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    FAQ/Walkthrough by NDS_Master

    Version: 1.1 | Updated: 05/02/06 | Printable Version | Search This Guide

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    |         |  Metroid Prime Hunter  |         |
    |    _    |    FAQ/Walkthrough     |         |
    |  _| |_  |       Version 1.1      |   (X)   |
    | |_   _| |                        | (Y) (A) |
    |   |_|   |     Copyright 2006     |   (B)   |
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    1. Copyright
    2. Introduction
    3. Controls
    4. Hunters
    5. FAQ
    6. Walkthrough
            A. The Hunt Begins
            B. Celestial Archives
            C. Alinos
            D. Vesper Defense Outpost
            E. Arcterra
            F. Celestial Archives: Visit 2
            G. Alinos: Visit 2
            H. Arcterra: Visit 2
            I. Vesper Defense Outpost: Visit 2
            J. Alinos: Visit 3
            K. Oubliette
    7. Logbook
    8. Powerup Locations
    8. Special Thanks
    
    *=*=*=*=*=*=*=*=*=*=*=*=*=*=*
    1. Copyright 2006 NDS_Master
    *=*=*=*=*=*=*=*=*=*=*=*=*=*=*
    
    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.
    
    *=*=*=*=*=*=*=*
    2. Introduction
    *=*=*=*=*=*=*=*
    
    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.
    
    *=*=*=*=*=*
    3. Controls
    *=*=*=*=*=*
    
    =================
    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.
    
    *=*=*=*=*=*
    4. Hunters
    *=*=*=*=*=*
    
    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: Zaps energy from opponents while healing Sylux.
    =====
    Spire
    =====
    
    As probably the only Diamont still alive, Spire has surpassed 
    unsurpassable odds to survive as a bounty hunter. Despite his 
    success, however, Spire still desires to know if any of his race 
    still live, so he goes throughout the galaxy in search of them.
    
    Alternate Form: Dialanche
    Affinity Weapon: Magmaul
    Affinity Advantage: Sets opponents on fire when it hits, causing 
    damage over an extended period of time.
    
    =====
    Noxus
    =====
    
    Since he is Vhozon, Noxus used to live in the outer rim, 
    secluded from much of the rest of the galaxy. Recently, though, 
    he had emerged as a terrible bounty hunter, seeking to scourge 
    those who do wrong.
    
    Alternate Form: Vhoscythe
    Affinity Weapon: Judicator
    Affinity Advantage: When charged, the Judicator will freeze 
    enemies.
    
    ======
    Kanden
    ======
    
    Originally created as an experiment to be an elite fighter, 
    Kanden became more powerful than its creators could have 
    imagined. After destroying the laboratory it was created in, 
    Kanden headed into the galaxy as a treacherous hunter.
    
    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.
    
    *=*=*=*
    5. FAQ
    *=*=*=*
    
    Wondering about various aspects of Metroid Prime Hunters? This is 
    the FAQ section, where I answer many common questions about the game. I will 
    try to update this as much as I can with even more questions and answers as 
    time goes on.
    
    Q: A hunter stole one of my Octoliths! What do I do?
    
    A: You have two choices. You can either quit without saving (which is really 
    cheap and boring, not to mention it makes you lose all your progress since 
    the last save point), or you can fight the bounty hunter again and defeat 
    them to retrieve the Octolith. Sometimes you can find them in the same room 
    you previously fought them in, while other times they will travel to another 
    planet or station.
    
    To find them, look on the left side of the radar screen when choosing the 
    next place to visit. It will list he bounty hunters you will find on that 
    planet. If the hunter with your Octolith is there, that should be your 
    destination. The bounty hunters will randomly attack you in large rooms once 
    you return to a planet for a second time (even the ones that have Octoliths), 
    so just wander around until you come upon the correct hunter fight. Then you 
    will be able to conquer the hunter and regain your Octolith.
    
    Q: Some of the enemies I destroyed left health and ammo powerups, but they 
    are out of my reach. How do I obtain them?
    
    A: This is a frequent problem, but that answer is simple. Charge up whatever 
    weapon you are using, and when it is charged it will suck all of the nearby 
    powerups into you, allowing you to collect them while standing still
    
    Q: I have earned an Octolith from each of the four worlds, but no more are 
    showing up on the radar. Where do I go?
    
    A: Each planet has two Octoliths; after acquiring one from each place you 
    will need to start backtracking so that your newly attained weapons can open 
    up areas that were previously inaccessible.
    
    Q: What are all the hallways doing in between major rooms?
    
    A: Many of these short hallways were inserted into the game to act as loading 
    places. Inside the hallway, the game will have a chance to load up the next 
    area while you wait for the door leading to it to open. That is why the 
    hallway doors sometimes take so long before they open; the game is loading 
    the area beyond them. In this guide, I sometimes mention the hallways for the 
    sake of completeness, but other times I will act as if they are not even 
    there. As they are an insignificant part of the game, don't be thrown off if 
    I neglect to mention one.
    
    *=*=*=*=*=*=*=*
    6. Walkthrough
    *=*=*=*=*=*=*=*
    
    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 as well. [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 again 
    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 
    glowing orange portion of the structure to the left and the structure to the 
    right. [6] [7]
    
    Head down the other side of the ramp and go towards the door at the other end 
    of the room. As you pass the Synergy Processor, turn to the left and you will 
    see a green panel slanting upward, which you can scan. [8] Then, turn to the 
    right and head towards the door. 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. [9] 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. [10] 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. [11]
    
    Continue on through the hallway, and you will find several boxes blocking 
    your path. Before you try to tackle this obstacle, turn to the left and you 
    will see an orange panel on the wall, which you should scan. [12] After that, 
    go towards the boxes. 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. At the end of the room with the boxes you need to jump over, before 
    you turn right and head down the hallway, look at the blue display with your 
    scan visor and scan it. [13] Then, you may continue down the hallway.
    
    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. [14] When it is gone, a new item will appear for you to scan and 
    collect. [15] However, scanning still is not complete for this room. Use your 
    visor to identify either of the greenish panels near where the enemy was (new 
    enemies will occasionally appear; be cautious). [16] Then, journey to the 
    side of the room opposite where the Petrasyl was and look on the wall with 
    your scan visor to locate a small, blue panel that you can scan. [17] 
    Finally, scan the door leading out of the room. [18] 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. A 
    skinny wall juts out of the ground by the place where you enter, so scan it. 
    [19] Near the base of the platform with the force field on it is a small, 
    blue screen. It can be scanned as well. [20] 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. [21]
    
    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. [22] Then, 
    pick it up and the force field will disappear, allowing you to grab the 
    Artifact it protected. Scan the Artifact, [23] 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. (e1) It essentially adds 100 units of 
    energy, making it beneficial.
    
    Head back the way you 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. [24] 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. [25] 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. [26] 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. [27] 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. When the 
    Psycho Bits are gone, look at the metal poles that extend from one side of 
    the wall to another with your scan visor. While you cannot scan most of the 
    poles, the one in the middle of the other three you can scan. [28]
    
    Once you have added the Alimbic Joist to your logbook, press onward in the 
    direction you were heading. 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, 
    (m1) 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."
    
    Though it may seem like you should jump up the fan blades first, that is not 
    the case. You're your scan visor on, run to the other side of the room and 
    look for the window that you can scan. [29] After you scan it, then 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. [30] On the 
    other side of the room, you will find another skinny wall with another object 
    to scan. [31] Once you are done with that, use your best maneuvering to scan 
    Kanden himself. [32] 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. Also, make sure to scan his alternate form, the 
    Stinglarva, because it has its own place in the logbook as well. [33]
    
    ------------
    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. Instead of simply rushing in to obtain the Artifact, put your scan 
    visor on and scan it because it is a different type of Artifact than the 
    first one you scanned. [34] 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. [35] 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 [36] and then scan the orange 
    light. The orange light is only a switch, 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. After the portal has 
    been opened by scanning the switch, keep your scan visor on and turn to the 
    right. Look at the wall and you will see several white squares. One of them, 
    a fairly small distance up, can be scanned. [37]
    
    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, [38] 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. Since it is also different that the previous two 
    Artifacts, you will need to scan it before you collect it. [39] Then, 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. 
    [40] Now, this is the first time you can scan the Stronghold Portal, but it
    will not add it to the logbook if you already have three Artifacts. Because 
    of this, since you will probably have all three Artifacts by the time you
    reach this Stronghold Portal, you will need to make sure that you scan a 
    later Stronghold Portal before you acquire all of the Artifacts for that 
    mission. Keeping this in mind, go through the portal.  The area you will 
    enter is deserted, and a lone door leads to a desolate walkway. Scan the door 
    [41] and head through it until you reach the end of the walkway. A massive 
    door will bar you way, which you can scan. [42] Blast it open, and then shoot 
    the door after it to enter the boss room.
    
    ------------------
    Boss: Cretaphid v1
    ------------------
    
    This boss might not look like much, but even with a simple pillar form it can 
    still wield deadly weapons. Before you begin the duel, scan the boss into 
    your logbook. [43] Also, to the right of the door in the boss room is also 
    another item to scan; do not forget it! [44]
    
    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, and if they do charge up your 
    power beam. The charged power beam will suck all nearby powerups into you, 
    allowing you to collect them without going out of your way.) 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. [45] 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 waits. 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. [46] 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.
    
    [1] Hunter Gunship
    [2] Celestial Archives
    [3] Alimbic Prophecy 01
    [4] Door
    [5] Synergy Processor
    [6] Port Helm
    [7] Starboard Helm
    [8] Synergy Drive
    [9] Sealed Door
    [10] Psycho Bit v1.0
    [11] Small Energy
    [12] Alimbic Panel
    [13] Navigational Chart
    [14] Petrasyl
    [15] Small Missile Pack
    [16] Synergy Strut
    [17] Tetra Trade Map
    [18] Brown Blast Shield
    [19] Science Hub
    [20] Alimbic Artifacts
    [21] Artifact Shield
    [22] Shield Key
    [23] Cartograph Artifact
    [24] Lesser Ithrak
    [25] Medium Energy
    [26] Cooling Fans
    [27] Green Blast Shield
    [28] Alimbic Joist
    [29] Tetra Galaxy
    [30] Political Hub
    [31] Anthropologic Hub
    [32] Kanden
    [33] Stinglarva
    [34] Attameter Artifact
    [35] Alimbic Turret v1.0
    [36] Portal
    [37] Lift Controls
    [38] Yellow Force Field
    [39] Binary Subscripture
    [40] Stronghold Portal
    [41] Stronghold Void
    [42] Stronghold Door
    [43] Cretaphid v1
    [44] Biodefense Chamber A
    [45] Octolith
    [46] Guardian
    
    =========
    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, run behind your ship and jump off of the high 
    landing platform you were on. Land on the section of land behind it before 
    the lava, and you will see an orange display to scan at the edge of the land 
    facing towards the lavafall. [52] When you have scanned that, proceed around 
    the landing platform until you are in front of the long flight of stairs. 
    Face away from the stairs.
    
    Barring you from the area 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. [53] Keep walking along the wall, and you will come 
    to another one. [54]
    
    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. [55] 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. (m2)
    
    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. [56]
    
    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. [57] Once you scan 
    it, proceed forward and also add the spiny creatures on the wall to your 
    logbook. [58]
    
    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. [59]
    
    --------------------
    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. (e2) 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. [60] 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 
    that look like wasps. Change to normal, biped form and quickly use your scan 
    visor on them. [61] 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. [62] 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, [63] 
    [64] 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. [65] 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 now 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. [66] When you have added it, the 
    Blastcap, 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 locked in a section of the room, and a small creature known as a 
    Voldrum will appear. Scan it, [67] and then shoot it down. However, the 
    Voldrums are not the main 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. [68] 
    Do not forget to scan his alt form as well, as it is also registered in the 
    logbook. [69] Since Spire uses close attacks when he is in his alt form, keep 
    moving around and staying 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 entered 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. [70] 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. [71]
    
    On the other side of the room, located above another small wall jutting out, 
    is another hidden scan. You can only see it with your scan visor on, so do 
    not forget it. [72] 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. (m3) 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 1
    --------------
    
    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. [73] With your visor still on, run towards the boss. 
    You will find two places to scan: the boss itself in part a, [74] and the 
    little blue light just beneath the boss. [75]
    
    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. That is its b form, so you will need to get another scan of that as 
    well. [76] 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. [77] 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. Before you begin attack his alt form, 
    remember to add it to the logbook. [78] 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. 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!
    
    [51] Alinos
    [52] Magma Station
    [53] Alimbic Datashade 01
    [54] Alimbic Datashade 02
    [55] Missile Expansion
    [56] Alimbic Prophecy 02
    [57] Exposed Rebar
    [58] Zoomer
    [59] History 01
    [60] Large Energy
    [61] War Wasp
    [62] Flow Regulator
    [63] Interment Chamber
    [64] Purple Force Field
    [65] Magma Vent
    [66] Blastcap
    [67] Voldrum
    [68] Spire
    [69] Dialanche
    [70] Battle Sarcophagus
    [71] Alimbic Scripture
    [72] Science Sarcophagus
    [73] Biodefense Chamber B
    [74] Slench 1a
    [75] Energy Blaster
    [76] Slench 1b
    [77] Weavel
    [78] Half Turret
    
    =========================
    D. Vesper Defense Outpost
    =========================
    
    A small outpost in the upper right corner of the Tetra Galaxy, the Vesper 
    Defense Outpost will show up on your screen one you have retrieved the 
    Octolith from Alinos. It is the third planet on your destination list; and it 
    holds yet another valuable object.
    
    When you first land on the outpost, you will notice a unique landing area. It 
    will look like the landing pad is suspended above nothingness, but if you 
    look down from it you will see that it is actually safe to drop down from it, 
    though you should never have to do that.
    
    Walk off the front of your ship and immediately scan the blue display panel 
    that is there. [101] Once you have that scan, head down the ramp that is to 
    the left of the display. Go all the way down the ramp, and start heading 
    right. You will notice a small object on the ground emitting a pulsing white 
    light. This is merely a jump pad, and if you step on it it will launch you 
    towards a walkway just above your ship. The only things on the walkway are 
    portals that you will activate later on, so ignore the jump pad for now.
    
    Continue past the jump pad, and you will reach a door. Above the door is a 
    glowing blue light, which you should scan. [102] Then, proceed through the 
    door. Keep going until you reach a room with many, many Petrasyls flying 
    about. Using your trusty power beam, obliterate them all. This isn't exactly 
    necessary, but it make for some great fun.
    
    Before you leave the room that had several Petrasyls, pull out your scan 
    visor. The fuel rod structure in the middle you can scan, [103] and you can 
    scan all four displays on either side of the fuel rod. [104] [105] [106] 
    [107] Once you have scanned all five objects in the room, continue onward.
    
    Past the basic hallway, you will come to a room with a hallway extending to 
    the left from it. Travel along it as it slopes downward. Put your scan visor 
    on and look to the ground as it slops down, and you will notice that there is 
    a part of it you can scan. [108] Then, when it becomes flat, put your scan 
    visor on again and look to the ceiling. Attached to the ceiling is a 
    different version of the Alimbic Turret, so you should scan it. [109] With 
    its destruction complete, go over to where it was located.
    
    To the left will be two glowing blue pillars. In between the pillars is a 
    door that the Morph Ball can go through. To the right is a large door. For 
    now, switch to Morph Ball form and use a bomb to open the door so that you 
    can go through it. Roll through the path and go through any doors you 
    encounter with the help of power bombs (sometimes you will have to lay more 
    than one power bomb if your first one does not trigger the door; lay it in a 
    different spot near the door).
    
    Soon, you will arrive in an icy area where you see the Morph Ball from the 
    side. Instead of pressing forward to go, as you normally do, here you will 
    press left and right. However, don't get too excited and start heading 
    forward. You need to go up first. Upon entering the icy room, you will see a 
    platform in the air. Go beside the platform and lay a power bomb. Stay there, 
    and when it explodes press left to get onto the platform. This may require 
    some practice.
    
    Go on up all three platforms, and then you will come to another spot where 
    you need to use a power bomb to get onto an area. Unfortunately, a green 
    laser beam occasionally appears, which will harm you. Remain next to the wall 
    the leads to the higher area, and wait until the green laser appears. Wait a 
    second or two, and lay a power bomb. By the time the bomb explodes, the green 
    laser will be gone and you will be safe.
    
    Carefully make your way past the next two green lasers, and be sure to drop 
    down and follow the path as you go. It will start heading right, and you will 
    come to a Missile Expansion. (m4) Do not hesitate to use a power bomb to 
    reach it, and once you have it fall to the platform that was beneath the 
    missile expansion and start heading left.
    
    The path leads to an elevator platform which moves up and down. Wait for it 
    to come up as high as it will go, and then quickly roll across it onto the 
    next solid platform. You will then see a jump pad. Roll over onto the jump 
    pad, and it will shoot you to a very high ledge (it would be a good idea to 
    watch the green lasers that extend horizontally so that you can time your 
    jump to avoid hitting them)
    
    On the high ledge after the jump pads, roll to the left and you will resume 
    normal Morph Ball view again. Speed through the pathway until you finally 
    reach an area where you can stand up; return to biped form once you are 
    there. After you get back in normal form, turn around and look at the path 
    that you just came through. It will be blocked by a Green Force Field. Since 
    this is the first time you have encountered such a field, scan it. [110] 
    Having scanned that, keep your scan visor on and turn back around. You will 
    see multiple objects to scan, but first scan the tank in the center of the 
    room. [111]
    
    The remaining objects are switches, and you will have to scan all four of 
    them if you ever want to be free of the chamber. A platform will then lift up 
    into the room. On it is a floating green sphere. Use your scan visor on the 
    green sphere before you take it. [112] You will discover that it is the 
    Battlehammer, a fairly strong sub-weapon. Take it and add it to your 
    equipment by simply walking over it. You can equip a sub-weapon by tapping on 
    the sub-weapon icon located on the upper right portion of the touch screen, 
    right next to the missile and power beam icons.
    
