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    FAQ/Walkthrough by Adori

    Version: Final | Updated: 12/23/06 | Search Guide | Bookmark Guide

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    1. Copyright		 -
    2. Introduction		 -
    3. Training Missions	100%
    4. Multiplayer		100%
    5. Controls		100%
    6. Weapons		100%
    
    
    
    If you feel that some of the contents of this FAQ are incorrect, or would
    like to contribute some unmentioned information, feel free to at
    yamishuryou@gmail.com
    
    
    
    				============
    				(1)Copyright
    				============
    This document is 2004 Yami Shuryou. The illegal use of this FAQ will be
    immediately dealt with the swiftest measures. This is to be used ONLY for
    personal use, and cannot be altered, or used in any way to make a profit. 
    Well, you can use this to make a profit, but ONLY if you give me all the
    money. Otherwise, it's illegal. And no, I'm not planning on letting anyone
    use this for anything other than private use, so don't bother asking.
    
    
    			      ===============
    			      (2)Introduction
    			      ===============
    This FAQ is for the demo version of Metroid Prime Hunters that came with the
    first ship of Nintendo DS systems in North America on November 21st, 2004. It
    is intended to help new players to the game only, and is not recommended for
    use to become an advanced player.
    
    On a more personal note, one may wonder why Nintendo decided to release a
    demo for Metroid Prime Hunters and not some killer app title such as Pokemon
    Pearl and Diamond. Since Metroid Prime's release on the Nintendo GameCube,
    the series as a whole has not sold more than 1.5 million. By giving this demo
    away with the first shipping of DS's, the general public is more open to the
    Metroid Prime games and are more likely to buy any three of the current games
    that is part of the Metroid Prime series.
    
    This demo is not a walkthrough. It is an FAQ, and nothing more than that.
    
    
    			    ====================
    			    (3)Training Missions
    			    ====================
    There are three modes in the Metroid Prime Hunters: First Hunt. These three
    modes are Regulator, Survivor, and Morph Ball.
    
    ~~~~~~~~~
    Regulator
    ~~~~~~~~~
    In Regulator, you have 10 minutes to traverse throughout a large laboratory
    and destroy some holograms. However, stopping you are some of the X viruses
    and some spiky floor enemies not unlike those that you've faced in past
    adventures. At the end, you'll have to face an eerie Samus-clone that looks
    darker, has a lot of strength to pack, and can use the Morph Ball. If you
    can successfully defeat her/it, you will have finished your mission.
    
    
    Tips
    ----
    
    
    -When fighting the Xenomorphs, use your Missiles while they're in a cluster.
    Doing this can get rid of a few of them with one shot.
    
    -Before you can go through the next door, you must destroy ALL enemies in the
    area.
    
    -After you've used your Beam Cannon 99 times, the number of shots will go to
    01 and stay there, but it will take a small amount of time to reload your
    missiles.
    
    
    Scoring System: For each enemy you kill without missing a shot, your score
    adds 1 x 10 more, making it 2 x 20, 3 x 30, 4 x 40, etc. After missing a 
    shot, the score is added onto your final score, but the tally moves down to 
    0 x 0.
    
    
    ~~~~~~~~
    Survivor
    ~~~~~~~~
    Survivor eliminates any type of time limits, unlike Regulator and Morph Ball
    modes, and instead makes you fight to prolong the game. This is where you'll
    likely be spending the most time, honing your skills for when the full
    Hunters game comes out. Basically, you'll have to fight Xenomorphs until you
    fall prey to one of them and your game is over.
    
    
    Tips
    ----
    
    -This time around, you don't have any easily locatable missiles and your Beam
    Cannon still has to reload, so you'll have to definitely reload. However, this 
    means that you can use your Morph Ball without any time constraints, so use it
    if you need to.
    
    -Even though you might have destroyed the Xenomorphs in a specific location,
    they CAN regenerate, so don't be surprised if they reappear and then suck the
    energy out of you. This means that you'll have to keep watch from all sides
    to make sure that you don't get attacked by a rabid Xenomorph.
    
    -The spiky enemies make a return here in the dark hallway, so watch out for
    them.
    
    -You CAN fall over pits into oblivion. There is nothing that's stopping you
    from doing so, so if you're near a walkway into space, make sure you don't
    fall off.
    
    -Some people may be wondering about that blue Morph Ball hologram. In other
    missions and in the Multiplayer, if Samus rolls over into this, it will
    launch you up skywards. In this mission, however, you _CANNOT_ launch up
    skywards. You can only get to the entrance.
    
    -In the room with all the ammo, if you jump up the red spring and onto the
    higher platforms, you can enter a room up here. Here, shoot the Metroids down
    and you can obtain some missiles.
    
    
    Scoring System: For each enemy you kill without missing a shot, your score
    adds 1 x 1 more, making it 2 x 2, 3 x 3, 4 x 4, etc. After missing a shot,
    the score is added onto your final score, but the tally moves down to 0 x 0.
    
