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METROID PRIME: HUNTERS
FAQ/Walkthrough
By MrShotgun of GameFAQs
Copyright Andrew Brown May 04th 2006
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[0000] Version Information
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---------------------
FAQ/Walkthrough v0.1
March 22nd, 2006
Walkthrough finished through first visit to Celestial Archives.
---------------------
FAQ/Walkthrough v0.2
March 23rd, 2006
Walkthrough finished through second visit to Alinos.
---------------------
FAQ/Walkthrough v0.3
March 24th, 2006
Walkthrough completed. Added three scans I forgot to point out. Added
a Table of Contents and a Find Code system. Added Subchapters and Find
Code System to the Walkthrough. Added The Logbook and a Special Thanks
chapter.
---------------------
FAQ/Walkthrough v0.4
March 25th, 2006
Fixed the location of the Alimbic Joist object in the first visit to
Celestial Archives. Rearranged walkthrough for first visit to Vesper
Defense Outpost to increase completion speed. Added the Weapon & Item
Locations chapter. Removed the "End Chapter" headlines from the
Walkthrough for being unnecessary. Added a tip submitted by player
Dark Crono for beating Gorea. Added permission to appear on Cheat Code
Central, Neoseeker and 1up.com to legal information. Fixed a problem
with the subchapter find code in the Logbook section. Added more thanks
to Special Thanks.
---------------------
FAQ/Walkthrough v0.5
March 26th - April 1st, 2006
Miscellaneous spelling, grammar and formatting changes to entire guide.
Added the Game Basics, Unlockables, Bugs & Glitches, and Multiplayer
Mode Strategies chapters. Changed the Walkthrough chapter's name to
Adventure Mode Walkthroughs and Weapon & Item Locations to Weapon &
Power Suit Upgrade Locations. Adjusted the Find Code system to match
new chapters. Lumped the Legal, Contact Info and Special Thanks
chapters into one and renamed it Legal Stuff, Contact Info and Special
Thanks. Added a Spoiler-Free Walkthrough subchapter to the Adventure
Mode Walkthroughs. Added the Ice Hive Missile Expansion to the Weapons
& Power Suit Upgrades Locations chapter. Rearranged the Incubation Vault
part of the Walkthrough during the second visit to Celestial Archives for
faster completion. Rearranged the Council Chamber and Alinos Perch part
of the Walkthrough during the second visit to Alinos for faster
completion. Rearranged the Fault Line/Frost Labyrinth/Sanctorus part of
the Walkthrough during the second visit to Arcterra for faster completion.
Added asterisks to the walkthrough to indicate where Hunters or Guardians
may appear.
---------------------
FAQ/Walkthrough v1.0
April 3rd, 2006
Minor format changes done to Adventure Mode Walkthroughs to improve guide
appearance. Added more tips submitted by players. Added links to my
Frost Labyrinth and Echo Hall maps where appropriate. Double-checked
Adventure Walkthrough for accuracy. Added permission for the guide to
appear on additional websites. Guide is now "Completed," though I will
continue to update it as necessary.
---------------------
FAQ/Walkthrough v1.1
April 4th - 12th, 2006
Added a link to the Echo Hall Maze Map to the Power Suit Upgrades chapter.
Added the Star Ranks to the Unlockables chapter. Clarified the function
of the Samus symbol on the Hunter's License subchapter. Added more tips
to Multiplayer Strategies chapter. Fixed scan location for the Stronghold
Portal object in the In-Depth Walkthrough. Added a Frequently Asked
Questions chapter. Added permission to appear on addditional websites
to Legal.
----------------------
FAQ/Walkthrough v1.2
April 27th - May 04th, 2006
Erased a leftover bit of text which should have been erased, but I missed
it. Added a small ASCII logo and removed the legal blurb from the
beginning of the guide. Added a Links subchapter to Chapter 0900.
---------------------
FAQ/Walkthrough v1.3
July 12th, 2006
Added more links to the Links subchapter.
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[0100] Table of Contents
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[0000] Version Information
[0100] Table of Contents
[0200] Game Basics
[0300] Adventure Mode Walkthroughs
[0400] The Logbook
[0500] Weapon & Power Suit Upgrades Locations
[0600] Multiplayer Mode Strategies
[0700] Unlockables, Bugs & Glitches
[0800] Frequently Asked Questions
[0900] Legal Stuff, Links, Contact Info and Special Thanks
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[0200] Game Basics
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Author's Note: The following chapter, for the most part, concerns
only Adventure Mode. For a more in-depth overview of Multiplayer mode,
including Modes, Hunters and Arenas, skip down to the Multiplayer Mode
Strategies Chapter.
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Subchapters
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[0201] Introduction
[0202] Equipment
[0203] Weapons, Items and Upgrades
[0204] Rival Hunters
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[0201] Introduction
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In Metroid Prime: Hunters Adventure Mode, the player takes on the role
of the Galaction Federation Bounty Hunter, Samus Aran, and tasked with
finding the eight separate Octoliths in one of four locations of the
Alimbic Cluster: The Celestial Archives, Alinos, The Vesper Defense
Outpost, and Arcterra. Once all eight Octoliths are located, then
the Alimbic Cannon on Alinos can be used to tear a hole in the fabric
of space-time and access the space prison Oubliette, where the "Ultimate
Power" is held. Along the way, she will be challenged for possession
of the Octoliths and the Ultimate Power by six rival Bounty Hunters,
none of whom pull any punches.
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[0202] Equipment
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Samus is equipped with a Power Suit, a bionic suit of armor created
by an ancient species known as the Chozo. While in her Power Suit,
Samus has a constant uplink to her Hunter-class Gunship, and can
send records to the ship's database using the Power Suit's Scan Visor.
The Power Suit also gives superhuman jumping ability (even the ability
to jump in midair), and is equipped with an Arm Cannon which
automatically adapts to fire any kind of weapon technology and any
type of ammunition. The Power Suit can also roll into a "Morph Ball,"
an Alt Form that can enter small tunnels and has an unlimited supply of
bombs. These bombs can be used to destroy small objects, and can even
allow Samus to use the kinetic energy of the Bombs to propel herself
in a Bomb Jump. With proper timing, she can even use three different
bombs to reach twice the height of a normal Bomb Jump.
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[0203] Weapons and Items
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-----------
Power Beam
Opens: Unsealed Doors
The backbone of Samus' arsenal, the Power Beam can fire a three-shot
burst before it begins to charge up for a more powerful projectile
attack. The Power Beam is an extremely useful weapon early on, when
Universal Ammunition pools are low and enemies are relatively weak. With
practice, it is even an effective weapon at later stages of the game.
Since it does not use ammunition and most enemies aren't very resistant
to it's attacks, the Power Beam is a solid choice for any situation.
-----------------
Missile Launcher
Opens: Brown-sealed Doors
Firing powerful concussive missiles, the Missile Launcher is a very
powerful weapon which should never be ignored. Since Missiles are not
needed nearly as much in Hunters as they have been in previous Metroid
titles, players should not hestitate to empty their supply of Missiles
whenever it seems necessary. Missiles are a great weapon to use in
Hunter Duels especially, and Samus can make the Missiles track heat by
charging them first. Missiles move slowly, and are easily dodged by
quick targets.
-------------
Battlehammer
Opens: Green-sealed Doors, Green Force Fields
The Battlehammer fires a string of explosive rounds. It has no charge
mode, and it fires fast enough that it can quickly drain an entire
Universal Ammunition pool before the player realizes it. As the first
weapon discovered which uses UA, the Battlehammer is a good reminder to
conserve your UA for when you really need it. The Battlehammer fires in
a low arc, requiring players to adjust their aim to hit their intended
target.
----------
Judicator
Opens: Purple-sealed Doors, Purple Force Fields
The Judicator fires a single stream of frozen plasma, or when charged
fires a whole bunch of the streams. The Judicator is especially
effective against enemies based on fire, such as the Fire Spawn or Magma
Voldrums. One of the more commonly used Weapons in the game.
------------
Volt Driver
Opens: Yellow-sealed Doors, Yellow Force Fields
The Volt Driver works similarly to the Power Beam, firing a single shot
before charging up to deliver one powerful burst. Not a weapon you will
find yourself using all that often, but it still has it's uses.
-----------
Shock Coil
Opens: Blue-sealed Doors, Blue Force Fields
The Shock Coil fires a stream of electricty at anything within the
weapon's extremely limited range, continuously dealing small amounts of
damage for as long as the weapon remains activated. A really great
weapon if you practice with it, but it initially seems weak to those who
have not mastered it.
--------
Magmaul
Opens: Orange-sealed Doors, Orange Force Fields
The Magmaul is a powerful weapon which works especially well one
ice-based enemies such as the Frost Spawn and Ice Voldrums. It's
achilles heel is the huge arc it has, requiring considerable adjustment
of aim to actually hit your target. Practice with this one before using
it full time.
-----------
Imperialist
Opens: Red-sealed Doors, Red Force Fields
The Imperialist is a laser rifle, which fires a long thin, stream of
energy with enough force to kill almost anything in one shot (provided
you make contact with the head). The Imperialist is also equipped with
a zoom function, allowing Samus to attack enemies from clear across the
room. A really fantastic weapon if you work on your aim with it.
-------------
Omega Cannon
The last, most powerful weapon Samus finds, the Omega Cannon may well be
the "Ultimate Power" referred to in the hidden message. The Omega Cannon
fires a single, powerful burst which explodes like a nuke, and is only
used against the final boss.
-------
Energy
Energy comes in three varieties and heals three different amounts of
health: 30, 60 and 100. It drops off almost everything and is generally
found in abundance.
--------------
Missile Packs
Gathering Missile Packs increases the amount of Missiles carried in the
Power Suit.
---------------------
Universal Ammo Packs
Gathering Universal Ammo Packs increases the amount of UA carried in the
Power Suit.
------------
Energy Tank
Energy Tanks increase the maximum energy capacity of the Power Suit by
100.
------------------
Missile Expansion
Missile Expansions increase the maximum Missile capacity of the Power
Suit by 10.
-------------
UA Expansion
UA Expansions increase the maximum UA capacity of the Power Suit by 30.
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[0204] Rival Hunters
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-------
Kanden
Weapon: Volt Driver
Alt Form: Stinglarva
Weak Against: Battlehammer
The first Hunter you encounter in the Adventure Mode, Kanden uses the
Volt Driver. His attacks disrupt the Combat Visor, affecting your field
of vision. When he rolls into his Stinglarva Alt Form, he moves very
quickly and is low to the ground, making it hard to hit it from below.
The Stinglarva can drop bombs which home in on enemies.
Kanden is an escaped biological experiment, an attempt to create the
perfect soldier. With the combined DNA of some of the most powerful and
dangerous species in the galaxy bioengineered into his body, Kanden is
an extremely dangerous enemy and is generally considered to be
psychotically homicidal.
------
Spire
Weapon: Magmaul
Alt Form: Dialanche
Weak Against: Judicator
The second hunter you encounter in Adventure Mode, Spire is equipped
with a Magmaul. His attacks can set you on fire when they connect,
causing additional damage over time. When Spire enters his Dialanche
form, he gains the ability to climb walls (ala Spider Ball), though the
CPU AI rarely takes advantage of this ability. The Dialanche can lash
out with two blades at close range, so stay away from his Alt Form to
avoid unnecessary risk.
Spire is the last known Diamont, a race whose body is composed entirely
of a molten ferrous rock. Spire is trying to find the fate of his
people, and believes that discovering how the Alimbics were destroyed
may shed some light on his own people's fate. Spire isn't necessarily
evil, but that doesn't make him Samus' friend either. He will attack
with just as much zeal as any other Hunter.
-------
Weavel
Weapon: Battlehammer
Alt Form: Halfturret
Weak Against: Volt Driver
The third hunter you encounter in Adventure Mode, Weavel is equipped
with a Battlehamer. His shots with the Battlehammer cause a large
explosion, so even when he misses you're not necessarily avoiding
damage. In his Alt Form, Weavel splits in half. His lower legs
become a turret, his upper half a melee robot. The legs are
significantly more dangerous, so destroy them first if he enters
Alt Form.
Weavel was formerly the Space Pirate General in charge of the Zebes
outpost, at least until Samus arrived and shut down the operation.
However, she made the mistake of leaving Weavel alive. His body was
recovered, and his spinal cord and brain were implanted into a new
cybernetic body. He is now the Space Pirate's most deadly and effective
assassin. It's not certain whether he is after the Ultimate Power for
the Space Pirates or for his own purposes.
------
Noxus
Weapon: Judicator
Alt Form: Vhoscythe
Weak Against: Magmaul
The fourth or fifth Hunter you encounter in Adventure Mode, depending
on the order you finish the planets, Noxus wields a Judicator. His
regular shots with the Judicator deal a moderate amount of damage, but
more dangerous is the charged attack which can freeze you solid. In
his Alt Form, Noxus becomes whirling blades which deal large amounts of
damage to anything he strikes with them.
Noxus is a a member of the Vhozon race, an empire whose might rivals
that of the Galactic Federation. Though the two governments share a
wish to enforce justice, both have radically different ideas of how
to enforce that. The Vhozon are merciless to any who break their
incredibly strict laws, and employ an army of Warrior Monks who police
the population. Noxus is seeking the Ultimate Power to keep it out of
the hands of any "undeserving heretics."
------
Trace
Weapon: Imperialist
Alt Form: Triskelion
Weak Against: Shock Coil
The fifth or sixth Hunter you encounter in Adventure Mode, depending
on the order you finish the planets, Trace wields an Imperialist. He
becomes virtually invisible when he stands motionless while holding the
Imperialist, giving him extra time to carefully aim his shots. A
smattering of rapid fire shots or a Homing Missile are usually enough
to snuff out his hiding place, and if that doesn't work then the long
beams of the Imperialist are pretty obvious indicators of his presence
as well. While in his Triskelion form, Trace can become invisible
while standing motionless, letting him ambush Samus in narrow halls
with it's powerful attacks.
