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| | Metroid Prime Hunter | |
| _ | FAQ/Walkthrough | |
| _| |_ | Version 0.2 | (X) |
| |_ _| | | (Y) (A) |
| |_| | Copyright 2006 | (B) |
| | NDS_Master | |
| |________________________| |
|________/ Nintend[]DS \________|
| |MIC. [] |
|____________________________________________|
1. Copyright
2. Introduction
3. Controls
4. Hunters
5. Walkthrough
A. The Hunt Begins
B. Celestial Archives
C. Alinos
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1. Copyright 2006 NDS_Master
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This guide is copyrighted to me, NDS_Master, which grants me full permission
to use this guide and to post it wherever I want. It also gives me exclusive
rights to my guide. Therefore, everyone else does not have permission to use
my guide or to post it on any websites, publications, or other documents. To
defend my rights, the United States has laws and other countries have
international treaties. With its copyright, this guide is under the
protection of many countries, and each of them takes stealing literary works
very seriously. Should someone plagiarize my works or blatantly steal them,
he or she will be performing an illegal act that can lead to dire
consequences.
Fortunately, there is an easy solution if you want to use my guide. Just ask
me. I typically allow websites to publish my works if they simply ask my
permission. If you want to use my guides or reviews, contact me and I will
quickly consider your request and reply. The answer will usually be yes, but
it is imperative that you contact me first to make your usage of my written
work legal. Since my e-mail became overcome by spam when I posted it, I no
longer use it. Instead, you will have to send me a Private Message via my My
Nintendo account. If you don't have a My Nintendo account, you will have to
go to Nintendo.com to get one. It's free and easy. Once you have one, just PM
me, NDS_Master, with your request. Thanks in advance for only using this
guide when you have my permission.
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2. Introduction
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The rules are changing. When Nintendo announced the Nintendo DS back in '04,
gamers everywhere knew that something major was afoot. With a touch screen,
dual screens, a microphone, and Wi-Fi, the DS was not an ordinary portable
system. It was the grassroots portable of Nintendo, leading the way towards
more quality and innovation.
Since it was so different, the DS was bound to host some games that moved
away from Nintendo's typical style. Metroid Prime Hunters is one of those
games. It combines online play with voice chat, Samus with other bounty
hunters, and the Metroid series with distinct first person shooter elements.
Nintendo is truly going out of its usual bounds with this one, much to the
delight of players from all over the world. And with its new steps come new
rules. Metroid combat will never be the same.
New rules mean new challenges, and in Metroid Prime Hunters some of the
toughest maps, enemies, bosses, and rival bounty hunters await you. A ton of
armor and morph abilities alone aren't going to help you. So, what's a bounty
hunter to do in the midst of such hostility? Once you've been slaughtered for
the fiftieth time, it may be time to look elsewhere for assistance than your
own cozy weapon arsenal. That's what this FAQ is for. It dissects the many
challenges that you will face, offering sound advice on how to advance. So
grab your DS, sharpen your sharp shooting skills, and prepare for a journey
unlike any other.
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3. Controls
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=================
Stylus Mode Right
=================
D-Pad: Move Character
L Button: Shoot/Scan
A, B, X, Y: Jump
Touch Screen: Aim, change form, change weapon, use scan visor
Double Tap the Touch Screen: Jump
Start: Pause
================
Stylus Mode Left
================
A, B, X, Y Buttons: Move Character
R Button: Shoot/Scan
D-Pad: Jump
Touch Screen: Aim, change form, change weapon, use scan visor
Double Tap the Touch Screen: Jump
Start: Pause
===============
Dual Mode Right
===============
D-Pad: Move Character
A, B, X, Y Buttons: Aim Weapon
R Button: Jump
L Button: Shoot/Scan
Touch Screen: Change form, change weapons, use scan visor
Start: Pause
==============
Dual Mode Left
==============
A, B, X, Y Buttons: Move Character
D-Pad: Aim Weapon
L Button: Jump
R Button: Shoot/Scan
Touch Screen: Change form, change weapons, use scan visor
Start: Pause
===========
Sensitivity
===========
Adjusts the sensitivity of the movement of the crosshair. Higher sensitivity
means that aiming will take less time, but it is less accurate.
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4. Hunters
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For the first time ever in a Metroid game, Samus is not the only hunter ready
to get in on the action. Six other bounty hunters are also ready to charge
into the Alimbic Cluster in order to gain the mysterious Ultimate Power that
supposedly lies there. With different backgrounds, alternate forms, and
affinity weapons, these hunters are not to be taken lightly.
===============
Affinity System
===============
In Metroid Prime: Hunters, gamers will run across a slew of weapons that will
aid them in their quest to dominate. However, some weapons are more
beneficial to certain bounty hunters than other, thanks to the weapon
affinity system. Basically, the various hunters can draw specific benefits
from their affinity weapon, benefits that they alone receive. For more
information on how each hunter uses the affinity system, check out the
Hunters section.
==========
Samus Aran
==========
A prestigious bounty hunter that frequently works for the Galactic
Federation, Samus has more than enough skill to take on any challenges that
lie in the Alimbic Cluster. While many other bounty hunters seek the Ultimate
Power for themselves alone, she just wants to make sure such power does not
fall into the wrong hands.
Alternate Form: Morph Ball
Affinity Weapon: Missiles
Affinity Advantage: Missiles will track opponents as they move, and Samus's
ability to charge missiles makes them even more deadly.