    -----------------------
    Battlehammer Collected!
    -----------------------
    
    With it equipped, move away from the place where you obtained the 
    Battlehammer. Wait a few seconds, and a small green thing will appear where 
    the Battlehammer was. It is simply more ammo (which you should not need), but 
    it is something that you should scan. [113] Then, turn to face the Green 
    Force Field. Stand a short distance away, and hit the force field guard node 
    with the Battlehammer (that's the small object that moves across the face of 
    the force field). It will explode, and the Green Force Field will vanish. 
    Talk about power.
    
    Leave the same way you entered, in Morph Ball form. When you reach the large, 
    icy room, drop down and press right the entire time you fall. You want to 
    land just to the right of the jump pad so you are not suddenly force back up 
    to the ledge. Keep going right, and roll right across the elevator platform 
    when it goes up.
    
    When you can go right no further and are at the place where the Missile 
    Expansion was, use a power bomb to get onto the slightly higher ledge, which 
    leads to the left. On that ledge, you will see two glowing blue pillars. Go 
    in between them and press up. You will soon discover that there is actually a 
    Morph Ball path in between the two blue pillars. Follow the path until you 
    reach a place where you can stand up, and then return to biped form.
    
    The room you enter houses the Stronghold Portal. It's a shame that you have 
    not acquired any Artifacts yet. On the left wall, you will discover two Green 
    Force Fields, which you know you can obliterate using the Battlehammer. 
    Resist your temptation to decimate them for now, and activate your scan 
    visor. On the opposite side of the room from the force fields, next to the 
    Stronghold Portal, a bluish object will appear that you can scan. [114]
    
    Now you can fulfill your desires and remove the Green Force Fields. Either 
    one will work, since they both lead to the exact same room. Go into the room 
    that used to be guarded by the force fields, and prepare for a fight. First 
    off, eliminate the turret in the center of the room; it is suspended from the 
    ceiling. Then, focus your attention of the two flashing blue triangles on the 
    ceiling that produce green Psycho Bits. Once they are both gone, destroy any 
    remaining Psycho Bits that in are in the room.
    
    With the enemies gone, it is time for some scanning. At the end of the room 
    is a box. Of course, you could destroy the box, but that would be unwise. 
    Instead, jump on the box and from there, jump onto the ledge that is just 
    above the box. On that ledge is a switch that will deactivate a few force 
    fields. Scan the switch to use it. If you destroy the box, you will have to 
    repeatedly jump into the air while trying to scan the switch, and that is a 
    pain to do. You can succeed, but it is troublesome. After the switch has been 
    scanned, hop down and take out the box. It will probably have some ammo in 
    it.
    
    However, scanning still is not complete. Stand where the box was and face the 
    wall. Then turn to the right. You will see a blue hologram to scan. [115] 
    After that, go to the center of the room with your scan visor on and scan the 
    other blue hologram that is in the middle above the solid platform. [116] 
    Also, on a ledge at the top of the room, you will be able to spot one last 
    hologram. [117] Finally, in between the two room entrances that were 
    previously protect by Green Force Fields, you will find a switch. Once it has 
    been scanned, a few more force fields will dissipate.
    
    What are you to do next? Leave! Go back through the Morph Ball door, roll 
    along the path, and continue until you reach the icy room. Inside the icy 
    room, roll along and head to the snow covered floor of the room. When you 
    reach it, roll to the left. Watch out for the enemy that you may meet, and 
    use a power bomb to free yourself should the dastardly creature grab you. At 
    the edge of the room, continue left and you will enter a small passageway.
    
    At the end of that passageway is a normal room; once you reach it, switch 
    back to normal, biped form. In this room are two blue triangles that release 
    Psycho Bits, however, these are updated Psycho Bits. Before you fight this 
    newer version, use your scan visor to add it to the logbook alongside the 
    older version. [118] Since these Psycho Bits are powerful, you do not want to 
    fight many of them. Their shots will freeze you. Continuously move to avoid 
    getting hit, and destroy the two blue triangles that release the Psycho Bits. 
    Once the triangles blow up, strafe to avoid getting frozen while continuously 
    blasting at the Psycho Bits. Upon their death, you will be able to relax.
    
    In the center of the room, there is a large platform that goes up really 
    high. The base of it has a small hole that the Morph Ball can fit in, and in 
    that hole is a green container. It is another super powerup, just like the 
    Energy Tank and the Missile Expansion. It is the Universal Ammo (UA) 
    Expansion, which increases how much ammo you can hold. Since this is the 
    first time you see one, use your scan ability on it. [119] Then, switch over 
    to the Morph Ball and roll into it to obtain it.
    
    On one side of the room, three tiny holes will mark the entrance to another 
    room. These were originally protected by force fields, but you have already 
    disabled those force fields. As the Morph Ball, go through any of the three 
    holes that you want. In the room you enter, a Lesser Ithrak will drop down 
    from the ceiling and chase you. Become a biped again and blast away at the 
    Lesser Ithrak, all the while keeping your distance. Upon its death, a Shield 
    Key will appear in the middle of the room.
    
    It will disable the force fields on the opposite side of the room from the 
    holes. Walk past the place where the force fields were, and you will see a 
    small passage in the wall. Instead of rushing into the passage, use your scan 
    visor and you will find a hologram to add to the logbook. [120]. Then, you 
    need to figure out how to get into the small passage. By now, you should be a 
    pro at this: Use the Morph Ball! A jump pad in the passage will boost you up 
    to the floor above the place where you were. Once you reach the end of the 
    small passageway, change back to your regular, biped form.
    
    At the end of the room you will enter, you will see an Artifact. While the 
    urge will be to run up and grab it, do not do that yet. Instead, put on the 
    scan visor. When you do, an invisible blue hologram will appear in the center 
    of the room, which you should scan. [121] Then, move forward and collect the 
    Artifact.
    
    The force field just beyond the Artifact will disappear once you collect the 
    Artifact, and a Guardian will appear on the floor below you. Drop through the 
    hole beyond the Artifact, and start firing at the Guardian. Missiles are 
    particularly effective, though the power beam or the Battlehammer will also 
    suffice. When the Guardian dies, the force field that comprises most of the 
    floor will disappear. More likely than not, you will be on the force field 
    when it vanishes and you will fall to the lowest floor. If you do not fall, 
    then simply jump down to the lowest floor.
    
    Go to the room where you fought the advanced version of the Psycho Bits and 
    obtain that UA Expansion. (UA1) In that room is a door that only the Morph 
    Ball can go through. You went through this same door to enter the room, now 
    use the door to leave the room by using a power bomb next to it.
    
    Having collected the first Artifact, get out of that entire area! Roll all 
    the way through the passageway, going through doors until you reach the icy 
    room. In the icy room, just roll straight to the right until you are all the 
    way through it. You will roll into the passageway that you first used to 
    enter the icy area. Go all the way through it until you are safely back in 
    the hallway near the beginning of the level.
    
    If you want to take a break, head back up the hallway and back to your ship, 
    where you can save. If you are ready to keep going, change to your biped form 
    and walk straight through the entryway across from the Morph Ball door.
    
    In the large room through the entryway, you will find two blue triangles that 
    emit Psycho Bits as well as an Artifact Shield. Destroy the blue triangles as 
    fast as you can, and then focus on defeating all of the remaining Pyscho 
    Bits. They are the old version, so you should be able to conquer them fairly 
    quickly.
    
    Once the Psycho Bits and the spawning triangles are out of the picture, the 
    huge force field making up most of the floor of the room will deactivate. 
    Drop down to the area you have just opened up. Two Lesser Ithraks will 
    threaten you, but by walking backwards and consistently shooting them you can 
    eliminate them with two much trouble Upon their death, a Shield Key will 
    appear on the ground. Take it. Along with making the Artifact Shield vanish, 
    the key will also make the platform in the center of the pit that you dropped 
    into move up and down, providing a way of escape.
    
    Walk onto the platform when it is down, and ride it to the next floor. From 
    there, you will need to jump a good distance to make it onto solid ground. 
    After that, you are free to obtain your next Artifact. When you have the 
    second Artifact, put on your scan visor and go to the other three corners of 
    the room. In each of the three corners, you will find a hologram to scan. 
    [122] [123] [124] It is sometimes hard to notice them from a distance, so you 
    have to make an effort to reach every single corner.
    
    Next, stroll along the room until you come to a passage that is blocked by a 
    Green Force Field. You know what to do with these -- pull out your 
    Battlehammer and have at it. In room past the passage, you will meet up with 
    a really weird creature that you should scan. [125] It is vital that you 
    destroy this foe to continue, but you have to take a unique approach.
    
    Move next to the Crash Pillar so it takes notice of you, and very slowly back 
    away as it approaches you. Make sure that you have your missiles equipped, 
    and look into the air. Once it is near you, the Crash Pillar will jump above 
    your, revealing its circuit filled underside. Shoot a missile straight into 
    it before it falls. Then, try to evade it as it falls, which is really hard 
    to do. Three missiles directed at its circuits should do the trick, though 
    you need to realize you could take significant damage if you fail to move out 
    of the way.
    
    The platform where the Crash Pillar was originally stationed will start to 
    move up and down, permitting you to advance to the next highest floor. Before 
    you head on up, pull out your scan visor and scan the door beyond the 
    platform, [126] as well as the glowing blue circle above it. [127] When those 
    two items have been scanned, hop onto the platform and ride it to the next 
    floor. Then, depart from it.
    
    Before you head off down the only hallway you can go through, take a moment 
    to observe the portal next to the place where you left the platform. Scan the 
    switch just above it, and the portal will start working. Since the next area 
    will contain one of your toughest fights so far, you might want to use the 
    portal to make a quick stop at your ship to save and restock. As you learned 
    at the beginning of this planet's walkthrough, the jump pads in that first 
    area bounce you to a walkway above the ship where the portals are located. 
    Once you have resupplied, use the jump pads to head back through the portal.
    
    When you are all powered up, run down the hallway. It will take you to 
    another part of the complex, and in this section lays a great challenge. As 
    the hallway forces you to make a sharp turn to the right, get prepared. Upon 
    reaching that portion of the hallway, a cutscene will display your latest 
    fiend.
    
    ------------
    Sylux Battle
    ------------
    
    Of course, the first thing you will want to do is to use your scan visor to 
    add Sylux to your database. [128] Afterwards, you will begin a long, hard 
    fight. Sylux's main weapon is the Shock Coil, which is a constant electric 
    beam that sucks your energy out and gives it to Sylux. He is a superb aim, 
    and nearly every single second your health will be zapped from you. The 
    battle takes places in four corridors that make up a square, and few 
    obstacles will protect you.
    
    Since Sylux is so good at shooting and avoiding your shots, you will not want 
    to use a super powerful weapon like missiles or the Battlehammer for this 
    portion of the fight. Instead, frequently use your power beam to hit him with 
    all the frequency you can muster. Strafing and jumping to avoid attacks are 
    useful, but since he is such a good aim it will be hard for you to get away. 
    Your main focus should be on causing him as much damage as you can, though 
    you should put some effort in to avoid being zapped.
    
    Once he switches into his alternate form, you know that you have caused him 
    some damage. However, you still have a long ways to go. Start off by scanning 
    his alternate form. [129] Then, stay a good distance away and pelt him using 
    your power beam. In his alt form, Sylux lays deadly electric beams. Avoid 
    them at all costs. After a good deal of fighting, when Sylux is about half 
    dead, he will run into a room in the center of the square you have been 
    battling in.
    
    Instead of quickly following him in, take this time to regain some strength. 
    There are a total of three boxes in the corridor square, and two of them have 
    Medium Energy in them. Also, right before the door that leads to the room 
    where Sylux is, there are two structures consisting of three blue tanks. You 
    can scan either one of these structures (both of them are the same thing), 
    [130] so do that before going to resume your Sylux fight.
    
    Now that that is out of the way, equip your missiles and prepare for an epic 
    battle. Inside the room, Sylux will quickly release a barrage of electricity 
    towards you. To get him to stop, hit him with a missile. It is much easier 
    this time because he does not dodge as well, though you may still have a 
    difficult time landing a shot.
    
    When he suffers the great damage caused by a missile, Sylux will temporarily 
    resort to his alt form, which cannot hurt you as much. Continue shooting him 
    with missiles, and when he returns yet again to biped form then simply hit 
    him again to get him to switch. While you can damage Sylux without much 
    trouble, it is utterly important that you continuously move to avoid his 
    electricity as much as possible.
    
    Eventually, his large, blue ship will fly above the area where you are 
    fighting and it will start shooting at you. Yes, the duel is intense, but you 
    need to take this time to switch to your scan visor and examine his ship. 
    [131] Having entered it into your logbook by scanning, you will be able to 
    resume the fight.
    
    Should your health ever run low, blast apart the boxes in the room to 
    discover energy and missiles. Once you have fully depleted your missile 
    supply (though it is more than possible to beat Sylux and have missiles left 
    over), switch to the Battlehammer. If that runs out of ammo, change to the 
    power beam for the kill. If you constantly hit Sylux so he cannot shoot his 
    electricity at you much, you should defeat him fairly easily. However, if he 
    kills you then you will lose an Octolith and have to start back at the last 
    checkpoint. It is simply to regain the Octolith; just fight Sylux again. When 
    Sylux is severely damaged, he will retreat to his ship and fly away.
    
    As he disappears, a force field leading to the initial corridor square will 
    go away, allowing your to head back to the place where you first fought 
    Sylux. A Shield Key will also appear on the ground in the room you are in; 
    grab it to eliminate the force field in another room connected to the 
    corridor square -- a room that holds an Artifact.
    
    Walk around the square until you find the opening leading to the Artifact 
    room (it is near where you first met Sylux). Go through the now open 
    entryway, and go close to the Artifact. It is merely a Cartograph Artifact, 
    which you should have scanned in the first level, so grab it and head out. Go 
    back up the hallway that first led you into the corridor square, and go over 
    to the portal. The boss is next, so I would highly recommend that you stop by 
    your ship for a quick regaining of strength and weapons. Then return to the 
    portal.
    
    Drop down through the hole in the floor, and go to where you snatched the 
    second Artifact. Finally, head to the door in the hallway that is in between 
    two blue pillars and is only accessed by the Morph Ball. You should remember 
    it; after all, you did see the Stronghold Portal in a room accessed through 
    this Morph Ball passageway.
    
    Enter the passageway as the Morph Ball, and go straight through it. In the 
    icy room, just go all the way to the left until you are back in a small, 
    enclosed passageway. Even when you enter a normal room, stay in Morph Ball 
    form and head to the right. Go through the one of the three small holes in 
    the wall.
    
    They will take you to another room. Roll straight across the room, and behind 
    a large wall near the edge of the room you will find yet another Morph Ball 
    passageway. Enter it; it contains the jump pad that shoots you up two floors. 
    After you are in the room past the jump pad, switch back to regular biped 
    form.
    
    Walk forward and fall through the massive hole in the room. When you land, 
    turn all the way around. There is the Stronghold Portal. Teleport to the boss 
    area using the portal, and then run all the way across the desolate walkway 
    until you reach the boss room. Another tiresome battle is about to begin.
    
    ------------------
    Boss: Cretaphid v2
    ------------------
    
    Yes, the terrible pillar is back again, only now it is in an updated form. If 
    you know what you are doing; however, it is really easy to take down this 
    security device without taking much damage. The fight is tedious though, so 
    be mentally prepared.
    
    First, scan the boss so the newest version is in your logbook. [132] That is 
    all you need to scan this time; you are again fighting in Biodefense Chamber 
    A, and you should have scanned that into your logbook during your first 
    Cretaphid tussle.
    
    This time, you have to disable all of the nodes on Cretaphid's structure to 
    make the blue box appear. They will alternate between red and blue colors, 
    and you can only eliminate them when they are blue. While you fight, the 
    various nodes will all release plasma, which will seek you out.
    
    To avoid taking damage, simply walk around the pillar in a constant manner. 
    Always face the pillar so you can take out the nodes; however, continue to 
    strafe around in. By continually moving in a single direction, you will 
    successfully evade every single plasma attack. If you do take damage, 
    however, you can recover it by collecting the powerups that some of the nodes 
    will release. Simply charge up your power beam (or any other weapon you have, 
    for that matter), and the powerups will come straight into you.
    
    Keep shooting the nodes until every single one is blacked out. Then, the 
    infamous blue, holographic box will emerge from the top of the pillar. Its 
    attacks are ultra deadly, and you do not want to get hit by them. Instantly 
    switch to missiles when it appears, and continue to walk around the pillar 
    while facing it at the same time. Shoot several missiles at the blue box, and 
    you will cause significant damage to Cretaphid.
    
    If you have trouble switching to missiles in the heat of battle as the last 
    nodes fades out and the blue box comes out, I would recommend switching right 
    before you hit the final node. Disable the last node with a missile, and then 
    you will be in perfect position to look towards the top of the pillar and 
    deal a good number of hits to the blue box.
    