Trace is a Kriken, one of the most hated races in the galaxy. They are
an incredibly warlike race, moving from planet to planet like a swarm
of locusts. Trace is a relatively young Kriken warrior, and has set out
on a quest to find a new planet for the Kriken to invade as part of his
rite of passage. He seeks the Ultimate Power to bring glory to himself,
and failing that at least he'll find a few good planets for the Kriken
to destroy.
------
Sylux
Weapon: Shock Coil
Alt Form: Lockjaw
Weak Against: Imperialist
The fifth or sixth Hunter you encounter in Adventure Mode, depending
on the order you finish the planets, Sylux wields a Shock Coil. Sylux
possesses what is probably the most effective and powerful strategy of
any of the Rival Hunters in Adventure Mode, staying as close to Samus
at all times and letting the Shock Coil slowly wear down her Energy.
While in Lockjaw Alt Form, Sylux can drop a series of bombs which are
connected by a line of electricity. Crossing this line causes all the
bombs to explode.
Sylux is a Bounty Hunter who, for reasons unknown, hates the Galactic
Federation, and especially Samus Aran. His presence in the Alimbic
Cluster may not necessarily be directly related to the Ultimate Power,
but it can be certain that if he got his hands on the Ultimate Power
it wouldn't be good for Samus or the Federation.
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[0300] Adventure Mode Walkthroughs
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Subchapters
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[0310] Spoiler-Free Walkthrough
[0320] In-Depth Walkthrough
[0321] Part 01: Celestial Archives
[0322] Part 02: Alinos
[0323] Part 03: Vesper Defense Outpost
[0324] Part 04: Arcterra
[0325] Part 05: Return to Celestial Archives
[0326] Part 06: Return to Alinos
[0327] Part 07: Return to Arcterra
[0328] Part 08: Return to Vesper Defense Outpost
[0329] Part 09: Alinos Again and Oubliette
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[0301] Spoiler-Free Walkthrough
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This is the Walkthrough for people who don't want to be told exactly what
to do and where to go, but is instead a general outline. It does not
reveal the locations of scans, Power Suit upgrades or give strategies for
defeating enemies.
01. Land on the Celestial Archives.
02. Retrieve the Octolith and return to the Hunter Gunship.
03. Land on Alinos.
04. Retrieve the Octolith and return to the Hunter Gunship.
05. Land on the Vesper Defense Outpost.
06. Find the Battlehamer.
07. Retrieve the Octolith and return to the Hunter Gunship.
08. Land on Arcterra.
09. Find the Judicator.
10. Retrieve the Octolith and return to the Hunter Gunship.
11. Return to the Celestial Archives.
12. Find the Volt Driver.
13. Find the Shock Coil.
14. Retrieve the Octolith and return to the Hunter Gunship.
15. Land on Alinos.
16. Find the Magmaul.
17. Retrieve the Octolith and return to the Hunter Gunship.
18. Land on Arcterra.
19. Find the Imperialist.
20. Retrieve the Octolith and return to the Hunter Gunship.
21. Land on the Vesper Defense Outpost.
22. Retrieve the Octolith and return to the Hunter Gunship.
23. Reclaim stolen Octoliths from rival Hunters, if any.
24. Land on Alinos.
25. Use the eight Octoliths to activate the Alimbic Cannon.
26. Return to the Hunter Gunship.
27. Land on the Oubliette.
28. Defeat Gorea.
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[0320] In-Depth Walkthrough
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This is the complete guide to Metroid Prime: Hunters. It covers the entire
game, beginning to end, room for room, in high detail. All Scans are
pointed out and strategies are given for fighting the major enemies or
maneuvering through the obstacle courses. If you're looking for a 100%
completion rating, then this is the Walkthrough you're looking for.
Author's Note: Most of the large areas in the game have a small hallway
between them. These hallways serve as "loading buffers" and have no
real use. This guide typically ignores their very existence. Just pass
through them even when the guide doesn't mention them at all.
A Note on Organization: Each part of the walkthrough is divided into
areas for ease of use. To recognize when one area ends and another
begins, look for the line of hyphens (-). At the beginning of each
area's section, if there are new scans or items covered in that part
of the guide, then it is pointed out. To locate a specific area in
the game, use the in-game map on the pause menu.
A Note on Checkpoints: If you die and return to an earlier checkpoint,
you will have to repeat all Scans and Item Pickups after that checkpoint.
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[0321] Part 1: Celestial Archives
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--------------------
The Alimbic Cluster
When the game begins, a brief introductory sequence plays. Sit through
it if you like (very little of the game will make sense if you don't).
After the intro, a map of the Alimbic Cluster will appear on the Touch
Screen. The two sliders on the bottom and left of the Touch Screen
adjusts Samus' destination. By default, they rest on the Celestial
Archives. Press the large, red Land Ship button to enter the Celestial
Archives.
-----------------
Celestial Gateway
New Scans: Hunter Gunship (equipment), Celestial Archives (object),
Alimbic Prophecy 01 (lore)
Jump off your Hunter Gunship and take a look around. There are two
portals on the left and right of the door (we'll activate them later),
a computer console in front of the Gunship and a green barrier beneath
the landing platform. We won't be able to open this barrier for a
little while, but keep it in mind. Switch to the Scan Visor and scan
the Hunter Gunship for it's equipment scan, and the Computer Console in
front of it for the Celestial Archives object scan. Move towards the
door, and scan the Alimbic Prophecy 01 lore which hangs just above the
door (most Lore scans are in the form of Datashades, which are invisible
unless you have the Scan Visor on). Blast open the door and follow the
long, bending hall to the Helm Room.
---------
Helm Room
New Scans: Synergy Processor (object), Synergy Drive (object),
Port Helm (object), Starboard Helm (object),
Psycho Bit v1.0 (bioform)
Switch back to the Scan Visor and step towards the large platform in
front of you. Scan it's left side for the Synergy Processor object.
To the left of the Synergy Processor is the Synergy Drive object, behind
the blue force field. Scan it as well. A catwalk near the center of the
room climbs up. Go up it, and follow the catwalk to the left first.
Scan the console for the Port Helm object scan, then to the opposite side
of the catwalk for the Starboard Helm object scan.
Scan the button next to the door against the far wall to unlock it.
Shoot it open and go inside. As soon as the door closes, both doors in
the room will be locked and several Psycho Bits v1.0s will appear. Scan
one of them for their bioform scan, then kill them all to unlock the
doors. Open the door at the top of the ramp and follow the hall to the
Meditation Room.
----------------
Meditation Room
New Scans: Alimbic Panel (object), Navigational Chart (object),
Petrasyl (bioform), Synergy Strut (object),
Tetra Trade Map (object)
Use the Charge Beam to destroy the crates and gather their contents.
Follow the hall down and to the right. Scan the left wall for the
Alimbic Panel object, then enter the doorway to the right. Scan then
kill the Petrasyl, who will drop a Small Missile Pack. Scan any of three
force fields for a Synergy Strut object, then the blue panel near the
ramp for the Tetra Trade Map object. Blast the Brown Door with a missile
to unlock it, then leave the room.
---------------
Data Shrine 01
New Scans: Science Hub (object), Alimbic Artifacts (object),
Artifact Shield (object), Shield Key (object),
Cartograph Artifact (object), Lesser Ithrak (bioform)
New Items: Cartograph Artifact, Energy Tank
The hallway goes to the left and right here. The right dead ends almost
immediately, so go to the left. Notice the small crawlspace beneath the
floor; we'll get to that in a moment. Keep following the hallway left,
and kill the Psycho Bits v1.0s that get in the way. Near the end of the
hall, your Gunship will send a message that another ship has landed in
the Celestial Archives. Go through the silver door to the right.
When you enter the room, both doors will immediately lock. Quickly
scan the small, low wall before you; this is the Science Hub object. In
front of the Science Hub is a computer which holds the Alimbic Artifacts
object scan. Jump up to the center platform and scan the large, blue
diamond for the Artifact Shield object scan. Once you do, several Psycho
Bit v1.0s will appear. There are several waves of them; just keep
killing them until they quit spawning.
A Shield Key will appear next to the Artifact Shield once all the Psycho
Bits are dead. Scan it, then take the key. The Artifact Shield will
disappear, revealing a Cartograph Artifact. Scan then take it. With
the Artifact in hand, the doors will unlock. Leave through the door
with the two crystals standing beside it (as a general rule, doors with
crystals go forward, while those without go back).
As soon as you enter the hall, four Psycho Bit v1.0s will attack. Kill
them, then jump down into the trench. Stop, and turn around. There is
a small path which goes under the floor. Roll into Alt Form and head
down the tunnel to find a Small Missile Pack. Roll back out and follow
the tunnel's curve. On the other end of the trench is another small
tunnel. In Alt Form, go to the end of the tunnel to find an Energy Tank.
Return to the trench and jump up to the platform. Keep following the
tunnel's curve left. Near the end of the hall there is a locked door.
Try to go near it, and a Lesser Ithrak will jump down. Scan then kill
it. The door will unlock. Head through it to Fan Room Alpha.
--------------
Fan Room Alpha
New Scans: Cooling Fans (object)
Scan the base of the pillar in front of you for the Cooling Fans object.
Then, jump up to the top of the pillar using the platforms that surround
it. At the top, head through the door to Data Shrine 02.
--------------
Data Shrine 02
New Scans: Kanden (bioform), Alimbic Joist (object)
New Items: Missile Expansion
This area is structurally similar to Data Shrine 01, but the configuration
of doors and Alt Form tunnels is a little different. You won't
even be able to access most of Data Shrine 02 until we return here later
on. As before, the hall stretches left and right. The left dead ends
on an as-yet-unopenable door, so head to the right. You'll see a
Missile Expansion under the floor after a short ways; we'll get this in
a moment.
Keep following the hall. Near the end of the trench, you'll get a
glimpse of a green humanoid figure. This is Kanden, the first and
easiest of your rival hunters. He'll run if you get too close; try
to scan him before he sees you. If you don't, no worries - you'll be
able to scan him again in a moment. Run towards him, and he'll roll
into his Alt Form and run down the tunnel. Roll into your own Alt
Form and follow him.
On the other side of the tunnel, change out of Alt Form and kill the
Psycho Bit v1.0. Keep following the trench, and halfway across scan
the angled beam on the ceiling above for the Alimbic Joist object.
Kill another Psycho Bit, then continue on. At the far end of the
trench is another tunnel. Go Alt Form and roll to it's end to get
that Missile Expansion we saw earlier. Return to the trench. Jump onto
the path above Kanden's Tunnel and kill the Psycho Bit v1.0s that
guard the door. Leave through the door to Fan Room Beta.
--------------
Fan Room Beta
New Scans: Tetra Galaxy (object)
Scan the center window on the far wall for the Tetra Galaxy object, then
jump to the top of the pillar. Kill the Petrasyls that get in your way.
Head through the door at the top to Data Shrine 03.
---------------
Data Shrine 03
New Scans: Stinglarva (bioform), Political Hub (object),
Anthropological Hub (object), Attameter Artifact (object),
Alimbic Turret v1.0 (bioform)
New Items: Attameter Artifact
Blast open the crates to your right and gather up their contents.
Follow the hallway to the left. The hall deadends at a silver door. Go
inside, where Kanden will attack you.
~o~o~o~o~o~o~o~o~o~o~o~o~o~
Begin Hunter Duel: Kanden
~o~o~o~o~o~o~o~o~o~o~o~o~o~
Kanden begins the fight in his Stinglarva Alt Form, so scan him quick.
All rival Hunters must have their Humanoid and Alt Forms scanned
individually. Blast the Stinglarva a few times with the Power Beam,
and he'll change back into his Humanoid form. Scan him now if you
missed him before. Keep pelting Kanden with rapid or charged shots, and
absolutely never stand still. Hide behind objects, strafe around him,
jump around like an idiot - anything to keep him from hitting you. Not
that he hits hard, it's just good practice for later when not being hit
actually will matter. Try to make all shots connect with his head,
especially Charge Shots. Kanden is really easy and should be no trouble
to even the most novice player.
~o~o~o~o~o~o~o~o~o~o~o~o~
End Hunter Duel: Kanden
~o~o~o~o~o~o~o~o~o~o~o~o~
When Kanden is defeated, he will leave behind a Shield Key. Pick it
up, and one of the doors on the upper catwalk will unlock. Blow the
door open, then roll inside with the Alt Form to find the Attameter
Artifact. Go back out to the main room and scan the Anthropological
and Political Hubs on the left and right sides of the room. Leave
through the other door (the one you didn't come through).
Out in the hall, turn right and scan the Alimbic Turret v1.0
directly in front of you before you blow it up. He's got a friend
behind him; blow it up too. With both Turrets dead, the door on the
left wall will unlock. Go in to the Synergy Core.
-------------
Synergy Core
New Scans: Binary Subscripture (object), Lift Controls (object)
New Items: Binary Subscripture
Scan the yellow button on the floor to your left. This will activate
a portal, but don't go through it yet. Begin jumping up the platforms.
Part of the way up, on the wall above the door you came through, is the
Lift Controls object scan. Take note of the yellow force field, but
you won't be able to do anything with it right now. Climb to the top
of the shaft and enter the door at the top.
In this room is an Artifact Shield which holds the Binary Subscripture,
the last Artifact you need for this visit to Celestial Archives.
Surrounding the shield are four switches. Scan then shoot each of these
switches, and the Shield Key will appear. Pick it up, then scan and
grab the Binary Subscripture. The door to the next room will unlock,
leading to the Stronghold Portal. But before we go there, return
to the portal we passed earlier. It will take you to the
Celestial Gateway.
------------------
Celestial Gateway
Jump into the Gunship (stand in front of it, jump on top of it and
stand near it's center) to save and heal, then return to the Synergy
Core through the portal
-------------
Synergy Core
Jump back to the top of the shaft and go through the door on the other
side of the deactivated Artifact Shield. If you have all three
Artifacts (which you should, since the game doesn't let you progress
without them in this first level) then the machine in this room will
activate and open a portal. Step inside.
