go down. Follow the path, then take a left at another fork. Make your way
 to the upper right corner from here and you'll find this behind some trap 
 lasers.

-----------------------
Energy Tank #5 [ ]
��������������
Area: Celestial Archives
Room: New Arrival Registration

How to get: From entering this room from Tetra Vista, follow the parts of the
 room until you are in the last one before the Stronghold Portal, and you 
 should see this Energy Tank on the other side. Just go around and make careful
 mid-air jumps to get to it.

-----------------------
Energy Tank #6 [ ]
��������������
Area: Alinos
Room: Council Chamber

How to get: In the Council Chamber, after getting the Magmaul, destroy the
 orange force field closest to where you get the weapon. Follow the cramped 
 hall to find this!

-----------------------
Energy Tank #7 [ ]
��������������
Area: Oubliette
Room: ???

How to get: Since this area doesn't have a map with named rooms to reference
 this, I'll have to start from the beginning. From the ship, walk through the
 doors, go up the elevator, and take the portal. Turn around and go through the
 doors. Instead of going forward, enter the Morph Ball tunnel to the right. At
 the end of it, take the portal to be in a hidden room with this last item!

___________________________________________
| Universal Ammo Expansions                '-,
 ���������������������������������������������'-.
This game borrows the whole beam ammunition idea that Prime 2 brought forth,
but this game's ammo works a bit differently. Each Beam doesn't have their own
ammo...rather, each beam shares an overall ammunition count. Power Beam is
exempt from an ammo system, thankfully, unlike the First Hunt demo...which
actually had Metroids in it, oddly enough. Anyway, here's a list of the UA
Expansions.

-----------------------
UA Expansion #1 [ ]
���������������
Area: Vesper Defense Outpost
Room: Compression Chamber

How to get: Enter the Compression Chamber from the center of the Cortex CPU
 Morph Ball maze. Take down the green force fields with the Battlehammer, then
 scan the conduit in the alcove that has a crate below it. This will take down
 the force field around this Expansion below. To get down there, re-enter 
 Cortex CPU and enter the Morph Ball tunnel on the lower left corner.

-----------------------
UA Expansion #2 [ ]
���������������
Area: Arcterra
Room: Ice Hive

How to get: After getting the Judicator, walk onto the ice bridge leading to
 the Stronghold Portal here, and destroy the purple force field. Make a mid-air
 jump towards it (walk off, jump immediately after) and you'll find this!

-----------------------
UA Expansion #3 [ ]
���������������
Area: Arcterra
Room: Ice Hive

How to get: After getting the Judicator, return to the main part of the room 
 where you had to work on getting the big blast door open. There's a purple 
 force field here. Destroy it with the Judicator and grab this Expansion from 
 inside.

-----------------------
UA Expansion #4 [ ]
���������������
Area: Celestial Archives
Room: Celestial Gateway

How to get: Roll under the landing pad for the ship to find a green force 
 field. Destroy this with the Battlehammer and fall down to a hidden chamber.
 This expansion is hidden here.

-----------------------
UA Expansion #5 [ ]
���������������
Area: Celestial Archives
Room: Data Shrine 02

How to get: Once you have the Battlehammer, you can reach this...and it's quite
 easy to obtain. Once you enter the central chamber of this room, you should
 see this propped up right in the middle of the room.

-----------------------
UA Expansion #6 [ ]
���������������
Area: Celestial Archives
Room: Transfer Lock

How to get: Once this place is entered from the portal in Synergy Core, drop
 down to the right and follow to the end where the Voldrum spawner is. This
 expansion is nearby.

-----------------------
UA Expansion #7 [ ]
���������������
Area: Celestial Archives
Room: Docking Bay

How to get: Get up on the bridge that extends to four moving platforms, which
 lead you to larger platforms. Take the second-to-the-left one to be led to...
 this expansion.

-----------------------
UA Expansion #8 [ ]
���������������
Area: Alinos
Room: Magma Drop

How to get: Once in Magma Drop, it should be fairly easy to find, as it's a
 linear, but dangerous room. How to find this room? Well, go into the lower
 tunnels of High Ground, and find a small purple force field. Destroy it with
 the Judicator, then take the Morph Ball into the magma. There you go! The UA
 Expansion should be on the way back up.

-----------------------
UA Expansion #9 [ ]
���������������
Area: Alinos
Room: Processor Core

How to get: The very back of Alinos hides the Processor Core room, and a UA
 Expansion that isn't very well hidden. On the bottom level, find the Backup
 Processor via scanning, and use the jump pad inside. The UA Expansion, if it
 hasn't caught your eye as you were flying up, is to your left, very easy to
 get.

-----------------------
UA Expansion #10 [ ]
����������������
Area: Arcterra
Room: Sanctorus

How to get: The Sanctorus can be reached by using the Imperialist on the red
 door in Frost Labyrinth. There are two red doors, however. To tell which one
 you need to get to, it's the one straight ahead for the most part if you enter
 this place from Sic Transit. Once in Sanctorus, instead of going down into the
 main area, go around to find this.

-----------------------
UA Expansion #11 [ ]
����������������
Area: Arcterra
Room: Drip Moat

How to get: This can be found below the door to Fault Line in this. Just drop
 down, grab the Expansion while in mid-air, then use the jump pad to get back.

-----------------------
UA Expansion #12 [ ]
����������������
Area: Vesper Defense Outpost
Room: Stasis Bunker

How to get: From the entrance of Stasis Bunker from the Weapons Complex, head
 forward, go past the jammed door, follow the halls, and take a right when you
 see a fork. In the circular room, look to your right to see a small tunnel
 flanked by blue pylons. Follow that, then hop onto the ledge on the hanging
 thing to find this.

-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
===============================================================================
-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
                 |               L O G B O O K               |
                  �������������������������������������������
This covers everything covered in the game's Logbook. There are four 
categories: Lore, Bioforms, Objects, and Equipment. To view the Logbook, enter
your ship and tap the Logbook button to view over what you've scanned so far.
So yeah.

___________________________________________
| Lore                                     '-,
 ���������������������������������������������'-.
This is all the Lore from the game here. Lots of entries, very little have a
lot to say.

-----------------------
Alimbic Cannon 01
�����������������
Area: Alinos
Room: Alimbic Cannon Control Room

Scan: The Alimbic Cannon issues bursts of polarized antimatter beyond light
 speed at specified coordinates and frequency to open a dimensional rift known
 as the Infinity Void.

-----------------------
Alimbic Cannon 02
�����������������
Area: Alinos
Room: Alimbic Cannon Control Room

Scan: This device opened the Infinity Void to imprison Gorea. Reuniting eight
 Octoliths will return power to this dormant machine.

-----------------------
Alimbic Cannon 03
�����������������
Area: Alinos
Room: Alimbic Cannon Control Room

Scan: After trapping Gorea in the Seal Sphere, we consigned it to a prison from
 which there could be no escape.

-----------------------
Alimbic Cannon 04
�����������������
Area: Alinos
Room: Alimbic Cannon Control Room

Scan: The Alimbic Cannon enabled us to open the Infinity Void and hide Gorea's
 prison within it. By locating the prison in an alternate dimension, we ensured
 that the prisoner would neither escape nor be released by accident.

-----------------------
Alimbic Datashade 01
��������������������
Area: Alinos
Room: Alinos Gateway

Scan: Datashades are packets of telepathic data scattered throughout the Tetra
 Galaxy. They can be accessed by most galactic-standard scan systems.

-----------------------
Alimbic Datashade 02
��������������������
Area: Alinos
Room: Alinos Gateway

Scan: Designed to maintain data integrity indefinitely, datashades are highly
 resistant to tampering and decay, scanning these packets will allow you access
 to our scriptures and Lore.