    Soon the box will return to the safety found inside the pillar, and all of 
    the nodes will light back up. Do the exact same thing you did last time; walk 
    around the pillar and knock out the nodes. When you do that, the box will 
    appear yet again and you can have another chance to blast it with missiles. 
    Unlike the other Cretaphid, this version does not significantly change when 
    you damage it, other than possibly the release of more plasma. So, simply 
    repeat the same routine over and over until it explodes. Since you have to 
    constantly run around the pillar, this battle becomes very tedious as well as 
    very dizzying. Eventually, though, the boss will die and you will be free 
    from the madness known as Cretaphid v2.
    
    Upon his defeat, a cutscene will reveal a magnificent explosion as Cretaphid 
    disappears into nothingness. It will be replaced by a single, brilliant 
    Octolith. Grab the Octolith and the three energy items in the room, and then 
    head out for yet another intense escape.
    
    "...Do not trust your senses... they deceive you..."
    
    ----------------------------------
    Escape from Vesper Defense Outpost
    Time: 3 Minutes
    ----------------------------------
    
    So it may not sound like much time, but three minutes is actually about three 
    times the time you will realistically need to escape. That leaves will plenty 
    of room to play around, though you will still need to stay on your toes.
    
    Start by running across the walkway to the Stronghold Portal, as you do with 
    every escape mission. Upon going through the Stronghold Portal, head to the 
    left and drop down to the lower floor. There, turn into the Morph Ball and 
    head through one of the three holes that leads into the next room. A Guardian 
    will be there to hinder your progress, and if you choose you can switch to 
    biped form at this time to dispatch the Guardian.
    
    That is not exactly necessary though, as you can simply suffer a few attacks 
    from the Guardian as you lay a power bomb to open the Morph Ball door in the 
    room that you just entered. When the power bomb explodes and the door opens, 
    roll quickly into the passageway.
    
    Boost through the passageway, all the way until you reach the icy room. 
    Continue your journey and head straight to the right. Keep going all the way 
    to the opposite side of the icy room, where you will enter another Morph Ball 
    passageway. Roll straight through there until your reach the main hallway. 
    Immediately turn to the right and head up the hallway.
    
    At the end of the hallway, you will come to a closed door. Here, switch back 
    to biped form and shoot the door open. Through the next few doors you will 
    only find hallways and a small room with wimpy enemies in it, so run past the 
    doors as quickly as you can. As you through the fourth sealed door in this 
    part of the complex, you will find yourself back at the landing area. Run up 
    the ramp leading to your ship, jump onto your ship, and stand in the center 
    of it so that you can enter it. You will be able to save and then leave the 
    Vesper Defense Outpost, your mission there completed -- for now.
    
    [101] VDO
    [102] Alimbic Prophecy 03
    [103] Fuel Rod
    [104] Spore Farm
    [105] Lab Equipment
    [106] Mixing Tanks
    [107] Clone Engine
    [108] Frozen Fuel Line
    [109] Alimbic Turret v1.4
    [110] Green Force Field
    [111] Cortex Chamber
    [112] Battlehammer
    [113] Large UA Pack
    [114] History 07
    [115] History 05
    [116] History 06
    [117] Alimbic War 10
    [118] Psycho Bit v4.0
    [119] UA Expansion
    [120] Oubliette 08
    [121] History 08
    [122] Octolith Safeguard
    [123] History 03
    [124] History 04
    [125] Crash Pillar
    [126] Red Blast Shield
    [127] Alimbic Prophecy 07
    [128] Sylux
    [129] Lockjaw
    [130] Gestation Tanks
    [131] Delano 7
    [132] Cretaphid v2
    
    ===========
    E. Arcterra
    ===========
    
    This massive planet on the far right of the Tetra Galaxy is a frozen 
    wasteland, left desolate for many centuries. It holds the fourth Octolith 
    along with plenty of surprises. Keep your arm cannon ready throughout this 
    entire mission.
    
    As you land, you will notice that you are on a large platform high in the 
    air. If you fall off the platform, you will drop a very long distance and 
    take considerable damage. Even though the door out of this area is on the 
    ground, do not simply jump off the platform. You will miss valuable scans, 
    and you will be unfamiliar with the path leading down when you have to 
    quickly escape from Arcterra.
    
    First, walk off your ship and glance over to the left. A small, white display 
    is there. It contains useful information about Arcterra, so scan it. [151] 
    When that is done, begin walking across the platforms just in front of the 
    your ship. They will lead into the cliff, but before you go into the cliff 
    put your scan visor on. Look at the glowing blue circle above the entrance 
    into the cliff, and scan it. [152]
    
    Then, walk into the cliff. The path is merely a hallway that goes down a 
    short ways, so you have nothing to fear. It will soon lead you out to a lower 
    portion outside. Walk along the path next to the cliff, and follow it until 
    it stops. To your right will be another path, though there is a short gap to 
    it.
    
    Notice the two spiny creatures on the path to the right. They appear to be 
    Zoomers, but that is not the case. Use your scan visor to identify them and 
    add them to the logbook. [153] Now, jump over to the path with the Geemers, 
    Run across the end of the short path, and you will find yet another path only 
    a short gap away. The end of the path with the two Geemers comes very quickly 
    and is hard to see, so be watchful. Jump over the gap onto the next pathway.
    
    Be sure to follow the path as it stays next to the cliff wall. On the cliff 
    wall, you will easily find a large X with an orange circle in the center of 
    the X. This is an Alimbic Crest, which you can scan. [154] Continue along the 
    path after that is done until you come to a dead end. At that point, stand on 
    the flat ground and look around. A Shriekbat is located here, and it will 
    come down from the ceiling and smash into you, killing itself in the process. 
    Be sure to scan it before it self-destructs, [155] or else you might have to 
    head back to your ship and come out again to make it reappear. If that is too 
    much hassle for you, there are easier Shriekbats to scan during your second 
    visit to Alinos; just make sure you remember to scan them when you are there.
    
    After that, turn to the right, away from the cliff wall, and you will see a 
    choppy path of loosely connected platforms leading to the ground. Well, 
    that's your route, so hop down the platforms until you are safely on the 
    ground.
    
    There is nothing of interest on the ground, except for a few boxes that hold 
    items to replenish your health and ammo should either have decreases on your 
    journey down. Since the ground holds nothing important, walk around until you 
    find the door located in the cliff wall. Go through it and the door that is 
    directly after it.
    
    The area you enter will be covered in snow, and directly in front of you will 
    be an orange circle on the wall. It is much like the circle in the center of 
    the Alimbic Crest, but this one is alone. Since it is different, pull out 
    your scan visor to identify it and add it to your logbook. [156]
    
    As you move further into the room, sounds of laser fire will grace your ears. 
    It sounds as if a duel is raging. Walk towards the entryway at the other side 
    of the room, and a cutscene will show you what is going on. Both Noxus and 
    Trace are in the area outside of the room, blasting each other with their 
    sophisticated weapons.
    
    -----------
    Noxus Fight
    -----------
    
    Well, Trace is a sniper so he is high in the air, safely away from both you 
    and Noxus. Because of Noxus's close proximity, you will have to defeat him. 
    Trace will constantly snipe at either of you, so stay out of his range. 
    Remember, Noxus can be scanned, so use your scan visor against him before you 
    start the real battle. [157]
    
    For this fight, missiles are your best bet. They will deal Noxus plenty of 
    damage. As you start to head out of the room, Noxus will run towards you. The 
    confined room actually is not that bad of a battle arena, so just stay there. 
    Keep a decent distance between you and Noxus so as not to get injured by your 
    own missiles, and let him have it!
    
    One of his main attacks will be to use the charged Judicator to attempt to 
    freeze you. Well, it takes time to charge weapons so you can blast him to 
    shreds while he prepares for a single shot. However, make sure that you are 
    constantly jumping and moving around so that when he does fire, you are not 
    hit are frozen. You will remain frozen for a while after a hit, and during 
    that time he can pound you with shots.
    
    Sometimes, Noxus will switch over to the alternate form. In this form, which 
    you must remember is something that you can scan, [158] he will have tiny 
    spinning blades that can slice enemies that are close. To stay safe, move as 
    far away from Noxus as you can. If he approaches you, jump over him and you 
    will escape taking damage by his treacherous blades. While he is in this 
    form, continue to smash him with missiles.
    
    If he ever leaves the room, do not follow. Noxus will go and stand at the 
    opposite end of the area from the exit of the room, but he will not do 
    anything. He will just stand there, even if you move to the edge of the room 
    and look directly at him. This provides for some easy hits. Aim directly at 
    Noxus and start rapidly firing missiles at him. It will take him a second or 
    two to realize that you are obliterating him, and during that time you can 
    score much need hits. In return, Noxus will fire back at you, but you can 
    fire much quickly that he can, so stand your ground. Soon he will return to 
    the room, and you will have to use the same techniques mentioned above to 
    continue the battle and destroy him.
    
    When Noxus is dead, Trace will flee and you will no longer have to worry 
    about him. The force field in the room you are in will also deactivate. As 
    you look at the place where the force field was, you will realize that the 
    room is actually a long corridor. Green Psycho Bits will start firing at your 
    from further on down the corridor, and you will be obliged to take them out. 
    Run over to them, and first destroy the blue triangle that releases them. 
    Then decimate the Psycho Bits.
    
    Continue further on down the corridor, and to the left you will find an 
    Alimbic Turret firing at you. A couple power beam shots later it will 
    explode. Beyond the turret is an object that you can scan. Although it is 
    only 1 of 6 unlockable locks in the area, of which are not added to your 
    logbook, it is important for progressing through the level.
    
    Advance to the end of the corridor, and you will locate a sealed door. Jump 
    up to the sealed door, and turn to the right. You will see that the corridor 
    continues, but you have to jump up to the next portion of the corridor. Use 
    your best skill to jump up to the higher part of the corridor. You will need 
    to continue onward soon, but before you do, turn to the right and look at the 
    wall with your scan visor on. You should notice another proxy lock that you 
    can unlock by scanning, so do that immediately. Then, you may carry on.
    
    Off to the right as you go along the next part of the corridor, you should 
    hear laser fire. Look off the side of the ledge, and you will see little 
    Voldrums attempting to fire at you. A blue triangle will also be there, ready 
    to produce more Voldrums to make up for any that you destroy. The Voldrums 
    will have a hard time hitting you so high in the air, so take this time to 
    eliminate the flashing blue triangle and the Voldrums 
    
    Move on, and you will come to a purplish door. Scan it so you can identify 
    what it is being protected by. [159] Even though it is obvious that it is 
    guarded by a Purple Blast Shield, and even though the colored force field and 
    shield entries are not added to your logbook, it is good to scan it just for 
    future reference.
    
    To the right, the corridor will slant upward. Follow it all the way up until 
    you see a doorway to the right that leads outside. Walk onto the bridge that 
    is outside, and again you will hear laser fire from Voldrums. These will be 
    to the left of you, and they will be way down at the bottom of the area. 
    Shoot the flashing blue triangle till it is gone, and then proceed to blow up 
    the Voldrums.
    
    Bringing your focus back to the bridge that you are on, activate your scan 
    visor. Look to the pillar next to the right side of the bridge, and you will 
    find two items to scan. One is the bridge itself, [160] and the other is 
    another proxy lock, which you should scan to unlock.
    
    On the pillars on the opposite end of the bridge are two more proxy locks, 
    but you cannot scan them from where you are because they are facing away from 
    you. To makes matters a little bit worse, the center of the bridge is out. 
    You will have to jump across. Do not worry if you fall; you can simply go 
    into the corridor where you fought Noxus. Near the middle of the first 
    section of the corridor, off to the side, you will find a tiny area where a 
    moving platform goes up and down. You can simply ride on the platform up to 
    the top, and when you get off of it you will be on the side of the bridge 
    with the two proxy locks.
    
    At any rate, make sure you get the two proxy locks scanned, since it unlocks 
    them. There is something in between the two locks that you can scan, but it 
    is just the damaged bridge, which you should have already scanned. Now you 
    will have five of the six locks opened; just one more remains.
    
    Drop down off the bridge, and near the place where you first saw Noxus you 
    will see an opening in the wall. Walk over to the opening, and you will 
    notice that the path is blocked by a force field and an Orange Blast Shield. 
    [161] You are not getting through. However, if you walk up to the force field 
    and turn to the right, you will find the final proxy lock on the wall. Scan 
    it, and a Shield Key will appear. But where is it?
    
    Remember the place in the corridor where you turned right to go onto the 
    damaged bridge? If you had kept on going, you would have reached a dead end. 
    It is in this dead end that the Shield Key is located, so trek through the 
    corridor until you reach it.
    
    It will unseal the sealed door near the center of the first part of the 
    corridor, just across from the elevator leading up to the damaged bridge. Run 
    over to the door and go through it. Run to the door and go through it. Inside 
    the room that it leads to is an Artifact. Grab the Artifact, which will go to 
    your inventory and unlock the door at the end of the first part of the 
    corridor.
    
    Before you leave the room with the Artifact, though, look at the poles 
    sticking horizontally across a doorway. They are on the side of the room 
    opposite the door you came in. While you cannot walk through the poles, they 
    are high enough where you could roll under them. Become a Morph Ball, and 
    roll under the poles. You will roll onto an elevator platform that has an 
    Energy Tank high above it. If it does not go up automatically, use a power 
    bomb to activate the elevator. When the platform is high up, use a power bomb 
    to blast you the short distance up to the Energy Tank. (e3) Once you have 
    that, then you may leave the room and return to the corridor.
    
    When you go out the door into the corridor, take a right. Go straight all the 
    way to the end of that part of the corridor, and you will find the door that 
    has been unlocked. Travel through it and the door after it.
    
    The place you enter has three hallways that you can travel through. One is 
    blocked by a Purple Force Field, leaving you with only two ways to go: 
    straight or to the right. For now, go straight. Walk onto the white section 
    of ground, which is actually not solid ground at all. You will fall through 
    to a lower level. The room you will fall into is completely enclosed, leaving 
    you with no place to go.
    
    Take a look on the ground by the place where you fell. There is a jump pad, 
    put it is not emitting white circles like normal jump pads. You can actually 
    scan this pad, so do that now. [162] Unfortunately for you, the pad is not 
    working right now, preventing you from using it to leave. Across the room, 
    you will find a large metal door on the wall. It has an orange circle in the 
    center of it, and you should scan it. [163]
    
    It, like the jump pad, is not working. With your scan visor on, take a look 
    around the room. You will see many indentations in the wall with Energy 
    Routers, but each of them is guarded by a force field. All that is, expect 
    for one. Find it, and promptly scan it. It is an Energy Router, and it will 
    send out a burst of electricity that will open all of the five other force 
    fields, revealing the Energy Routers that they contain.
    
    Frequent explosions will occur over the other five Energy Routers, letting 
    you know which ones you have not scanned. Go around and scan them all; the 
    explosions over a given router will stop once it has been scanned. Once all 
    have been scanned, energy will start flowing towards the Vault Door. However, 
    the outburst of energy will upset some wasps, which have their nest on the 
    electrical line.
    
    Since they are a new type of wasp, use your scan visor to add them to your 
    logbook. [164] Then, avoid the singers they shoot at you and destroy all five 
    of their nests. Surprisingly, the nests are actually smaller than the wasps 
    that come out of them. When the nests have been destroyed, you may take out 
    any rage you have garnered on the wasps in the room.
    
    Upon their destruction, a display on a ledge at the top of the room will turn 
    on, and the jump pad will be enabled. Use the jump pad to go back up through 
    the white "floor" and into the place where there are three hallways and a 
    door.
    
    This time, head to the left. Put your scan visor on as you traverse the 
    narrow hallway. At the end of it, to the left, you will find a blue hologram. 
    (You may recall that this type of hologram only appears when you have your 
    scan visor on.) Add it to the logbook [165] After scanning the hologram, turn 
    and you will find see a white light that somewhat resembles a wall. Remember, 
    this is just an illusion; you can actually walk through it. Go past the white 
    light, and you will come to the display that lit up when you destroyed all of 
    the wasps. Scan it, and the Vault Door will open.
    
    Drop down into the room where the Vault Door is, and go up through the 
    entryway that the door had previously been blocking. The ice filled room that 
    you will enter has a great deal of things to scan, starting with a blue wasp. 
    It is different that all of the previous wasps, and thus deserves a place in 
    the logbook. [166] Since the wasp will make the rest of your scanning 
    difficult, move towards it and fire at its nest, located on the right wall. 
    When the nest is dead, then you may slaughter the wasp.
    
    Having defeated the only enemy in the room, pull out your scan visor and look 
    below the ice bridge that is suspended near the top of the room. There are 
    ice shards beneath it that you can scan. [167] There are other objects in the 
    room to scan up high, but they are easier to access later on so we will save 
    them for later. For now, go to the end of the room and take a right to head 
    into the corridor connected to the ice room.
    
    When you enter the corridor, a cutscene will reveal that the corridor is 
    actually a trench in a large room. In that room is the Judicator. Walk along 
    the trench, and it will soon slant upwards. Follow it up onto the main floor 
    of the room.
    
    On the main floor, there are two areas to walk separated by the trench. A 
    fallen pillar spans the gap between them, and it has a Zoomer on it. Blast 
    the Zoomer to clear a way, and then walk across the pillar to the other side 
    of the room.
    