=====
Trace
=====
As a member of the dreaded Kriken race, Trace has a heritage of deadliness
that inspires fear in many of the people he encounters. All Krikens are known
for their abilities, and every Kriken is exiled from its group for a short
period of time when it reaches a certain age. It was during his exile that
Trace learned of the Ultimate Power in the Alimbic Cluster, and his mission
is to secure that power for his people.
Alternate Form: Triskelion
Affinity Weapon: Imperialist
Affinity Advantage: If he is not moving, Trace will become invisible if he is
using the Imperialist.
======
Weavel
======
Due to his past, Weavel has more than enough reason to seek revenge from
Samus. Once an influential leader of the Space Pirates, he was severely
injured during a skirmish that his group had with Samus. He barely survived
and soon became largely mechanical, using artificial means to sustains his
life. With such a strange past, one can only wonder why Weavel is headed to
the Alimbic Cluster.
Alternate Form: Half Turret
Affinity Weapon: Battlehammer
Affinity Advantage: It explodes as it hits, causing greater damage to
enemies.
=====
Sylux
=====
Who is Sylux? Few know. This mysterious bounty hunter has his past hidden;
keeping it a secret to himself and possibly a couple of other individuals.
Although he conceals his past, Sylux makes one thing known: he loathes the
Galactic Federation as well as Samus Aran.
Alternate Form: Lockjaw
Affinity Weapon: Shock Coil
Affinity Advantage: Reduces strength a good amount when it strikes an
opponent.
=====
Spire
=====
Alternate Form: Dialanche
Affinity Weapon: Magmaul
Affinity Advantage: Sets opponents on fire when it hits, causing damage over
an extended period of time.
=====
Noxus
=====
Alternate Form: Vhoscythe
Affinity Weapon: Judicator
Affinity Advantage: When charged, the Judicator will freeze enemies.
======
Kanden
======
Alternate Form: Stinglarva
Affinity Weapon: Volt Driver
Affinity Advantage: When Kanden hits opponents with the Volt Driver, it will
temporarily distort their visor, making it hard for them to see.
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5. Walkthrough
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So, you are ready to tackle the quest for Ultimate Power? That is great,
because it is going to be a challenge. Here are a few tips for using this
guide, as well as for playing the game:
Many items abound that you can scan. Use your scan visor to add the to your
logbook. A [?] is located in this walkthrough whenever there is an item to
scan. If you want to see exactly what item corresponds with what number, go
to the end of the each individual section to see what items you could scan.
For each level the number will start 50 higher (1, 51, 101, etc.), and this
is simply to make a distinction between the scans that you should encounter
first in any given level.
If you die, you will restart at a checkpoint. All items scanned after you
last reached that checkpoint are deleted, so you will need to rescan them as
you progress.
That's it for now. The rest should be fairly straightforward, so let's get
started!
==================
A. The Hunt Begins
==================
Mission File 79109
"The secret to Ultimate Power lies in the Alimbic Cluster."
This repeating neural thread, originating from an uncharted region of the
Tetra Galaxy known as the Alimbic Cluster, was recently intercepted and
translated by Federation empaths.
1. Discover the meaning behind this mysterious telepathic message.
2. If the "Ultimate Power" can be secured, ensure Federation control
3. If the power cannot be secured, ensure that it remains secret or destroy
it.
"This operation must remain covert. The tetra galaxy is outside of
federation-controlled space, and the Alimbic Cluster is a wild and uncharted
region.
While we have kept our communications classified, we know other entities have
intercepted the thread.
The lure of ultimate power will be irresistible to many, disposition of rival
interests is presumed hostile.
Uploading known coordinates?
=====================
B. Celestial Archives
=====================
The mission has been set. Ultimate Power lies somewhere in the Alimbic
Cluster, and it is up to you to find it. Once you have scanned the galaxy and
located the Celestial Archives, select it and choose to land ship. Your
mission will then begin.
When you begin, move forward a short distance to get off the top of your
ship. Before you continue, there are some items you must scan. Scanning items
will help you figure out what they are as well as help you progress through
the game, so scanning is vital. Tap and hold the small green circle at the
bottom of the touch screen in the center. It will activate your scan visor.
Turn all the way around so that it focuses on you ship. Hold L to scan it.
[1] Then, turn back around so you are facing the same way as your ship. Turn
directly to the left, and the scan visor will focus on a display board. Hold
L to scan it. [2] Then, turn back to the right to face the same direction as
your ship. Move forward to head to the door that is at the edge of the room.
The game will instruct you to access your scan visor, so use the technique
you just learned. Now, scan the glowing blue hexagon just above the door, [3]
and then scan the door itself. [4] You will learn vital information about
going through the door. Simply exit out of your scan visor and shoot the door
when you are near it to make it open. Go through it.
You will enter a twisting hallway. At the end of it is another door that you
open the exact same way, and beyond that is yet another small hallway and
another door. Once you have done that, you will enter a large room.
Walk forward into the room that has a large structure directly straight from
the door leading to it. A ramp is to the right, but it isn't important right
now. Enter into the scan visor and you will find something to scan on the
left side of the base of the structure. [5] Now, head up the ramp. At the top
of the ramp, go to the left onto the walkway between the first structure and
another structure that is in the room. Get your scan visor on and scan the
top section of either structure (they are both the same). [6]
Head down the other side of the ramp and go towards the door at the other end
of the room. It will have a red circular thing on it, and a small cutscene
will highlight this. Use your scan visor to first scan the door. [7] Next,
scan the switch to the left of it. The switch won't go into the logbook, but
it will unlock the door. Then, you will be able to then open the door. Inside
the door is a hallway, followed by another door that leads to a room.