-----------------------
Alimbic Order 01
����������������
Area: Celestial Archives
Room: Docking Bay

Scan: There were eight elders in the Alimbic Order.

-----------------------
Alimbic Order 02
����������������
Area: Celestial Archives
Room: Docking Bay

Scan: You will not find all eight of the Octoliths. They have been scattered,
 hidden in four of our most heavily defended territories.

-----------------------
Alimbic Order 03
����������������
Area: Celestial Archives
Room: Docking Bay

Scan: There are never more than two Octoliths hidden on any planet or space
 station.

-----------------------
Alimbic Order 04
����������������
Area: Celestial Archives
Room: Docking Bay

Scan: Within each Octolith is a spirit, the transferred essence of an Alimbic
 Elder.

-----------------------
Alimbic Order 05
����������������
Area: Vesper Defense Outpost
Room: Fuel Stack

Scan: Reunite all eight Octoliths in the Cannon Control Room to open the 
 doorway to Gorea.

-----------------------
Alimbic Pride 01
����������������
Area: Arcterra
Room: Ice Hive

Scan: We continued research to improve our defense systems. Eventually we 
 became so proficient in the art of war that we believed ourselves invincible.

-----------------------
Alimbic Pride 02
����������������
Area: Alinos
Room: Processor Core

Scan: Our pride was a veil over our eyes. We did not see the danger until it
 was upon us.

-----------------------
Alimbic Pride 03
����������������
Area: Alinos
Room: Crash Site

Scan: Ruin came quickly as the cancer swept like fire across our worlds.

-----------------------
Alimbic Pride 04
����������������
Area: Alinos
Room: Council Chamber (upper)

Scan: Those who survived appeared lifeless and hollow, as if their very spirits
 had been sucked dry.

-----------------------
Alimbic Pride 05
����������������
Area: Alinos
Room: Combat Hall

Scan: We should have been more vigilant. We became complacent in our technical
 prowess and thought ourselves unassailable.

-----------------------
Alimbic Prophecy 01
�������������������
Area: Celestial Archives
Room: Celestial Gateway

Scan: It is written that the Alimbic power shall materialize when six 
 frequencies shimmer in the divine spectral sequence.

-----------------------
Alimbic Prophecy 02
�������������������
Area: Alinos
Room: Alinos Gateway

Scan: In the beginning shall the darkness be torn asunder by a flash of Yellow
 Lightning.

-----------------------
Alimbic Prophecy 03
�������������������
Area: Vesper Defense Outpost
Room: VDO Gateway

Scan: Yellow Lightning shall strike with demonic fury upon the Greenwood.

-----------------------
Alimbic Prophecy 04
�������������������
Area: Arcterra
Room: Arcterra Gateway

Scan: With a voice of thunder shall the Greenwood burst into an Orange Blaze.

-----------------------
Alimbic Prophecy 05
�������������������
Area: Celestial Archives
Room: Synergy Core

Scan: The Orange Blaze shall die away to be reborn on wings of Blue Smoke.

-----------------------
Alimbic Prophecy 06
�������������������
Area: Alinos
Room: High Ground

Scan: Tendrils of Blue Smoke shall weave the geometry of Violet Crystal.

-----------------------
Alimbic Prophecy 07
�������������������
Area: Vesper Defense Outpost
Room: Weapons Complex

Scan: Violet Crystal shall shatter the heavens, leaving in its wake a Red 
 Stain.

-----------------------
Alimbic Prophecy 08
�������������������
Area: Arcterra
Room: Fault Line (lower)

Scan: When the Red Stain shall vanish, so shall the ancient Alimbic power be
 manifest.

-----------------------
Alimbic War 01
��������������
Area: Arcterra
Room: Sanctorus

Scan: 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
��������������
Area: Alinos
Room: Alimbic Gardens

Scan: Without warning, our doom fell from the sky. From whence it came we do 
 not know.

-----------------------
Alimbic War 03
��������������
Area: Alinos
Room: Council Chamber (lower)

Scan: Gorea was immune to even our most sophisticated weaponry, while we were
 defenseless against its relentless attacks.

-----------------------
Alimbic War 04
��������������
Area: Arcterra
Room: Subterranean

Scan: Gorea devoured our people's life energy and grew powerful from it. Death
 swept across our worlds, and we despaired.

-----------------------
Alimbic War 05
��������������
Area: Arcterra
Room: Subterranean

Scan: We feared not only the extinction of our race, but the possibility that
 the evil would sweep the galaxy, annihilating all in its path.

-----------------------
Alimbic War 06
��������������
Area: Arcterra
Room: Sanctorus

Scan: Gorea is a cancerous bloom that would wreak havoc across the universe.

-----------------------
Alimbic War 07
��������������
Area: Alinos
Room: Council Chamber (lower)

Scan: We knew that if we did not stop Gorea, it would rampage across the 
 galaxy, devouring everything in its path.

-----------------------
Alimbic War 08
��������������
Area: Vesper Defense Outpost
Room: Fuel Stack

Scan: We finally contained Gorea. But we paid a heavy price to do so. May our
 sacrifice bring peace to the galaxy.

-----------------------
Alimbic War 09
��������������
Area: Alinos
Room: Fault Line (lower)

Scan: Eight of our elders gathered to create the Alimbic Order to prevent Gorea
 from destroying our civilization. Their final, desperate plan was to create 
 the Seal Sphere.

-----------------------
Alimbic War 10
��������������
Area: Vesper Defense Outpost
Room: Compression Chamber

Scan: 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
��������������
Area: Arcterra
Room: Subterranean

Scan: To contain Gorea, our people reduced themselves to pure telepathic energy
 through the process of Essence Transference.

-----------------------
Alimbic War 12
��������������
Area: Arcterra
Room: Sanctorus

Scan: We gave our lives to confine the foul monstrosity known as Gorea. Do not
 seek this creature unless you have the means to destroy it.

-----------------------
Battle Sarcophagus
������������������
Area: Alinos
Room: High Ground (open area)

Scan: This tomb contains 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
��������������������
Area: Cretaphid Stronghold Void
Room: Boss Chamber

Scan: This room serves not only as home to our most sacred treasure, but also
 as a mortal terminus for those who would trespass.

-----------------------
Biodefense Chamber B
��������������������
Area: Slench Stronghold Void
Room: Boss Chamber

Scan: Those who dare trespass upon our sacred chambers may expect to pay 
 dearly for that which they would seek.

-----------------------
Combat Hall
�����������
Area: Alinos
Room: Combat Hall

Scan: We used this room for combat training of Alimbic military recruits. In
 this room were forged some of our greatest heroes.

-----------------------
Final Wish
����������
Area: Celestial Archives
Room: Docking Bay

Scan: Do not underestimate the danger concealed herein. We have sacrificed our
 world to confine the monstrosity known as Gorea. Do not seek this thing unless
 you have the means to destroy it.

-----------------------
Gorea 01
��������
Area: Alinos
Room: Alimbic Gardens

Scan: The horror shrieked its name: Gorea.

-----------------------
Gorea 02
��������
Area: Alinos
Room: Alimbic Gardens

Scan: Gorea is power beyond reckoning and evil unrelenting. The universe has
 not known terror such as this.

-----------------------
Gorea 03
��������
Area: Arcterra
Room: Sanctorus

Scan: At first we thought Gorea was a comet. It crashed upon our planet and
 emerged as a vapor.

-----------------------
Gorea 04
��������
Area: Arcterra
Room: Sanctorus

Scan: Gorea mimicked our cellular structure and replicated itself in solid
 form.