----------------
Stronghold Void
New Scans: Stronghold Door (object), Stronghold Void (lore),
Cretaphid v1 (bioform), Biodefense Chamber A (lore),
Octolith (object)
New Items: Octolith
First thing in Stronghold Void, switch to the Scan Visor and get the
Stronghold Void lore scan. It's right in front of you as you arrive.
Head straight forward, up the stairs, and scan the door before opening
it for the Stronghold Door object. Shoot then stand right next to the
second door to open it.
~o~o~o~o~o~o~o~o~o~o~o~o~
Begin Boss: Cretaphid v1
~o~o~o~o~o~o~o~o~o~o~o~o~
First, scan the pillar to get the Cretaphid v1 scan. Then, get the
Biodefense Chamber A scan to the right of the door (this is one of the
easier scans in the game to miss). Cretaphid v1 will shoot lasers at
you from his red eyes; they don't deal much damage, so no sweat if you
get hit a few times. Circle the pillar in a clockwise or counter-
clockwise pattern, shooting the blue eyes with rapid and charge Power
Beam shots. Once all of the eyes are destroyed, then the Cretaphid's
"brain" will appear at the top of the pillar. Shoot it with rapid
and charge shots until the pillar flashes or the brain descends,
whichever happens first. Repeat the process until Cretaphid v1 dies.
~o~o~o~o~o~o~o~o~o~o~o~
End Boss: Cretaphid v1
~o~o~o~o~o~o~o~o~o~o~o~
Pick up the health that Cretaphid v1 leaves behind, then scan and grab
the Octolith. Return to the portal. On the way back, your Gunship
sends a message: eight minutes to security lockdown. Jump into the
Stronghold Portal to return to the Synergy Core.
-------------
Synergy Core
Try to use the Alt Form as much as possible on your way out - it
moves much faster then the Humanoid Form. However, several of the doors
on the way back are locked. Kill all of the Alimbic Turret v1.0s,
Psycho Bit v1.0s and Lesser Ithraks you come across along the way to
ensure the door ahead is unlocked.
Kill the waves of Psycho Bits v1.0 in the Binary Subscripture room, then
head through the door and jump down. The portal to Celestial Gateway is
deactivated, so don't get any clever ideas. Return to Data Shrine 03.
--------------
Data Shrine 03
Run to the right and blast through the silver door. Hug the right wall
and leave through the other door. Back out in the hall, run to the left
and kill the Psycho Bit v1.0s to unlock the door. Go through to Fan Room
Beta.
-------------
Fan Room Beta
Drop down to the bottom of the shaft and go through the door to Data
Shrine 02. Ignore the Petrasyls; the door isn't locked.
--------------
Data Shrine 02
Run to the right into the trench, and roll through the tunnel back in the
direction you just came from (the same tunnel you chased Kanden through
earlier). Kill the Lesser Ithrak on the other side of the tunnel, then
follow the tunnel's curve. A pair of Alimbic Turret v1.0s and another
Lesser Ithrak guard the door. Kill them to unlock it, and go through to
Fan Room Alpha.
--------------
Fan Room Alpha
Drop to the bottom of the shaft and go through to Data Shrine 01.
--------------
Data Shrine 01
When you step through the door, a Lesser Ithrak will ambush you from the
right. Kill it, then follow the hallway left. Kill the Psycho Bit v1.0s,
then shoot through the silver door. Kill the group of Psycho Bits to
unlock the door on the other end of the hall. Go through it and to the
left, into the door to the Meditation Room. Kill the trio of Psycho
Bits on the way.
---------------
Meditation Room
Run up the ramps in the Meditation Room. Kill any Petrasyls that get
in your way, but ignore the rest. At the top of the room, go through
the door into the Helm Room.
----------
Helm Room
New Scans: Guardian (bioform)
Move down the ramp and into the main Helm Room, where you will be
immediately attacked by three Guardians. If you're pressed for time,
don't bother scanning them. You'll get plenty of opportunity later.
Fighting Guardians is a lot like fighting rival Hunters, only they
are not as powerful and don't have Alt Forms. Fight them just as you
fought Kanden: Circle around, hitting them with rapid shots and trying
to hit their heads with Charged Shots. Once all three Guardians are
dead, head through the door back to Celestial Gateway.
------------------
Celestial Gateway
Jump into your Gunship, save your game and select "Launch Ship" on the
touch screen to leave the Celestial Archives.
-------------------
The Alimbic Cluster
The map of the Alimbic Cluster will reappear on the touch screen,
and a new planet will appear. Set a course for Alinos by
moving the navigational sliders so they line up with Alinos, then
press the "Land Ship" button.
o~o~o~o~o~o~o~o~o~o~o~
[0322] Part 2: Alinos
o~o~o~o~o~o~o~o~o~o~o~
---------------
Alinos Gateway
New Scans: Alinos (object), Magma Station (object),
Alimbic Prophecy 02 (lore), Alimbic Datashade 01 (lore),
Alimbic Datashade 02 (lore)
New Items: Missile Expansion
Jump down from the Gunship and scan the console for the Alinos object.
Run down the stairs, and move around to the rear end of the pyramid
structure. There is a small machine back here which can be scanned
for the Magma Station object. Head back to the front of the pyramid
and jump along the rocks over the lava, but be quick - they sink. Get
the Alimbic Prophecy 02 lore scan from above the door, then head to
the right for Alimbic Datashade 01 & 02 lore scans. Return to the door,
but don't go through yet. Head to the left, where you can just see a
Missile Expansion in an alcove above you. Jump onto the rubble, then
roll into the alcove. Use bomb jumps to reach the Missile Expansion.
Drop back down and head through the door.
----------
Echo Hall
New Scans: Exposed Rebar (object), Zoomer (bioform), History 01 (lore),
War Wasp (bioform)
New Items: Energy Tank, Cartograph Artifact
Run down the hall a ways, and stop to scan and then kill some Zoomers.
The plants on the floor can also be destroyed, and some of them hold
items. Remember that for emergencies later on. There is a large,
square sandy area at the end of the hall. Scan the left side of the
room for the History 01 lore, and the right side for the Exposed Rebar
object. Roll into Alt Form and enter the tunnel.
Echo Hall Maze Map by MrShotgun:
db.gamefaqs.com/portable/ds/file/metroid_prime_echo_hall.gif
This is a wee bit of a maze here, but it isn't large or difficult.
Nevertheless, I'll give directions. Follow the maze's path until you
hit a crossroads. Go right, then left, then right again at the next
split, then straight. You will be in a small alcove filled with Zoomers.
Slaughter the lot of them to reveal a Shield Key. Pick it up, and roll
back into Alt Form and return to the maze (use the same entrance you
came in through to exit). Go straight, left at the next fork, straight,
and around the corner to the door you just unlocked. Bomb it open.
Ignore the right path, and keep going forward. Down this branch and
to the right is an Energy Tank. Return to the tunnel you just passed
and roll into it. At the end of the path is an elevated tunnel; bomb
jump into it. At the top is a small room with the Cartograph Artifact.
Grab it, then head through the door with the two blue crystals. Scan
and kill the War Wasps on the other side of the tunnel, then go through
the door to High Ground.
------------
High Ground
New Scans: Flow Regulator (object), Interment Chamber (lore), Magma
Vent (object), Science Sarcoghagus (lore), Battle
Sarcoghagus (lore), Alimbic Scripture (object), Blastcap (bioform),
Spire (bioform)
New Items: Missile Expansion
There's a whole swarm of Zoomers in this room. Kill them all to unlock
the door. Scan the orange strip on the left wall before you go through
the door to get the Flow Regulator object scan. Go left around the
corner and kill more Zoomers to unlock another door. Through the door,
take two more lefts. On the way, you'll see an opening covered by a
purple force field. You won't be able to open this until later, but
turn on your Scan Visor and scan the hole in the wall for the Interment
Chamber lore. Another left, and scan the cracked floor for the
Magma Vent object, then jump up through the hole in the ceiling.
Spire, another rival Hunter, will attack. You don't really fight him
yet (he runs away after he takes a few hits), but now is a good chance
to scan him. After you've sent Spire packing, return to the center of
the room. Scan both of the large square blocks in the courtyard to get
the Battle and Science Sarcoghi lore scans. Scan one of the inscribed
walls for the Alimbic Scripture object. Face the Battle Sarcoghagus,
then turn around and run up the ramp. Hang a right at the top and grab
the Missile Expansion.
Climb back up the Battle Sarcoghagus ramp, then run to the left along
the wall. Scan the Blastcap, then jump over it and into the silver door
to the next room.
---------------------
Elder Passage (lower)
New Scans: Voldrum (bioform), Dialanche (bioform)
New Items: Attameter Artifact
Head forward. There's an Artifact Shield to your left, but there isn't
much we can do with it without a Shield Key. Head to the right, where a
force field will activate and trap you in the room. A blue plate on the
wall will activate, steadily spitting out a stream of Voldrums. Destroy
the Voldrum Generator first, then scan and kill the Voldrum itself.
Another generator will activate behind you. Same deal.
Once both Voldrum Generators are destroyed, then the force field above
will disappear and Spire will reappear. He'll take a few shots at you
through the hole; you should do the same. If you couldn't scan him back
in High Ground, then do it now. After a while, Spire will jump down
into the pit and use his Dialanche Alt Form. Scan it, then blast away.
After a few shots, Spire will run away. Again. But don't think too low
of the guy. He's the last of his race, after all. Scan the orange
switch on the wall to make the Shield Key appear. Take it, and claim
the Attameter Artifact as your reward. Return to High Ground through
the silver door.
------------
High Ground
New Item: Binary Subscripture
~o~o~o~o~o~o~o~o~o~o~o~o~
Begin Hunter Duel: Spire
~o~o~o~o~o~o~o~o~o~o~o~o~
Time for a real, honest-to-goodness brawl with Spire. Just blast away
at him, using High Ground's considerable architecture for cover. When
he rolls into Dialanche, then jump up onto one of the Sarcoghagi where
the Dialanche has a much harder time reaching. Spire should fall as
easily as Kanden did.
~o~o~o~o~o~o~o~o~o~o~o~o
End Hunter Duel: Spire
~o~o~o~o~o~o~o~o~o~o~o~o
When Spire is defeated, he will drop a Shield Key. Take it, and grab
the last Artifact in the corner of the High Ground. After you pick up
the Binary Subscripture, then the floating platforms above High Ground
will rearrange themselves. Jump across them to the previously
unreachable silver door, and enter it to the Elder Passage (upper).
More Generators will also activate, these producing Psycho Bit v1.0s.
They can be safely ignored.
---------------------
Elder Passage (upper)
Scan the yellow switch in front of you and enter the portal to return
to Alinos Gateway.
---------------
Alinos Gateway
Save and heal at the Gunship, then return to the Elder Passage.
---------------------
Elder Passage (upper)
Enter the Stronghold Portal
----------------
Stronghold Void
New Scans: Slench 1A (bioform), Slench 1B (bioform),
Energy Blaster (bioform), Biodefense Chamber B (lore)
New Items: Octolith
Head through the pair of doors to the next boss fight.
~o~o~o~o~o~o~o~o~o~o~
Begin Boss: Slench 1
~o~o~o~o~o~o~o~o~o~o~
Quickly scan the lore on the right side of the door for the Biodefense
Chamber B lore scan, then scan the Slench itself plus one of the three
round discs that surround it for the Slench 1A and Energy Blaster
bioform scans.
The Slench is a bit more difficult to fight then the Cretaphid, but
luckily is a bit easier to explain. For the first part of the fight,
strafe back and forth to dodge the Slench's attacks, and shoot at the
Slench's tentacles with the Power Beam. Once all three tentacles are
destroyed (be fast - they regenerate), the Slench will detach itself
from the wall.
Once the Slench is removed from the wall, scan it again for the Slench
1B bioform scan. Now, begin circling the eye and shooting Power Beam
shots directly into it's pupil. After a preset amount of time or the
Slench loses one-third of it's health (whichever happens first), then
it will return to the wall and the process begins again. The lower the
Slench's HPs, the faster it will move. This is particularly annoying
in the Slench 1B portions of the fight, since the Slench's pupil is
a fairly small target. Keep it up and he'll die rather easily.
Player Tip: In the fight with Slench 1, when he switches to his B form,
I found it helpful to run forward right underneath the eye. Not only did
that make the pupil a bigger and easier target to hit, but it was much
easier to dodge his projectiles there--minimal right and left movements
dodged almost all of them, and then all I had to do was strafe. It was
easy to take off a third of his health very quickly every time using this
trick, because you could land a number of successive hits just from
dodging. I usually just followed his right to left movements to dodge -
that way, his projectiles would almost always land to my side. I only
got hit a couple of times, when it was time to change directions.
Don't know how much help that will be, and it's not as useful against his
later forms (you don't want to get that close when he could crush you),
but I thought I'd send it in, because I haven't seen anyone else come up
with a strategy like that.
You can also destroy his tentacles in every fight with missiles. Two
missiles kill off a tentacle, and since his green blobs often drop
missiles, it seems like the best way to go. (Scott M.)
~o~o~o~o~o~o~o~o~o~o
End Boss: Slench 1
~o~o~o~o~o~o~o~o~o~o
Grab the Octolith, then run out. You've got four and one-half minutes
to return to the Gunship - and a Hunter is waiting in ambush.
----------------------
Elder Passage (upper)
Drop down the pit to Lower Elder Passage and run out the silver door
to High Ground.
------------
High Ground
Jump into the pit in the middle of the area, landing in the tunnels
beneath High Ground. There are four tunnels; three are blocked by
force fields, one is not. Run down this tunnel and follow it to the
end. Blast the door and enter Echo Hall.
----------
Echo Hall
New Scans: Weavel (bioform), Halfturret (bioform)
Ignore the War Wasps and roll into the tunnel. When you come out on
the other side, Weavel will attack.