Here you will meet your first foes. Before you take them all out, remember to
pull out your scan visor so that you can identify them. [8] Then, aim your
gun and blast them to pieces. They are fairly weak and they try to shoot at
you, so strafing left and right should make it easy to destroy them.
The door will then unlock, and your can proceed through the doors and
hallways until you encounter several blue boxes. You will be ordered to
charge up your laser by holding down the fire button, so try that out here.
Use your powered beam to decimate the boxes. Inside you will find health,
just remember to scan it before you collect it. [9]
Continue on through the hallway, and you will find several boxes blocking
your path. A special message will pop up to teach you how to jump. If you do
not already know how to jump, follow its directions to get over the boxes and
head on your way.
In the next room, and green enemy will be waiting for you. It can only hurt
you if you touch it; shoot it from a distance. However, never forget to scan
foes that you have never encountered before so that you can add them to your
logbook. [10] When it is gone, a new item will appear for you to scan and
collect. [11] However, scanning still is not complete for this room. Use your
visor to identify either of the blue panels near where the enemy was (new
enemies will occasionally appear; be cautious). [12] Finally, scan the door
leading out of the room. [13] It can only be opened with missiles; switch to
them by tapping on the missile icon on the touch screen. A single shot will
open the door, and you can resume using the power beam.
You will go through a straight hallway, and afterwards you will enter a
curved hallway which you can go either left or right in. To the right is
nothing; go to the left. As you go, three Psycho Bits will obstruct your
path. You should already have them in your logbook from your last encounter,
so simply blast them to pieces. When you go forward further, a message will
appear from your ship.
"Warning! Confirmed arrival of unidentified vessel at Celestial Archives.
Extreme Caution is advised."
Who could this be? What bounty hunter is it? Wait and see. At the end of the
hallway you will find a new type of door, but it functions exactly like
previous door so you do not need to scan it. Go through it and you will enter
a large room with a massive blue crystal like force field in the middle. Near
the base of the platform with the force field on it is a small, blue screen.
Scan it. [14] Then, hop up to the force field. Activate your scan visor and
you will see two blue squares that you can scan. First, scan the top one.
[15]
It will trigger the arrival of many Psycho Bits. They will appear in massive
hordes, and you have to eliminate them. Since they try to shoot directly at
you, the best way to avoid their attacks is to keep moving. Walk off the
walkway onto the ground, and start strafing around the central platform.
Continuously shoot the Psycho Bits. When they appear in other parts of the
room, use the same technique until they are all dead. They will keep coming
for a long time, but do not give up. Just keep fighting.
Once they are all deceased, a sphere will appear on the walkway at the top of
the room. Jump up to it, but do not collect it. Scan it first. [16] Then,
pick it up and the force field will disappear, allowing you to grab the
Artifact it protected. Scan the Artifact, [17] and grab it to unlock the door
on the other side of the room.
If you are confused which way to go, stand in the center of the room and look
to either side of the walkway. On one side is a narrow, short wall, and on
the other side is a narrow orange strip where a wall should be. Go to the
door that is on the side without the wall.
Through the door, look to your left and what will you see? A swarm of Psycho
Bits! The hallway is narrow, but you can still strafe to avoid getting hit.
When they are gone, walk over to where they were. You will drop a minute
distance. Then, turn around and look at the place you dropped from. It is a
walkway, but beneath it it looks like there is another path. You can only go
through the lower path as the Morph, so tap the icon to change to your
alternate form. From there, go on the lower path until you collect the
missile pack, and then go back the way you came.
Switch back to regular, biped form, and continue on through the hallway. You
will receive a lesson in using the Morph Ball. Afterwards, you will see
another split path like the one you just went through. Turn into a Morph to
go the lower way (which has a small energy ball). At the end of this lower
path, you will find an Energy Tank. It essentially adds 100 units of energy,
making it beneficial.
Head back the way to came, and when you get out from the lower path switch to
regular, biped form and jump onto the slightly higher path. You will see a
door, but guarding that door is a new enemy. Scan it. [18] Since it is a
fairly tough beast, continuously fire at it while backing away when it draws
near. You don't want to be close enough for it to lunge at you. When it dies,
scan the blue circle that will appear. [19] It is a new type of health. Then,
go through the door.
Soon you will come to a very tall room. In the center is a tall pole with
platforms around it. Before you attempt to scale the monstrosity, take
advantage of your scan visor. [20] Upon completion of the scan, start jumping
up the orange fan blades that function as platforms. It might take some
skill, but you can do it. There is nothing else of interest in the room, so
once you reach the platform that leads to the door you can simply exit the
room.
Through the next hallway and door, you will come to yet another curved
hallway. You need to head right, so turn right and go until you see a green
door. Scan it just so you have it in your logbook. [21] Then, continue along
the hallway. As you progress, you will suddenly see... Kanden? Yes, it is
him, but he will switch to his alternate form and run like a girl as soon as
he spots you.
Naturally, you'll need to also enter your Morph Ball form to chase him
through the tiny passageway. There's no need to rush, but wasting time isn't
good either. Out of the small passageway, switch back to regular form and
take out the Psycho Bits as you head straight along the hallway. You will
come to another small passageway, and you will need to return to Morph Ball
form to go through it. It has valuable health, and at the end of the
passageway is a valuable Missile Expansion, which allows you to hold 10 extra
missiles.
Head back out, switch to normal form, and head back towards the first small
passageway. Instead of going through it, jump on the walkway on top of it and
finish off the Psycho Bits that lurk there. Go through the door, which looks
deceptively like the door you came through to enter this curved hallway.