-----------------------
Gorea 05
��������
Area: Alinos
Room: Council Chamber (lower)

Scan: 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
��������
Area: Celestial Archives
Room: New Arrival Registration (by the Artifact)

Scan: Gorea is capable of changing its shape, and it uses a wide variety of
 lethal weaponry.

-----------------------
Gorea 07
��������
Area: Celestial Archives
Room: New Arrival Registration (by the Artifact)

Scan: Our defenses were useless against Gorea as it swept through our empire in
 an orgy of annihilation.

-----------------------
Gorea 08
��������
Area: Celestial Archives
Room: New Arrival Registration (by the Artifact)

Scan: Alimbic soldiers were powerless before Gorea's onslaught.

-----------------------
Gorea 09
��������
Area: Celestial Archives
Room: New Arrival Registration (by the Artifact)

Scan: We deployed our deadliest weapons to defeat the beast. To our horror,
 every weapon was somehow used against us by Gorea.

-----------------------
History 01
����������
Area: Alinos
Room: Echo Hall (Gateway side)

Scan: These are our last recorded messages. We depart from this place of death.
 If you honor our memory, do not attempt to solve the mystery of our
 disappearance.

-----------------------
History 02
����������
Area: Alinos
Room: High Ground (Combat Hall entrance tunnel)

Scan: We overcame our harrsh genesis through intellect and resolve. The Alimbic
 mind is bound by a will of iron.

-----------------------
History 03
����������
Area: Vesper Defense Outpost
Room: Weapons Complex

Scan: The peace of Alimbic tribal culture was shattered by a deadly 
 extraterrestrial invasion. The survivors vowed never again to be caught
 unprepared.

-----------------------
History 04
����������
Area: Vesper Defense Outpost
Room: Weapons Complex

Scan: We focused our resources on military science and quickly developed
 weapons and defenses that surpassed the technology of our enemies.

-----------------------
History 05
����������
Area: Vesper Defense Outpost
Room: Compression Chamber

Scan: We were a peaceful people, but we defended our homeworld with a fierce
 determination.

-----------------------
History 06
����������
Area: Vesper Defense Outpost
Room: Compression Chamber

Scan: To defend our territories from extraterrestrial attack, we deployed 
 lethal bioweaponry.

-----------------------
History 07
����������
Area: Vesper Defense Outpost
Room: Compression Chamber

Scan: Our protective exoskeletons enabled us to survive the environmental
 extremes of the Alimbic homeworlds.

-----------------------
History 08
����������
Area: Vesper Defense Outpost
Room: Compression Chamber

Scan: Our enlarged forebrains facilitated enhanced cognitive function. It was
 our ability to think quickly that saved us from early and violent extinction.

-----------------------
History 09
����������
Area: Arcterra
Room: Ice Hive (by Stronghold Portal)

Scan: 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
����������
Area: Arcterra
Room: Ice Hive (by Stronghold Portal)

Scan: 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
����������
Area: Arcterra
Room: Ice Hive (by Stronghold Portal)

Scan: We continued to bolster our defenses against possible future invasion.
 Our military technology grew increasingly sophisticated and lethal.

-----------------------
Interment Chamber
�����������������
Area: Alinos
Room: High Ground (underground halls)

Scan: Alimbic warriors of valor are here laid to rest, that their spirits may
 return to the planetary core.

-----------------------
Octolith Safeguard
������������������
Area: Vesper Defense Outpost
Room: Weapons Complex

Scan: Beware our guardians. These deadly sentinels travel in packs and are
 programmed to protect that which is dear to us.

-----------------------
Oubliette 01
������������
Area: Arcterra
Room: Fault Line (upper)

Scan: The monster cannot be defeated. As a last resort, we created the Seal
 Sphere to cage the horror for all eternity.

-----------------------
Oubliette 02
������������
Area: Vesper Defense Outpost
Room: Stasis Bunker

Scan: Eight Octoliths are required to power the Alimbic Cannon. Each Octolith
 contains unique coordinates, frequencies, and codes necessary to operate the
 cannon.

-----------------------
Oubliette 03
������������
Area: Vesper Defense Outpost
Room: Stasis Bunker

Scan: The Alimbic Cannon creates a fissure between this dimension and the 
 Infinity Void that houses Gorea's prison, known as the Oubliette.

-----------------------
Oubliette 04
������������
Area: Vesper Defense Outpost
Room: Stasis Bunker

Scan: 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
������������
Area: Vesper Defense Outpost
Room: Stasis Bunker

Scan: We have sent the Oubliette beyond this dimension to ensure that the 
 galaxy will never again suffer the horror that is Gorea.

-----------------------
Oubliette 06
������������
Area: Vesper Defense Outpost
Room: Stasis Bunker

Scan: Gorea is alone in the Void. For the sake of all life, it must remain so.

-----------------------
Oubliette 07
������������
Area: Vesper Defense Outpost
Room: Stasis Bunker

Scan: The Infinity Void is a vast parallel dimension of formless antimatter.

-----------------------
Oubliette 08
������������
Area: Vesper Defense Outpost
Room: Compression Chamber

Scan: Only the Alimbic Cannon can access the Infinity Void.

-----------------------
Science Sarcophagus
�������������������
Area: Alinos
Room: High Ground (open area)

Scan: This tomb contains the remains of the great Arctherus, whose discovery of
 Neurogenesis marked the advent of the modern Alimbic era, a time of 
 unprecedented peace and prosperity.

-----------------------
Seal Sphere 01
��������������
Area: Arcterra
Room: Fault Line (lower)

Scan: The fathomless power of the captive beast is the very engine of the Seal
 Sphere. As long as its psychic powers are ensnared, Gorea cannot escape.

-----------------------
Seal Sphere 02
��������������
Area: Vesper Defense Outpost
Room: Fuel Stack

Scan: Gorea is immobilized within the Seal Sphere, just one of many precautions
 taken to ensure its eternal captivity.

-----------------------
Seal Sphere 03
��������������
Area: Vesper Defense Outpost
Room: Stasis Bunker

Scan: 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
��������������
Area: Vesper Defense Outpost
Room: Stasis Bunker

Scan: The Seal Sphere is secure within the Oubliette, from which there is no
 escape.

-----------------------
Sealing Gorea 01
����������������
Area: Oubliette
Room: ???

Scan: No weapon could defeat Gorea.

-----------------------
Sealing Gorea 02
����������������
Area: Oubliette
Room: ???

Scan: As the death toll rose, we crafted a plan. Rather than destroy Gorea, we
 would contain it in an interdimensional prison.

-----------------------
Sealing Gorea 03
����������������
Area: Oubliette
Room: ???

Scan: 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
����������������
Area: Oubliette
Room: ???

Scan: We transported Gorea to its prison, the Oubliette. Trapping Gorea was not
 enough, however. Additional security measures were needed for so great a 
 threat.

-----------------------
Sealing Gorea 05
����������������
Area: Oubliette
Room: ???

Scan: We forced open an alternate dimension with the Alimbic Cannon, and the
 Oubliette was sent into it. The Infinity Void was sealed shut, never to be
 reopened.

-----------------------
Stronghold Void
���������������
Area: Any Stronghold Void
Room: Portal Room, right in front of you

Scan: This hidden room, accessible only by extraordinary means, houses our most
 sacred relics. It is guarded by our most formidable cybernetic security 
 systems. Only by activating a Portal controlled by a trio of Artifacts can one
 gain access to this secret location.

___________________________________________
| Bioforms                                 '-,
 ���������������������������������������������'-.
There are plenty of creatures in this game, and this section shows where to
first find them to get their scans.