    Here is where it gets tricky. On the other side of the room, you will see a 
    platform controller emitting a white light that goes back and forth. Scan 
    that platform controller, and it will adjust multiple platforms in the level, 
    permitting you to reach the Judicator.
    
    To get to the Judicator, however, you need to be the Morph Ball. Change to 
    your alternate form, the Morph Ball, and roll along the wall to the left of 
    the platform controller. You will find a place in the wall that you can roll 
    into. Go straight into it, and take note of the small platform that is up and 
    to the left of where you roll in. It is vital that you get onto that 
    platform, so lay a Morph Bomb and wait for it to explode. When it does, 
    maneuver onto the platform.
    
    Now to the left of the stationary platform is a platform that moves up and 
    down. However, they are not connected. There is a gap in between them. Roll 
    to the edge of the platform you are on, and wait for the other platform to 
    almost go even with the platform you are on. When it does, lay a power bomb. 
    You need to have enough time so when the power bomb decimates, you can move 
    over to the left and land on the platform.
    
    On the moving platform, wait until it reaches the top of the area. Then, roll 
    to the right until you come to a wall. Use a power bomb to go over the wall, 
    and continue on as the path curves around the outside wall. Follow it, but be 
    careful. It will only last a short distance. At the end of the path is a 
    small platform that you can roll onto. Stop on it, and when you do it will 
    begin to move to the right. It will appear to stop, but do not be fooled. It 
    is just making a right turn. Wait until it stops again after making the turn 
    and connects to another set of platforms.
    
    These platforms are skinny and are not contained by walls, so you must be 
    extremely careful as you go across them towards to outer wall. Once you are 
    all the way to the outer wall, roll to the left along the edge. You will 
    quickly come to a straight drop only big enough for the Morph Ball, and you 
    should drop down it. Move forward a little bit after the drop, and you will 
    be able to return to biped form. Put on your scan visor, and look around on 
    the area you are on for the Judicator. Scan it [168] and then grab it.
    
    At this point, you will be able to free yourself from the room. Before you 
    drop down from the ledge where you got the Judicator, though, put on your 
    scan visor and look at the large orange circle on the near wall. It looks 
    like it is part of the design, and it is something you can scan. [169] After 
    it is in your logbook, jump down and look at that Purple Force Field that 
    used to prevent you from going anywhere. With a single shot from the 
    Judicator directly squarely at the node that moves around the face of the 
    force field, it will dissipate. Switch to the Judicator by tapping on the 
    icon on the top right corner of the touch screen and sliding your finger or 
    the stylus over to the Judicator symbol. When it is highlighted, let go.
    
    --------------------
    Judicator Collected!
    --------------------
    
    Once you have blasted through the force field, walk into the area it was 
    blocking. You will remember that this is the ice room where the ice bridge 
    was. You still have a few scans to do. First, use your scan visor to examine 
    the ice bridge itself. [170] Off to the left on the wall near the end of the 
    ice bridge, you will see more ice crystals. They are different from the 
    Ammolite Shards you scanned earlier, so add them to your logbook. [171] 
    Finally, blow the Zoomers that move near the ice bridge to smithereens, and 
    walk across to the other side.
    
    However, do not leave the ice bridge. Stand at the end of it, and turn to the 
    right. You will see a Purple Force Field against the wall. Zap it into 
    oblivion with your Judicator. After it is gone, jump from the ice bridge into 
    the room that the Purple Force Field was protecting. It will be a challenge 
    since the gap is so far, but you can do it. If you walk off of an object then 
    you can jump in midair; you may want to run off the ice bridge and then jump 
    shortly after you start to fall.
    
    Anyway, inside that area you will find a UA Expansion to the right. (UA2) You 
    will only have a limited amount of time to enjoy your find, however, because 
    a turret will start firing at you from the left of where you came in. Use 
    your handy power beam to decimate it. It will explode, and a Shield Key will 
    appear in the room where it was. Run over and grab the key, which will make 
    the force field on the ground disappear. Before you fall through the opening, 
    put your scan visor and look up. You will find an object at the ceiling to 
    scan. [172] After that, drop down into the opening, and take the Artifact 
    that rests there. Once you have it, go through the doorway that is in that 
    area. It will take you through a winding hallway with dangerous plants.
    
    The end of the hallway leads to a room that contains a portal. Behind the 
    portal is a switch, which you can activate by scanning it. Once the portal is 
    activated, you can use it to return to your ship. Near the portal, an 
    entryway leads to a hallway filled with spiky plants. Blast your way through 
    the vegetation.
    
    In the hallway, you will find another small, white light that appears to 
    block a path. As you know, you can travel through this light. This time, you 
    need to be the Morph Ball. Approach the light very slowly; it leads to a 
    ledge that you can easily fall off of. Roll all the way across the ledge 
    until you reach the Missile Expansion, (m5) and then fall off the ledge. In 
    the large room, you will find a Purple Force Field imprisoning a UA 
    Expansion. (UA3) Use your Judicator to deal with the force field, and then 
    collect the expansion.
    
    From there, use the jump pad to get out of the room. In the corridor that the 
    jump pad propels you into, you will see the door leading out of this area and 
    a corridor to the left and to the right. This is the place with three 
    corridors that you noticed earlier in the level. The corridor to the right 
    has a Purple Force Field guarding it; it leads to the plant-infested hallway 
    you were traveling on. Disable the force field with the Judicator. Instead of 
    traveling into the hallway, however, go through the door and the door beyond 
    it.
    
    Just outside the second door after the hallway in between the two doors, turn 
    to the left. Then, jump up onto the higher section of the corridor that is 
    there. It leads to the open ledge where you first shot the Voldrums. It may 
    take a couple jumps since you have to have good timing. Once you are on the 
    higher corridor, run straight across it until you see the purple door. The 
    Judicator will break through the door's security, allowing you to enter a 
    room with two Petrasyls and an Alimbic Emblem. Also in the room is a path for 
    the Morph Ball to go through.
    
    ------------------------
    Morph Ball Ice Labyrinth
    ------------------------
    
    As the Morph Ball, roll along the path until you reach the ice covered 
    labyrinth. It will take precision to maneuver through it, so listen closely. 
    Start off by heading to the right, and follow that path all the way past the 
    sealed door.
    
    A little ways after the sealed door (which has a spinning red thing on it), 
    you will be allowed to go up or down. Head down for now; it will lead you to 
    an Energy Tank.  Follow that path (you will pass a few green laser emitters 
    that are turned off) until you reach a place where you are presented with 
    three directions to go: left, up, or to the right in a small passageway.
    
    The area you will come to is very choppy, and has many potential paths for 
    you to travel (most of them are closely connected though). Go up and to the 
    left, and you will see a fallen pillar lying on its side. Go up again past 
    the fallen pillar, and take a right until you reach the wall. Then, go up 
    until you see green lasers that turn on and off. Wait for them to turn off, 
    and roll through them. There are three of them, and after them all is an 
    Energy Tank. (e4)
    
    Now, it is time to head back. Roll down through the green lasers and down 
    past the fallen pillar. Immediately after the fallen pillar, go straight to 
    the right and then head down and right some more. You will return to the 
    place where you had three directions to go. Head straight down, all the way 
    through the green laser emitters that are turned off.
    
    When you get to the spot where you originally headed down, you will be able 
    to go left or up. Left is the sealed door, so roll up. Green lasers will 
    block the only path you have as you head up, so wait until they turn off for 
    a short period of time before rolling through them. After a while, you will 
    come to a break in the ice.
    
    High above the break in the ice is a Shield Key. You will need to use power 
    bombs to acquire it. Start by stopping under the break in the ice and laying 
    a power bomb. When it explodes, you should fly straight through the hole. Do 
    not try to move. If you successfully went through the hole, you are in 
    position to collect the Shield Key.
    
    Lay another power bomb, and just before it explodes lay another one. When the 
    first power bomb explodes and bounces you into the air, lay another power 
    bomb at the height of your bounce. If you laid it correctly, you will fall 
    back down on the second power bomb you laid, which will then shoot you back 
    into the air. While you are in the air, the third power bomb will explode, 
    and it will shoot you even higher into the air, all the way into the Shield 
    Key.
    
    With the Shield Key in your control, the sealed door will unseal. Roll back 
    down past the green lasers, and go to the left when you have the choice to 
    continue downward or go to the left. Continue on that path all the way to the 
    door, which you will have to open with a power bomb.
    
    As it opens, roll inside of it. You will find the third Artifact at the end 
    of the passageway. Take the Artifact, and then go back to the ice labyrinth. 
    Now that you have the third Artifact, the Stronghold Portal will be 
    activated. In the ice labyrinth, head downward as soon as you go past the 
    door. Follow the path and continue to head down until you escape.
    
    Go through the doors that led into the labyrinth, and continue straight down 
    the corridor. You will reach the door that leads to the three corridors. 
    Through the door, travel all the way across the left corridor until you reach 
    the portal. If you wish, use it to make a quick stop at your ship to resupply 
    before the final boss.
    
    Next, look at the narrow hallway that you went through after obtaining the 
    second Artifact. To the left of it is an ice shard and a slanted part of the 
    wall. Above the hallway is it is the Stronghold Portal. Stand to the right of 
    the narrow hallway, and jump over the ice shard. From there, continuously try 
    to move forward (you may need to move left or right a small amount) until you 
    are on flat ground next to the Stronghold Portal.
    
    Before you enter it, put on your scan visor and three blue holograms will 
    appear next to the Stronghold Portal. [173] [174] [175] Be sure to scan all 
    three of them, and then teleport to the boss area. Since you have already 
    been through numerous boss areas, simply run across the walkway and head into 
    the boss's chamber.
    
    --------------
    Boss: Slench 2
    --------------
    
    Before you start slaughtering the latest version of Slench, do a quick scan 
    of it. [176] He should be the only item in the boss room that you need to 
    scan, as you should have scanned Biodefense Chamber B and the Energy Blaster 
    during your last Slench fight.
    
    Okay, onto the battle. Slench is almost exactly the same as he was last time, 
    only it is much more powerful. To begin, you can only hurt its three 
    tentacles by using the Judicator; all other weapons will not work. Slench 
    also will shoot out deadly green torpedoes that track you. To avoid getting 
    hit by the green torpedoes, you will need to destroy them with your arm 
    cannon.
    
    To harm Slench, it needs to be away from the wall. Shoot each tentacle three 
    times with the Judicator, and then Slench will disconnect from the wall. You 
    will want to avoid the shots from the Energy Blasters as you do this, and you 
    will also want to eliminate the tentacles quickly so Slench does not release 
    many green torpedoes for you to worry about.
    
    Once Slench disconnects and starts flying around, scan it since it will be in 
    its b form. [177] Then, use the Judicator on Slench. Charge it up if there is 
    a short period of time where you cannot successfully hit it so that you can 
    cause greater damage when you are in a position to score a hit. Cause as much 
    damage as you can as quickly as you can, as Slench will only fly around a 
    short time before returning to the wall. While it flies, it will also shoot 
    fire at you, which will cause substantial damage should it hit you. 
    Constantly move to avoid the fire.
    
    When it does return, you will have to use the same technique to get it off 
    and cause damage. The fight is somewhat repetitious, though you will 
    constantly have to be alert so that you can avoid the Energy Blasters' shots. 
    After forcing all three tentacles into the wall, you will also want to blow 
    up any green torpedoes that Slench has released so you can be in excellent 
    condition when you start shooting Slench itself.
    
    After it is a third of the way dead, Slench will move into phase two. It is 
    similar to phase one, but Slench shoots more torpedoes and he also moves 
    around faster in the air. This will make it more challenging, but if you 
    focus you can still cause damage.
    
    Phase three is where the most trouble occurs, and it starts when Slench has 
    one third of its health left. Slench will launch a ton of torpedoes, it will 
    move really fast in the air, and the tentacles will require four hits each 
    instead of three. You will need to be in tiptop shape to take him down, and 
    in this part of the fight it is vital that you avoid getting hit and that you 
    shoot down the torpedoes he releases when they start to come at you.
    
    Tiptop shape is vital, but you most likely will not be in tiptop shape when 
    you reach this part of the battle. There is a solution, however. Before 
    Slench is two thirds dead, go to the other end of the room and face Slench 
    with your power beam armed. At such a far distance, it will be easy to dodge 
    whatever the Energy Blasters throw at you, and you will able to spot and 
    destroy virtually all of the green torpedoes before they hit you.
    
    Since many of the green torpedoes will leave health or ammo when you destroy 
    them, this will provide an excellent opportunity to stock up on health. It 
    will also be a good way to replenish the Judicator's ammo supply, which will 
    probably be running really low. By powering up your power beam, all of the 
    powerups that are around you will be drawn straight into you, so you do not 
    have to collect them. Because of this, it is easy to gain the health and ammo 
    (though you might have to move forward a little to suck in the powerups 
    really close to Slench) Once you are confident that you have enough to finish 
    the battle, go in there and use the Judicator to send Slench into phase 
    three.
    
    It is also possible to do this in phase three, but the massive amounts of 
    green torpedoes that he will launch at you make it unpractical. You will want 
    to go through phase three without having to restock on either health or ammo. 
    After you have depleted his last third of health, Slench will be defeated. 
    Keep in mind that it is really difficult to hit Slench in phase three because 
    he moves so insanely fast; predict where he is going to be and continue to 
    practice. It may take multiple tries to be this boss; just be ready and 
    willing to accept that (and don't forget to rescan it if you die, since you 
    lose all scans that you obtained after the checkpoint you restart at, which 
    is right before Slench).
    
    After he is dead, collect the Octolith and that health that will appear in 
    the room. You will now have four Octoliths (provided that you went to Vesper 
    Defense Post before Arcterra). With half of the Octoliths in your control, 
    leave the boss room and prepare to evacuate Arcterra for the first time.
    
    "...Our people are gone, yet we remain..."
    
    --------------------
    Escape from Arcterra
    Time: 7 Minutes
    --------------------
    
    First off, you need to leave the inaccessible boss area and travel through 
    the Stronghold Portal, which will take you to the normal part of Arcterra. 
    When you are teleported to the regular part of Arcterra, run straight as soon 
    as you come out of the portal. You will drop down to the place where the 
    small portal is, though unfortunately it is not working.
    
    Keep running straight, and you will find yourself running into the hallway 
    consumed by vicious plants. Speed is important, but you should still spend a 
    little time clearing a path to travel through. Besides, you may find a couple 
    powerups among the plants you destroy.
    
    At the end of the plant filled corridor, you will find a door against the 
    right wall. Head through it, and then go through the door that is after is as 
    well. After the second door, run straight until you reach the force field 
    blocking off a part of the corridor that you enter.
    
    From there, turn to the left and head into the open. Across from the 
    corridor, you will find a ramp nestled against the wall and leading to the 
    right. Run over to the ramp at the end of that area, and go up it. Continue 
    forward, and then a cutscene will reveal Trace's entrance. He will appear on 
    the ledge where you shot the Voldrums way back near the beginning of the 
    level.
    
    You have to stop him, before you can continue, so go down to the snow covered 
    area just below where Trace is and pull out your missiles. But before you 
    begin firing, use that nifty scan visor of yours to add him to the logbook. 
    [178] Stay as close as you can to the ledge where Trace is shooting from 
    while still managing to be able to shoot him, and then release as many 
    missiles as you can towards him. The closer you are to the ledge, the harder 
    it is for him to snipe you. Strafe left and right and focus your missiles on 
    him. If he disappears (which he will occasionally do), just keep firing 
    towards the ledge and hope that you hit him. He will reappear after you 
    successfully launch a missile into his body.
    
    After you have dealt him a good deal of damage, he will jump down to the area 
    you are at. Since the Imperialist sniper is not as useful here, most of time 
    he will remain in his alternate form. Fire missiles at him as often as you 
    can, and try to stay out of his way. When he switches to his alternate form, 
    quickly use your scan visor to add his alt form to your logbook, and then 
    resume your battle. [179]
    
    If he ever disappears, switch to the power beam and pepper the area with 
    fire. Run around the area as well. Once you hit him or come close to him, 
    Trace will come out of hiding and you can continue. It will be tough; just 
    keep it up. Also, the radar will also alert you to his location even when he 
    is invisible, so you can find him using it as well. Should you find his 
    location, consider using a charged missile as the attack to bring him out of 
    hiding; it will cause him plenty of damage.
    
    With quick lunges, he can be very deadly. However, with several good hits 
    from your missile launcher you can easily destroy Trace. Upon his death, the 
    force field blocking the door in the corridor at the opposite corner of the 
    area will vanish and you will be able to proceed through it. If you ever 
    start running low on health during the fight, destroy the plants in the area; 
    many of them contain energy.
    
    Once you are ready to keep moving, head through the door that you can now 
    access thanks to Trace's death. Continue until you reach the massively tall 
    area where your ship is stationed. You now have to climb all the way to the 
    top of your ship. As you start to jump up the platforms to head towards your 
    ship, three Guardians will place a horizontal force field across the room to 
    keep you from getting any higher.
    
    At that point, you will have to jump down and fight the Guardians. Missiles 
    work best, of course, so use your remaining missiles against the guardians. 
    Once they are dead, the force field will vanish and you will be able to jump 
    up the many platforms that lead to you ship.
    