Beyond the door is a short hallway, followed by a large room with more
cooling fans. This time, the fan blades are blue. You will receive yet
another gunship transmission inside this room.
"Pilot of docked ship identified as bounty hunter Kanden. Your warp signature
was traced. Assume hostile intent."
Jump up the cooling fan blades, and destroy any Petrasyls that threaten your
safe passage. The fans are farther apart this time, making it harder to go up
them. Keep trying, and soon you will reach the top of the room, which has a
door. Go through that door and the next, and guess what? You are at another
curved hallway!
To the right are some boxes with some items, and to the left is the door that
leads to a large room. Inside that room is Kanden. Be prepared for your first
bounty hunter fight! The first order of business, though, should be to get
some scanning out of the way in the large room. Near the skinny wall on the
side of the room, you will find something that you can scan. [22] On the
other side of the room, you will find another skinny wall with another object
to scan. [23] Once you are done with that, use your best maneuvering to scan
Kanden himself. [24] He has the volt driver, his affinity weapon, and it will
disrupt your screen display if it hit you. Use caution around him! An energy
bar at the bottom of the screen will alert you to how much health he has left
after you hit him.
------------
Kanden Fight
------------
The best strategy to use is to stay on the walkway at the top of the room
while Kanden is on the ground in his alternate form. Shoot him consistently.
When he returns to biped form so he can jump up to the walkway, equip your
missiles and moves away from the middle. Shoot him when he gets on the
walkway, and continue to shoot him as he approaches you in his alternate
form. Do not be afraid to switch back to the power beam if he gets too close.
Make your shots count, and continue this routine when he goes back to the
ground in his alt form. If you ever get low on missiles or health, break open
the boxes on each side of the room. They will provide you will beneficial
powerups.
Once you defeat him, a Shield Key will appear. Take it, and the red circle on
the short gray door on the walkway will disappear. Jump onto the walkway,
switch to Morph Ball, and go to the gray door. Use a power bomb to open the
door, and proceed through. Inside you will find an Alimbic Artifact and some
health. With the Artifact in your control, the door in the main room that had
the red circle on it will unlock. As soon as you come out from the area you
were in as a Morph Ball, head to the right. That is the door you should go
through.
Past the door, put your scan visor on and scan the turrets that will fire at
you. [25] Then, blast them to pieces. They are weak and should not give you
any trouble. Afterwards, go through the door they were guarding. It will lead
to a room with several platforms.
Before you hop on the platforms, look at the ground. You will see a blue and
an orange light. First, scan the blue light [26] and then scan the orange
light. The orange light is only a switch and is thus not added to your
logbook, but it will activate the portal. If you go through the portal, you
will warp to where your ship is. By jumping onto your ship, you can save your
game. To get back to where you were, simply go through the portal in the room
where your ship is.
Now, you have some serious platform jumping to do. Jump across the platforms
until halfway up you see a yellow panel. Once you scan it, [27] continue on
your way. Do not attempt to shoot it, or else the guard node will shoot you
and harm you. You're going to need a more powerful weapon to take down this
force field, but that's for a later mission.
At the top platform, look around until you notice a place in the wall you can
jump to. Jump over to it, and follow the path until you reach the door. It
leads to a small room with an Artifact Shield in the middle. Shoot all four
switches, which are located on both sides of both doors, and then a key will
appear. Take the key to eliminate the shield so that you can gain the
Artifact it protects. A message will appear.
"Long-range thermomagnetic-resonance scanners indicate remote and
inaccessible chambers. Use the portal to access the inaccessible."
Yep, it's time to head towards the boss! Go through the door with the blue
pillars next to it, and you will come to a massive portal. Quickly scan it
[28] before heading into it. The area you will enter is deserted, and a lone
door leads to a desolate walkway. Scan the door [29] and head through it
until you reach the end of the walkway. A massive door will bar you way,
which you can scan. [30] Blast it open, and then shoot the door after it to
enter the boss room. It holds the boss of course, but do not forget to scan
the boss into your logbook before heading into a fight. [31] To the right of
the door in the boss room is also another item to scan; do not forget it!
[32]
------------------
Boss: Cretaphid V1
------------------
This pillar is a monster fighter, but you can take it down with some
knowledge and some skill. When you first meet it, red lasers will come from
its top three nodes. They will travel in a counter-clockwise direction, so
strafe in that direction as well to avoid getting burned. Also, never ever
run into Cretaphid, or you will suffer.
As you strafe, shoot the blue nodes on Cretaphid until they go out.
(Sometimes they deposit health or missiles, so be sure to collect them if you
can reach them without getting substantially damaged by Cretaphid.) Do not be
alarmed when the red lasers occasionally shut off, because they will simply
turn on again. Once you have knocked out every single blue node, then lasers
will shut off for a long period of time and a holographic box will come out
of the top of Cretaphid and shoot at you. Try to avoid the shots by jumping
or strafing, and fire at the holographic box multiple times. After a while,
it will disappear again and the blue nodes will light back up.
Keep doing this until Cretaphid starts flashing. Then, the blue nodes just
below the red nodes will turn red and start emitting lasers, and the red
nodes at the top will turn blue. It is the same story as last time, only now
it is with four lasers instead of three. A few of the lasers are close
together; find the greatest gap in between laser for you to strafe in. This
time, you will go clockwise. Shoot out the blue nodes until they are gone,
and then fire at the holographic box until Cretaphid starts flashing again.
The final phase will then begin.