-----------------------
Alimbic Turret v1.0
�������������������
Area: Celestial Archives
Room: Data Shrine 03

Scan: A mounted gun equipped with infrared motion detection and 
 DNA-identification technology. This weapon will fire on any non-Alimbic 
 creature within its range.

-----------------------
Alimbic Turret v1.4
�������������������
Area: Vesper Defense Outpost
Room: Weapons Complex

Scan: This modified turret is capable of rapid-fire operation with little or no
 overheating.

-----------------------
Alimbic Turret v2.7
�������������������
Area: Arcterra
Room: Subterranean

Scan: A late model Alimbic Turret with improved targeting capability.

-----------------------
Arctic Spawn *ONE-TIME SCAN*
������������
Area: Arcterra
Room: Fault Line (lower)

Scan: Native to frozen habitats, this creature depends on low temperatures to
 survive. The Arctic Spawn is territorial in the extreme and will attack any
 perceived threat by hurling immobilizing shards of razor-sharp ice.

-----------------------
Barbed War Wasp
���������������
Area: Arcterra
Room: Ice Hive

Scan: An aggressively territorial insect capable of launching its stinger as a
 projectile. The more dangerous cousin of the War Wasp, Barbed War Wasps 
 migrate in large swarms. Attacking even the largest life-forms in isolated
 regions of Tallon IV.

-----------------------
Blastcap
��������
Area: Alinos
Room: High Ground (open area)

Scan: A large mushroom that explodes on contact, emitting noxious gas. 
 Originating on Tallon IV, its spores can survive without atmosphere and have
 propagated throughout the galaxy on solar winds.

-----------------------
Blue Barbed War Wasp
��������������������
Area: Arcterra
Room: Ice Hive

Scan: A mutated form of the Red Barbed War Wasp. The metabolism of the Blue
 Barbed War Wasp requires a frozen environment to produce endothermic 
 projectiles.

-----------------------
Crash Pillar
������������
Area: Vesper Defense Outpost
Room: Weapons Complex

Scan: Highly pleasing to Alimbic aesthetics, this sentry cyborg is dormant 
 until it senses an intruder, and returns to a dormant state once the threat
 retreats. The Crash Pillar levitates by means of antigravity propulsion before
 attempting to smash its quarry. Vulnerable neurocircuitry is housed underneath
 the base.

-----------------------
Cretaphid v1
������������
Area: Archives Stronghold Void 1
Room: Boss Chamber

Scan: Utilizing the most sophisticated Alimbic cybernetics, this massive
 cylindrical defense mechanism features precision chemical lasers. The 
 Cretaphid is a key component of Alimbic military defense technology, designed
 to safeguard the Alimbic's most sacred objects.

-----------------------
Cretaphid v2
������������
Area: VDO Stronghold Void 1
Room: Boss Chamber

Scan: This modified version of the Cretaphid cybernetic defense mechanism
 features bursts of heat-seeking plasma. A key component of Alimbic military
 defense technology, it was designed to safeguard the Alimbic's most sacred
 objects.

-----------------------
Cretaphid v3
������������
Area: Alinos Stronghold Void 2
Room: Boss Chamber

Scan: Combining the features of its predecessors, this version of the 
 cybernetic Cretaphid tower features both precision chemical lasers and bursts
 of heat-seeking plasma. A central component of the Alimbic military defense
 system, it was designed to safeguard the Alimbic's most sacred objects.

-----------------------
Cretaphid v4
������������
Area: Arcterra Stronghold Void 2
Room: Boss Chamber

Scan: The apex of the Cretaphid line of cybernetic defenses, this ultimate 
 model deploys lethal lasers and homing plasma from a mobile tower whose very
 casing is an offensive weapon. A key component of Alimbic military defense
 technology, it was designed to succeed where all others fail.

-----------------------
Dialanche
���������
Area: Alinos
Room: Elder Passage (during Spire fight)

Scan: Spire's alternative form is the Dialanche, a hypercondensed ferrous orb
 able to roll at high speeds. The Dialanche is equipped with two retractable
 titanium limbs used to batter adversaries.

-----------------------
Electro Voldrum
���������������
Area: Celestial Archives
Room: Incubation Vault 02

Scan: This version of the Voldrum has a weaker hill than the standard model,
 rendering it vulnerable to rapid-fire weaponry.

-----------------------
Energy Blaster
��������������
Area: Slench Stronghold Void
Room: Boss Chamber

Scan: Turrets on the wall of the chamber fire blasts of plasma generated by the
 Slench.

-----------------------
Fire Spawn *ONE-TIME SCAN*
����������
Area: Alinos
Room: Council Chamber (lower)

Scan: A large creature that thrives on extreme heat. The Fire Spawn breathes
 superheated lava and never ventures far from its home pit. This creature is
 particularly unfriendly to carbon-based life-forms, and will hurl fireballs at
 anything approaching its territory.

-----------------------
Geemer
������
Area: Arcterra
Room: Arcterra Gateway

Scan: A small but dangerous creature that exposes sharp spikes on its back when
 threatened. This scavenger is known to forage through human refuse and is an
 infamous pest on Zebes.

-----------------------
Gorea
�����
Area: Oubliette
Room: ???

Scan: Superficial scan indicates Gorea's body is impervious to attack.

-----------------------
Gorea
�����
Area: Oubliette
Room: ???

Scan: Sensors unable to locate the upper-arm vulnerability present in Gorea's
 prior form.

-----------------------
Gorea 2
�������
Area: Oubliette
Room: ???

Scan: Gorea's final form is impervious to all weapons currently equipped in the
 Power Suit. Alternative weapinry is required to penetrate Gorea's armor. 
 Sensors detect that Alimbic essence is no longer present in the Seal Sphere.
 Gorea remains attached to the sphere in order to draw alll remaining energy
 from it.

-----------------------
Gorea Arm
���������
Area: Oubliette
Room: ???

Scan: Analysis indicates the presence of fragile biomorphic neurons in Gorea's
 shoulders, periodically vulnerable to specific energy types.

-----------------------
Gorea Seal Sphere
�����������������
Area: Oubliette
Room: ???

Scan: Harmonic analysis of the central sphere suggests that it is susceptible
 to direct attack.

-----------------------
Greater Ithrak
��������������
Area: Celestial Archives
Room: New Arrival Registration

Scan: The impenetrable hide on this cousin of the Lesser Ithrak makes it a
 formidable threat. Anecdotal evidence suggests that frontal assault is 
 ineffective against this aggressive predator.

-----------------------
Guardian
��������
Area: Celestial Archives
Room: Helm Room (during 1st escape sequence)

Scan: Specifically designed to guard the Alimbic Order. These automatons are 
 now programmed to serve in its absence. These intelligent androids often
 travel in packs, attacking with energy projectiles produced by three small
 fusion generators located in the cranium.

-----------------------
Halfturret
����������
Area: Alinos
Room: Echo Hall (during 1st escape sequence)

Scan: Cybernetic enhancements allows Weavel's body to detach from its 
 mechanical lower half and convert into the Halfturret alt-form. The arms
 provide locomotion for the upper body, while the legs are equipped with 
 powerful projectile weaponry.

-----------------------
Ice Voldrum
�����������
Area: Alinos
Room: Council Chamber (upper)

Scan: A late advance in Voldrum technology features freezing projectiles. Its
 pulse-tube cryocoolers are extremely susceptible to high temperature impact.

-----------------------
Kanden
������
Area: Celestial Archives
Room: Data Shrine 03

Scan: A disruptive electromagnetic field appears to surround the hunter Kanden.
 Analysis suggests voltage potential comparable to that found in lightning
 storms. Kanden carries the Volt Driver, which is capable of a charged blast
 that can disrupt the Combat Visor.