    After a while, the platforms will lead to a flat section of ground against 
    the edge of the area. There will be an excess of Geemers this time around, so 
    move cautiously to avoid getting punctured. Walk along this ledge, jumping 
    across the occasionally gaps that are in it. It will lead you higher and 
    higher. Then, it will head into the cliff wall. Remember that this is the 
    route you used to head down to the ground of this area at the beginning of 
    the level; it is okay to head into the cliff wall (though it might seem like 
    you are going away from your destination.)
    
    The path through the cliff will slant upwards, and soon it will head back 
    outside. When it does, it will face straight towards the walkway that leads 
    to the platform your ship is on. Run across the walkway and jump onto your 
    ship, and then you will be safe.
    
    [151] Arcterra
    [152] Alimbic Prophecy 04
    [153] Geemer
    [154] Alimbic Crest
    [155] Shriekbat
    [156] Alimbic Emblem
    [157] Noxus
    [158] Vhoscythe
    [159] Purple Blast Shield
    [160] Damaged Bridge
    [161] Orange Blast Shield
    [162] Disabled Jump Pad
    [163] Vault Door
    [164] Barbed War Wasp
    [165] Alimbic Pride 01
    [166] Blue Barbed War Wasp
    [167] Ammolite Shards
    [168] Judicator
    [169] Alimbic Insignia
    [170] Ice Bridge
    [171] Witherite Shards
    [172] Heating System
    [173] History 09
    [174] History 10
    [175] History 11
    [176] Slench 2a
    [177] Slench 2b
    [178] Trace
    [179] Triskelion
    
    ==============================
    F. Celestial Archives: Visit 2
    ==============================
    
    After you have secured four of the eight Octoliths, it will be time to do 
    some backtracking. With your sleek new weapons, you will not be able to 
    access some areas in Celestial Archives that were previously restricted. 
    Actually, you will open up a plethora of places to explore. Set your 
    destination as the Celestial Archives, and take off.
    
    First, walk off the platform that your ship lands on and look underneath it. 
    You will see a Green Force Field. Yep, it's time to see how useful new 
    weapons can be. Since only the Morph Ball can fit under the platform, you 
    will have to have fairly good aim so that you can stand just beyond the 
    platform and shoot the moving node sustaining the Green Force Field.
    
    Once the force field is gone, switch to the Morph Ball and roll under the 
    platform. Fall down through the hole you created by eliminating the force 
    field. In the room you land in, there will be a single jump pad in the 
    center. Off to one of the sides is a UA Expansion. (UA4) Grab the expansion, 
    switch to biped form, and get on the jump pad. It will shoot you higher in 
    the air if you are a biped than if you are a Morph Ball. Go forward just 
    enough so that you do not fall back in the hole, and then switch to the Morph 
    Ball so that you can get out from under the platform.
    
    That was only a small room, but it does provide you with a taste of what can 
    be accomplished. Now, go into the portal that is to the left of the door. 
    Through the portal, you will enter a tall room. While normally you would go 
    up, you are going to need to do a little bit of backtracking.
    
    Turn around and head through the door. You will soon arrive at a curved 
    hallway, and you should head right in it. Once you find a door, head through 
    it. Past the door, make a sharp right and walk along the wall to the next 
    door. The room you entered is massive, but you need to stay near the wall to 
    get to the next door.
    
    Through that door, take a left and start heading down the next curved 
    hallway. You will come to a door on the right wall, which will lead you to a 
    tall room. Drop down to the bottom of the room, and go through the door. It 
    will soon take you to another curved hallway, and the music will start to 
    pick up beat when you enter the hallway.
    
    Walk right along the hall until you see a green door. Pull out the 
    Battlehammer and shoot the door. It will turn white, allowing you to open it 
    with the power beam. In the large room that you enter, there will be three 
    platforms in the middle of the room. Two Guardians are also in the room.
    
    Avoid the Guardians' attacks as much as possible, and return fire with your 
    missiles. Do not stop until both the Guardians are dead. When they are gone, 
    jump on top of the middle platform, where you will find a UA Expansion. (UA5) 
    Then, look to both sides of the room, and you will see what look like two 
    skinny walls. Each of these walls is actually a hub that you can scan, and 
    since they are different you will need to scan them both. [201] [202]
    
    To the side of one of the lower platforms, you will see a tiny platform 
    suspended in the air. Two small, glowing blue pillars are on it. Jump to the 
    minute platform, and then jump towards the Morph Ball hole in between two 
    more blue pillars. Change to the Morph Ball, and roll a short ways into the 
    hole so that you can stand up again. In biped form, scan the yellow circle in 
    the room. [203] Then take it; it is the Volt Driver.
    
    ----------------------
    Volt Driver Collected!
    ----------------------
    
    Your next goal is to make it back to the portal. Assuming you did not go 
    around and shoot every door in the large room with the Battlehammer, the only 
    door that will be white is the one you came through. Go to the right after 
    heading through the door, and make your way back up to the portal. The route 
    to the room with the portal is fairly straight forward, particularly since 
    you have already traveled it multiple times, so you should have little 
    trouble making it there. And if you end up going the wrong way, you can 
    always instantly reach the portal from room where your ship is located.
    
    In the room with the portal, start jumping up the platforms until you come to 
    the Yellow Force Field. It just so happens that Yellow Force Fields are the 
    Volt Driver's specialty, so blast the moving node to cause the force field to 
    diminish. You have almost reached the next big section in the Celestial 
    Archives.
    
    Run through the hall that was protected by the force field, and at the end of 
    the hall you will come to an elevator platform. Step on the platform, and it 
    will rise in the air. At the top, off to the side, you will be able to find a 
    jump pad. Jump onto the jump pad, and it will launch your over to another 
    hallway on the other side of the room.
    
    At the end of the hallway is a yellowish door with a shiny blue thing above 
    it; scan both the door [204] and the shiny blue thing. [205] Use the Volt 
    Driver to get through the door, and on the other side you will find a small 
    room with a portal. Unlike the portals you are used to dealing with, this one 
    does not simply take you back to the beginning of the level. It takes you to 
    a whole new area, so hop in and teleport to the next section of the Celestial 
    Archives.
    
    When you emerge from the next portal, you will find yourself standing on a 
    transparent, orange walkway. Across from you is a white light that you can go 
    through. Get your missiles ready, and then charge through the white light 
    into the next room, which is humongous.
    
    Inside the next room, a major battle will ensue. Several blue triangles will 
    release enemies to attack you, and two Guardians will appear to enhance the 
    fun. First, fun around and focus all of your attention on the Guardians. They 
    are lethal, so you want to eliminate them first using your missiles. After 
    their death, pull out your power beam and eliminate the two blue triangles 
    that are on the ground at front left and front right of the colossal 
    structure in the middle of the room. Deal with the Voldrums that the 
    triangles released after obliterating the triangles.
    
    Next, walk up the structure that takes up most of the room, and you will 
    notice Psycho Bits shooting at your from above a long walkway that extends 
    from the large, slanted structure. Run up the structure and proceed onto the 
    walkway, where you can eliminate that Psycho Bits' blue triangle as well as 
    the Psycho Bits themselves.
    
    After they are gone you will have some peace, though more enemies still lurk 
    in the room. For now though, put your scan visor on. Look at the orange light 
    that connects the few parts of the walkway, and scan it. [206] Then, turn 
    around and head to the back of the room.
    
    You will see multiple yellow Psycho Bits; each of which has its own blue 
    spawning triangle near it. Since these are a more recent version of the 
    Psycho Bit, scan them into your logbook. [207] Start by destroying all three 
    of the blue triangles, and as you do notice how the ground near each triangle 
    is actually a force field. Then, go and decimate all of the remaining Psycho 
    Bits with whatever weapon you decide is best. As each Psycho Bits dies (and 
    since the triangle is gone it cannot respawn them), a portion of the force 
    field that covered part of the ground will disappear, revealing a deep 
    trench.
    
    Kill all three Psycho Bits to fully open the trench, and then jump into it. 
    You will find three switches in the trench. Shoot each one of them, and each 
    one will open up another force field at the front of the large structure.
    
    Then, run around to the front of the structure and hurry over to where the 
    force fields disappeared. You will find one switch in each small place. Shoot 
    all three of the switches, and then the force field near the top of the 
    structure in the back will vanish.
    
    Run up the side of the structure, all the way to the back, and enter the room 
    that is now open due to the force field's absence. The only item in the room 
    worth noting is a lone display at the front of the room. Scan it, and it will 
    open up a new portal.
    
    Before you head off to the next world, there are a few things that you need 
    to do. Run across the walkway that extends from the large structure, heading 
    all the way through the white light into the next room. There, you will find 
    the next portal. Pull out your scan visor, and scan the white panel behind 
    the portal. [208]
    
    The portal you came through to enter this area is one walkway below you, so 
    walk of the side of the walkway you are on, fall a short distance, and then 
    jump in midair (yes, you can jump in midair once if you fall from a platform) 
    to land on the lower walkway. Then, scan the white panel that is behind that 
    portal as well. [209]
    
    Finally, drop off that platform to the lowest part of this room. On one side 
    of the place where you fall to, there will be a blue triangle that releases 
    Voldrums. There will also be a jump pad near the middle of the room, which 
    you can later use to bounce up to the highest walkway.
    
    For now, destroy the blue triangle and the Voldrums. Then, go over to the 
    where the blue triangle was and you will find a UA Expansion. (UA6) From 
    there, walk towards the jump pad. Before you reach it, turn to the left and 
    scan the white panel there. [210] (There is a also a white panel to the right 
    of the jump pad, but you cannot scan it.) With that done, use the jump pad to 
    jump to the highest walkway in the room, and go through the portal located 
    there.
    
    It will take you to the outer edge of the station. A large ledge will provide 
    you plenty of walking space, though if you fall off into space then you will 
    die. A Guardian is also in this area, so pull out your missiles and gear up 
    for a battle. After it is dead, go to the middle of the area and you will 
    find a Shield Key. It will open the Artifact Shield that is on a platform in 
    the middle of space.
    
    A platform will move back and forth from the middle of the main station 
    platform to the small platform in space. Step on it when it connects to the 
    main station, and then ride it over to the small platform. Jump off and 
    retrieve the Artifact there. Before you make your return journey, put on your 
    scan visor and a hologram will appear on the small platform. Once it has been 
    scanned, [211] then you may proceed back to the security of the main station.
    
    On the left and right side of the massive main docking bay platform, you will 
    find two holograms (remember, they are only visible when you have the scan 
    visor on). Add them to your logbook,  [212] [213] and then jump above the 
    many docking bays until you reach the walkway that extends out into space.
    
    Walk along it with your scan visor on, being careful not to fall off. At the 
    end of the walkway, you will find a hologram to scan. [214] Standing at the 
    end of the walkway, you should notice that four moving platforms will connect 
    to the walkway for a short period of time and then move out towards space to 
    connect with a small platform. Facing out towards space and the platform 
    where you acquired the Artifact, they are front left, left, right, and front 
    right.
    
    Start by going on the front left platform. It takes you to a small platform 
    with a UA Expansion. (UA7) Take the expansion, and then use your scan visor 
    to find a hologram also on the platform, which you should scan. [215] Once 
    you have the UA Expansion and you have scanned the hologram, return to the 
    walkway via the moving platform.
    
    Again, face straight towards where you took the Artifact and then hop on the 
    platform that will be directly to your left. It will lead to a platform with 
    a portal, and you should go through the portal. After you teleport, you will 
    be in a corridor that is next to a room. Run a short distance into the 
    corridor, and off to the left you will notice a Blue Force Field keeping you 
    from entering the room. Scan the force field since this is the first time you 
    encountered one of this color, [216] and then proceed further down the 
    hallway. You will find yet another portal there, which you should enter.
    
    It will take you into the room that was next to the corridor you were in. Two 
    Guardians are there, each armed with missiles. Use missiles yourself to take 
    them down. When one dies, a cutscene will reveal a dissipating force field in 
    the area above the room you are in, and it will also show a Shield Key 
    appearing.
    
    Finish off the second Guardian, and run to the corner of the room opposite 
    the portal that you entered from. There you will find another portal, and a 
    small display stand will be next to the portal. Scan the display, [217] and 
    then enter the portal.
    
    It will take you back out to the walkway. Walk straight to the end of the 
    walkway, and then board the platform directly to your right (not the front 
    right platform). Ride it all the way over to the lone platform it connects 
    to, and go in the portal that is located there.
    
    You will teleport to a room with a Crash Pillar in it. Recall from the duel 
    at the Vesper Defense Post that you need to shoot the Crash Pillar when it is 
    above you. Pull out your missiles, aim upward, shoot it when it jumps above 
    you, and move out of the way as it comes crashing down. Three missiles will 
    take down the Crash Pillar, but try to avoid taking much damage when you 
    destroy it.
    
    All at once, two blue triangles will appear on the wall after the Crash 
    Pillar is no more. They will release Psycho Bits, so quickly defeat the 
    triangles and the nuisances they emit. As you defeat both of the blue 
    triangles, two new blue triangles will appear on the ground and begin 
    releasing yellow Voldrums. They are a different type of Voldrum than the ones 
    you have previously scanned, so use your scan visor to add them to the 
    logbook. [218]
    
    To increase the fun factor, three Guardians will also start terrorizing the 
    room. You will need to take out both blue triangles, the Electro Voldrums 
    that remain after the triangles are gone, and all three of the Guardians. 
    Missiles are definitely your friend. Run, jump and strafe to avoid being hit, 
    and focus your firepower on anything you can. It will be a hectic battle, but 
    you must remain steadfast.
    
    Once it is over (or during it, if you see the need), break open the few boxes 
    scattered around the room to recover health and ammo. Then, go to the side of 
    the room near the Blue Force Field. Two portals are there. Begin by heading 
    through the portal that is closest to the Blue Force Field.
    
    It will take you to the top half of the room where you defeated the Guardians 
    and made the Shield Key appear. Run over to the Artifact Shield, and take a 
    right to head down the walkway that is next to it. If you fall off, you will 
    have to go through the portal, return to the walkway, and get back on the 
    moving platform to the right again, which will be annoying. Try to stay on.
    
    As you walk across the walkway, you will come to a spot where you can take a 
    right and head towards the wall, or go straight and head towards a portal. 
    You are going to want to go left, but first turn to the right and examine the 
    green tank that is there. Scan it into the logbook, [219] and then turn 
    around and continue on along the walkway.
    
    When you reach the wall (which has an entryway leading to an adjacent 
    corridor type area), walk through the doorway and immediately turn left. If 
    you keep going straight, you will fall through the large gap in the ground. 
    Continue left until you reach the Shield Key. It will deactivate the Artifact 
    Shield, and after you get it you can run back to obtain the Artifact.
    
    After taking the Artifact, turn back around and head back across the walkway. 
    Instead of turning left to head to the wall, however, head straight into the 
    portal this time. You will appear on another walkway, much like the one you 
    were just on. Walk straight a short distance, and then turn right as soon as 
    you can. The walkway will go to an entryway that leads to a corridor like 
    area just like the one where you just took the Shield Key. There is also a 
    gap in the floor of this corridor area.
    
    Instead of avoiding the gap, however, fall down it. In the place where you 
    land, you will see a blue sphere. It is the Shock Coil. Scan it, [220] and 
    then move over to collect it. (If you accidentally land on it when you fall, 
    that is okay because it is automatically added to your logbook once you take 
    it; I just like making your scan things.)
    
    ---------------------
    Shock Coil Collected!
    ---------------------
    
    Use your newly obtained weapon to blast through the Blue Force Field, and you 
    will be back in the main part of the room where you fought the three 
    Guardians. Walk straight as you go through the doorway, and when you reach 
    the wall turn right and head into the portal that is there.
    
    You will begin on a ledge in a room with Guardians on the floor. It is not 
    yet time to defeat the Guardians, so travel straight and grab the Missile 
    Expansion that is there. (m6) Continue along the ledge, and you will go next 
    to a long, green tank. It is different than the other green tank you scanned, 
    and thus requires a separate entry in the logbook. [221]
    
    Psycho Bits will start flying in from the sky and start attacking you on the 
    ledge. Strafe left and right on the ledge, and destroy them all. It may seem 
    like they will never stop coming, but after you shoot enough of them down 
    they will no longer appear. Once the Psycho Bits are gone, backtrack along 
    the ledge and go onto the walkway that is on the other side of the green 
    incubation tank (the Guardians will keep shooting at you, so step lively)
    
    You will see a Blue Force Field, which you can decimate with the Shock Coil. 
    Walk through the entryway that the force field protected, and fall down 
    through the gap that is after the entryway. The place where you land has a 
    portal leading to an entirely new area of the Celestial Archives. If you want 
    to have a bit of fun you can disable to Blue Force Field next to the portal 
    and fight the Guardians, though that is not necessary.
    
    After going through two doors and a hallway in the next area, you will come 
    to a grand corridor. Only problem is it has been blasted into pieces. Much of 
    the ground and the walls has been destroy, and in many places the only path 
    is a disconnected series of suspended pieces of the floor. It is all over the 
    nothingness of space, and you do not want to fall through.
    
    Walk into the corridor, put on your scan visor, and scan the large green 
    panel on the right wall. [222] Then, walk over to that panel, and get onto 
    the slanted part of the ground that is next to the green panel on the right. 
    Travel careful along the ground besides the green panel, staying as close to 
    is as you can. When you reach the end of the large, green panel, you will 
    decently sized piece of floor to the left. Jump over to it, and then walk 
    forward a short distance.
    