Now the bottom five blue nodes will turn red and start firing lasers. Again,
find the largest gap and strafe counter-clockwise to keep from getting
scorched. Once all the blue nodes are out, the holographic box will appear
yet again. This time, however, don't mess with the power beam. Pull out your
missiles and release them at the box to maximize damage. Continue on this
course until you have reduced Cretaphid to nothingness.
In the place where Cretaphid was, a brilliant, shiny Octolith will appear.
Obviously you are going to want to add it to your stash, but first add it to
your logbook via the scan visor. [33] A message will appear when you obtain
it.
"Octoliths may be the key to the Ultimate Power alluded to in the telepathic
message."
Grab the health packs scattered throughout the room before you leave, as they
will provide you with beneficial energy as you leave the Celestial Archives.
Head through the two strongholds doors, and get ready for you next challenge.
------------------------------
Escape from Celestial Archives
Time: 8 Minutes
------------------------------
"Security protocol initiated. Evacuate immediately!"
Whoops, stealing the Octolith caused a disturbance in the Alimbic security
system. The whole place is going to blow if you stay there, so you had better
get moving. Head straight back across the walkway to the large portal, and go
through it. Now, you just have the entire Celestial Archives to get through.
In the room right after the room you will teleport to, several Psycho Bits
will impede your progress. Strafe around them to avoid getting hit, and
decimate them. Do not waste time. The doors will unlock when they are dead;
go through the door without the blue pillars.
You will come to the last of the tall rooms you came through. Drop down
quickly, and head through the door to get out of the tall room. You may
recall that the teleport to the ship used to be located here, but for some
reason it was disabled. It will not be easy getting out.
Go through doors until you come to a curved hallway. When you reach it, head
to the right and go in the door you come to. It leads to the room where you
fought Kanden, but there is no time to reminisce on that fight now. Run
straight across the room and head into the door that is to the right. Break
open the box next to the wall as you go to collect some extra energy.
Again you will enter a curved hallway; this time head to the left. Psycho
Bits will yet again appear to disrupt your movement, so fight them off as
quickly as possible. Since they are close together, this might be a good time
to empty out a few of your missiles if you have any. Once they are dead, go
through the door they were locking, and do not be afraid to destroy the boxes
before you head out.
Soon you will reach another tall room; drop down to the bottom of it and go
through the door. After going through a couple of doors and a hallway,
another curved hallway will cross your path. Go right, but only go until you
fall a short distance. Then, turn around and turn into the Morph. Roll under
the pathway that you were just on, and go through until you reach the end.
Once there, switch back to regular form and shoot the Lesser Ithrak that will
attack you. It will soon die, and you can continue to run like crazy towards
the end. You will come across two turrets and another Lesser Ithrak. You must
defeat them to unlock the door they guard, so fire quickly and cautiously. Go
through the door once it is unlocked.
Drop down when you come to the third tall room in your escape, and go through
the doors at the bottom of the tall room until you reach what? A curved
hallway. Left is your route this time; ignore the Lesser Ithrak that will
fall from the ceiling; you need to keep moving. Psycho Bits will also guard
the hallway; just strafe left and right as you run by them. When you get to
the door, go through it to enter a large room with even more Psycho Bits.
These you have to destroy. Start strafing you normally do with these enemies,
and shoot them until they are all gone. The door will then unlock. But wait,
which door are you supposed to go through? This time, you are supposed to
move through the door that is closest to the skinny narrow wall, not the one
closest to the skinny orange strip on the ground.
Another curved hallway. What a surprise. Run left, ignoring the Psycho Bits
you encounter. You will come to another door, which will take you out of the
final curved hallway. The room you enter will be infested with Petrasyls, but
you have no time to fight them. Avoid touching them as you go up the ramp
that leads to the exit of the first room filled with Petrasyls. You will have
to destroy a few, so fire rapidly as you progress.
The next area also has Petrasyls, and they are over several boxes. Jump over
the boxes and kill some of the Petrasyls that bar your path. Run up the ramp
that is after the boxes, follow the path, and go through doors until you
reach a large room.
Here, your final challenge awaits. A cutscene will alert you to the entry of
guardians. Three guardians will appear and attack you. They must be
eliminated. This is a hectic time, but you should still put on your scan
visor to add the guardian to your logbook. [34] It will only take a second,
and it is beneficial. Equip your missiles (if you have any) as you fight the
guardians, and constantly strafe to avoid getting shot. They have health
bars, so you can tell how much strength they have left. A few missiles should
kill them, which is why it is vital that you switch weapons. Otherwise you
will waster precious time. (This is the last battle, so this is okay if you
have plenty of time left.)
Upon the guardians' defeat, run through the final few hallways until your
reach your ship. Run up to the front of it and jump on top of it. When you
do, it will ask if you want to enter your ship. Say yes, save your game, and
select launch ship to head out and search for other places.
Scan List Celestial Archives, Visit 1
[1] Hunter Gunship
[2] Celestial Archives
[3] Alimbic Prophecy 01
[4] Door
[5] Synergy Processor
[6] Starboard Helm
[7] Sealed Door
[8] Psycho Bit V1.0
[9] Small Energy
[10] Petrasyl
[11] Small Missile Pack
[12] Synergy Strut
[13] Brown Blast Shield
[14] Alimbic Artifacts
[15] Artifact Shield
[16] Shield Key
[17] Cartograph Artifact
[18] Lesser Ithrak
[19] Medium Energy
[20] Cooling Fans
[21] Green Blast Shield
[22] Political Hub
[23] Anthropologic Hub
[24] Kanden
[25] Alimbic Turret V1.0
[26] Portal
[27] Yellow Force Field
[28] Stronghold Portal
[29] Stronghold Void
[30] Stronghold Door
[31] Cretaphid V1
[32] Biodefense Chamber A
[33] Octolith
[34] Guardian
=========
C. Alinos
=========
Once you leave the Celestial Archives having retrieved the first Octolith,
you will take off and scan the system for more areas to explore. Alinos, the
fiery hot lava planet, will appear as another destination. Choose it and you
will be able to start your journey through the flames.