-----------------------
Lesser Ithrak
�������������
Area: Celestial Archives
Room: Data Shrine 01

Scan: This nocturnal creature clings to the ceiling and is exceptionally fierce
 when disturbed.

-----------------------
Lockjaw
�������
Area: Vesper Defense Outpost
Room: Weapons Complex (higher level)

Scan: Sylux's alternate form, the Lockjaw, may consist of stolen prototype
 Federation technology. It allows the user to transform into two tetracarbon
 ceramic-alloy blades joined by an energy thread. Its principle method of 
 attack is to weave a network of explosive trip wire.

-----------------------
Magma Voldrum
�������������
Area: Alinos
Room: Alinos Perch

Scan: Another modification of Voldrum technology. Its high operating 
 temperature causes reduced defensive capability against subzero weaponry.

-----------------------
Noxus
�����
Area: Arcterra
Room: Sic Transit

Scan: Analysis indicates that the skin of this hunter has extraordinary 
 insulating properties. Noxus's weapon is the Judicator, capable of a charged
 shot that can freeze an opponent in its tracks.

-----------------------
Petrasyl
��������
Area: Celestial Archives
Room: Meditation Room

Scan: Harmless from a distance, this airborne creature secrets a corrosive 
 toxin that can burn through all but the toughest materials on contact.

-----------------------
Psycho Bit v1.0
���������������
Area: Celestial Archives
Room: Helm Room (back room)

Scan: A levitating spherical sentry droid equipped with 360-degree sensors and
 a low-level teleportation device. The basic silver model fires an energy 
 blast, whereas the advanced green model features a heavy-duty gun powered by a
 nanoscale nuclear reactor.

-----------------------
Psycho Bit v2.0
���������������
Area: Celestial Archives
Room: Transfer Lock

Scan: A levitating spherical sentry droid equipped with 360-degree sensors and
 a low-level teleportation device. This model uses a high-voltage 
 electromagnetic pulse to drain energy from its target.

-----------------------
Psycho Bit v3.0
���������������
Area: Alinos
Room: Thermal Vast

Scan: Similar in design to earlier models, this version fires superheated magma
 at its target.

-----------------------
Psycho Bit v4.0
���������������
Area: Vesper Defense Outpost
Room: Compression Chamber

Scan: Cryogenic nanite technology enables this advanced sentry droid to freeze
 its prey with supercooled plasma.

-----------------------
Quadtroid
���������
Area: Celestial Archives
Room: New Arrival Registration

Scan: Genetically engineered from leech and reptile DNA, this creature can
 crawl on almost any surface. The Quadtroid seeks sources of biological energy.
 The use of a Morph Ball Bomb is the only method to break free of its grasp.

-----------------------
Red Barbed War Wasp
�������������������
Area: Alinos
Room: Alimbic Gardens

Scan: One of the most aggressive varieties of wasp, the Red Barbed War Wasp
 uses body heat to generate an igneous projectile.

-----------------------
Shriekbat
���������
Area: Arcterra
Room: Arcterra Gateway

Scan: A winged creature that explodes on contact to defend its territory, it
 will attack any creature approaching its nesting grounds. Inhabitants of 
 Tallon IV have called for its extermination because of the threat it poses to
 the infrastructure and cultural heritage of the planet.

-----------------------
Slench 1A
���������
Area: Alinos 1st Stronghold Void
Room: Boss Chamber

Scan: Another member of the Alimbic defensive arsenal, this enormous cybernetic
 eyeball was engineered to protect sacred Alimbic relics. The Slench attaches
 itself to the biodefense chamber with three synapses which transfer power to
 Energy Blasters. Its primary weapons are the Green Venom Torpedo and the
 Deuterium Laser.

-----------------------
Slench 1B
���������
Area: Alinos 1st Stronghold Void
Room: Boss Chamber

Scan: When aggravated, the Slench detaches from the wall to commence a 
 hovering attack. Analysis indicates its shield is inoperable during 
 levitation.

-----------------------
Slench 2A
���������
Area: Arcterra 1st Stronghold Void
Room: Boss Chamber

Scan: This revision of Alimbic cyber-defense technology features enhanced
 capabilities. The Slench attaches itself to the biodefense chamber with three
 synapses which transfer superheated magma to the Energy Blasters. Green venom
 torpedoes can be neutralized with the Arm Cannon.

-----------------------
Slench 2B
���������
Area: Arcterra 1st Stronghold Void
Room: Boss Chamber

Scan: When aggravated, the Slench detaches from the wall to fire bursts of
 superheated magma while hovering. Analysis indicates its shield is inoperable
 during levitation.

-----------------------
Slench 3A
���������
Area: Archives 2nd Stronghold Void
Room: Boss Chamber

Scan: This improved model of the Slench utilizes three synapses to transfer
 high voltage to the Energy Blasters, whose electromagnetic pulse can disrupt
 the Combat Visor. The synaptic fibers may be vulnerable to heavy-duty 
 weaponry.

-----------------------
Slench 3B
���������
Area: Archives 2nd Stronghold Void
Room: Boss Chamber

Scan: Analysis indicates that although the shield is down, the improved
 exoskeleton on this model may allow it to charge at its prey.

-----------------------
Slench 4A
���������
Area: VDO 2nd Stronghold Void
Room: Boss Chamber

Scan: The pinnacle of Slench technology, this model employs three synapses to
 transfer supercooled plasma to the Energy Blasters. Cryogenic projectiles can
 temporarily immobilize the Power Suit.

-----------------------
Slench 4B
���������
Area: VDO 2nd Stronghold Void
Room: Boss Chamber

Scan: Analysis indicates its shield is down while hovering, but the Slench may
 be impregnable while rolling. Evasive action is advised.

-----------------------
Spire
�����
Area: Alinos
Room: Elder Passage (during Spire fight)

Scan: Analysis of this creature's physiology indicates the presence of molten
 ferrous compounds normally found only in a planet's core. Spire is armed with
 the Magmaul, a weapon that lobs cohesive bursts of superheated magma.

-----------------------
Stinglarva
����������
Area: Celestial Archives
Room: Data Shrine 03

Scan: Bioengineered with genetic material from the galaxy's most dangerous
 predatory insects, Kanden can transform into the Stinglarva. This fast-moving
 segmented insect has a detachable regenerating tail that homes in on its 
 target before exploding.

-----------------------
Sylux
�����
Area: Vesper Defense Outpost
Room: Weapons Complex (upper level)

Scan: This hunter's power suit appears to be based on a Federation prototype 
 and possesses extraordinary offensive and defensive capabilities. Sylux's
 weapon is the Shock Coil, a banned technology that fires charged blasts of
 high-density neutrinos.

-----------------------
Trace
�����
Area: Arcterra
Room: Sic Transit (during 1st escape)

Scan: Scan indicates the exoskeleton of the hunter may not be as durable as it
 appears. This potential vulnerability may explain Trace's tactical preference
 for sniping. Its weapon of choice, the Imperialist, is a long-range quantum
 cascade laser with precision targeting.

-----------------------
Triskelion
����������
Area: Arcterra
Room: Sic Transit (during 1st escape)

Scan: Trace's alternative form, the Triskelion, is sophisticated Kriken 
 military biotechnology that allows Trace to biomorph into a three-legged war
 machine with a powerful lunge attack. It also features stealth cloaking,
 enabling Trace to become invisible while immobile.

-----------------------
Trocra
������
Area: Oubliette
Room: ???

Scan: These crystallized colonies of cyanobacteria are highly unstable, and
 will detonate when they avoid a solid surface. Avoid contact.