    A second version of the Psycho Bits will then approach you and attack. Move a 
    little further up on the piece of ground you are on, and use the Shock Coil 
    to demolish the Psycho Bit. When another one comes, use the same technique to 
    destroy it.
    
    At the end of the piece of floor you are on, you will see a shattered green 
    panel against the right wall. Go up alongside of it like you did with the 
    last green panel, and cautiously advance. You will reach a dead end at the 
    end of the green panel. From there, you will have to jump a good distance to 
    the left to land on another sizeable piece of flooring.
    
    Carefully make your way to the end of that piece of floor, and in front of it 
    you will see another piece of floor lower down that you can jump to. A Psycho 
    Bit that is even further away might start shooting at you, and if it does 
    take it down with missiles. If it does not shoot at you, you will have to 
    deal with it after you jump down to the lower platform that used to be a part 
    of the floor.
    
    Before you make the jump, turn to the right and you will see an orange stripe 
    going vertically up the wall. It is an item to scan. [223] With that done, 
    jump to the lower platform, and from there jump to the large portion of 
    ground that is to the right of it.
    
    Again, walk onto the slanted portion of ground next to the green panel. When 
    the panel ends, you will have to jump to the flooring on the left. The gap to 
    it is not that large, but it is a long ways down. After you make the jump you 
    are almost home free. Continue on through the damaged corridor until you 
    reach the end of it. The remaining path is fairly obvious, though you will 
    have to do a little jumping from one side of the corridor to the other. Look 
    for the shortest jump possible, and you will do fine. Go through the door at 
    the end of the scattered corridor.
    
    You will have to then travel through several small hallways. In the one of 
    the hallways, you will encounter enemies. The enemies you encounter are small 
    and they lunge at you, and since you have never been able to scan them before 
    you should do that before obliterating them to pieces. [224] If they ever 
    latch onto you, change to the Morph Ball and quickly lay a power bomb, which 
    will free your from their grip. After all three Quadtroids are dead, the door 
    and the end of the hallway will become unsealed so that you can pass through 
    it.
    
    The area you enter is will be shaped like a tall cylinder. In the center is 
    nothingness, but on most of the outside edge there is a ledge you can safely 
    walk on. As you go out onto the ledge Psycho Bits will attack you. To defeat 
    them, use the Shock Coil. Since there are many of them, just be patient and 
    keep zapping until all of them are dead.
    
    Continue along the ledge, and you will find a switch next to a deactivated 
    portal. Scan the switch and the portal will activate. This particular portal 
    leads to the first room of the Celestial Archives where your ship is. It is 
    the portal to the right of the door leading out of that room. If you want to 
    save or just resupply, use the portal.
    
    Next to the portal, just off the ledge, a platform rises and lowers in the 
    air. When it comes down even with the ledge, jump onto it. Ride it until it 
    stops in the air, and then walk over to the stationary platform it is next 
    to. Run straight across the stationary platform onto the platform after it, 
    which should also be down at this time. That platform will take you to the 
    very top of the area.
    
    Turn around, and you will see another platform stationary in the air. Once 
    you walk on it, you will notice a ledge with a doorway just past it. Use your 
    masterful jumping skills to make it to the ledge, and then head through the 
    doorway.
    
    It will lead you to another tall cylinder like area, only this time you will 
    start at the top. To the left, a platform will rise until it is even with the 
    ledge you are standing on. Jump over to it, and turn partway to the right as 
    it heads down. You will see two other platforms, and the three platforms 
    together will form a triangle type pattern.
    
    Jump onto the stationary platform that is closest to you (even though it is a 
    good distance away). When you are on it, look around until you can see a wide 
    opening in between the green panels that line the wall of the area. In that 
    opening, you will see an Artifact Shield. It is close enough for you to jump 
    to, though you will have to time your jump right. Run towards the Artifact 
    Shield, and suddenly a force field will confine you in the room.
    
    That may seem a bit odd, especially since there is nothing visible in the 
    room. However, if you put your scan visor on four holograms will appear 
    around the Artifact Shield. Scan all four of them. [225] [226] [227] [228] 
    With the four holograms scanned, a Shield Key will appear beside the Artifact 
    Shield. Take it to make the shield go away, and then you may retrieve the 
    Artifact the shield was incarcerating.
    
    The force field that sealed you inside the room will vanish, allowing you to 
    leave. Before you move anywhere, however, put you scan visor on and look 
    towards that ceiling. A strange creature will be there. Although you cannot 
    scan it from the ground, you will be able to scan it if you simply jump 
    straight into the air. [229] Once you have scanned this older brother of the 
    Lesser Ithrak, release a missile towards it, which should destroy it.
    
    Next, run out of the room and start heading towards the cylinder area. 
    Instead of merely jumping into the abyss, though, move to the left and jump 
    down to the ledge that is to the left. Run around the ledge until you reach 
    the end of it. Another ledge will lie a wide distance away.
    
    You cannot jump far enough to reach the other ledge, so wait until a platform 
    comes down to the level you are at. It will be far away near the other ledge, 
    but it is near enough that you can jump to it. After you reach the platform, 
    jump to the ledge and then go through the pathway that is connected to it.
    
    At that end of the pathway, you will come to the third and final cylinder 
    room. Start by going left along the outer ledge. You will notice a platform 
    moving up and down, but it is not time to mess with it yet. Stay along the 
    outer ledge as much as you can, and jump across the gaps that you come to. 
    Soon you will have to jump to a small, slanted platform, and after that you 
    will be able to jump to a ledge with an Energy Tank on it. (e5) This is the 
    first time you will be in biped form when you reach an Energy Tank, so 
    celebrate by scanning it [230] even though the Energy Tank was added to your 
    logbook after collected your first one.
    
    Now, jump back to the ledge where you saw the platform moving up and down. 
    Board it and ride it up until it stops, at which time you will have to jump 
    to another nearby platform to continue your ascent. Once you reach the top by 
    riding on that platform, walk onto the stationary platform that is adjacent 
    to it, and from there jump to the area that leads to a door. Go through the 
    door, and you will find the Stronghold Portal. Use it to head to the boss 
    area, and then quickly run to the boss chambers; your old friend Slench is 
    waiting for you yet again.
    
    --------------
    Boss: Slench 3
    --------------
    
    Does the insanity ever end? Slench is back in a new form, and you need to 
    scan this third reincarnation into your logbook. [231] With Slench's 
    information tucked safely into your logbook, the real brawl will begin.
    
    Again you will have to remove the three tentacles to get Slench into the air, 
    and again you will have to shoot its eye while it is in the air to deal it 
    damage. However, this time it is much harder. To begin, Energy Blasters shoot 
    electromagnetic pulses that will damage you and distort your visor. Slench 
    also shoots plenty of green torpedoes, which you will have to decimate to 
    avoid. Finally, the tentacles can only be harmed by the Battlehammer, so you 
    will need to keep it handy as your prepare for your fight.
    
    Dodge the electromagnetic pulses as you blast away at the tentacles with the 
    Battlehammer. Four hits is usually sufficiently to make them squeal and 
    disappear. Because they will reemerge after a short period of time, you need 
    to take out all three of them as quickly as you can.
    
    Once Slench detaches, the fight does not get easier, but you should still 
    remember to scan his detached form before continuing. [232] Slench moves very 
    fast this time, and you will be hard pressed to score a hit. The Judicator or 
    the Volt Driver is my recommended weapon for attacking it, but you can use 
    whatever you want. Missiles are extremely effective, though it is difficult 
    to hit Slench with them. Since Slench is strong and hard to strike, you have 
    a long battle in front of you no matter what weapon you choose.
    
    Besides shooting electromagnetic pulses at you while it is in the air, Slench 
    will also close up a few times while it is in the air. Once it closes up, you 
    know that it is planning to ram you. If you feel like being all macho, you 
    could just stand there and take the hit like a man, er, woman, but you 
    probably want to avoid taking damage. So, as soon as Slench closes up, switch 
    to the Morph Ball and quickly boost out of the way. It is difficult to avoid 
    the ramming, though it is possible.
    
    Slench will return back to the wall after a short while, and the whole 
    process will repeat itself. After a third of its damage is gone, Slench will 
    move to phase to and will go even faster, shoot even more, and become even 
    tougher. Just keep up the fight. When it moves to phase three, though, Slench 
    will fly around so quickly that it is next to impossible to even shoot it 
    once. Because of that, it may be a good idea change to the Shock Coil for the 
    third phase of battle if you are having serious trouble landing a hit. It 
    does very little damage, but it is much easier to hit Slench with it so it is 
    better than nothing.
    
    During this drawn out fight, chances are you are going to run low on both 
    ammo and health at some point. The duel will last many minutes, and you do 
    not want to die partway through and have to start over again.
    
    So, if you ever run low on health or ammo, run over to the Stronghold Door 
    and stand next to it. Then, face Slench. Next to the Stronghold Door, the 
    electromagnetic pulses discharged from the Energy Blasters will not be able 
    to reach you. You will only have to worry about the green torpedoes emitted 
    by Slench.
    
    Pull out your trusty power beam, and wait for the green torpedoes to come 
    somewhat near to you before you blast them out of the sky. It is not that 
    hard to blow them all to pieces, and many of them have either health or ammo 
    powerups. When you want to collect the powerups, charge your power beam and 
    it will draw all of them into you. This is a very simple yet tedious way to 
    get back into perfect condition, so use it when you feel the need.
    
    Other than the length of the battle, it is not that difficult as long as you 
    take the time to run away and restock using the method mentioned above. 
    Eventually, Slench 3a will lose all its health to your weapons, and it will 
    explode. When it does, collect both the Octolith and the health that will 
    appear in the room and head out.
    
    "...The cancer tried..."
    
    ---------------------------------------
    Escape from Celestial Archives: Visit 2
    Time: 8:30 Minutes
    ---------------------------------------
    
    Even though you have already been to the Celestial Archives once, you still 
    have to escape before time runs out or you will die. It is not too difficult 
    to escape, but you will definitely need you eight and a half minutes.
    
    After leaving the boss area and going through the Stronghold Portal, you will 
    have to make your way through the three tall cylinder rooms. In the first 
    cylinder shaped room you come to after the Stronghold Portal, you need to 
    head down. That is exactly what you are going to do. First, jump to the 
    platform that is in the middle of the area. Then run straight off that 
    platform. You will fall, of course, but do not worry. When you start to near 
    the bottom of the area, jump in midair (you can do a midair jump if you run 
    off the platform) to ensure your safe landing on the ledge on the opposite 
    side of the room as the pathway leading to the Stronghold Portal.
    
    Run through the passageway that is on that ledge, and you will come to the 
    next cylinder area. This time, up is the direction you should travel. Go to 
    the right along the ledge, and you will find a platform that moves up and 
    down. When it is down, jump on it and ride it into the air. After it stops, 
    jump to the stationary platform in the middle of the room, and from there 
    jump to the platform that can take you to the top of the area. Ride it all 
    the way up, and then depart from it to jump onto the ledge at the top of the 
    room that has a passageway leading from it.
    
    Past the second passageway, you will come to the third and final cylinder 
    room. Drop down onto the ledge in any way you prefer -- either ride the 
    platforms down or fall off to the side and do a midair jump to prevent from 
    taking fall damage (just make sure that you land on a part of the ledge that 
    goes around the outside of the area). On the ledge, since the portal is not 
    working, you will have to walk over to the door connected to it and go 
    through that.
    
    The door will lead to numerous hallways, all of which you can run through. 
    After three hallways, you will come to the broken corridor. Start by running 
    along the right side of the corridor, and as it starts to disappear jump over 
    to the left side and keep running.
    
    Jog across the ground, avoiding any gaps that you encounter. Soon, you will 
    see a Psycho Bit. You have no time to fight it, so keep running and you 
    should be able to dodge its shots. Past the Psycho Bit, go to the right and 
    you will see a chain of disconnected platforms leading upward. Jump up all 
    the platforms until you are as high as they take you, and from there run 
    across the decently flat section of ground behind the green panel.
    
    At the end of that section of ground, make a wide jump to the left to land on 
    damaged yet sizeable chuck of flooring. After that the way is fairly easy to 
    spot; just do not forget to jump over the multiple gaps that you encounter. 
    When you reach the end of the corridor, go through the doors until you reach 
    a portal, which you should enter.
    
    Walk straight when you come out of the portal, and go all the way to the wall 
    at the opposite end of the room that you enter. Then, turn to the left and 
    walk straight. You will see a portal with a small display next to it. That is 
    the portal that you should go through.
    
    It leads to the walkway above the docking bay platform. Turn right and drop 
    down onto the platform itself. Go forward a short distance, and you will come 
    to another portal; it is the one the first took you to this docking bay area.
    
    Through that portal, you will be on the highest walkway in a fairly tall 
    room. Drop down to the walkway just below it, and you will find yet another 
    portal. This will be the last one for the level, so go through it.
    
    Run out of the room you teleport to, and head down the long hallway after the 
    door. It will lead to a tall room where the first portal of the level is 
    located. It is not working of course, but you should still run off the edge 
    of the hallway and fall down to the bottom of the tall room. Use the midair 
    jump to ensure a safe landing. Then, go through the only door at the bottom 
    of the room.
    
    Through that door and the hallway after it, you will come to a curved 
    hallway. Run to the right, and you will find a door that leads into a large 
    room. In that room a Guardian lurks, so get your missile launcher or the 
    Judicator smoking. Defeat the Guardian, and run all the way to the other door 
    in the room (it is the door that does not have blue pillars on both sides of 
    it).
    
    Take a left in the curved hallway that you enter, and you will soon find a 
    door leading out of that particular hallway. It leads to another tall room, 
    where you can simply jump to the floor and then proceed through the door.
    
    Go right after that door, and on the left wall you will see the door you shot 
    with the Battlehammer to access the room where the Volt Driver was. Two more 
    Guardians now infest that room, so enter the door and smash them into 
    oblivion. Once they are dead, face the place where you first obtained the 
    Volt Driver, and go to the left. You will come to a door on the opposite 
    corner of the room as the door you came from to enter the room. The door 
    there will be defended by a Green Blast Shield; equip your Battlehammer to 
    get through it.
    
    Through the door, hang a right and you will promptly come to yet another 
    door. Travel through the door, and you will come to one last tall room. Jump 
    to the bottom of it, and go through the door you will find at the base of the 
    room. Run past the door and then start journeying left when you reach the 
    next curved hallway. At the end of that portion of curved hallway, you will 
    locate a door that you can enter.
    
    The door leads to yet another room inhabited by a Guardian. Destroy the 
    Guardian, and both of the doors in the room will unlock. You want to go 
    through the way on the opposite corner as the one you came through to enter 
    the room. It is the one closest to the skinny and short wall.
    
    Left should be you direction of choice as you pass through that door and head 
    into another curved hallway. This is the last one of the level. The door at 
    the end of this hallway leads to the area swarming with Petrasyls. Quickly 
    head through that area, destroying any Petrasyls that hinder your progress. 
    Run across all of the hallways and through all the doors that lead back to 
    your ship. The path is very linear and you have traveled it before, so you 
    should have little trouble finding your way.
    
    In the room right before the room where your ship is stationed, one lone 
    Guardian might try to impede your progress. By now your time remaining should 
    be running low, and you must not waste any time putting the Guardian out of 
    commission should it show up. Its death will permit you to advance through 
    the final two doors of the Celestial Archives; after passing through them you 
    will be able to board your ship and leave this place for good.
    
    [201] Literary Hub
    [202] Medical Hub
    [203] Volt Driver
    [204] Yellow Blast Shield
    [205] Alimbic Prophecy 05
    [206] Photon Stabilizer
    [207] Psycho Bit v2.0
    [208] Docking Bay L1
    [209] Docking Bay L2
    [210] Docking Bay L3
    [211] Alimbic Order 04
    [212] Alimbic Order 03
    [213] Alimbic Order 02
    [214] Final Wish
    [215] Alimbic Order 01
    [216] Blue Force Field
    [217] Portal Control
    [218] Electro Voldrum
    [219] Incubation Tank A
    [220] Shock Coil
    [221] Incubation Tank B
    [222] Shield Generator
    [223] Gravity Stabilizer
    [224] Quadtroid
    [225] Gorea 06
    [226] Gorea 07
    [227] Gorea 08
    [228] Gorea 09
    [229] Greater Ithrak
    [230] Energy Tank
    [231] Slench 3a
    [232] Slench 3b
    
    ==================
    G. Alinos: Visit 2
    ==================
    
    Once you have acquired five of the eight Octoliths, it will be time to return 
    to the fiery pits of Alinos. Your newly gained weapons will come in handy 
    here, as you will have to advance through dangerous areas and fight any 
    bounty hunters that may randomly attack you.
    
    As you begin, turn to the left and head through the portal that originally 
    led to the room where the Stronghold Portal is located. This time, though, 
    you are not going to go to the Stronghold Portal. Instead, go out the door to 
    the outside and drop all the way down to the ground. It is likely that a 
    bounty hunter or Guardian will attack you in this area, but you do not need 
    to fight them yet.
    
    Drop through the hole that is in the ground, it will lead to the underground 
    complex of tunnels that you used during your first trip. As you land after 
    the fall, spin around and you will see numerous corridors. Most are guarded 
    by Yellow Force Fields, which you can destroy using the Volt Driver, though 
    they only provide shortcuts to areas that you have already visited in the 
    first visit so it is not necessary to eliminate them.
    