Perhaps the first thing that will strike you about Alinos is the wide-open
area where you land that is filled with lava. While it may seem massive,
there are only a few things that you need to do here. Once you walk off the
front of your ship, turn slightly to the left and you will see an orange
display that is close by which you can scan. [51]
With that out of the way, proceed down the long flight of stairs leading to
the ground of Alinos. Barring your from the door, which is a good distance
away, is a ton of lava. If you ever fall into lava, quickly jump so you take
minimal damage and keep jumping until you are out. Here, however, you can
simply jump straight across the small platforms in the lava.
Jump from platform to platform, but realize that each one will sink shortly
after you jump on it. You will have to go fairly quickly to keep from getting
burned. After the lava, you will see a door. However, it is not yet time to
go in it. First, turn to the right with you scan visor on. Against the wall,
you will see item to scan next to the wall. It is only visible while you are
wearing your scan visor. [52] Keep walking along the wall, and you will come
to another one. [53]
At this point, turn around and keep heading alongside the wall. Go past the
door and continue along the wall. Your scan visor should pick up on another
item worth scanning. Move around until you can successfully scan it, and then
press the L button to quickly see what the item is. [54] Remember the last
Missile Expansion was hidden in a small passageway so you could not scan it,
so this should be your first Missile Expansion scan in which you add it to
the database.
Now, see the boxes close to the part of the wall that holds the Missile
Expansion? Jump on top of them. At the top, switch to Morph Ball form. Roll
into the wall, and head right towards the expansion. You will have to go up a
fairly large step, so lay a power bomb. When it explodes, you will shoot a
small distance into the air. Move forward at this time to go up the step.
There is one other step before the Missile Expansion, so do the same thing.
Press up to ensure that you are snuggly against the wall (if not you may hit
a beam and not go up very high) when you use the power bomb. Go forward onto
the Missile Expansion to increase your missile capacity.
Having completed all the initial stuff you need to do in the first area of
Alinos, go to the door that you avoided to get the missile expanion and the
datashade scans. Before you go through it, scan the glowing object above the
door. [55]
Through the door, you will find a hallway and door that leads into Echo Hall.
It is a fairly peaceful area, but on the ground on many plants (which,
strangely enough, you cannot scan) that will harm you if you step on them.
Blast them to pieces to ensure a safe passage.
Right at the first small drop in the hall, put on your scan visor and look at
the wall to find a blue square indicating an item to scan. [56] Once you scan
it, proceed forward and also add the spiny creatures on the wall to your
logbook. [57]
Have fun blowing up plants and Zoomers as you move through the hall. At the
end, a small hole will mark the exit. For this, you need to enter Morph Ball
form. But before you go, put on your scan visor and look to the left wall in
the area just before the Morph Ball only entrance. You will find an
additional scan. [58]
--------------------
Morph Ball Labyrinth
--------------------
With that out of the way, use the Morph Ball form to go on through the small
path. It is a labyrinth. As you enter, you will be forced to go left, then
right. As soon as you go right, go right yet again on the first passageway
you encounter. Follow it all the way to the end and turn left. Turn left at
the end of that area, and go a very minute distance before you turn left yet
again in the closest pathway. This pathway strays from the traditional lava
path, so it should be easy to recognize.
Go along that path until you reach an area where you can return to normal,
biped form. Shoot the three Zoomers to death, and a Shield Key will appear.
Take it and return to Morph Ball form. Go up the ramp and continue until you
reach the lava portion of the labyrinth again. Take the short S curve to the
left, and you will come to a long, straight path. Go to the end of that lava
covered path and then turn right. You will notice that this path has two blue
lines on either side of it.
Keep going along the solid path until you reach the door. Use a single power
bomb to open the door, and go straight to the end of the path. Take a right,
and go until you reach the Energy Tank. Backtrack from there to the door, but
do not go through the door again. Instead, take the path closest to the door.
Go along that path. The end of it will seem like a dead end, but if you use a
power bomb you can jump up onto a higher path. Follow the higher path until
you reach a room where you can stand back up, and then return to biped form.
Since you already acquired the Shield Key, the Artifact in the middle of the
room is yours for the taking. Enjoy it. The boxes in the room also hold
powerups, and one of them holds a new powerup. It is the yellow energy ball.
Scan that one before you procure it. [59] With newly found strength, open the
small door in between the two blue pillars, and go into Morph Ball form to go
through it.
The path itself is simple, but at the end of it are several ferocious
enemies. Change to normal, biped form and quickly use your scan visor on
them. [60] Then, do not hesitate to obliterate the fiends with all the
firepower that you can muster.
When they are gone, go through a few doors until you reach an area with many,
many Zoomers. Blow them into pieces so that the door at the end of the area
will unlock. Before you leave, scan the yellow display on the left side of
the room. [61] Afterwards, proceed to the next Zoomer infested area. Once
those Zoomers die, another locked door will be unlocked for you.
The narrow room past the two Zoomer filled rooms has a few items to scan, so
have your visor ready. There are two things to scan on the right wall, [62]
[63] while the display on the left wall is simply the Flow Regulator, which
you already should have scanned. Just like the Yellow Force Field, you will
not be able to enter the Purple Force Field for the time being. Leave it
alone and keep going.