    
    ~~~~~~~~~~
    Morph Ball
    ~~~~~~~~~~
    This mission is simple - you have to roll around in the Morph Ball form
    collecting blue balls. The balls will appear in a straightfoward fashion, so
    you follow a set path every time. You will start off with your score as 0.
    After the first ball you get, it'll be 1 x 10. Then it'll be 2 x 20, and
    3 x 30, and so on for each ball you get. After you miss a ball and collect
    the next in line, the score that you have so far will be added onto your end
    score, but the ball score will drop down to 0 again.
    
    
    Tips
    ----
    
    -Collect each ball in the path as they are set. This way you can get as high
    a score as possible.
    
    -Watch out for the spiky enemies that lurk around, as they can be a pain if
    you get hit by them.
    
    -When in the rooms with a large hole in the center, be extra careful, as some
    of these rooms can be slippery, causing you to fall downstairs.
    
    -When you're facing straight paths with lots of nodule balls, use the boost
    to get ahead quickly enough and grab yourself a few seconds of time.
    
    
    Scoring System: For each ball you collect, it adds 1 X 100 onto your score.
    After you miss a ball, the score you got so far is added onto the final score
    and the tallying score is put back down to 0.
    
    
    
    				_UNLOCKABLE_
    
    After you get a high score in all 3 modes, you'll see a scene where Samus 
    confronts three humanoids in the shadows. The movie will then end, and tells
    you to go to http://www.metroidhunters.com/mp_hunters.htm . The movie can be
    viewed again on the title screen by a flashing dot in the southwest corner of
    the touch screen.
    
    			       ==============
    			       (4)Multiplayer
    			       ==============
    
    There are three multiplayer zones: Ancient Vestige, Assault Cradle, and
    Trooper Module.
    
    
    Ancient Vestige
    ~~~~~~~~~~~~~~~
    The smallest of the three areas, Ancient Vestige is divided into a main open
    area, a small race track on the outside for Morph Ball Mode, and some upper
    ledges. On both ends of the open field, there are beams that will cause Samus
    to super jump up to the ledges. Some powerups are on the ledges.
    
    On the bottom, in the open area, there's a strip of land that's elevated a
    bit. Every once in a while, a pink recovery item (Past Metroid players will
    recognize this instantly) will appear, and you can grab it to fill a full
    tank. With 9 tanks in your armament, if you have a friend who likes to 
    chicken out and be staying up on the ledges or roll around in the outside,
    then if you can nail him just once, then you're a winner.
    
    
    Trooper Module
    ~~~~~~~~~~~~~~
    The Trooper Module is a circular room. The main area is open with four
    shields and four walls placed in a square pattern, and the outside is a loop
    for Morph Balls to race in. Off the bat, you can easily power up your five
    tanks. Between each wall and shield, there is one of the pink recovery items,
    and if you do a circle to grab all the recovery items, by the time you've
    gotten to the fourth wall, the recovery item at the first wall will have
    reappeared.
    
    The track, as said before, is for Morph Balls. For nearly the entire outside
    track, you can be either underneath or on a steel rack. When you and a rival
    Samus are in the track both under or on, you can attack each other with your
    Morph Bombs.
    
    
    Assault Cradle
    ~~~~~~~~~~~~~~
    The largest of the three areas, the Assault Cradle introduces a new thing
    that the first two do not have: falling hazards. That's right, if you're
    rushing around, particularly in Morph Ball mode, you CAN fall. Thankfully,
    the falling hazards are contained to the outside areas.
    
    Best described as a ring with four equally placed exits to an outside wall,
    the Assault Cradle has a bunch of junk that blocks your view, and the
    darkness that the Assault Cradle imposes doesn't help. You'll have to focus
    hard to see the other player around, and if they're in Morph Ball mode, it
    really mucks up your vision. The best strategy is to try and take out your
    opponent once, then run to one of the outside areas and hide behind the wall
    facing off the ledge in Morph Ball mode. That way, if your opponent finds
    you, you can quickly slip away and hide elsewhere, and they might just by
    accident fall off.
    
    
    				===========
    				(5)Controls
    				===========
    
    Universal Controls
    ------------------
    When using Stylus Mode, Dual Mode, or Dual Mirror Mode, the lower screen
    will have four holes, one to the lower left corner, and three to the right.
    The lone hole, when touching it, will put you into Morph Ball mode/out of
    Morph Ball mode. The bottom right hole will make Samus's weapon the Power
    Beam, and the one above that will make her weapon the Missiles. The Electro
    Lob will take it's place in the top hole.
    
    ---------
    |	|
    |      0|
    |      0|
    |0    0 |
    ---------
    
    
    Control Type S - Stylus Mode
    ----------------------------
    
    Up - Makes Samus move forward.
    
    Double-Up - Makes Samus move extra fast in Morph Ball Mode.
    
    Down - Makes Samus move backwards.
    