~o~o~o~o~o~o~o~o~o~o~o~o~o~
Begin Hunter Duel: Weavel
~o~o~o~o~o~o~o~o~o~o~o~o~o~
Weavel is a different kind of Hunter from Kanden or Spire. His chief
ability is to split in half, his legs becoming a gun turret and his
upper body a melee automaton. Blast away at Weavel (don't forget to
scan!) until he switches to his Halfturret Alt Form. Scan then destroy
the Halfturret by circling it and using rapid shots. The Halfturret
fires fast, but isn't very accurate against moving targets. Weavel's
upper half probably ran down the tunnel opposite the one you came
from. Chase him. If you appear in the maze, you used the wrong tunnel.
On the other side of the exit tunnel, roll to the right to drop through a
gap in the wreckage. Weavel should be waiting for you. Finish him
off.
If this is your first run through the game, then Weavel will now be
available in Multiplayer Matches (Kanden and Spire are available from
the start).
~o~o~o~o~o~o~o~o~o~o~o~o~
End Hunter Duel: Weavel
~o~o~o~o~o~o~o~o~o~o~o~o~
Run down the hall to Alinos Gateway.
--------------
Alinos Gateway
Jump back into the Gunship, save and press the Launch Ship button.
-------------------
The Alimbic Cluster
Back on the Alimbic Cluster map, two new areas will appear: Vesper
Defense Outpost (VDO) and Arcterra. You can do either one first, but
I recommend VDO be finished first. Not only is it much easier, it's
also much shorter. If you choose to do Arcterra first, then skip down
to Part 4. Return here to Part 3 when it's time to do VDO; you won't be
able to do Part 5 without finishing at least the first part of VDO.
~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~
[0323] Part 3: Vesper Defense Outpost
~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~
------------
VDO Gateway
New Scans: VDO (object), Alimbic Prophecy 03 (lore)
Jump down from the Gunship and scan the computer for the VDO object scan.
Walk down the sloping bridge to the left, then go right behind the wall
to the door. Scan above the door for Alimbic Prophecy 03 lore before
going through it to the Bioweaponry Lab.
---------------
Bioweaponry Lab
New Scans: Spore Farm (object), Mixing Tanks (object),
Lab Equipment (object), Clone Engine (object), Fuel Rod (object)
Kill the floating ring of Petrasyls so you can safely traverse the room.
Scan the glass windows on the left and right sides of the room for the
Spore Farm, Mixing Tanks, Clone Engine and Lab Equipment object scans.
Scan the device in the middle of the room for the Fuel Rod object.
Head through the opposite door from where you entered into the next
room.
-----------------------
Weapons Complex (lower)
New Scans: Frozen Fuel Line (object), Alimbic Turret v1.4 (bioform)
Hang a left and follow the corridor. Scan the floor to find the
Frozen Fuel Line object. At the end of the corridor, scan and destroy
the Alimbic Turret v1.4. On your left is a small door with blue
crystals. Go through it to the Cortex CPU.
-----------
Cortex CPU
New Scans: Cortex Chamber (object)
New Items: Missile Expansion, Battlehammer
Roll to the left and use a Bomb Jump to get up onto the elevator. Ride
it up one level, then roll to the right. Come to a rest underneath the
Missile Expansion. Use a Triple Bomb Jump to get up to the Missile
Expansion.
Player Tip: Alternatively, you can bomb jump up to the platform near
the Missile Expansion, then use another bomb jump up and to the right to
reach the Missile Expansion. (Atrimis)
Roll back to the left, over the elevator and to the far left of the
second level. At the end is a Jump Pad. Time it so you roll onto the
Jump Pad while the green damage fields are turned off. A series of Jump
Pads will propel you into a tunnel if you time it correctly. If you time
it poorly and you pass through the damage field, you'll still be bounced
to the top of the shaft but you'll take some damage as well. Once in the
tunnel at the top of the Jump Pad Shaft, roll to it's end.
On the other side, change back to Humanoid Form. Scan the tank in front
of you for the Cortex Chamber scan, then scan the four switches in each
corner of the room. The Battlehammer will rise from the floor. Use it
to blast through the green force field that blocks the door (aim for the
little triangle that floats around the force field) and return to the
Cortex CPU Morph Ball Maze.
Drop to the bottom of the Jump Pad shaft. You will probably land on a
Quadtroid enemy; you'll be able to scan one later, but for now just
kill it with bombs. Ride the elevator back up to where the Missile
Expansion was. There is a tunnel above and to the left that is flanked
by two blue pillars. Bomb jump up to it and roll through it.
---------------------------
Compression Chamber (upper)
New Scans: History 05 (lore), History 06 (lore), History 07 (lore),
Alimbic War 10 (lore), Stronghold Portal (object)
Get the History 07 scan to the right of the door, then scan the
Stronghold Portal object (you can only get this object if you scan
it before activating the portal, so unless you purposefully skip an
Artifact in one of the two previous levels then this is your first
chance to get it. Use the Battlehammer to blast through the green
force fields. Use the Power Beam to clear the room of enemies and
generators (try to conserve Universal Ammo as much as possible this
early in the game - you don't have much). Get the History 06 lore scan
in the middle of the room, and the Alimbic War 10 lore from the alcove
near the ceiling. Between the two doorways into this room is a force
field switch. Scan it, then turn around. There is another switch in
the alcove at the far end of the room. You'll have to jump to reach
it, and it may take several attempts to scan the whole thing. Grab
the History 05 Lore from the right rear corner of the room, then return
to the Cortex CPU.
Reader Note: If you do not scan the switch on your first visit to VDO,
then you will not be able to lower the force field to the UA Expansion.
A bug in the game prevents the force field from lowering if you do not
lower it in your first visit. - matt steven
-----------
Cortex CPU
Return to where you encountered the Quadtroid (beneath the Jump Pad
Shaft) and roll into the tunnel against the left wall.
---------------------------
Compression Chamber (lower)
New Scans: Psycho Bit v4.0 (bioform), Oubliette 08 (lore),
History 08 (lore)
New Items: UA Expansion, Binary Subscripture
Scan then destroy the Psycho Bit v4.0s and their generators. If you
scanned both switches in the Upper Compression Chamber, then the force
fields down here should be deactivated. Roll under the pillar first
for a UA Expansion, then through one of the small openings into the next
room. Kill the Lesser Ithrak, and a Shield Key will appear. Grab it,
then scan for the Oubliette 08 lore behind the barrier. There is also
a Jump Pad back here, hidden in a small Alt Form tunnel. Use it to launch
back up to the Upper Compression Chamber.
Scan the History 08 lore in the middle of the room, then grab the
Binary Subscripture artifact. A Guardian will appear in the room below
you. This Guardian is much tougher then the trio you fought in the
Celestial Archives. And he got a hold of Kanden's Volt Driver. Drop
down through the hole in the floor and kill the Guardian to disable the
remaining force fields in the room. Return to the Cortex CPU.
-----------
Cortex CPU
Return to the Weapons Complex.
-----------------------
Weapons Complex (lower)
New Scans: History 03 (lore), History 04 (lore),
Octolith Safeguard (lore), Crash Pillar (bioform),
Alimbic Prophecy 07 (lore)
New Item: Attameter Artifact
Go to the room we passed earlier, directly in front of the door to
the Cortex CPU. There's an Artifact Shield here. Kill the Psycho
Bit v1.0s and their Generators, and the Force Field in the floor will
deactivate. Get the History 03, History 04 and Octolith Safeguard lore
scans in the corners of the room, then drop down and kill the Lesser
Ithraks who fall from the ceiling (you can shoot them before dropping
down if you like). A Shield Key will appear upon their demise. Pick
it up and ride the elevator back up. Take the Attameter Artifact.
Blast through the green force field with the Battlehammer. Scan the
object in the next room; this is a Crash Pillar. Step near it, and it
will jump in the air. Shoot the red eye on it's underside before it
lands. Repeat until it dies. Scan the Alimbic Prophecy 07 lore above
the door, then ride the elevator up (we won't be able to open that door
for a while). At the top, activate the portal and take it to VDO
Gateway.
------------
VDO Gateway
Save and heal at your Gunship. Use the Jump Pads to return to the portal
and go back to the Upper Weapons Complex.
------------------------
Weapons Complex (upper)
New Scans: Sylux (bioform), Lockjaw (bioform), Gestation Tanks (object),
Delano 7 (object)
New Items: Cartograph Artifact
From the portal, hang a left into the corridor. Follow the tunnel (there
is only one linear path). After a few turns, you will encounter Sylux.
~o~o~o~o~o~o~o~o~o~o~o~o~
Begin Hunter Duel: Sylux
~o~o~o~o~o~o~o~o~o~o~o~o~
Sylux is arguably the hardest Hunter in the Adventure mode, but he
still isn't all that hard. He spends most of the fight slowly wearing
away your energy with his Shock Coil while he jumps and strafes all
over the place. Use rapid Power Beam shots, and rockets if you're
accurate (don't bother with the Battlehammer, you'll just waste UA).
He's very difficult to hit with Charged Shots, but if you can pull it
off then by all means do so.
When he rolls into his Lockjaw alt form, he is most vulnerable but still
difficult to hit. Roll into your own Alt Form and try to hit him with
Morph Ball Bombs, or just stick to rapid power beam shots. Blow open the
crates around the area if you need health. One of Sylux's favorites
tricks is to roll into his Alt Form and go in a big loop to get behind
you. When he does this, don't chase him; just turn around and ambush him
before he ambushes you.
After a while, the force fields in the area will deactivate, moving the
battle into the central area. Sylux's ship, the Delano 7, will arrive
at this point to provide cover fire. Scan the Delano 7 (this is your
only chance to do so), then fire a few rockets at it to disable it
before turning your attention back to Sylux. After a rough fight, he
will succumb.
If this is your first time through the game, Sylux will now be added
to your Multiplayer Character Roster. If you visited Arcterra before
Vesper Defense Outpost, then Sylux will be the last Hunter you can
unlock. Congratulations!
~o~o~o~o~o~o~o~o~o~o~o~o~
End Hunter Duel: Sylux
~o~o~o~o~o~o~o~o~o~o~o~o~
With Sylux out of the way, a Shield Key will appear. Grab it and head
around to the tunnel you just opened. Take the Cartograph Artifact
inside. Return to the portal to VDO Gateway, grabbing the Gestation
Tanks scan in the left tunnel on the way out.
------------
VDO Gateway
Save and heal at your Gunship. Return to the Lower Weapons Complex via
the Portal or the Bioweaponry Lab - your choice.
------------------------
Weapons Complex (lower)
Roll through the door flanked by two blue crystals to the Cortex CPU.
-----------
Cortex CPU
Enter the tunnel near the center of the morph ball maze to the Upper
Compression Chamber.
---------------------------
Compression Chamber (upper)
Enter the Stronghold Portal
----------------
Stronghold Void
New Scans: Cretaphid v2
New Items: Octolith
Go to the end of the hall into Biodefense Chamber A to face another
Cretaphid.
~o~o~o~o~o~o~o~o~o~o~o~o~o~
Begin Boss: Cretaphid v2
~o~o~o~o~o~o~o~o~o~o~o~o~o~
The basic idea to Cretaphid v2 is identical to Cretaphid v1. Kill the
blue eyes around the pillar to make the brain appear at it's top. Shoot
the brain until it dies. This boss has a new twist though: it shoots
green blobs and can randomize the eyes between red and blue. The eyes
are invulnerable while red. Still, you don't need to change your
strategy at all. Just circle it to avoid it's attacks, and don't forget
to scan it. Cretaphid v2 is actually quite a bit easier then Cv1, since
the green blobs are very easy to dodge or destroy and Cv2 doesn't have
a laser attack.
~o~o~o~o~o~o~o~o~o~o~o~o~
End Boss: Cretaphid v2
~o~o~o~o~o~o~o~o~o~o~o~o~
Grab the Octolith and return to the Stronghold Portal. You've got three
minutes to return to your Gunship. More then enough time.
---------------------------
Compression Chamber (upper)
Roll into Alt Form and enter the passage to the Cortex CPU.
-----------
Cortex CPU
Ride the elevator to the bottom floor, then roll all the way to the
right, through the tunnel to the Lower Weapons Complex.
-----------------------
Weapons Complex (lower)
Take a right and go through the door at the end of the passage to the
Bioweaponry Lab.
----------------
Bioweaponry Lab
Leave through the opposite door to VDO Gateway.
------------
VDO Gateway
Jump in your Gunship and press the Launch Ship button to leave Vesper
Defense Outpost.
--------------------
The Alimbic Cluster
You have two choices at this point. You can either head to Arcterra,
and do the last of the first tier Octoliths, or you can return to the
Celestial Archives and do it's second part. If you choose to do
Arcterra first (which I strongly recommend all beginners do), then
read on in Part 4. If you decide to skip Arcterra for now, then skip
down to Part 5.
~o~o~o~o~o~o~o~o~o~o~o~o~o~
[0324] Part 4: Arcterra
~o~o~o~o~o~o~o~o~o~o~o~o~o~
Author's Note: Arcterra has some pretty freaking huge areas. I did my
best to give descriptive directions and tried not to make my
instructions too complicated, but there were a few cases where it
just couldn't be helped. Sorry!
-----------------
Arcterra Gateway
New Scans: Arcterra (object), Alimbic Prophecy 04 (lore),
Geemer (bioform), Alimbic Crest (object), Shriekbat (bioform)
Scan the computer console in front of the Gunship for the Arcterra object
scan, then the Alimbic Prophecy 04 lore above the tunnel. Enter the
tunnel and begin working your way down the platforms to the bottom level.
Don't worry if you fall on the way, it isn't deadly, but you will miss
several scans along the way. Scan the Geemer bioforms about one-third
of the way down, and one of the orange circles on the walls for the
Alimbic Crest object. A short ways past the first set of Alimbic Crests,
three Shriekbats hang from the ceiling. Try to scan them before they go
kamikaze on you. If you miss, don't worry - you can leave the room and
return, and they will respawn. Once all of these scans are completed,
drop to the bottom of the area and enter the door to Sic Transit.