Eventually you will reach a circular room with what appears to be several
pieces of rock suspended over lava. It is actually something that you can
scan; you know what to do with it. [64] Stand on top of it, and you will
notice that another area is not too far above it. Jump onto the higher area,
and you will encounter another hunter.
Spire will immediately start shooting you, as displayed by a cutscene. You
have to get out of his range quickly. There are two ramps near the hole
(which is not blocked off) you came out of. At the top of one of the ramps is
an Artifact Shield. That is not the one you want to go up, so go up the one
across from it instead.
Run all the way up the ramp as it slants. When it stops slanting, make a U-
turn and go along the straight portion of path that goes along the ramp. Head
over to the Yellow Force Field, where you will be safe from Spire's fury.
Past the force field, you should notice a shaking mushroom type thing. It is
a new enemy, and one that you can scan. [65] When you have added it to the
logbook, shoot it from a distance. After it explodes, wait for the yellow
clouds to disappear before moving on.
Once the Blastcap is destroyed and the yellow cloud has vanished, walk past
the place where it was. To the right will be a door, which you should enter.
It will leads to a hallway, at the end of which is another door. Past that
door, you will come to a small room. To the left, you will notice yet another
Artifact Shield. Go to the right, away from the shield.
You will get lock in a section of the room, and a small creature will appear.
Scan it, [66] and then shoot it down. However, the Voldrums are not the
problem, the flashing blue triangle that releases them is. Focus all of your
firepower on the flashing blue triangle, for when it is gone no more Voldrums
will appear. After the first one is gone, look to the other side of the room
and you will find another flashing blue triangle to destroy. When both are
gone and the Voldrums are deceased, a new foe will enter the room.
-----------
Spire Fight
-----------
Of course, Spire just had to follow you in. Keep your cool in this tight
space, and you should do fine. Look up, and you will see Spire firing at you
from a hole in the ceiling. Aim up and rapidly shoot at Spire with your power
beam (though missiles work as well). After he has taken a beating, he will
jump down and switch to his alt form. Remember that you can scan bounty
hunters, so quickly scan him before he has a chance to deal you damage. [67]
Since Spire uses close attacks when he is in his alt form, keep moving around
and keeping your distance away from him. While you move to stay out of his
way, pelt him with power beam. Jumping is also an effective way to avoid him
when he comes near.
After enough hits, he will abandon the room, leaving your safe -- for a
little while, that is. Before you head on out, put on your scan visor and
scan the switch that is in the room where you just fought Spire. It will
create a Shield Key, which you can take. Start to head out of the room, but
before you leave this area inside the cliff, be sure to grab the Artifact
that was guarded by the Artifact Shield you noticed as you first enter the
room.
With that in your control, move towards the great outdoors yet again. It is
time to dispatch Spire to keep him from tampering with your plans. Get your
missiles ready. Once you walk outside, turn left and run along the path next
to the cliff. Run to the very end of it and turn right, at which time you
will be near Spire's shooting location. Go over to him and rapidly fire
missiles. He will start to come after you, but just keep on shooting. If you
run out of missiles, then keep firing with the power beam. Just keep on
moving away from him as he approaches while staying close enough to hit him,
and you should defeat him easily.
When he dies, he will leave behind some health and the all-important Shield
Key. As soon as you grab the key, the Artifact Shield in this outdoor region
will disappear. Drop down onto the ground and go up the ramp that led to the
Artifact Shield. The shield will be gone of course, so you can simply take
the Artifact it was protected.
Having acquired the third and final Artifact, you will be informed that the
Stronghold Portal has been activated. A platform in the outdoor area will
also lower, allowing you to reach the place where Spire first shot at you
from. But before you continue onward, there is a bit of housekeeping to do.
In all the rush of fighting Spire, you did not have a chance to get some
much-needed scans. Let us go back and gain those first.
Fall from the ramp, and next to the hole that you entered the area from, you
will see a small wall. Put on your scan visor, and you will notice an object
to scan just above the small wall. [68] Beyond that is another item to scan.
This item is engraved in the wall, so head over to it. (Ignore the Psycho
Bits that will start swarming the area; however, if they start to annoy you
then decimate the flashing blue triangle that sends them out, just like you
did with the Voldrums.) Scan the wall to add yet another entry to your
logbook. [69]
On the other side of the room, located above another small wall jutting out,
is another hidden scan. You can see it with your scan visor on, so do not
forget it. [70] The wall juts out from the structure where Spire first shot
at you in your final battle against him, and the place right next to where he
was firing has a Missile Expansion. Be sure to obtain it before you head on
up to the highest part of this area.
Once you have those three scans and the Missile Expansion, go back to the
ramp that led to the Artifact. Continue follow the ramp until you come to a
Blastcap. Deal with it just like the previous one; kill it and then wait for
the toxic yellow gas to subside before continuing.
A short wall is next to the Blastcap; jump onto it and you will see the first
platform you need to get on. It is basically right next to the wall, so you
can simply walk onto it. From there, look around until you see the next
platform. Jump onto it, and jump onto the one after it. The jumps are fairly
long and you'll need good timing. After the third platform, jump onto the
solid area where Spire shot at you during the first encounter. A door is
there between two blue pillars; go through it.