    Travel through the only corridor that is not blocked by a Yellow Force Field 
    (or, if you already went on a force field destruction spree, the corridor to 
    the right of the path that leads to a jump pad), and go along it until it 
    makes a right turn. Keep running along the turn, and at the next turn you 
    will find a Purple Force Field. Using the Judicator, shoot out the force 
    field and take the large energy that it held.
    
    It is a great place to get a health increase, but that is not its real 
    purpose. Switch to the Morph Ball and head into the tunnel that the Purple 
    Force Field was guarding, all the way into the lava. You will enter a side 
    scrolling type of area where you slowly sink in the midst of a pool of lava. 
    Constantly you will take damage, so as you fall maneuver yourself so that you 
    collect the energy in the lava.
    
    After you fall all the way to the bottom (by the way, if you ever get totally 
    stuck on the way down use a power bomb), you will have to roll to the right 
    through a flat tunnel. Pick up speed as you roll through it, because the next 
    part of your journey will take you up. Roll up the curved wall, and when the 
    side walls become flat then use power bombs to send you high into the lava. 
    Just keep using power bombs to go higher and higher. If you come to a place 
    where a single platform will not get you high enough to reach the next ledge, 
    then move over to the wall. It should be curved enough for you to at least 
    stay on if you press towards the wall the entire time, and a well-placed 
    power bomb will allow you to travel the remaining distance up.
    
    Near the end, you will encounter a UA Expansion. (UA8) Obviously you should 
    collect it, and after you have it then you should use a power bomb to shoot 
    up the final shaft to free yourself from the lava area.
    
    It will deposit you in a hallway, and you will be next to a door. Run away 
    from the door and head down the hallway until you reach the area with all the 
    Yellow Force Fields. Jump up through the hole in the center to leave the 
    underground area and to go outside.
    
    Most likely, a bounty hunter or a Guardian will show up at this point, so be 
    on your guard. You never know when they will show up; always be on your guard 
    and always be prepared to fight. After the area is clear of any potential 
    troublemakers, run up the ramp that led to the Artifact during your first 
    visit. Behind the place where the Artifact was you should discovered a Purple 
    Force Field, which you should promptly dissipate using the Judicator.
    
    Proceed into the room behind where the force field was. In it you will find a 
    door that you can go through, but do not mess with it now. That is for your 
    third visit to Alinos, and there is really no point in entering it during 
    your second visit. But, on the wall across from the door, you will discover 
    an orange display that you can and should scan. [251]
    
    Continue on, and an Alimbic Turret will attempt to dissuade you from 
    advancing. A few shots will take it out. In the place where the turret was, 
    use your scan visor to locate a hologram to scan. [252] Further on through 
    the room you will be led outside; this time you will be on a ledge that you 
    could not previously reach. Start off by staying on the left edge of the 
    ledge, and when you reach the front take a right. You will encounter a 
    switch, and you should scan in.
    
    The switch activates what used to be a stationary platform. It moves from one 
    end of the room to the other, and it will allow you to head into a part of 
    Alinos that was previously inaccessible. Wait to the left of the switch until 
    the platform comes, and then board it. Ride it all the way across the room 
    until it stops beside another ledge, at which time you should depart from it.
    
    In the air on the ledge that you just got on, you will find a hologram to 
    scan (remember, they are only visible when you have the scan visor on). [253] 
    Beyond that, a purple door blocks your path. Using the Judicator, unlock the 
    door so it will open when you near it. Unfortunately, though, there is a 
    large gap in front of the door. You cannot simply jump over it because of a 
    low ceiling. So, run off into the gap, and then use a midair jump to head 
    over to and through the door.
    
    In the next real room, you will meet a strange red wasp. Scan it, [254] and 
    then avoid its projectiles as you blast it out of the sky. Below where the 
    wasp was, multiple blocks create steps up to higher floor at the end of the 
    room. Avoid the Zoomers that cover the rocks, and go up the blocks until you 
    reach flat ground.
    
    A Blastcap is on the ground and beyond that the area. Run to the wider part 
    of the area, and as you do a cutscene will reveal Delano 7, Sylux's ship, 
    flying across the land. After the cutscene, destroy the Red Barbed War Wasp 
    that is below you. Then, put your scan visor on and look at the platforms 
    that are to the left and right of the ledge you are standing on. Two 
    holograms will appear, one on each platform, and you should scan them into 
    your logbook. [255] [256]
    
    Then, walk off the edge onto the ground in the area. Keep your scan visor on, 
    and you will find yet another hologram at the base of the ledge. [257] Also, 
    you can scan the ground in the middle of the area. [258] Other than that, 
    there is nothing of interest in this level so run to the other side of the 
    room and jump up the blocks to get on the ledge with the next door.
    
    You will enter a room with a path made specifically for the Morph Ball. Use 
    your Morph Ball abilities to go through the path until you reach the end of 
    it, at which time you should resume biped form.
    
    The area you enter will be a massive room. Its floor is covered with lava, 
    and only a few small rocks stick out of the lava. One larger rock sticks out 
    a little higher than the rest, and it can be used to jump back on the ledge 
    at the front of the room should you fall into the lava while trying to go 
    across. A few Petrasyls swarm around near the lava, ready to further harm 
    anyone that falls in.
    
    Walk to the middle of the ledge, and you will see a moving platform go next 
    to it. Jump onto the moving platform, and ride it across much of the lava. 
    When it stops, you should see a platform that moves left to right (or vice 
    versa) across the room. It passes in front of the moving platform you are on, 
    so look for it a jump on it.
    
    On the second moving platform, you will go back and forth to both sides of 
    the room. Either side has yet another platform that moves near the wall. If 
    the platform you are on comes near to a moving platform on either side of the 
    room, then jump onto the other moving platform (both lead to the same place, 
    so it does not matter which side you go to). Sometimes it will take awhile 
    for it to go near one of the platforms; wait and be prepared.
    
    Once you are on the third moving platform, wait for it to go next to a ledge 
    by the wall. Jump onto the ledge, and you will notice a Morph Ball 
    passageway. Use the Morph Ball to go through the passageway. Follow it all 
    the way until you reach the jump pad, and then go onto the jump pad to get 
    boosted out of the passageway and onto a platform near the opposite end of 
    the room from where you came in. Switch to biped form, and then scan the new 
    version of the Psycho Bits that will promptly attack you. [259]
    
    Since the latest version of the Psycho Bit uses fire, it is best to eliminate 
    it using the Judicator. However, there are two blue triangles in this area 
    that emit Psycho Bits, and they are far away from each other. Because of 
    that, do not worry about the Psycho Bits for now. Run along the narrow path 
    that leads up to the end of the room, and try not to fall of. If you do fall 
    off, you will have to run through the lava back to the platform you landed on 
    when you came out of the Morph Ball passageway. That would not be pleasant, 
    so quickly and carefully make your way to the top of the path and go through 
    the next Morph Ball passageway that leads into the wall.
    
    At the end of that passageway, switch back to Samus's regular biped form. 
    After going through a couple doors, you will enter a humongous, wide-open 
    area. However, you are not the only thing that will enjoy the massiveness. 
    Three Guardians are also in the room, and they are more than willing to take 
    you out. Pull out your Judicator and have some fun. Try to avoid taking much 
    damage, though, because you will need good health for the next area.
    
    When the Guardians are dead, a door at ground level will open. Since there 
    are only two doors on ground level it should not be too hard to find it. It 
    is not the door in the metal wall, as that is the door you came in from; it 
    is the door against the stone wall. There is, of course, much more to do in 
    the wide area, but before you can do it all you need to gain the Magmaul, 
    which is found further on in the level.
    
    Upon reaching a small room with a box, you will know that something fierce is 
    near. First, scan the wall to the left of the box [260] and destroy the box 
    if you need more ammo. Take a right from there, and you will come to another 
    room with another box. Again, scan the wall just beyond the box; it is 
    different than the last wall you scanned. [261] To the left, you will see a 
    yellow light that you can walk through. Run past it into the next room, which 
    features a gigantic lava pool with just a thin walkway around the edge of the 
    room.
    
    A hideous beast will emerge out of the lava, and it will be time for you to 
    get your Judicator ready. The beast is from the lava, so something cold like 
    the Judicator will deal it severe damage. Before you start shooting though, 
    scan the beast to figure out what you are up against and to add it to your 
    logbook. [262]
    
    Now the beast, the Fire Spawn, has a large, yellow eye-like object that makes 
    up most of its head. After it emerges from the lava, it will open this eye. 
    Send several shots of the Judicator towards its eye-like features, and notice 
    how it scoops up part of the lava. Then, quickly strafe and jump as it throws 
    the lava it just grabbed at you. The lava is difficult to avoid, so you will 
    have to be watchful and move fast.
    
    After it throws lava a couple, the Fire Spawn will dive back into the lava 
    and come up in a different spot. Its eye will start off closed, but it will 
    soon reopen. This would be a good time to aim and charge the Judicator, so 
    when the eye does open you can cause a great deal of damage. Then, the whole 
    process will then repeat itself. Continue to fire at the beast until it is 
    destroyed, at which time the Magmaul will appear on a platform in the room. 
    Before you go anywhere, scan the center of the room; this is a room that can 
    be added to your logbook. [263] Then, make your way up the ramps in the room 
    until you come to the Magmaul. Scan it and then take it. [264]
    
    ------------------
    Magmaul Collected!
    ------------------
    
    With the Magmaul in your possession, you will need to head back the way you 
    came to find one of the Artifacts. However, first turn around on the platform 
    where you obtained the Magmaul and look at the Orange Force Field that is 
    against the wall, a little higher than the other three Orange Force Fields in 
    the room. Scan it and then demolish it using your newly earned Magmaul. [265] 
    Head through the tunnel it was protected, and at the end of it you will find 
    a valuable Energy Tank (e6).
    
    Then, run over to where you came in, and destroy the Orange Force Field that 
    appeared to block your exit. There are three Orange Force Fields close each 
    other so it may be confusing as to which one to go through; while facing the 
    wall, head through the Orange Force Field that is to the far right.
    
    Upon reaching the colossal area yet again, run to the left along the wall. 
    You will notice that the wall is actually a ramp leading down, and when you 
    reach the place where the ramp goes to the ground then turn around and head 
    back up the ramp.
    
    At the top, you will encounter a new type of Voldrum, and you need to scan 
    it. [266] Pull your Judicator out, and first destroy the two blue triangles 
    that emit the Magma Voldrums. From there, quash the remaining Voldrums.
    
    During the battle, an Alimbic Turret will fire at you from a platform a short 
    distance away from the area you are on. After you have dealt with the 
    Voldrums, decimate the turret. Then, turn around and head up the small ramp 
    that you come to that leads to the wall. Move right along the wall until you 
    find an Orange Force Field that is fairly high up. Jump up to the area just 
    above where you are at so that you are next to the force field, and then 
    eliminate it using the Magmaul.
    
    In the area you come to, run to the left and you will reach a Missile 
    Expansion (m7) (there will be two short paths to the left, so if you come to 
    a dead end and there is no Missile Expansion then you will need to go down 
    the other path). With that slight upgrade added to your arsenal, turn around 
    and head the other direction. You will pass the place where the Orange Force 
    Field was and soon you will come to a wall. To the left, a dark stone ramp 
    will lead to a higher portion of the area.
    
    That higher portion of the area has a couple Psycho Bits, but they can be 
    easily crushed with the Judicator. Near the place where the Psycho Bits were, 
    you will find a switch. Shoot it, and it will activate a platform and a jump 
    pad in the adjacent room. After you are done with that, walk just outside of 
    that area to the other, larger area.
    
    To the right and a little ways up, you will notice the platform and the jump 
    pad that were activated. Jump from where you are up to them, and then walk 
    onto the jump pad. It will shoot you a good distance to a ledge high above 
    the center of the room. Against the wall on that ledge, you will see an 
    orange display. Once you scan it another door in the room will be unlocked.
    
    All that is left now is to get to that door. Walk up to the orange display 
    and turn to the left. Walk off the edge, and remember to use the midair jump 
    when you near the ground to avoid damage. You will land on or near another 
    ramp, which you should start to walk up. Partway up the ramp you will come to 
    a switch, which you should shoot. Like the last switch, it will activate a 
    platform and a jump pad. Before continuing up the ramp, look to the wall a 
    small ways to the right of the switch. With your scan visor on you will 
    discover that you can scan it. [267]
    
    Continue up the ramp after that, and a little while later you will find a 
    large, dark rock structure to the left. Jump up onto it, and once you are on 
    top you will be able to see the platform you just moved using the switch. 
    With your abilities you can jump from the rock onto the platform, and from 
    there the jump pad will send you high into the sky.
    
    It will fling you to a ledge right by the door you previously unlocked. Go 
    through the door and the door after it, and you will come to a tall room with 
    lots of debris in it. You will start off at the top of the room. Walk to the 
    edge, and then put your scan visor on and look to the left. There is a scan 
    item there, [268] and to the left past the scan item there is a Shield Key.
    
    Next, shoot the Blastcap to destroy it, and then wait until the poisonous 
    spores it leaves behind disappear. Then, jump over to the debris it was on. 
    If you miss and fall to the bottom, it is not that bad. You will just have to 
    jump back up the debris to get to the Shield Key. From that piece of debris, 
    you can jump all the way to the Shield Key and snatch it, thereby causing the 
    Artifact Shield on the ground to shut off.
    
    Jump down, but before you head down the narrow tunnel to the Artifact first 
    turn around and go to the opposite end of the room. With your scan visor on, 
    you will find a hologram there that you can scan. [269] Once you have done 
    that, then you may proceed down the tunnel to collect the Artifact. Having 
    taken the Artifact, go through the door that is next to it.
    
    The door leads to the massive area, and once you are there run to the door at 
    ground level that will take you to the place where you fought the fire spawn. 
    Remember, it is the door against the stone wall, not the metal wall.
    
    Once you reach the room where you fought the Fire Spawn, turn to the right 
    and use the Magmaul to eliminate the Orange Force Field that is closest to 
    you. Jump into the room that was protected by the force field, and pull out 
    your Judicator. A Guardian will appear, ready to fight, and you will have to 
    quickly eliminate it. Then, put your scan visor on and you will find a 
    hologram to scan in the room that you just entered thanks to the Magmaul. 
    [270]
    
    Leave your scan visor on, and start heading down the hallway that leads to 
    the right from the room you entered. You will encounter another hologram, 
    [271] and at the very end of the hallway you will find yet another hologram. 
    [272] To the right of the hologram is a display panel for you to scan, and it 
    deactivates a normal force field.
    
    Travel back through the hallway, journeying through the place where the 
    standard force field was. Run onto the jump pad, and use it to get onto the 
    next highest floor. Near the opening that allowed you to get onto the higher 
    floor, you will find one more hologram if you are using your scan visor. 
    [273] From there, follow the hallway until it comes to a large room. Also, be 
    sure to destroy the Shriekbats in the hallway as you go.
    
    In the large room, two blue triangles will appear and start release Voldrums. 
    One type you have already scanned, but the other one is new to you and should 
    be added to the logbook. [274] When you have scanned it, destroy both of the 
    blue triangles to prevent the creation of new Voldrums. Then, use the Magmaul 
    to take out the Ice Voldrums and use the Judicator to take out the Magma 
    Voldrums.
    
    After they are gone, the door at the end of the room will unlock, and the 
    force field guarding the hallway to the right of the door will disappear. Go 
    into the hallway that was previously inaccessible, and you will immediately 
    find the switch that opens up the portal leading back to your ship. Scan it 
    to activate the portal, and use it to stop by you ship and save if you feel 
    the need.
    
    Advance onward past the portal, and you will enter a room where much of the 
    floor and ceiling is made of normal force fields. Several Petrasyls are also 
    in the room. Also in the room is an orange display, which you should scan. It 
    will open up the lower force fields, and it will also make a Shield Key 
    appear in the room. Take the Shield Key, and the top force field will also 
    disappear.
    
    With both force fields gone, fall through the opening on the floor. You will 
    land back in the room where you fought the Fire Spawn. There will be a 
    disabled jump pad near the place where you land, and a switch will be on the 
    wall near the jump pad. Shoot the switch to get the jump pad back online. 
    Then, step on the jump pad. It will send you straight up into the air, high 
    enough where you will be able to get the Artifact. When you have it, move 
    forward so that you land on the ledge in the room where the Shield Key was.
    
    Go back into the large room where you fought the Voldrums, and then proceed 
    through the only door in the room. It leads to a simply massive room. In the 
    room are a plethora of scans, and the initial temptation will be to acquire 
    them all at once. However, resist that temptation. The quest for the third 
    Artifact will take you near the throes of death many times, and it is very 
    likely that you energy will depleted multiple times. Well, when you die you 
    start back at the last checkpoint, and you lose all the scans you did after 
    that checkpoint. That checkpoint is the beginning of this room, and you do 
    not want to have to rescan everything each time you try for the third 
    Artifact. That is why you should save the scans for later.
    
    Move to the right along the ledge next to the door, and you will see a large 
    cistern shaped thing. In that cistern is a massive, circular platform that 
    moves up and down. Jump into that cistern. If you miss it and fall to the 
    ground, you will have to go to the other side of the room and find the jump 
    pad to get back up. It is a pain, but it is not that troublesome.
    
    Ride the elevator platform in the cistern all the way to the bottom of the 
    cistern, at which point the elevator will temporarily stop. There is a Morph 
    Ball passageway leading out from the bottom of the cistern, so quickly switch 
    to the Morph Ball form and roll through it before the elevator platform 
    starts moving up again.
    