------------
Sic Transit
New Scans: Alimbic Emblem (object), Noxus (bioform),
Vhoscythe (bioform), Damaged Bridge (object)
New Items: Attameter Artifact, Energy Tank
Scan the orange disc in front of the door for the Alimbic Emblem object.
Move near the force field, and you will witness Noxus and Trace taking
shots at eachother. Once you're spotted, then Noxus will turn his
attention to you.
~o~o~o~o~o~o~o~o~o~o~o~o~o~
Begin Hunter Duel: Noxus
~o~o~o~o~o~o~o~o~o~o~o~o~o~
Basic Hunter duel strategies work here. Circle, stafe and jump to dodge
his shots, and be sure to scan both his Humanoid and Alt Forms. When he
rolls into Vhoscythe, head for high ground to avoid it's attacks. Trace
will take pop shots at both of you over the course of the battle. Stay
under cover to avoid his fire (hugging the right side of the bridge
works well). Once Noxus is defeated, then Trace goes MIA.
If this is your first run through the game, then Noxus will now be
added to your Hunter Roster for Multiplayer matches.
~o~o~o~o~o~o~o~o~o~o~o~o~
End Hunter Duel: Noxus
~o~o~o~o~o~o~o~o~o~o~o~o~
As soon as Noxus is defeated, several Generators around the area will
activate and begin spitting out Voldrums and Psycho Bit v1.0s. Destroy
them when you come across them, but don't go out of your way to kill
every single one. In the Sic Transit area, there are six hidden Proxy
Locks which must be scanned to reveal the Shield Key. For these
instructions, assume that the northwest corner of the room is the door
you entered from Arcterra Gateway. When you scan Proxy Switches 2, 3 and
4, be sure to get the Damaged Bridge object scan as well.
1.) Northeast corner, on the wall near a door.
2.) South side of the Damaged Bridge, near the top.
3.) North side of the Damaged Bridge, near the top.
4.) North side of the Damaged Bridge, near the top.
5.) Southeast corner, near the red door.
6.) Northeast corner, near an Alimbic Turret v1.0.
Once all six switches are scanned, then a Shield Key will appear on the
second level in the southwest corner. Pick it up to open the locked
door near the middle of the northern corridor. Inside is the Attameter
Artifact. Pick it up, then roll into Alt Form and under the bars against
the wall. Lay down a bomb to activate the elevator, then bomb jump up
to the Energy Tank. Leave Sic Transit through the door in the northeast
corner.
---------
Ice Hive
New Scans: Alimbic Pride 01 (lore), Barbed War Wasp (bioform),
Blue-Barbed War Wasp (bioform), Ice Bridge (object),
Witherite Shards (object), Ammolite Shards (object),
Alimbic Insignia (object), History 09 (lore), History 10 (lore),
History 11 (lore), Heating System (object)
New Items: Judicator, UA Expansion, Cartograph Artifact, Missile
Expansion, UA Expansion
Try not to hyperventilate. This area isn't that bad, it just has a lot
of stuff crammed into it. The Ice Hive splits three ways from the Sic
Transit door. Left is blocked for now, and you're not ready to go right
yet. Go straight and drop through the vision barrier to the floor. To
your left is an open alcove; face it and scan the switch inside. The
force fields around the other alcoves on the left and right will
deactivate. Scan the switches inside each of them.
Barbed War Wasps will emerge from their nests. Scan one of the Barbed
War Wasps, then destroy their nests on the wall before killing the Wasps
themselves. After they are dead, a computer console will activate above
and a Jump Pad will appear. Use the Jump Pad to return to the three-way
split. Take the left path, down the corridor we skipped earlier. Scan
the Alimbic Pride 01 lore in the corner of this small room, then step
through the force field. Scan the console to open the Vault Door. Jump
down and enter the Vault. Scan and kill the Blue Barbed War Wasp and
it's nest, then scan the crystal formation for the Ammolite Shards
object. Enter the tunnel on the right.
Once you enter the room, purple force fields will block all the exits
(I know they look blue, but the game calls them purple, and so will I).
A panning camera angle will briefly show the Judicator weapon in the
corner of the room. Scan the large orange disc above the doorway for
the Alimbic Insignia object, then climb over the broken pillar to
the other side of the room.
Scan the flashing light, and several platforms in the room will shift.
You have only about a minute to do this next part, so do it fast. Roll
into Alt Form and enter the opening to the left of the light. Bomb
jump up and to the left to the next level. Wait for the elevator to
arrive, then use another bomb jump to hop over to the elevator (this is
probably the hardest part of this whole timed sequence).
Player Tip: Alternatively, you can use a Morph Ball Boost to reach the
elevator instead of Bomb Jumping onto it. To perform a Morph Ball Boost,
swipe the stylus quickly on the touch screen the direction you wish to
go. (Daffy22853)
Ride the elevator to the top, and follow the tunnel to a cliff. The
platform beneath you will begin moving. Ride it until it stops, then
drop a bomb to start it again. Ride it until it stops again, and then
roll onto the three floating platforms. Move carefully but quickly along
them to the tunnel on the opposite wall. Roll through the tunnel, then
drop down to the ledge. Grab the Judicator.
Use the Judicator to punch through the purple force field beneath the
Alimbic Insignia. On the other side, scan the Ice Bridge and the
crystals on the ceiling for the Ice Bridge and Witherite Shards objects.
Cross the Ice Bridge, then kill the Geemers. Use the Judicator to open
the purple force field in the wall on the right. Jump over into the
opening (if you miss just climb back through the Vault and try again).
Take the UA Expansion and kill the Turret. A Shield Key will appear.
Grab it, and scan the ceiling for the Heat System object before you
drop down to take the Cartograph Artifact. Follow the hallway, and
activate the portal at the halls end, but don't go through it yet.
Go down the hall across from the portal. It's filled with weeds, thus
I refer to it as Weed Hall. Blow away the weeds with the Power Beam to
reveal a small opening on the left side of the wall. Roll through it in
Alt Form to find a Missile Expansion. Drop down to the Vault Door area
and break the purple force field with the Judicator. Take another UA
Expansion.
Return to the Upper Ice Cave using the Jump Pad and open the Vault Door
again. Go around through the Vault and back across the Ice Bridge,
into the room on the other side. The Stronghold Portal sits here, but
we're still missing the Subscripture Artifact. Use your Scan Visor to
see three new lore entries: History 09, History 10 and History 11. Drop
down into the area below the Stronghold Portal and use the portal to
return to Arcterra Gateway.
-----------------
Arcterra Gateway
Save and heal, then return to the Ice Hive.
---------
Ice Hive
Go back down the Weed Hall and return to Sic Transit.
------------
Sic Transit
Don't worry, you don't have to fight Trace just yet. Jump to the left
and follow the corridor to the end. Use the Judicator to open the door.
Enter it to the Frost Labyrinth.
----------------
Frost Labyrinth
New Items: Energy Tank, Subscripture Artifact
Frost Labyrinth Maze Map by MrShotgun:
db.gamefaqs.com/portable/ds/file/metroid_prime_hunters_frost_labyrinth.gif
Roll into Alt Form and enter the hole. Go right and follow the winding
path. Note the locked door on the way. At the next split, go up. Dodge
the green damage fields, and head right at the next split. There is a
crack in the ice here, with a Shield Key hovering just above it.
Position yourself beneath the crack and use a Triple Bomb Jump to reach
the Shield Key. Return to the last split.
Head down, and at the next split go down again (you'll go through the
unlocked door in a minute). Follow the path around the corner where it
will begin bending up. At the next split, go left, then up, left around
a corner, then up to another split. Go right around the pillar, then
up. Pass through the trio of green damage fields to find an Energy Tank.
Return to the entrance of the Labyrinth, stopping to enter the unlocked
door and grab the Subscripture Artifact. Return to Sic Transit.
------------
Sic Transit
No Trace yet. Return to the Ice Hive.
---------
Ice Hive
Go left through Weed Hall. Take the portal to Arcterra Gateway.
-----------------
Arcterra Gateway
Save and heal, then return to the Ice Hive.
---------
Ice Hive
Climb up to the Stronghold Portal. Either try to jump on top of the
large crystal near the Arcterra Gateway Portal, then jump again to the
Stronghold Portal, or else go around through the Vault and across the
Ice Bridge. Both ways work.
----------------
Stronghold Void
New Scans: Slench 2A (bioform), Slench 2B (bioform)
New Item: Octolith
You know the deal by now. Run down the hall to Biodefense Chamber B.
~o~o~o~o~o~o~o~o~o~o~o~
Begin Boss: Slench 2
~o~o~o~o~o~o~o~o~o~o~o~
This fight is identical to the last Slench fight, with the one exception
that the Slench's tentacles and eyes can only be damaged by the
Judicator. The Slench's beam attacks now deal fire damage, and have
the ability to set you on fire to deal additional damage over time. Fun!
If you run out of UA, then shoot the green blobs the Slench fires in
Slench 2A form to replenish your ammunition. Make sure you scan both
forms of the Slench before the fight is over.
Player Tip: As an alternative to using the Judicator to destroy the
tentacles, you can also use two Missiles. (Scott M.)
Player Tip: If you stand near the door in the A form, the Slench's
beam attacks will fizzle out before they reach you. This means only
the green blobs can reach you, and gives you a good chance to recharge
for his B form. This only works on Slench 2 and 3. (Curtis Hunt)
~o~o~o~o~o~o~o~o~o~o~
End Boss: Slench 2
~o~o~o~o~o~o~o~o~o~o~
Grab the Octolith and leave. You've got seven minutes to make it back
to the Gunship. This is a pretty generous amount, but novice players
might still be pushing things a bit. Return to the Stronghold Portal.
---------
Ice Hive
Drop down and run through Weed Hall to Sic Transit.
------------
Sic Transit
New Scans: Trace (bioform), Triskelion (bioform)
Jump down from the door and take a left into the Damaged Bridge
Courtyard. Trace will finally rear his ugly head.
~o~o~o~o~o~o~o~o~o~o~o~o~o~
Begin Hunter Duel: Trace
~o~o~o~o~o~o~o~o~o~o~o~o~o~
Trace spends most of the beginning of the fight in his perch, taking
shots at you with his rifle. This is the deciding point of how hard
the rest of the fight is going to be: the more shots Trace gets off you
at this point, the harder fighting his Alt Form will be. Wait until he
fires, strafing and jumping to avoid his shots, whereupon he will become
visible. Scan him quickly (it's hard to get a scan of his Humanoid
form once he goes Alt Form), then keep shooting at him until he jumps
down.
Trace will immediately roll into his Triskelion Alt Form and begin
lunging at you. Scan the Triskelion quick, then get to the safety of a
tall block or pillar to avoid it's attacks. Keep shooting at the
Triskelion, but try not to lose sight of it. If Trace manages to escape
your vision for only a second, he'll take the opportunity to either set
up an ambush with Triskelion (bad) or take aim with his rifle (worse).
Once Trace is defeated, he will be added to your Multiplayer roster. If
you already defeated Sylux in the Vesper Defense Outpost, then Trace
should be the last Hunter you have to unlock. Congratulations!
~o~o~o~o~o~o~o~o~o~o~o~o~
End Hunter Duel: Trace
~o~o~o~o~o~o~o~o~o~o~o~o~
Once Trace is defeated, the force fields blocking the doors will
disappear. Leave through the northwest doors to Arcterra Gateway.
-----------------
Arcterra Gateway
Begin climbing up to your ship on the floating platforms, and three
Guardians will appear in the lower door. You'll have to kill all of
them to continue. Once they're dead, climb to the top and take off.
--------------------
The Alimbic Cluster
Now that you have the Judicator, you have a number of options on where
to go next. If you still have not finished the first visit to the
Vesper Defense Outpost, then head there now. If you have finished
the Vesper Defense Outpost and gotten the Battlehammer, then you
can choose to either go to the Celestial Archives for it's second half,
or return to Alinos for it's second half. If this is your first run
through the game, I strongly recommend doing the second half of
Celestial Archives first. The large number of UA and Missile Expansions
found there are invaluable in Alinos' second visit.
~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~
[0325] Part 5: Return to Celestial Archives
~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~
A Note on Hunters: From now on in your adventure, Hunters will randomly
move between the different planets and will attack you in some of the
larger areas in the game (such as Data Shrine 03, Weapons Complex,
High Ground, Sic Transit, etc.). To see which Hunters are on a planet,
then examine that planet's coordinates on the Alimbic Cluster Map. In
the event that a Hunter defeats you in combat, he will claim one of your
Octoliths. You must then hunt down that Hunter to reclaim it.
A Note on Asterisks: From now on in the guide, an asterisk (*) will
appear on an area's name if there is a chance a Hunter or Guardians will
appear in that room. There is only a chance, not necessarily a guarantee.
------------------
Celestial Gateway
New Item: UA Expansion
Make sure you have the Battlehammer from the Vesper Defense Outpost
before you progress any further. You absolutely cannot get the second
Octolith from Celestial Archives without it. If you don't have it,
then jump back to Part 3: Vesper Defense Outpost and finish that
chapter.
Switch to the Battlehammer and jump down from the Gunship. Roll into
Alt Form and slip underneath the landing platform. Use the
Battlehammer to break through the green force field. Drop down into a
large room full of pillars, a UA Expansion hidden behind one of them. Use
the Jump Pad to return to the Upper Celestial Gateway. Take the portal to
the Synergy Core.
-------------
Synergy Core
Leave through the door near the portal to Data Shrine 03.
---------------
Data Shrine 03*
Take a right in the hall and go through the silver door. In the center
room, fight off the Guardians and/or Hunter who appear (if any) then
leave through the other silver door. Take a left and head through the
door at the end of the hall to Fan Room Beta.
--------------
Fan Room Beta
Drop to the bottom of the shaft and go through the door to Data
Shrine 02.
---------------
Data Shrine 02*
New Scans: Literary Hub (object), Medical Hub (object)
New Items: UA Expansion, Volt Driver
Now that you have the Battlehammer, you can open the green doors into
the center area of Data Shrine 02. Take a right and open the green
door with the Battlehammer. Inside, a pair of Guardians will attack.