Through the door you will come to a hallway, and at the end of the hallway is
another door that leads to a room. The first thing you should notice in that
room is a small portal with a switch to the right of it. Scan the switch to
activate the portal, and use the portal to head back to you ship and save if
you want. Right after this is the boss battle, so saving would probably be a
good idea. After you save at your ship, you can return to where you were by
going back through the portal that is to the left near your ship.
Next to the small portal in the room, you will find the Stronghold Portal.
Hop on it to head to the secret boss area. Go straight across the walkway and
straight through the doors like you did for the last boss battle, and you
will come to your next masterful foe.
---------------
Boss: Slench 1a
---------------
Slench is located in a long room. When you first enter the room, you are in
no danger. Turn to the right and scan the glowing object next to the door
with your scan visor. [71] With your visor still on, run towards the boss.
You will find two places to scan: the boss itself, [72] and the little blue
light just beneath the boss. [73]
As you will notice when you approach the boss, it has three tentacles
sticking out of it. One is just beneath it, while the other two extend from
the right and left sides of it. Start by shooting each tentacle until it
shrivels up and disappears, and then move onto the next tentacle. When all
three are gone, Slench will detach from the wall and move towards you in the
air. Equip your missiles for this part. Slench will turn black, and you will
see an eye in the middle of the sphere that makes up Slench.
Using several missiles, shoot Slench in the eye as many times as you can
before it returns to the wall. When it does, you will have to shoot all of
the tentacles again to make it move away from the wall and turn black. With
the superior damage the missiles cause, you will reduce his health in no
time. Hitting Slench is somewhat difficult since it moves around so much, so
you have to get fairly close and anticipate where it is moving when you fire.
As his health goes down, Slench will start moving faster and faster in the
air. This will make him harder to hit, but with a close and steady aim you
can do it. Staying near to Slench is a big part of being able to land a
missile in its eye. Continue fighting in this manner until Slench is
destroyed; since its attacks are weak you should focus more on damaging it
quickly instead of avoiding its attacks against you.
As Slench disappears into oblivion, another Octolith will appear. Take the
Octolith and the health that is scattered around the boss chamber. When you
have everything, head out through the large doors and prepare for another
fast escape.
"...The cannon holds the power..."
------------------
Escape from Alinos
Time: 4:30 Minutes
------------------
If the fact you only get just about half the time for this escape than you
did for the Celestial Archives escape is disturbing you, rest assured that
this is much shorter. Actually, you can probably evacuate Alinos with more
time remaining than you had as you left the Celestial Archives. Nevertheless,
there is no time to dawdle, especially with other hunters still lurking
about.
Run straight across the desolate pathway until you reach the massive portal
that will take you to the regular part of Alinos. Once you go through it,
walk straight and fall through that hole that is in front of where you
appear. Turn around when you land, and quickly head outside (this is where
you first fought Spire, so you should know how to get out).
Outside you will notice the large hole in the middle is now open. Drop
through it, and quickly head down the only path that is not blocked by a
Yellow Force Shield. The path from there is very linear, so just run straight
down the hallways and go through the doors. Be sure to ignore the force
shields, since you cannot do anything with them yet. Focus on going through
the doors.
You will soon enter the room filled with War Wasps. Rather than mess with
them, change to the Morph Ball and roll straight across the room, all the way
into the small passageway. Continue through the passageway until you reach a
door. Use a power bomb to open it, and then roll into the room after the
door. At once, you will switch to biped form and you will see Weavel blocking
your path. It is time for another hunter fight, only this one is much more
urgent.
------------
Weavel Fight
------------
Start off by scanning Weavel just to get him in your logbook. [74] With that
out of the way, start pouring a barrage of firepower towards him. Strafe
around the room to avoid his shots while continuously firing your own. When
he switches to his alternate form, half of him will move while the other half
will remain in one place as a turret. You can cause him damage by hitting
either half, though the turret is easiest to hit since it is stationary. Try
to avoid taking much damage by moving around, and focus your firepower on the
turret. Once you have dealt enough damage, Weavel will run away.
Before you chase after him, blow apart the boxes in the room to gain a ton of
health and some missiles. You will notice that one of the Morph Ball paths
has been opened; change to your alternate form (the Morph Ball) and head
through it.
Soon you will reach the end of the path, and you will find yourself way close
to the beginning of the level, in Echo Hall. Weavel is there, and he is ready
to fight. Well, it is time to show your superiority. Pull out your missiles
and begin bombarding him with them. Keep your distance obviously, but focus
as many missiles as you can towards Weavel. It will not take that many
missiles to eliminate him, and then your path will be open yet again.
Backtrack through Echo Hall in your normal form, avoiding the many
treacherous plants that are on the ground. At the end of the hall, you will
find a door that you can open. Beyond that is a hallway and another door, and
after that door is the open area where you landed your ship. See, it isn't
that far away. Jump across the platforms in the lava, run up the stairs, and
then jump on top of your ship. Once on top, you will be able to enter the
ship and save your progress. Another Octolith is safely in your possession:
congratulations!
Scan List for Alinos, Visit 1
[51] Alinos
[52] Alimbic Datashade 01
[53] Alimbic Datashade 02
[54] Missile Expansion
[55] Alimbic Prophecy 02
[56] Exposed Rebar
[57] Zoomer
[58] History 01
[59] Large Energy
[60] War Wasp
[61] Flow Regulator
[62] Interment Chamber
[63] Purple Force Field
[64] Magma Vent
[65] Blastcap
[66] Voldrum
[67] Spire
[68] Battle Sarcophagus
[69] Alimbic Scripture
[70] Science Sarcophagus
[71] Biodefense Chamber B
[72] Slench 1a
[73] Energy Blaster
[74] Weavel