-----------------------
Vhoscythe
���������
Area: Arcterra
Room: Sic Transit

Scan: The Vhoscythe is the alternative form of the hunter Noxus. An 
 evolutionary defense mechanism of the Vhozon species, it serves both offensive
 and defensive purposes.

-----------------------
Voldrum
�������
Area: Alinos
Room: Elder Passage

Scan: A high-speed rolling robot in nearly constant motion. Equipped with two
 large guns for attacking from a distance, it is equally efficient at 
 close-quarters combat.

-----------------------
War Wasp
��������
Area: Alinos
Room: Echo Hall (High Ground side)

Scan: An aggressive flying insect that will vigorously defend its territory.
 The royal jelly of the War Wasp queen is so highly valued that hives continue
 to be harvested on Aether in spite of a shocking death toll.

-----------------------
Weavel
������
Area: Alinos
Room: Echo Hall (during 1st escape sequence)

Scan: Weavel's weapon of choice is the Battlehammer, a heavy-duty repeating
 weapon with a lethal blast radius. Maintain distance and avoid a direct hit
 from this high-caliber weapon.

-----------------------
Zoomer
������
Area: Alinos
Room: Echo Hall

Scan: Best known for breeding rapidly and carrying disease, Zoomers are 
 responsible for the spread of flesh-eating bacteria on Zebes, resulting in the
 extinction of many native species.

___________________________________________
| Objects                                  '-,
 ���������������������������������������������'-.
Possibly the largest section, practically every random object in the game that
is scannable is likely in this, so it's less picky than the Research entries in
the actual Prime games. Nevertheless, I'll tell you where you can get these.
Just remember to keep your Scan Visor on practically all the time and search
everywhere.

-----------------------
Alimbic Artifacts
�����������������
Area: Celestial Archives
Room: Data Shrine 01 (central room)

Scan: Artifacts are encoded with program data unique to the Stronghold Portal.
 Three Artifacts are necessary to activate the Portal.

-----------------------
Alimbic Crest
�������������
Area: Arcterra
Room: Arcterra Gateway

Scan: Each of these ornate crests celebrates the accomplishments of a major
 Alimbic tribe.

-----------------------
Alimbic Emblem
��������������
Area: Arcterra
Room: Sic Transit

Scan: This emblem commemorates fallen Alimbic heroes.

-----------------------
Alimbic Garden
��������������
Area: Alinos
Room: Alimbic Gardens

Scan: Scan indicates fossilized remians of Alimbic plant life.

-----------------------
Alimbic Insignia
����������������
Area: Arcterra
Room: Ice Hive

Scan: 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
�������������
Area: Celestial Archives
Room: Data Shrine 02 (outer hall)

Scan: The design of this joist suggests highly evolved conceptual architecture.

-----------------------
Alimbic Panel
�������������
Area: Celestial Archives
Room: Meditation Room

Scan: Alpha waves emanate from this architectural structure. It appears 
 designed to calm the senses and to create an environment ideal for meditation.

-----------------------
Alimbic Scripture
�����������������
Area: Alinos
Room: High Ground (open area)

Scan: This language cannot be translated.

-----------------------
Alinos
������
Area: Alinos
Room: Alinos Gateway

Scan: 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
���������������
Area: Arcterra
Room: Ice Hive

Scan: Naturally occuring minerals with phosphorescent properties.

-----------------------
Anthropological Hub
�������������������
Area: Celestial Archives
Room: Data Shrine 03 (central room)

Scan: Access denied. Alimbic anthropological data bank severely damaged.

-----------------------
Arcterra
��������
Area: Arcterra
Room: Arcterra Gateway

Scan: 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
���������������
Area: Celestial Archives
Room: Data Shrine 01 (central room)

Scan: A security device that protects the Artifacts. This device can be 
 unlocked with the proper key.

-----------------------
Attameter Artifact
������������������
Area: Celestial Archives
Room: Data Shrine 03 (central room, be very careful to not grab it before the
 scan)

Scan: The Attameter Artifact contains schematics for atomic mapping, allowing a
 Portal to disassemble the molecular structure of anything within the 
 teleportation matrix.

-----------------------
Backup Processor
����������������
Area: Alinos
Room: Processor Core

Scan: Deconstructed for maintenance. Apparently incomplete.

-----------------------
Binary Subscripture
�������������������
Area: Celestial Archives
Room: Synergy Core (back room)

Scan: 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
������������
Area: Alinos
Room: Combat Hall

Scan: Used for projectile weapons training.

-----------------------
Cartograph Artifact
�������������������
Area: Celestial Archives
Room: Data Shrine 01 (central room)

Scan: The Cartograph Artifact is encoded with the spatial coordinates of a 
 hidden chamber.

-----------------------
Celestial Archives
������������������
Area: Celestial Archives
Room: Celestial Gateway

Scan: This space station, in orbit directly above Alinos, is the primary 
 repository of the combined knowledge of Alimbic scholars, scientists, and 
 historians.

-----------------------
Ceremonial Charms
�����������������
Area: Alinos
Room: Alinos Perch

Scan: Alimbic ornaments designed to enhance harmony.

-----------------------
Clone Engine
������������
Area: Vesper Defense Outpost
Room: Bioweaponry Lab

Scan: Severe deterioration of microcircuitry detected. Systems nonfunctional.

-----------------------
Cooling Fans
������������
Area: Celestial Archives
Room: Fan Room Alpha

Scan: High-speed fans cool the synergy reactor. There are signs of severe
 deterioration.

-----------------------
Cooling Vent
������������
Area: Vesper Defense Outpost
Room: Fuel Stack

Scan: Nitrogen pumps establish and maintain a subzero atmosphere throughout the
 Vesper Defense Outpost.

-----------------------
Cortex Chamber
��������������
Area: Vesper Defense Outpost
Room: Cortex CPU (Battlehammer room)

Scan: Controls the entire neural ensemble by processing input from the thalamic
 coil.

-----------------------
Council Chamber
���������������
Area: Alinos
Room: Council Chamber (lower)

Scan: Assembly hall for Alimbic Elders. Extreme structural damage evident.

-----------------------
Cryogenic Storage
�����������������
Area: Vesper Defense Outpost
Room: Fuel Stack

Scan: Weapon storage containers. Maintained at subzero temperatures for 
 stability and to prevent overheating of fusion-powered weaponry.

-----------------------
Damaged Bridge
��������������
Area: Arcterra
Room: Sic Transit

Scan: Structure has been severely compromised by impact. Decay indicates the
 damage occurred several hundred solar cycles ago.

-----------------------
Delano 7 *ONE-TIME SCAN*
��������
Area: Vesper Defense Outpost
Room: Weapons Complex (upper level)

Scan: Sylux's delta-class strike fighter is believed to be a stolen Federation
 prototype. Due to an unresolved design flaw, the autocannon can be temporarily
 disabled by several direct hits to the ship's hull.

-----------------------
Docking Bay L1
��������������
Area: Celestial Archives
Room: Transfer Lock

Scan: Receiving port for Alimbic heavy-cargo starfreighters.

-----------------------
Docking Bay L2
��������������
Area: Celestial Archives
Room: Transfer Lock

Scan: Receiving port for Alimbic medium-range transports.

-----------------------
Docking Bay L3
��������������
Area: Celestial Archives
Room: Transfer Lock

Scan: Receiving port for Alimbic passenger carriers.

-----------------------
Exposed Rebar
�������������
Area: Alinos
Room: Echo Hall (Gateway side)

Scan: Structural integrity of load-bearing walls has been compromised by
 forcible impact.