Kill both of them, then scan both of the low barriers on the left and
right sides of the room for the Literary and Medical Hub objects. Jump
up to the center pillar in the room for a UA Expansion, then onto the
floating platform with the pair of pillars sitting on it. Jump from
there to the ledge on the wall, then roll into Alt Form and into the
tunnel to get the Volt Driver gun. Return to Fan Room Beta.
--------------
Fan Room Beta
Climb to the top of the pillar and enter Data Shrine 03.
---------------
Data Shrine 03*
Go back through the central chamber and out the other side. In the
hall, enter the door to the Synergy Core.
-------------
Synergy Core
New Scans: Alimbic Prophecy 05 (lore)
Return to your ship in Celestial Gateway and save if you like, but it's
not necessary. Jump up to the fourth platform and use the Volt Driver
to blast through the yellow force field. Follow the tunnel to it's end
and ride the elevator up. Step on the Jump Pad to launch to the other
end of the room, across the pit. Scan the Alimbic Prophecy 05 lore
above the door, then use the Volt Driver to open the yellow door and enter
the next room. Jump in the portal to teleport to Transfer Lock.
--------------
Transfer Lock
New Scans: Docking Bay L2 (object), Docking Bay L1 (object),
Docking Bay L3 (object), Photon Stabilizer (object),
Psycho Bit v2.0 (bioform)
New Items: UA Expansion
Drop to the bottom of the Transfer Lock from the orange bridge. Kill the
Voldrums and their Generator, then run up to where the generator was to
find yet another UA Expansion. Use the Jump Pad to return to the top of
the Transfer Lock, then turn around and scan one of the large circular
discs for Docking Bay L3 object. Repeat this again on the second and
first floors for Docking Bay L1 and Docking Bay L2, then use the Jump Pad
to return to the orange light bridge and step through the vision barrier.
Step into the room, and a whole mess of enemies will appear. Psycho
Bit v1.0s appear on the catwalk, while Voldrums appear on the lower
level. They both have Generators to supplement them. As always, kill
the generators first (wait for the Voldrums to leave the generators
before you try to kill either - they have an annoying habit of sitting
in the generator, making both the generator and the Voldrum
invulnerable). Pretty soon, a trio of Guardians will arrive to
reinforce the Psycho Bits and Voldrums. Once all this mess is out of
the way, head for the back of the area, behind the large structure,
to find a new kind of Psycho Bit. Scan the Psycho Bit v2.0s, then blow
up their generators before killing the Psycho Bits themselves. As so
you do, the force fields covering the floor will begin to deactivate.
Once all three generators and Psycho Bits are destroyed, drop down
and shoot each switch in the trench. Each switch reveals another switch
near the front of the structure. Shoot each of these switches to
deactivate the force field leading to the innards of the structure. Run
around to the back of the building and go inside. Scan the console
inside to reactivate a portal back near Docking Bay L3. Head back
that way through the vision barrier (which have now had the force fields
blocking them removed), and on your way, scan the gap in the catwalk to
find the Photon Stabilizer object. Enter the portal on the third floor
to transport to the Docking Bay.
------------
Docking Bay
New Scans: Alimbic Order 01 (lore), Alimbic Order 02 (lore), Alimbic
Order 03 (lore), Alimbic Order 04 (lore), Final Wish (lore)
New Items: Cartograph Artifact, UA Expansion
As soon as you arrive in the Docking Bay, a Guardian will attack. Kill
him to reveal a Shield Key on the ramp in the center of the area. Pick
it up to deactivate the Artifact Shield on the other side of the pit.
Ride the elevator across the pit and gather the Cartograph Artifact,
and be careful. A fall is deadly. Before you leave the Artifact
Platform, scan for the Alimbic Order 04 lore. Return to the main part
of the Docking Bay. On the far left (facing from the artifact platform)
of the Docking Bay is the Alimbic Order 02 lore, and Alimbic Order 03
is hidden on the right. With both lores in your logbook, climb to the
upper catwalk. At the end of the catwalk, where the four floating
platforms meet, scan for the Final Wish lore.
There are four platforms moving back and forth here. From left to
right, I have numbered them 1, 2, 3 and 4. Keep this in mind as you
progress. First, jump onto number 2 and ride it to the platform at
the end of it's path. Grab the UA Expansion on this floating structure,
then scan for the Alimbic Order 01 lore. Ride platform number 2 back
to the hub, then get on platform number 4. Step into the platform
to travel to Incubation Vault 02.
--------------------
Incubation Vault 02
New Scan: Electro Voldrum (bioform)
Kill the Crash Pillar, and two generators on the wall will activate
and begin spitting out Psycho Bit v1.0s. Kill them, and the generators
on the floor will turn on and start spitting out Electro Voldrums. They
will also be joined by three Guardians. Kill the Guardians first, then
scan and destroy the Electro Voldrums and their generators. Blow up
the crates in the room to get some health. There are two portals near
the blue shield. One close to it, and one is further away. Step
into the one closest to it.
--------------------
Incubation Vault 01
New Scan: Incubation Tank A (object)
Scan the top of the big green glowing tube to get the Incubation Tank
A object, then drop down to the bottom floor and kill the Guardians.
The force fields on the upper level will release and reveal a Shield
Key. Step into the portal in front of the computer console to return
to the Docking Bay.
------------
Docking Bay
Catch Platform #4 and return to Incubation Vault 02 through the portal.
-------------------
Incubation Vault 02
Return to Incubation Vault 01 through the portal closest to the
blue shield.
--------------------
Incubation Vault 01
New Item: Attameter Artifact
Run along the catwalk and into the structure. Grab the Shield Key. If
you fall off the catwalk, then return to the Docking Bay through the
portal closest the computer console and repeat the process to get back
here. Shield Key in hand, the Artifact Shield will disappear. Run out
and grab the Attameter Artifact. Take the portal on the catwalk near
the Artifact Shield (now disabled) to return to Incubation Vault 02.
--------------------
Incubation Vault 02
New Item: Shock Coil
You will appear on the catwalk above Incubation Vault 02. Enter the
structure and drop through the hole in the floor to get the Shock
Coil. Use the Shock Coil to blast through the blue-green shields.
Head to Incubation Vault 03 through the portal against the far wall as
you come through the doorway.
--------------------
Incubation Vault 03
New Scan: Incubation Tank B (object)
New Item: Missile Expansion
Grab the Missile Expansion, then scan the top of the big green glowing
tube to get the Incubation Tank B object. Drop down to the bottom floor
and kill the Guardians. The Psycho Bits can be ignored, but you can kill
them if you really want to. There are quite a few of them though, so be
patient. Blast through the blue force field on the main floor with the
Shock Coil and enter the portal.
------------
Tetra Vista
New Scans: Shield Generator (object), Gravity Stabilizer (object)
Finally out of that maze of portals! Be careful here, though - a fall
through the many gaps in the floor is deadly. Scan one of the blue
force fields on the right for a Shield Generator object. Halfway across,
there is an orange pipe on the right. Scan it for the Gravity
Stabilizer object. As you work your way carefully across Tetra Vista,
Psycho Bit v2.0s will attack you. Neutralize them, and be careful how
you strafe. One wrong move can be deadly. Enter the door at the other
end to New Arrival Registration.
-------------------------
New Arrival Registration
New Scans: Quadtroid (bioform)
Scan the Quadtroid right in front of you when you arrive, then start
blasting at it with everything you have. If it manages to latch onto
your head, then roll into Alt Form and drop a few bombs to shake it
loose. After considerable punishment, it will die. Kill all three
Quadtroids in this room, and the door at the end of the hall will
unlock. Go through it to the next room.
Kill the Psycho Bits that appear, then go around the ledge. Activate
the portal, which leads back to Celestial Gateway. Go through it.
------------------
Celestial Gateway
Save and heal, then return to New Arrival Registration.
-------------------------
New Arrival Registration
New Scans: Gorea 06 (lore), Gorea 07 (lore), Gorea 08 (lore),
Gorea 09 (lore), Greater Ithrak (bioform)
New Items: Binary Subscripture, Energy Tank
Ride the pair of elevators up to the top level, then jump across to
the tunnel. In the next tower, look down to see a single stationary
floating platform. Jump out and land on it. Look towards the right,
and you will see an Artifact Shield in an alcove. Jump over to it. A
force field will close you in the room. Switch to your scan visor to
reveal four lores: Gorea 06, Gorea 07, Gorea 08 and Gorea 09. Scan
them all, and a Shield Key will appear. Pick it up, take the Binary
Subscripture Artifact, then try to leave the room. A Greater Ithrak
will drop from the ceiling. Scan it, then wait for it to lunge at
you. Jump over it as it does, then shoot it's tail with a charged
shot. Do this until it dies.
Return to the tower, and look down. There is a tunnel to the right.
Drop down to the ledge and walk around to the tunnel. Go through it
to the third tower. There is an Energy Tank waiting out in plain sight
to the right. Walk left along the ledge, then jump out to the broken
ledge, and again to the angled platform. Jump a third time to the
Energy Tank. Ride the pair of elevators in the tower to the top and
jump over to the door. Open the door and enter the Stronghold Portal.
----------------
Stronghold Void
New Scans: Slench 3A (bioform), Slench 3B (bioform)
New Items: Octolith
Run through to Biodefense Chamber B.
~o~o~o~o~o~o~o~o~o~o~o~o~o~o~
Begin Boss Fight: Slench 3
~o~o~o~o~o~o~o~o~o~o~o~o~o~o~
Another Octolith, another Slench fight. Slench 3a is unchanged since last
time, except in that he is now tougher and is only vulnerable to the
Battlehammer (other weapons deal minor damage to the iris, but not enough
for it to matter). The real challenge in this fight is learning to
adjust to the Battlehammer's weird firing arc. The shot actually lands
slightly beneath where you actually aim, so you need to aim a little
above your target. In addition to using the Volt Driver in his A form,
The Slench also has a new attack while in his B form. When he rolls up
his eyelid and begins to shake, that is your queue to quickly roll into
Alt Form and roll to the left or right. Because he's going to come
crashing down, and it hurts like the dickens. Do not, I repeat, do
not roll forward or back. If you do, the Slench will hit you anyway.
As always, remember to scan both of the Slench forms to fill out your
logbooks, and when you run low on UA kill green blobs to get more.
Player Tip: As an alternative to using the Battlehammer to destroy the
tentacles, you can also use two Missiles. (Scott M.)
Player Tip: If you stand near the door in the A form, the Slench's
beam attacks will fizzle out before they reach you. This means only
the green blobs can reach you, and gives you a good chance to recharge
for his B form. This only works on Slench 2 and 3. (Curtis Hunt)
~o~o~o~o~o~o~o~o~o~o~o~o~o~
End Boss Fight: Slench 3
~o~o~o~o~o~o~o~o~o~o~o~o~o~
Take the Octolith and head out. You've got eight minutes and thirty
seconds to return to your Gunship. I know it seems like a long way
back to the Celestial Gateway, but it's not as bad as you think.
Return through the Stronghold Portal.
-------------------------
New Arrival Registration
Blast open the door and drop to the bottom of the tower, landing on the
ledge. Head through the tunnel to the middle tower. Ride the elevators
to the top of the middle tower, and into the tunnel to the first tower.
Jump down to the bottom of this tower and enter the door. Run through
the Quadtroid tunnel (the Quadtroids, thankfully, have gone) and into
the door to Tetra Vista.
------------
Tetra Vista
Run and jump as quickly and carefully as you can through the tunnel.
Ignore the Psycho Bit v2.0s (they take too long to kill), but be wary
of their shots which distort your vision. Enter the door at the
end of the hall and return to Incubation Vault 03 through the portal.
--------------------
Incubation Vault 03
Enter the portal in front of the computer console to return to the
Docking Bay.
------------
Docking Bay
To your right as you arrive, there is a small alcove with a portal
inside it (very near the Alimbic Order 02 Scan). Enter this portal
to return to the Transfer Lock.
--------------
Transfer Lock
Drop down to the second level and enter the portal. If you missed the
second floor and landed on the first, then use the jump pad to get up.
-------------
Synergy Core
See, that wasn't so bad now was it? Only two or three minutes and
you're already back in familiar territory. Go through the door and
drop to the bottom of the shaft. Enter the door to Data Shrine 03.
---------------
Data Shrine 03*
Go right and into the silver door. If there were any Hunters loose in
the Celestial Archive when you landed and if you haven't faced them
already, then one of them will probably appear here (possibly joined by
a Guardian or two). Otherwise, it'll probably be a bunch of Guardians.
Kill them, then leave through the silver door which doesn't have blue
crystals around it. Remember, blue crystals means forward, no crystals
at all means back. Most of the time. Go left in the hall and through
the door to Fan Room Beta.
--------------
Fan Room Beta
Drop to the bottom of the shaft, turn around and go through the door to
Data Shrine 02.
---------------
Data Shrine 02*
Go right and through the door into the central area. If there are any
more Hunters about, one may be here. Otherwise, it will just be more
Guardians. Kill them, then leave through the door to the right of the
floating platform. Out in the hall, go through the door to Fan Room
Alpha.
---------------
Fan Room Alpha
Drop to the bottom of the shaft, turn around and go through the door to
Data Shrine 01.
---------------
Data Shrine 01*
A Lesser Ithrak will drop down from the ceiling. Kill it, then run
left through the trench. Kill the Psycho Bits and head through the
silver door. If there is anything here to pick a fight with you, kill
it then leave through the opposite door. Hang a left, and go through
the door to the Meditation Room.
----------------
Meditation Room
Climb to the top of the Meditation Room's ramps, killing any Petrasyls
that get in your way. At the top, go through the door into the Helm
Room.
----------
Helm Room*
If you're really unlucky, there will be another Hunter waiting for you
here. If not, there may be more Guardians. But sometimes not! Whatever
the case, do whatever you have to do then head out the door to
Celestial Gateway.