    Double-Down - Makes Samus move extra fast in Morph Ball Mode.
    
    Left - Makes Samus move left.
    
    Right - Makes Samus move right.
    
    Double-Right/Left - Boost
    
    L - Shoot with weapon/Use Morph Bomb
    
    R - Shoot with weapon/Use Morph Bomb
    
    A - Makes Samus move right.
    
    B - Makes Samus move down.
    
    Y - Makes Samus move left.
    
    X - Makes Samus move up.
    
    Start - Pauses the screen.
    
    Double-tap - Jump
    
    Move stylus around - Moves the aiming cursor
    
    
    Control Type DR - Dual Mode
    ---------------------------
    
    Up - Makes Samus move forward.
    
    Down - Makes Samus move backwards.
    
    Left - Makes Samus move left.
    
    Right - Makes Samus move right.
    
    Double-Right/Left - Boost
    
    L - Shoot with weapon/Use Morph Bomb
    
    R - Jump
    
    A - Move the weapon target cursor right.
    
    B - Move the weapon target cursor down.
    
    Y - Move the weapon target cursor left.
    
    X - Move the weapon target cursor up.
    
    Start - Pauses the screen.
    
    
    Control Type DL - Dual Mirror Mode
    ----------------------------------
    
    X - Makes Samus move forward.
    
    B - Makes Samus move backwards.
    
    Y - Makes Samus move left.
    
    A - Makes Samus move right.
    
    Double Y/A - Boost
    
    R - Shoot with weapon/Use Morph Bomb
    
    L - Jump
    
    Right - Move the weapon target cursor right.
    
    Down - Move the weapon target cursor down.
    
    Left - Move the weapon target cursor left.
    
    Up - Move the weapon target cursor up.
    
    Start - Pauses the screen.
    
    
    Control Type TR - Touch Shoot Mode
    ----------------------------------
    
    X - Nothing.
    
    B - Changes Samus between Morph Mode and Normal Mode.
    
    Y - Goes into Power Beam Mode.
    
    A - Goes into Missile Mode.
    
    R - Nothing.
    
    L - Shoot with weapon/Use Morph Bomb
    
    Up - Makes Samus move forward.
    
    Down - Makes Samus move backwards.
    
    Left - Makes Samus move left.
    
    Right - Makes Samus move right.
    
    Double-Right/Left - Boost
    
    Start - Pauses the screen.
    
    Tap screen - Shoot with weapon/Use Morph Bomb
    
    
    Control Type TL: Touch Shoot Mirror Mode
    ----------------------------------------
    
    X - Makes Samus move forward.
    
    B - Makes Samus move backwards.
    
    Y - Makes Samus move left.
    
    A - Makes Samus move right
    
    Double Y/A - Boost
    
    R - Shoot with weapon/Use Morph Bomb
    
    L - Nothing.
    
    Right - Goes into Missile Mode.
    
    Down - Nothing.
    
    Left - Goes into Power Beam Mode.
    
    Up - Changes Samus between Morph Mode and Normal Mode.
    
    Start - Pauses the screen.
    
    Tap screen - Shoot with weapon/Use Morph Bomb
    
    
    				 ==========
    				 (6)Weapons
    				 ==========
    	Bombs
    	=====
    	While in the Morph Ball state, your only weapon are the Morph Bombs.
    	Morph Bombs do two things; one is if an enemy runs into them, it will
    	explode and harm them. The other thing is that if Samus is very close
    	to the Bomb at the time of explosion, instead of damaging her, it
    	will launch her up a few feet into the sky. Although the Morph Bombs
    	are unlimited, they _WILL_ take a minute amount of time to reload.
    
    	Electro Lob(Playable only in Assault Cradle and Trooper Module Multi)
    	=====================================================================
    	The Electro Lob shoots out a green ball that causes some damage, and
    	anybody caught in it (even yourself) will get their screen distorted.
    
    	Missiles
    	========
    	Missiles cannot reload like the Power Beam or Bombs, but they are   
    	more powerful than either of the former weapons. When shot, they can
    	destroy an enemy in one hit, and they can take out two or more
    	enemies if shot accurately.
    
    	Power Beam
    	==========
    	Samus's main weapon, it starts off with 99 shots. Once it gets down 
    	to 01 shots, you won't run out, but it will take a minute amount of 
    	time to reload your Power Beam.
    
    
    
    Credits
    ~~~~~~~
    Various hosts of this FAQ 
    
    RockMFR 5 for some last minute info.  
    
    Thaer Jleilati for a note on the Stylus Control Scheme.
    
    Calvin Wan for some indepth info on getting missiles in Survivor.
    
    A good number of people who emailed me on the Trooper Module/Assault Cradle
    mixup.
    
    
      .-.  .-.   
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           |  (_|| | || __)| ||_||\/(_)|_|
    			      /
    
    
    2004-2007 Yami Shuryou
    This guide cannot be reproduced in any format, and can only be used for   
    private use.

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