-----------------------
Flow Regulator
��������������
Area: Alinos
Room: High Ground (underground tunnels)

Scan: This station controls the flow of lava tributaries.

-----------------------
Frozen Fuel Line
����������������
Area: Vesper Defense Outpost
Room: Weapons Complex

Scan: Pipes show signs of structural failure.

-----------------------
Fuel Rod
��������
Area: Vesper Defense Outpost
Room: Bioweaponry Lab

Scan: Powers nearby bioweaponry chambers.

-----------------------
Gestation Tanks
���������������
Area: Vesper Defense Outpost
Room: Weapons Complex (upper level)

Scan: Reinforced tanks used to grow nanites for Morphing Ammunition and 
 Missiles.

-----------------------
Glyph Pattern
�������������
Area: Alinos
Room: Council Chamber (lower)

Scan: Contains unknown characters. Untranslatable.

-----------------------
Gravity Stabilizer
������������������
Area: Celestial Archives
Room: Tetra Vista

Scan: Scan registers severe damage.

-----------------------
Heating System
��������������
Area: Arcterra
Room: Ice Hive (near the Ice Bridge in the little room with the UA Expansion)

Scan: Thermal tube designed to maintain room temperature. Currently disabled.
 Scan indicates interior is frozen solid.

-----------------------
Ice Bridge
����������
Area: Arcterra
Room: Ice Hive

Scan: A frozen block carved into an overhead catwalk. A structure capable of
 holding considerable weight.

-----------------------
Incubation Tank A
�����������������
Area: Celestial Archives
Room: Incubation Vault 01

Scan: Nanobot incubation tank. Operating at full capacity.

-----------------------
Incubation Tank B
�����������������
Area: Celestial Archives
Room: Incubation Vault 03

Scan: Nanobot incubation tank. Operating at 67% capacity.

-----------------------
Lab Equipment
�������������
Area: Vesper Defense Outpost
Room: Bioweaponry Lab

Scan: Used to grow bioweaponry. Systems inoperative.

-----------------------
Lava Processor 01
�����������������
Area: Alinos
Room: Processor Core

Scan: Utilizes orogenic activity for treatment and processing of igneous 
 material.

-----------------------
Lava Processor 02
�����������������
Area: Alinos
Room: Processor Core

Scan: Operating at minimum capacity.

-----------------------
Lift Controls
�������������
Area: Celestial Archives
Room: Synergy Core

Scan: Control panel for anti-gravity lifts. System offline.

-----------------------
Literary Hub
������������
Area: Celestial Archives
Room: Data Shrine 02 (center)

Scan: Access denied. Alimbic literary data bank severely damaged.

-----------------------
Magma Station
�������������
Area: Alinos
Room: Alinos Gateway (behind mountain Gunship is on)

Scan: Sensors operating at 79%. Lava levels stable.

-----------------------
Magma Vent
����������
Area: Alinos
Room: High Ground (open area)

Scan: Relieves pressure buildup from the unstable planetary core.

-----------------------
Medical Hub
�����������
Area: Celestial Archives
Room: Data Shrine 02 (center)

Scan: Access denied. Alimbic medical data bank severely damaged.

-----------------------
Methane Pipeline
����������������
Area: Vesper Defense Outpost
Room: Fuel Stack

Scan: Liquid methane fuel delivery system.

-----------------------
Mixing Tanks
������������
Area: Vesper Defense Outpost
Room: Bioweaponry Lab

Scan: Used to synthesize poisonous gases. Trace amounts of toxic materials
 detected.

-----------------------
Navigational Chart
������������������
Area: Celestial Archives
Room: Meditation Room

Scan: Holographic directory of the Tetra Galaxy.

-----------------------
Octolith
��������
Area: Any Stronghold Void
Room: Boss Chamber (after boss's death)

Scan: Carbon analysis indicates Octoliths are Alimbic in origin.

-----------------------
Photon Stabilizer
�����������������
Area: Celestial Archives
Room: Transfer Lock

Scan: Bridge secured by beam of tripolarized photons.

-----------------------
Political Hub
�������������
Area: Celestial Archives
Room: Data Shrine 03 (central room)

Scan: Access denied. Alimbic political data bank severely damaged.

-----------------------
Port Helm
���������
Area: Celestial Archives
Room: Helm Room

Scan: "The secret to ultimate power lies in the Alimbic Cluster." Author and
 origin unknown.

-----------------------
Science Hub
�����������
Area: Celestial Archives
Room: Data Shrine 01 (central room)

Scan: Access denied. Alimbic scientific data bank severely damaged.

-----------------------
Shield Generator
����������������
Area: Celestial Archives
Room: Tetra Vista

Scan: Force shield compromised.

-----------------------
Shield Key
����������
Area: Celestial Archives
Room: Data Shrine 01 (central room)

Scan: When retrieved, this dynamic piece of technology will deactivate the 
 Artifact Shield in this area.

-----------------------
Silo Levitator
��������������
Area: Vesper Defense Outpost
Room: Fuel Stack

Scan: Repository for heavy interplanetary warheads. Held in place by a 
 continual updraft from a high-pressure wind tunnel.

-----------------------
Sniper Shield
�������������
Area: Alinos
Room: Combat Hall

Scan: Used for precision projectile training.

-----------------------
Spore Farm
����������
Area: Vesper Defense Outpost
Room: Bioweaponry Lab

Scan: A controlled environment used to grow toxic spores. The spores have
 expired.

-----------------------
Starboard Helm
��������������
Area: Celestial Archives
Room: Helm Room

Scan: "The secret to ultimate power lies in the Alimbic Cluster." Binary 
 irregularities indicate the message was broadcast telepathically.

-----------------------
Stronghold Portal
�����������������
Area: Vesper Defense Outpost
Room: Compression Chamber (this scan is only obtainable when the three 
 Artifacts AREN'T collected)

Scan: Three Artifacts are necessary to restore functionality.

-----------------------
Structural Debris
�����������������
Area: Alinos
Room: Crash Site

Scan: Severe architectural damage. Evidence of unidentifiable interstellar
 matter, a result of an extraterrestrial collision.

-----------------------
Synergy Drive
�������������
Area: Celestial Archives
Room: Helm Room

Scan: This device maintains the orbit and rotation of the space station. 
 Operation appears normal.

-----------------------
Synergy Processor
�����������������
Area: Celestial Archives
Room: Helm Room

Scan: Works in tandem with the synergy drive to make subtle changes in the
 station's orbit and rotation.

-----------------------
Synergy Strut
�������������
Area: Celestial Archives
Room: Meditation Room

Scan: Reinforcement pillar for synergy drive.

-----------------------
Tetra Galaxy
������������
Area: Celestial Archives
Room: Fan Room Beta

Scan: This area was once under Alimbic control. Ruins detected on various
 planets indicate a vast civilization.

-----------------------
Tetra Trade Map
���������������
Area: Celestial Archives
Room: Meditation Room

Scan: Schematic of Alimbic interstellar shipping routes.

-----------------------
Thermal Regulator
�����������������
Area: Alinos
Room: High Ground (Combat Hall entrance tunnel)

Scan: Transduces volcanic heat into usable energy.

-----------------------
VDO
���
Area: Vesper Defense Outpost
Room: VDO Gateway

Scan: Vesper Defense Outpost is situated on the outer edge of Alimbic 
 territory. Serving as a refueling station and munitions dump, subzero 
 temperature is maintained to prevent overheating of fusion-powered weapons
 systems. Structural failure of fuel containers has resulted in a vast 
 radioactive spill into space, leaving toxic and explosive fuel frozen to the
 sides of the structure.