-------------------
Celestial Gateway
Jump into the Gunship, save and Launch Ship.
-------------------
The Alimbic Cluster
So with two new weapons and another Octolith at your disposal, it's time
to choose your next destination. If you still have not done Arcterra,
then now is the time to go there. It's impossible to progress in the
second visit to Alinos without the Judicator from Arcterra, and it's
impossible to progress in Arcterra without the Magmaul from Alinos'
round 2. Lastly, you can't progress in Vesper Defense Outpost without
the Imperialist from Arcterra's second visit.
So, in short, if you have done Arcterra, then head for Alinos' second
visit. If you still have not done Arcterra, then go there now.
~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~
[0326] Part 6: Return to Alinos
~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~
---------------
Alinos Gateway
First, make sure you have the Judicator from Arcterra before you go
any further. You can't get anywhere in Alinos on the second trip
without it. Enter the portal to the Upper Elder Passage.
----------------------
Elder Passage (upper)
Leave the Elder Passage through either it's upper or lower door to
the High Ground
------------
High Ground*
If there are any Hunters loose on Alinos, chances are pretty dang good
that one of them will be in High Ground. At the very least, expect
a pack of Guardians. If neither are there, count your lucky stars.
Once your foes are out of the way, drop down into the tunnels beneath
High Ground. Destroy the force fields down here with the Volt Driver.
Head around the perimeter of the tunnels until you find a small opening
covered by a purple force field. Blast the force field open with the
Judicator, roll into your Alt Form and go inside.
-----------
Magma Drop
New Item: UA Expansion
This is scary at first, but actually isn't all that hard. The Magma
Drop is one long pool of lava. You will take constant damage in here,
but the fact that there is a medium energy unit every few feet sort of
removes the health danger. Drop all the way to the bottom of the pool,
grabbing the health units on the way. Don't worry if you miss a few.
You'll waste more health then you'll recover if you try to grab each
and every one. At the bottom, roll to the right.
Use a bomb to propel yourself upwards. The liquid magma will make you
rise very high and very fast. Bomb up to the first ledge, then use
another bomb to head up to the next ledge. You will fall just short,
but don't worry about it. Hug the left wall until you get stuck on
the cliff, then use another bomb to propel to the right of the ledge,
then back to the left to land on the ledge. Bomb up one more time to one
more ledge, grab the UA expansion, then use another bomb to leave through
the shaft above you.
See? Scary, but not hard.
------------
High Ground*
New Scans: Thermal Regulator (object), History 02 (lore),
Alimbic Prophecy 06 (lore)
Another Hunter may have taken up residence in High Ground while you
were down in the Magma Drop. Return to the central area and kill him,
but be careful if you took a lot of damage in the Magma Drop. Once the
Hunter (if any) is out of the way, then blast the purple force field
near the empty Artifact Shield with the Judicator. Go inside.
At the top of the ramp is a door. This leads to the Combat Hall. Go
explore if you like, but you don't need to go in there until the third
and last visit to Alinos. So I won't be covering it just yet. Scan
the wall on the opposite side of the door for the Thermal Regulator
object, then keep following the hallway up. Blast the Alimbic Turret
v1.0, then scan the History 02 lore in the corner.
Go out the door and scan the button on the edge of the ledge to activate
one of the floating platforms above High Ground. Be careful you don't
fall down the hole, or you'll have to climb up again. Use the new
platform to reach the other side of High Ground. Scan above the door
for the Alimbic Prophecy 06 lore, then jump over the hole in the ground.
Blast the door open with the Judicator and go inside.
----------------
Alimbic Gardens
New Scans: Red-Barbed War Wasp (bioform), Gorea 01 (lore),
Gorea 02 (lore), Alimbic War 02 (lore), Alimbic Garden (object)
Look up to see a Red-Barbed War Wasp. Scan then kill it, then climb up
the rubble. Kill the Zoomers along the way. At the top, you'll see the
Delano 7 flying over. To this day I still can't figure out why the Delano
7 flies overhead, but I'm pointing it out anyway. Scan the platforms on
the left and right side of the room for the Alimbic War 02 and Gorea 01
lores, then jump down into the center of the room. The Gorea 02 lore
and the Alimbic Garden object both sit right next to eachother. Enter
the door on the other side of the Garden.
-------------
Thermal Vast
New Scan: Psycho Bit v3.0 (bioform)
Roll into Alt Form and follow the tunnel to it's end. On the other side
is a long pit of lava with numerous platforms and elevators crossing it.
Jump across onto the elevator directly in front of you, and ride it out
to the center of the lava pools. Jump to another elevator which will
move directly alongside yours. This elevator moves left and right,
stopping to make contact with two more elevators on the left and right
side of the room. It doesn't matter which one you take, just hop onto
one of them, ride it to the ledge and roll into the Alt Form tunnel.
If you fall off any of the elevators, then use the rocks in the lava to
jump safely back to the start and try again.
Roll to the end of the tunnel and into a Jump Pad. It will launch you
up into the second half of the Thermal Vast. There are generators here
on the left and right sides of the room which produce Psycho Bit v3.0s.
Scan one of the Psycho Bits, then destroy the generators. Jump along
the rocks to the tunnel, roll through it and enter the door to
Alinos Perch. Don't stand on the Jump Pad, unless you want to do the
whole Thermal Vast over again.
-------------
Alinos Perch*
There's a lot do in Alinos Perch, but we'll be skipping a lot of it for
the time being. There's more pressing matters in the next area. To the
left of where you came in is a locked door. Kill the Guardians in this
area, which will unlock the door. These Guardians are highly susceptible
to the Judicator, so use it for an easy victory. Go through the unlocked
door to the Council Chamber.
----------------
Council Chamber
New Scan: Fire Spawn (bioform)
New Item: Magmaul
Destroy the crate for some UA, then take a right. Destroy another crate
for more UA, and scan the wall behind it to get the Wall Scroll object.
Pass through the vision barrier, and get your Judicator out. A Fire Spawn
will emerge from the pool of lava. Quickly run to the left behind
the barrier, and charge up your Judicator. Wait for the Fire Spawn
to throw a ball of lava at you, then while he is preparing to throw
another step out and shoot him square in the mouth with a charged
Judicator shot. After a few shots, he will die and the Magmaul will
appear on the cliff above you. Climb up and grab it. Use it to blast
the orange force field that appeared over the entrance from Alinos
Perch. Return to Alinos Perch.
-------------
Alinos Perch*
New Scan: Ceremonial Charms (object), Magma Voldrum (bioform)
New Item: Missile Expansion
There are three switches in this room which must be activated (by
shooting them) to progress to the next area. The first is on the rear
of the pillar in the center of the room. The second is along the path
directly in front of you when you arrive from the Council Chamber,
hugging close to the wall. Scan the Ceremonial Charms object right
next to it as well.
Climb to the upper area of Alinos Perch using the ramp to the left as
you come in from the Council Chamber. At the top, scan and kill the Magma
Voldrums and their Generators, as well as the Alimbic Turret v1.4
on the cliff behind you. Climb to the very back of the area and use the
Magmaul to punch through the orange force field.
Go to the right and up the cliff, and kill the pair of Psycho Bit v3.0s.
Shoot the switch in the small bunker, then grab the Missile Expansion
in the left side of the room before returning through the door you
came in. Use the Jump Pad you just activated to launch out to the top
of the highest mesa. Scan the computer and the door on the far wall
will unlock. Jump down to the Jump Pad and let it launch you to the
second Jump Pad, which will in turn launch you to the door. If you
touch the d-pad, you'll throw off the aim and have to start over from the
first Jump Pad. Go through the door to the next area.
------------
Crash Site
New Scans: Structural Debris (object), Alimbic Pride 03 (lore)
New Item: Cartograph Artifact
Move forward a tiny bit and scan some of the rubble in the room for the
Structural Debris object. You can also see a Shield Key off to the
left. You'll have to jump out through the rubble to reach it and
deactivate the Artifact Shield, which houses the Cartograph Artifact.
Once you have the Shield Key, drop down and get the Alimbic Pride 03
lore from the rear of the room before running down the tunnel to the
Artifact. Take the Cartograph Artifact then return to Alinos Perch
through the door.
-------------
Alinos Perch
Roll into Alt Form and slide out through one of the holes. Return
to the Council Chamber.
----------------
Council Chamber
New Scans: Glyph Pattern (object), Wall Scroll (object),
Council Chamber (object), Alimbic War 03 (lore), Gorea 05 (lore),
Alimbic War 07 (lore), Alimbic Pride 04 (lore),
Ice Voldrum (bioform), Alimbic War 03 (lore), Gorea 05 (lore),
Wall Scroll (object)
New Item: Energy Tank, Attameter Artifact
Scan the pool of lava, near where the Fire Spawn used to stand, for
the Council Chamber object. Blast open the orange force field on the
far right. Go down the hall to the end and grab an Energy Tank. Return
to the Lava Spawn room, and run down to the other side of the pool of
lava. Use the Magmaul to blast through the last orange force field, on
the far left. A Guardian will appear. Kill it with the Judicator, then
follow the hallway around the corner. Keep your Scan Visor on, and scan
the Alimbic War 03 and Gorea 05 lore. Follow the hall until it deadends.
Scan the room for the Alimbic War 07 lore, the Glyph Pattern object,
and a security computer which deactivates the force field behind
you. Turn around and use the Jump Pad to reach the upper Council
Chamber.
At the top, kill the pair of Shriekbats then scan near the hole in
the floor for the Alimbic Pride 04 lore. Move forward and around the
corner. In the next room, force fields will close you in and the two
Generators will activate and start spitting out Magma and Ice Voldrums.
Scan both the new Ice Voldrums, then destroy their Generators and the
Voldrums themselves. Head through the doorway left from where you came
in and activate the portal to Alinos Gateway, but don't go through it
yet.
Step into the circular room near the portal with the force fields on
the floor and ceiling. Kill all the Petrasyls in the room, then scan
the computer. A Shield Key will appear, and the force field in the
floor will disappear. Grab the Shield Key to remove the shield above,
revealing the Attameter Artifact. Drop down through the floor and
shoot the switch on the wall to activate a Jump Pad. Use the Jump
Pad to fly up and grab the Attameter Artifact.
Use the Jump Pad to reach the Alinos Gateway portal. Go through it.
-----------------
Arcterra Gateway
Save and heal, then return to the Council Chamber.
----------------
Council Chamber
Return to the Voldrum room and go through the door to the Processor Core.
---------------
Processor Core*
New Scans: Backup Processor (object), Lava Processor 01 (object),
Lava Processor 02 (object), Alimbic Pride 02 (lore)
New Item: UA Expansion
There may be a Bounty Hunter waiting for you here. You'll know if
there is if you hear battle music. Defeat him if there is one, then
return to the center of the room. Face the Stronghold Portal, then
look to the left. Scan the Backup Processor object. Now look to the
right, and scan the Lava Processor 01 and Lava Processor 02 objects.
Head around to the back of the Backup Processor and use the Jump Pad
to return to the top of the room. Scan the Alimbic Pride 02 lore on
the catwalk at the top of the room, above the Stronghold Portal, then
jump over to the ledge opposite where the door is. On the left, behind
a pipe, a UA Expansion is hidden. Jump over to the ledge closest to
Lava Processor 01 and 02, then jump into the center of the tower.
There is a rising and falling piston in here. Ride it all the way to
the bottom (you may have to ride it up first). At the bottom of the
shaft is a small tunnel. Roll into Alt Form and go inside.
------------
Piston Cave
New Item: Binary Subscripture Artifact
You'll appear in a lava-filled tunnel with a small catwalk leading
across it. Roll along the catwalk, timing it so you avoid the pistons.
The first few pistons will only knock you into the lava if they hit you.
Just roll back to the start and try again if they do.
After you pass a number of pistons on paths, the camera will change
angles and you'll see pistons slamming together. These pistons are
deadly if you get caught between them. Time it very carefully so you
don't get smashed, and don't worry - two sets of the pistons don't move
at all, so there are safety zones.
At the end of Double Piston Hall is another tunnel. Roll into it,
and you'll find more Pistons. Some crash towards the ceiling, others
to the floor, and all are as deadly as the double pistons. Move to
the right, and roll onto the set of double pistons. You'll have to ride
the piston up and squeeze through the tunnel just before it hits the
other piston. This isn't as hard as it looks - just hold right as the
piston rises and you'll slide through with plenty of space. On the
last piston, wait for it to rise to the top and roll safely through
to the right.
Roll around the corner, and use a bomb jump to bounce up onto the line
of pistons while the upper piston is just beginning to rise. The third
piston in the line is probably the hardest to get past - you have to use
a bomb jump to get up over the ledge before the piston can crush you.
Once you make it past that, it's basically home free to the Artifact
Shield. The last few pistons aren't all that hard to get by.
Bomb Jump to the top of the stairset and grab the Shield Key. Roll
back down to grab the Binary Subscripture Artifact, then hop back up
the stairs and through the tunnel.
---------------
Processor Core*
Return to Alinos Gateway via the Council Chamber Portal to save and
heal if you want. Head through the Stronghold Portal in the Processor
Core when you're ready.
----------------
Stronghold Void
Run down the hall to Biodefense Chamber A.
~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~
Begin Boss Fight: Cretaphid v3
~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~
Cretaphid v3 is a combination of Cv1 and Cv2, combining the ability to
shoot green blobs from his blue eyes and lasers from a separate set of
eyes. Additionally, it is now possible to disable his laser beam eyes by
destroying them when they turn blue. As always, circle around the pillar
clockwise or counter-clockwise and destroy the eyes when they turn blue.
Once all the eyes are destroyed, the brain will appear. Shoot at it until
it retreats, rinse and repeat. Use primarily the Power Beam for easy
victory. Don't forget to scan!
~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~
End Boss Fight: Cretaphid v3
~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~
Take the Octolith and head back to the Stronghold Portal. You've got
five minutes to make it back to your ship, which will be easy or hard
depending on how much Hunter resistance you meet on the way.