-----------------------
Wall Scroll
�����������
Area: Alinos
Room: Council Chamber (lower)

Scan: This language cannot be translated.

-----------------------
Witherite Shards
����������������
Area: Arcterra
Room: Ice Hive

Scan: Naturally occuring minerals with phosphorescent properties.

___________________________________________
| Equipment                                '-,
 ���������������������������������������������'-.
At the start of the game, this part of the Logbook is already 33% finished.
Apparently it wants to explain some things about Samus's abilities beforehand
considering all she gets for upgrades are expansions and beam weapons.

-----------------------
Arm Cannon
����������
Found: Already have it at start

Description: An essential part of Samus's Power Suit. The Arm Cannon is
 upgradable and adaptable to other weaponry. To fire the weapon, press the fire
 button. Switch weapons by tapping the weapon icons at the top of the touch
 screen.

-----------------------
Battlehammer
������������
Found: Vesper Defense Outpost, first visit

Description: The Battlehammer is powered by a miniature nuclear reactor. This
 heavy-duty repeater is recommended only for those familiar with high-caliber
 weaponry.

-----------------------
Charge Shot
�����������
Found: Already have it at start

Description: By holding down and releasing the fire button, the Arm Cannon is
 able to fire concentrated charge blasts.

-----------------------
Energy Tank
�����������
Found: Collect an Energy Tank to get this entry

Description: Increases the Power Suit's maximum energy storage capacity by 100
 units.

-----------------------
Hunter Gunship
��������������
Found: Unlike other Equipment entries, this one has to be scanned. Scan the
 Gunship.

Description: Hunter-class Gunship registered to Samus Aran. Return to this ship
 to save your progress and to recover your energy.

-----------------------
Imperialist
�����������
Found: Arcterra, 2nd visit

Description: Equipped with a zoom function ideal for precision targeting, the
 Imperialist fires a thin and lethal laser beam with high accuracy over long
 distances.

-----------------------
Judicator
���������
Found: Arcterra, first visit

Description: The Judicator is powered by cold-fusion synthesis. It fires 
 supercooled plasma at temperatures approaching absolute zero.

-----------------------
Jump Boots
����������
Found: Already have it at start

Description: An essential part of Samus's Power Suit. To jump, double-tap the
 touch screen or press the jump button. These boots can also be used to jump
 in midair.

-----------------------
Large Energy
������������
Found: Collect a Large Energy (yellow orb) to get this entry

Description: Replenishes 100 units of energy expended from the Power Suit due
 to battle damage. Energy has also been known to have a rejuvenating effect on
 alien technology and physiology.

-----------------------
Large Missile Pack
������������������
Found: Collect a Large Missile Pack to get this entry

Description: Replenishes Missile reserves by 25 Missiles.

-----------------------
Large UA Pack
�������������
Found: Collect a Large UA Pack to get this entry

Description: Replenishes 25 rounds of Universal Ammo. Morphing UA contains
 munitions nanotechnology engineered for instant adaptation to almost any 
 weapon, altering caliber and composition at the molecular level to match the
 ballistic specifications of the host weapon.

-----------------------
Magmaul
�������
Found: Alinos, 2nd visit

Description: The Magmaul, powered by a hyperstatic hydrogen core, fires 
 cohesive projectiles of superheated magma.

-----------------------
Medium Energy
�������������
Found: Collect a Medium Energy (blue orb) to get this entry

Description: Replenishes 60 units of energy expended from the Power Suit due to
 battle damage. Energy has also been known to have a rejuvenating effect on
 alien technology and physiology.

-----------------------
Missile Expansion
�����������������
Found: Collect a Missile Expansion to get this entry

Description: Increases the capacity of the Arm Cannon's arsenal by 10 Missiles.

-----------------------
Missile Launcher
����������������
Found: Already have it at start

Description: Launches explosive-tipped Missiles that detonate in a percussive
 blast. This standard-issue weapon is extremely effective in dealing with
 biological threats. Hold the fire button to charge the weapon and cause the
 Missile to seek heat signatures. Charging will attract energy and ammo.

-----------------------
Morph Ball
����������
Found: Already have it at start

Description: 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 in the lower corner of the touch screen. Use the +Control Pad or
 A, B, X, and Y buttons to move the Morph Ball. Use the touch screen for more
 precise control, with gentle strokes in the desired direction. Boost by 
 quickly stroking in the desired direction or by pressing the Boost button.

-----------------------
Morph Ball Bomb
���������������
Found: Already have it at start

Description: Small bursts of energy detonate from the Morph Ball shortly after
 being triggered. Ideal for opening secret passages and eliminating small
 creatures. Press the fire button while in Morph Ball mode to place the Bombs.
 Bomb Jumping is possible by triggering Bombs with proper timing.

-----------------------
Omega Cannon
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Found: In Oubliette

Description: This proscribed weapon of mass destruction was called an 
 abomination by the Alimbic Elders because of the harm it could inflict on
 anyone desperate enough to use it.

-----------------------
Power Beam
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Found: Already have it at start

Description: 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 spurts.

-----------------------
Scan Visor
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Found: Already have it at start

Description: 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
 tapping the left and right arrows. Tap the Scan Visor button again to 
 deactivate.

-----------------------
Shock Coil
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Found: Celestial Archives, 2nd visit

Description: The Shock Coil is a prototype Federation weapon that emits a
 concentrated beam of high-density neutrinos within a set radius.

-----------------------
Small Energy
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Found: Collect a Small Energy (pink orb) to get this entry

Description: Replenishes 30 units of energy expended from the Power Suit due to
 battle damage. Energy has also been known to have a rejuvenating effect on
 alien technology and physiology.

-----------------------
Small Missile Pack
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Found: Collect a Small Missile Pack to get this entry

Description: Replenishes Missile reserves by 10 Missiles.

-----------------------
Small UA Pack
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Found: Collect a Small UA Pack to get this entry

Description: Replenishes 10 rounds of Universal Ammo. Morphing UA contains
 munitions nanotechnology engineered for instant adaptation to almost any 
 weapon, altering caliber and composition at the molecular level to match the
 ballistic specifications of the host weapon.

-----------------------
Thermal Positioner
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Found: Already have it at start

Description: 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 signatures. Access the
 Thermal Positioner by pressing Start.

-----------------------
UA Expansion
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Found: Collect a Universal Ammo Expansion to get this entry

Description: Increases the Universal Ammo capacity by 30 units.

-----------------------
Volt Driver
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Found: Celestial Archives, 2nd visit

Description: The Volt Driver draws energy from the planetary electromagnetic
 field and converts it into multi-terawatt bursts of high voltage.

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                 |         L E G A L  N O T I C E S          |
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The words in this FAQ are copyrighted. Do not copy this FAQ and claim it as
your own, or else you'll meet severe penalties. ONLY GameFAQs, Neoseeker, and
Super Cheats are allowed to host/display this FAQ, no exceptions. Nothing 
personal, it just gets confusing to keep track of which FAQ is up-to-date and 
which is not, so I will decline any requests to put my FAQ on your site. Again, 
nothing personal.

My e-mail address is [email protected] . You can email me for questions, 
comments, or even suggestions, just make sure your emails are coherent. I will 
not accept spam or hate mail, as they will get deleted. I will also delete any 
emails that are not coherent. In other words, do not use l33t internet speak or 
chatroom shortened words.

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                 |               C R E D I T S               |
                  �������������������������������������������
I'd like to thank...

Nintendo and especially Gunpei Yokoi - For creating the Metroid series.

Nintendo Software Technologies - For making this game, inspired by Retro 
 Studios

Retro Studios - For making the fantastic Prime trilogy, of which Hunters is a
 spin-off to