---------------
Processor Core*
There may be a Hunter here, and the small area has a lot of hiding
places. Try not to waste a lot of time hunting the enemy Hunter.
Once he's dead, use the Jump Pad in the Backup Processor and go
out through the door to the Council Chamber.
----------------
Council Chamber
Go to the right through the doorway and drop down the hole. Head along
the path alongside the Fire Spawn pool and to the entrance hall. Go
out the door to Alinos Perch.
-------------
Alinos Perch*
Again, there are probably Hunters or Guardians waiting for you here.
Defeat them, then go through the door to your right to the Thermal Vast.
-------------
Thermal Vast
Roll through the tunnel and into the Jump Pad on the other side. It will
launch you clear to the other side of the room, where you should roll
back into Alt Form and through the other tunnel. Go through the door
to the Alimbic Gardens.
----------------
Alimbic Gardens
Jump across the sand garden and around the path to the other door.
Ignore enemies you encounter on the way. Leave through the other door
to High Ground.
------------
High Ground*
Another Hunter and/or Guardian room. Once they're out of the way (if
any), jump down to the pit in the center of High Ground, into the
tunnel area beneath. Go straight forward where you land, and keep
following the outer corridor until you reach the door to Echo Hall.
----------
Echo Hall*
Make sure you kill any Guardians or Hunters in this area to ensure that
the door to Alinos Gateway is unlocked. Roll into Alt Form and go through
the tunnel. On the other side, go straight across to the tunnel directly
facing the one you just emerged from. Roll to it's end, and use a bomb
jump to get over the wreckage. Run to the end of the hall and open the
door to Alinos Gateway.
---------------
Alinos Gateway
Jump into your Gunship, save and select "Launch Ship" on the Touch Screen.
--------------------
The Alimbic Cluster
If you still have not completed the second part of the Celestial
Archives, then go there now. Jump back to Part 5 for the walkthrough.
Otherwise, return to Arcterra for it's second half. You won't be able
to finish Vesper Defense Outpost without first doing Arcterra's second
half, so unless you still haven't done Vesper Defense Outpost's first
part (I'm amazed if you haven't) then it's not an option.
~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~
[0327] Part 7: Return to Arcterra
~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~
-----------------
Arcterra Gateway
Drop to the bottom floor and enter Sic Transit.
-----------
Sic Transit*
There may be a Hunter waiting here. Defeat him, then leave through the
orange door in the southwest corner (remember that the door to Arcterra
Gateway is the northwest door). Use the Magmaul to open the orange
door.
-----------
Fault Line*
New Scans: Alimbic War 09 (lore), Seal Sphere 01 (lore),
Arctic Spawn (bioform), Alimbic Prophecy 08 (lore)
New Item: Imperialist
Kill the Quadtroids in this room to unlock a force field in the back,
which leads to the other side of the area. Before you go through the
tunnel, get the Seal Sphere 01 and Alimbic War 09 lore from the rear
of the Quadtroid tunnel. Go through to the area you just opened up
and another force field will appear, trapping you inside. A Frost Spawn
will appear. Scan it, then start strafing around it to dodge it's
attacks. The Frost Spawn is similar to the Fire Spawn, but is only
vulnerable to the Magmaul. Once the Frost Spawn is dead, then the
Imperialist will appear. Scan above the door for the Alimbic Prophecy 08,
then take the Imperialist. Use the Imperialist to open the red door. Go
inside to the Frost Labyrinth.
----------------
Frost Labyrinth
Frost Labyrinth Maze Map by MrShotgun:
db.gamefaqs.com/portable/ds/file/metroid_prime_hunters_frost_labyrinth.gif
Roll into Alt Form and head into the tunnel. Work your way to the top
of the labyrinth and go through the red door. The tunnel at the top
is buggy. You may have to approach it an angle or use a Boost to
actually get the Morph Ball to go inside.
----------
Sanctorus
New Scans: Gorea 03 (lore), Gorea 04 (lore), Alimbic War 01 (lore),
Alimbic War 06 (lore), Alimbic War 12 (lore)
New Items: UA Expansion, Binary Subscripture
Take a left from the door to find a UA Expansion at the end of a curving
hall. Scan above the hole in the floor for the Alimbic War 01 lore.
Return to the door and take the right path. Go into the tunnel on the
right and scan the arch above for the Gorea 03 lore. Jump down and scan
the Alimbic War 12 lore, then go through the doorway.
Kill the Greater Ithrak hanging from the ceiling. There are three
switches in this room which must be scanned to remove the force field
blocking the Imperialist Switch. There is a computer to your left as
you enter which says as much.
1. Behind the pillar across from the computer.
2. Behind the pillar closest to the computer.
3. On the ledge above the computer.
Scan the broken pillars in the room's center for Gorea 01 and Alimbic
War 06 lore, then stand near the Artifact Shield. Shoot the red switch
on the far side of the room with the Imperialist to make the Shield Key
appear. If you stand too close to the switch, then it will close and
shooting it will not work. Stand near the Artifact Shield to ensure it
stays shut. Take the Shield Key, then grab the Binary Subscripture from
the Artifact Shield. A pair of Guardians will appear to attack you.
Kill them both, then return to the Frost Labyrinth.
----------------
Frost Labyrinth
Frost Labyrinth Maze Map by MrShotgun:
db.gamefaqs.com/portable/ds/file/metroid_prime_hunters_frost_labyrinth.gif
Return to Fault Line through the right exit.
-----------
Fault Line
Stand in the back of the room, between the two arches, and use the
Imperialist's zoom function to snipe the red switch on the wall. The
switch will activate an elevator.
Ride the elevator to the second level. Use the Jump Pad at the top
of the elevator to go up into a narrow tunnel. Move to it's end, to
where the UA Ammo is, then spin around to face where you just came from.
High on the left and right walls, just above the force field, are two
more Imperialist Switches. Shoot them both to lower the tall force
field. Head back down into the area you just opened.
Scan the switch on the left side of the room to open a Portal to
Arcterra Gateway. Return there and save if you like. Back in the
Fault Line, use the Jump Pad near the portal to reach the door on the
upper ledge. Go through the door to the Drip Moat.
----------
Drip Moat
Step forward onto the square tile on the floor. The platform will
begin moving forward. You may notice a UA Expansion below; you'll get
this later on. Ride the platform to the end, shooting the Petrasyls,
War Wasps and Shriekbats who get in the way. If you get knocked off
by one of them, then return to the start and use the Jump Pad to return
to the top and try again. Go through the door at the other end of the
Drip Moat to enter Subterranean.
-------------
Subterranean
New Scans: Alimbic Turret v2.7 (bioform), Alimbic War 04 (lore),
Alimbic War 05 (lore), Alimbic War 11 (lore)
New Items: Missile Expansion, Cartograph Artifact
To deactivate the force fields in this room, you have to shoot the four
switches in the ring above with the Imperialist. Stand in the corners
of the room and the small area in the middle of the force fields to shoot
over the fields and reach the switches. You may have to jump to reach
over the fields. You have to shoot the switches straight on. Shooting
them from the side doesn't work.
Once all the switches are activated, work your way to the center of the
maze and stand on the disc. The disc is actually an elevator, which
will go down. Go to the end of this new hall and take the Missile
Expansion. Scan for the Alimbic War 04 lore, then turn around. On
your left down the hall a ways is a large crack in the wall. Go
through it, and get the Alimbic War 11 lore halfway through the short
tunnel. Hang a left when the tunnel branches, then scan and destroy
an Alimbic Turret v2.7 bioform. Once the Turret is dead, a Shield Key
will appear. Take it, then scan the Alimbic War 05 lore against the
wall before going to the opposite end of the hall to claim the
Cartograph Artifact.
Return to the elevator, and make sure you have all of the scans and
the Missile Expansion before leaving. Once you exit Subterranean,
the elevator will stop working.
Player's Note: Actually, I was wrong. You can get the elevator to run
again, but you must first take the Octolith and return to the Gunship.
Once you have done this, then the elevator will start working again.
Thanks to Dark Crono for figuring this out.
Start working your way out of the maze, and after a short time the force
fields will deactivate and no less then six Guardians will appear to
attack. The Guardians appear one at a time at intervals of only a few
seconds, so the faster you kill them the better. If you're a good shot
with the Imperialist, then a single head shot with the rifle is enough to
kill any of them. Once all the Guardians are dead, return to the Drip
Moat.
----------
Drip Moat
New Item: UA Expansion
Return to the start of the Drip Moat. When you near the end of the
platform ride, you will see a UA Expansion floating in midair below
you. Jump off of the platform after it stops moving and grab the
UA Expansion. Use the Jump Pad at the bottom of the shaft to bounce
back up. Go back through the door to Fault Line.
-----------
Fault Line
New Scan: Oubliette 01 (lore)
New Item: Attameter Artifact
Ride the elevator back up from the Ice Spawn room and use the Jump Pad
closest to the elevator to bounce back up into the narrow tunnel. Go
up the ramp into the next room. Drop down and kill the Psycho Bits
and their generators to reveal a Shield Key in the far corner of the
room. Take it, then head back to where you came in. Under a ledge
between two pillars is a computer. Scan it. The Shield Key and the
Computer will together deactivate the electricity and the shield in
the tunnel below, letting you claim the last Artifact.
Jump up to the top of the rubble in the middle of the room. Use a
missile on the pillar's large crak to knock it over, creating a narrow
bridge. Get the Gorea 01 lore from the cliff below the pillar, then
cross the makeshift bridge. Run along the ledge and jump into the
tunnel. At the end of the tunnel, drop down to the Ice Spawn room.
Backtrack to the Quadtroid Cave, through the left branch into the tunnel
that was formerly filled with electricity. Take the Attameter Artifact.
Return to the Ice Spawn room and ride the elevator back up. Use the
portal to return to Arcterra Gateway.
-----------------
Arcterra Gateway
Save and heal, then return to Fault Line through the portal.
-----------
Fault Line
Use the Jump Pad to return to the Fallen Pillar Room and enter the
Stronghold Portal.
----------------
Stronghold Void
New Scan: Cretaphid v4
New Item: Octolith
This is your last Cretaphid boss, so if you still haven't scanned
Biodefense Chamber A then do it now. It's your absolute last chance.
The lore can be found just to the right of the door in the boss room.
~o~o~o~o~o~o~o~o~o~o~o~o~o~
Begin Boss: Cretaphid v4
~o~o~o~o~o~o~o~o~o~o~o~o~o~
As always, Cretaphid is similar to his previous version but has one new
trick. This time around, the pillar can move. This gives you something
else to dodge, but the Cretaphid still isn't that difficult. Blast his
eyes when they turn blue, and shoot the brain until it descends. Always
move in clockwise or counter-clockwise circles. And don't forget to
scan him.
~o~o~o~o~o~o~o~o~o~o~o~o~
End Boss: Cretaphid v4
~o~o~o~o~o~o~o~o~o~o~o~o~
Take the Octolith and return through the Stronghold Portal. You've got
an extremely generous four minutes to make it back to Arcterra Gateway
and fly off in your Gunship.
-----------
Fault Line
Run along the fallen pillar and jump down to the Ice Spawn room. Run
back through the Quadtroid Cave and into the door to Sic Transit.
------------
Sic Transit*
If there's a Hunter here, then beat him. Leave through the door across
from the Fault Line entrance to Arcterra Gateway, in the northwest
corner.
-----------------
Arcterra Gateway
Jump to the top of Arcterra Gateway and into your Gunship. Launch Ship
to leave Arcterra for good.
--------------------
The Alimbic Cluster
You've found Seven of the Eight Octoliths, and have every weapon in the
game at your disposal. It's time for the last hurdle. Set a course
for Vesper Defense Outpost.
~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~
[0328] Part 8: Return to Vesper Defense Outpost
~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~
------------
VDO Gateway
Take the portal to Weapons Complex (upper).
-------------------------
Weapons Complex (upper)*
Drop down the elevator shaft and use the Imperialist to enter the red
door.
---------------
Stasis Bunker*
New Scans: Seal Sphere 03 (lore), Seal Sphere 04 (lore),
Oubliette 02 (lore), Oubliette 03 (lore), Oubliette 04 (lore),
Oubliette 05 (lore), Oubliette 06 (lore), Oubliette 07 (lore),
New Items: UA Expansion, Cartograph Artifact, Attameter Artifact
Run forward and destroy the Voldrums and their Generators. Go through
the jammed door and kill the Alimbic Turret at the top. Go up the
ramps to the right to the second floor. There are lots of enemies
and Generators up here. Kill them as you find them. Take a right at
the top of the ramp, then right again through the door flanked by blue
crystals. Go through the hall and into the small room. The opening
in the floor drops down to the ramps that lead up to the second floor.
Jump up to one of the ledges on the left and right sides of the room,
then onto the device suspended from the ceiling. Grab the UA Expansion
and return to the previous room.
Use your Scan Visor in this circular area to find Seal Sphere 03 and 04
as well as Oubliette 02 through 07 lore entries. Leave through the
passage with the locked door at it's end. Take a left to find the
Stronghold Portal; scan if it if you don't have the Stronghold Portal
object already, as this will be your last chance to do so. Remember
it's location, but we can't do anything with it right now. Turn to
the right and destroy the Alimbic Turret, then scan the computer. This
will power another computer near the Weapons Complex door. Roll into
Alt Form and backtrack to the door you entered through, and scan the
computer. You have only 20 seconds to do so. Scanning the computer
will reveal a Shield Key in the room above, where you found the UA
Expansion. Again, you have only 20 seconds to make it there.
The Shield Key will lower one of the two Artifact Shields in the large
room on the first floor, inside of which is the Cartograph Artifact. If
you still have not scanned the Cartograph Artifact for it's logbook
entry, then do it now - it's your final chance to do so. Taking the
Cartograph Artifact will release a few Guardians into the room. Kill
them all, and a second Shield Key will appear on the second floor. Take
this Shield Key to deactivate the second Artifact Shield on the first
floor. Again, scan the Attame