    The area you come to will have a ground covered with lava, and a metal 
    walkway goes across the lava. Multiple blocks will push across the top of the 
    walkway, and if you happen to be on that section of the walkway when the 
    blocks extend you will be knocked into the lava. Fortunately, there are solid 
    slabs of ground at a few places in the lava next to the wall. If you ever 
    fall in, roll onto the solid ground and from there use a power bomb to get 
    back onto the walkway.
    
    Make your way across the metal walkway, and avoid getting pushed off. Wait 
    until the blocks start to move back, and then roll across to a safe area. It 
    is not that difficult, especially since you can go back onto the walkway 
    should you accidentally fall it.
    
    At the end of that walkway, you will roll onto a solid pathway. Several more 
    moving blocks are in the hallway, but this time if you caught in them then 
    you will be crushed. It will equal instant death for you, which is why I 
    warned against scanning everything in the previous room. Fortunately, a few 
    of the blocks do not move. Wait next to the first set of blocks that smash 
    together, and when they start to retract into the wall roll past them into 
    the next safe zone.
    
    After that the next challenge is two sets of blocks. You have to move quickly 
    and start going as soon they begin retracting into the wall, or you will not 
    make it to the next safe zone. Be careful not to go too far, or you might 
    roll into the next set of blocks and get smashed by them. Once you are safe, 
    roll past the next set of blocks and through the passageway.
    
    Through that, you will enter an area where you will see yourself from a side 
    view, just like in previous 2-d games. The area features several blocks 
    moving up and down, which you will need to be wary of. Begin by rolling onto 
    the first block you see. It will not crush you, so you are safe above it. To 
    the left of it though are four blocks that move down and will decimate 
    anything that gets stuck under them. They alternate -- one moves down while 
    the block next to it moves up.
    
    Roll under the first downward heading block as it goes into the air, and when 
    it is as high as it will go roll under the block next to it. Keep doing this 
    until you come to a place where one block moves up and another moves down, 
    threatening to crush anything that goes in between them.
    
    Stay next to the block that moves up, and wait until it reaches the floor. 
    Continuously press right in an attempt to get on it, and you will roll onto 
    it as soon as possible. When you do, keep pressing right and you will barely 
    make it to safety before the two blocks smash together. The upward moving 
    block after that is not threatening, so casually roll onto it and wait until 
    it goes all the way up so that you can move out of the area.
    
    You will come to a ledge against the wall the curves around and leads to 
    another side view area with more moving blocks. Fortunately you cannot fall 
    off the ledge, so that is one less thing to worry about. Several large blocks 
    will be on the floor preventing you from simply rolling across, and three 
    blocks will be above those heading downward into them.
    
    When the moving block closest to you reaches the block to your right, lay a 
    power bomb. It will explode, sending you into the air so that you can move to 
    the right and get onto the blocks that hinder your path. As the two blocks 
    beside the one you are under move up, roll to the right and use another power 
    bomb to get up onto an even higher stationary block. There is a downward 
    moving block above that, but it is only for intimidation -- it cannot kill 
    you.
    
    Beyond that, there is a large drop with another block that comes from the 
    ceiling and smashes the ground. Wait until it reaches the ground, and then 
    roll over to it. Try to head right even though it will block you, and keep 
    heading right as it moves up. Eventually it will move above your current 
    location and you will be able to go under it. Roll to the right quickly, 
    making sure to move out of the block's way before it hits the ground.
    
    Another upward moving block is the last block that you have to deal with, and 
    it is friendly. Ride on it to be escorted to the top of the area, where you 
    will be able to proceed to the right. In the next place you come to, you will 
    see an Artifact Shield. Since it is hindering you from obtaining the 
    Octolith, use power bombs to go up the large steps that are behind the 
    Artifact Shield. At the top, use a power bomb to get onto the right ledge, 
    where you will find a Shield Key. The key will open the shield, and then you 
    will be able to roll down to the Artifact and grab it. Then, go back up the 
    stairs and this time use a power bomb to open the door at the top of them.
    
    It leads to a Morph Ball path, and at the end of that path you will fall into 
    the room where you started the Morph Ball journey. It is also the place with 
    multiple scans, so now that you are relatively safe you can obtain them.
    
    In front of you will be a jump pad; run over to it and use it to jump high 
    into the air. Move forward a short distance so you land on the circular wall 
    that surrounds the jump pad. Look straight with your scan visor on, and you 
    will find a hologram to scan. [275] Once you have scanned that, head to the 
    left along the circular walkway and you will find a UA Expansion. (UA9)
    
    Then, fall onto the floor of the room. On the ground level of the room, you 
    will find three new scans and the Stronghold Portal. All three unique scans 
    are located near the base of the tall, cylinder structures on either side of 
    the room. [276] [277] [278] With those scans added go through the Stronghold 
    Portal and go to the boss.
    
    ------------------
    Boss: Cretaphid v3
    ------------------
    
    As usual, begin the fight by scanning the boss. [279] Now, Cretaphid v3 is a 
    combination of both v1 and v2, meaning a few of the nodes will emit lasers 
    while the rest will launch heat-seeking plasma towards you. Just like with 
    Cretaphid v2, strafe around Cretaphid to avoid the plasma attacks.
    
    The only problem this time is that you will have to strafe faster than the 
    lasers will move if you want to avoid the ultra deadly green plasma. To 
    remedy this problem, simply watch where the lasers are when you approach them 
    and either jump over them or run under them. Jumping over them is usually 
    your best bet, though if they are high enough you will need to go under them.
    
    Strafe around Cretaphid, and destroy the nodes as they turn blue. You have to 
    disable all of the nodes before you can actually harm Cretaphid, even the 
    ones emitting the lasers. The laser nodes will turn blue for a split second 
    when the lasers initially turn off, and they will turn blue again a little 
    while after that before the lasers turn on again. Watch them carefully, and 
    shoot them down as soon as you can. Once a laser node is gone, it will not 
    longer emit a laser and your fight will be safer.
    
    The plasma nodes also change from red to blue, though much more frequently 
    than the laser nodes do. They too need to be eliminated. I prefer taking out 
    all of the nodes with Judicator, since it can ricochet off the wall to 
    potential harm nodes and it can also take out a node with a single hit. What 
    weapon you use is up to you, but the Judicator is an awesome choice.
    
    Once only one node is left, switch to the missiles. You will want them out 
    for when you get a chance to attack Cretaphid, and you do not want to waste 
    time switching to them. Since you should have a fairly large missile capacity 
    by this time, using a single missile on a blue node should not be 
    detrimental.
    
    After all of the nodes are gone, charge up the Missile Launcher and stand 
    where you are. Aim at the top of Cretaphid, and when the blue box appears 
    shoot your charged missile directly at it. Then, quickly shoot another 
    missile at it before it can start attacking. When you have made the initial 
    attack, start strafing around Cretaphid to avoid the blue box's shots, but 
    continue to fire at it with your missiles. As it heads back into the safety 
    of the pillar, switch back to a regular weapon like the Judicator to take out 
    all of the nodes again.
    
    Cretaphid has three phases (one-third health, two-thirds health, full 
    health). Just like in the first Cretaphid duel, in each phase the laser nodes 
    will move down and increase in number. Take each phase on exactly the same, 
    though you might want to focus a little more attention on the laser nodes in 
    later phases so they do not hinder you as much. Other than that, simply 
    destroy the nodes and use missiles against the blue box as previously 
    explained.
    
    It is possible to take out a third of Cretaphid's health each time the blue 
    box appear. You have to aim your missiles well when you strafe around it and 
    it is challenging, but it is more than possible. However, if you fail to take 
    out a third of its health then simply damage all the nodes and try again to 
    eliminate the remaining health before the next phase.
    
    Since Cretaphid does not produce many powerups, you should mainly focus on 
    causing as much damage as you can when given the opportunity and taking as 
    little damage as you can when you fight. Upon its defeat, Cretaphid will 
    explode, leaving an Octolith in its place. Collect the Octolith and the 
    health scattered around the room, and then head out prepared for an intense 
    escape.
    
    "...Lost ...we are all..."
    
    ---------------------------
    Escape from Alinos: Visit 2
    Time: 5 Minutes
    ---------------------------
    
    Escape time! Run back through the Stronghold Portal, and you will enter the 
    large room with the two cylinders in it. There is a good chance that a bounty 
    hunter will attack you here, but your course of action should be to ignore 
    him. Run to the right and go all the way behind the massive cylinder there. 
    You will find an opening that leads into the cylinder, and inside you will 
    find the jump pad that you have previously used.
    
    Use it again to get on the circular outside wall at the top of the cylinder, 
    and from there jump to the walkway in the middle of the room. After you are 
    safely there, a quick hop to the right will permit you to get onto the ledge 
    that has the door leading out of the room. Since it will be unlocked, you can 
    simply run through it without first having to decimate the bounty hunter that 
    may attack you.
    
    In the circular room after the door, travel through the hallway to the right. 
    Run through it until you reach the large, circular gap in the floor, which 
    you should fall through. Keep going straight as you fall, and you will find 
    yourself in the room where you fought the Fire Spawn. This is another prime 
    location for enemy bounty hunters, but just stay on the lower path and run 
    until you reach the first entryway; it should be the way you came in this 
    room the first time.
    
    Forget about the couple of boxes that are in the place after the entryway, 
    and continue on until you reach the large area that had three Guardians. 
    Another Guardian will probably be there, though you should simply run 
    straight and to the right, heading into the door against the metal wall.
    
    Past that door (and the hallway after it), a path made only for the Morph 
    Ball will be in front of you. Switch to the Morph until you are through that 
    passageway, and then quickly switch back to biped form. A jump pad will be on 
    a platform in front of where you come out, so jump to the platform and it 
    will launch you straight across the room. At the end of that room, another 
    Morph Ball path will be the exit.
    
    Through the second Morph Ball passageway, you will encounter two desolate 
    areas. At the end of the two areas is a door, and the path is very linear so 
    you should have not trouble locating it. Avoid the enemies and jump on 
    through it.
    
    Beyond that door, you will come to the wide-open area where you fought Spire 
    during your first visit. It is quite probable that a Guardian or a bounty 
    hunter will lurk here; ready you missiles and jump into the heat of battle as 
    soon as you can. Use your strafing, jumping, and aiming skills to quickly 
    dispatch the threat so that you may continue. If your health is running low, 
    however, destroy many of the plants in this room; most of them will provide 
    energy. Should you have fought a bounty hunter there, it will most likely be 
    your last intense battle of the level, but it never hurts to be cautious so 
    collect a little bit of energy.
    
    When you are decently ready, jump down the large hole in the center of the 
    area. It has several hallways leading out from it. Look towards the hallway 
    that goes to a jump pad, and then go through the hallway that is left to it. 
    You might have to use the Volt Driver to take down the Yellow Force Field in 
    the hallway if you have not already done that.
    
    After you go through that hallway, you will see a skinny door to the left and 
    a normal door a reasonable distance to your right. Journey through the 
    regular door to the right. It leads to another room with a Morph Ball 
    passageway; switch to the Morph Ball and head through it.
    
    At the end of that passageway, you will enter a small room where you should 
    switch back to biped form. It is also quite possible that a bounty hunter 
    will reside in this room as well. If a bounty hunter attacks you here, fight 
    it here. You can travel through the Morph Ball paths leading away from the 
    room if you wish, but you will discover that if the bounty hunter is still 
    alive then the door leading to your ship will be locked. Fight the bounty 
    hunter in the small room if one is there, using missiles to deal with him as 
    quickly as possible.
    
    As you prepare to leave, use the Morph Ball to travel through the passageway 
    on the wall across from the passageway you just came in from (the way you 
    just came in from has blue pillars next to it). That path leads to Echo Hall. 
    Once you reach Echo Hall, change to biped from and run all the way through it 
    and the door that is at the end of it. Through the door, you will find the 
    area where your ship is. Jump across the platforms in the lava and go up the 
    stairs onto the top of your ship. You will then be able to save, leave, and 
    relax (until your next mission, that is).
    
    [251] Thermal Regulator
    [252] History 02
    [253] Alimbic Prophecy 06
    [254] Red Barbed War Wasp
    [255] Alimbic War 02
    [256] Gorea 01
    [257] Gorea 02
    [258] Alimbic Garden
    [259] Psycho Bit v3.0
    [260] Glyph Pattern
    [261] Wall Scroll
    [262] Fire Spawn
    [263] Council Chamber
    [264] Magmaul
    [265] Orange Force Field
    [266] Magma Voldrum
    [267] Ceremonial Charms
    [268] Structural Debris
    [269] Alimbic Pride 03
    [270] Alimbic War 03
    [271] Gorea 05
    [272] Alimbic War 07
    [273] Alimbic Pride 04
    [274] Ice Voldrum
    [275] Alimbic Pride 02
    [276] Backup Processor
    [277] Lava Processor 01
    [278] Lava Processor 02
    [279] Cretaphid v3
    
    ====================
    H. Arcterra: Visit 2
    ====================
    
    Although Vesper Defense Outpost was a likely candidate as your third planet 
    when you were first visiting the system, Arcterra should be the third place 
    you head to for your second visits to places in the Tetra Galaxy.
    
    Upon reaching Arcterra, run off the edge of the platform you start out on. 
    There is no need to waste time going down the safe way; use the midair jump 
    near the bottom to secure no damage when you land. After that, head through 
    the only door at the bottom of the area.
    
    The next place you come to will be the area where the damaged bridge and the 
    six proxy locks are. It is very likely that a bounty hunter will attack you 
    here; fire your missiles and try to stay in the corridor as much as possible. 
    Enemies outside the corridor could hinder your battle, but if you need the 
    extra space then do not be afraid to head outside.
    
    Once the bounty hunter is dead, pull out the Magmaul and go outside of the 
    corridor (if you aren't outside already. On the outside wall straight across 
    from where you entered, you will find an orange door. Shoot it with the 
    Magmaul, and it will unlock.
    
    Beyond that door, you will enter the ice caves. In the ice caves are four 
    Quadtroids as well as a few scan. First, travel down the tunnel to the right 
    and you will encounter several beams of electricity coming out of a single 
    structure. Scan the structure [301], and then head back the way you came. You 
    will find a Quadtroid near the door you came in from, so destroy that. 
    Remember, if it grabs you then use the Morph Ball and a power bomb to escape.
    
    Instead of heading back through the door, continue on past it through another 
    tunnel in the ice caves. When you see more Quadtroids, put your scan visor on 
    and look near the ceiling by the right wall. With your scan visor on, a 
    hologram that was previously invisible will become visible so that you can 
    scan it. [302]
    
    Ignore the Quadtroids there for now, and leave your scan visor on as you 
    continue down the tunnel. You will encounter another hologram in the tunnel, 
    which you should scan. [303] Now, there are two force fields blocking you 
    from heading further into the ice caves; the current tunnel only loops back 
    around to the Shock Barrier. To advance onward, defeat the remaining three 
    Quadtroids in the area.
    
    After they are gone, a short scene will reveal the removal of both force 
    fields. It does not matter which tunnel you journey through, as they both 
    lead to the same place. At the end of either tunnel, you will enter a room in 
    the caves that is covered with snow. A door with a Red Blast Shield is at the 
    far left corner of the room a good distance away.
    
    When you enter the room, an Arctic Spawn will emerge from the floor. Quickly 
    scan it [304] and equip your Magmaul. It functions just like the Fire Spawn, 
    only it throws ice instead of fire. Charge up the Magmaul and shoot it 
    straight into the eye-type part of the creature, and then keep firing at it 
    while you move and jump around to avoid getting hit by the ice. As soon as it 
    disappears into the ground, charge up the Magmaul to inflict maximum damage 
    upon its reappearance.
    
    The creature will die once its health is depleted, and then the Imperialist 
    will appear in the room next to the door. Run over to it, scan it, [305] and 
    then move onto it in order to claim it as your own. At once, the view will 
    temporarily shift to focus on a red triangle high on a wall in the room. 
    Then, the game will display a message about using the Imperialist. It will 
    tell you that to zoom with it you need to double tap the Imperialist icon or 
    to press R when it is equipped. However, pressing R to zoom only works in 
    Stylus Mode, so if you are using Dual Hand Mode then double tapping the icon 
    is the only way to zoom.
    
    ----------------------
    Imperialist Collected!
    ----------------------
    
    Your first order of business should be to aim at the red triangle on the 
    wall. Zoom in by double tapping the Imperialist icon, and when you are aiming 
    at the red triangle shoot it. A musical confirmation will follow your 
    success, and a platform in the middle of the room will start moving up and 
    down.
    
    Ride the platform to the next floor of the room, and at the top jump to a 
    nearby and solid ledge. Half of the top floor is blocked by a force field, so 
    you will need to do something about that. Walk along that ledge until you 
    come to the jump pad, which will send you up into the air.
    
    At the end of the snowy pathway, you will find a large UA pack. Instead of 
    continuing on to the next room once you reach the pack, turn around and equip 
    the sniping Imperialist. Walk slightly down the path, and then zoom in and 
    look at the top of the force field. Just barely above it on the left and 
    right sides of the room are two red triangles. If you go to low, you will be 
    at too much of an angle and will hit the force field instead of the red 
    triangles; make sure that you are aiming above the force field. Then, shoot 
    the red triangle on both the left and right sides of the room.
    
    When both have been hit successfully, the force field will go down. You will 
    need to go into the other half of that room later, but for now turn around 
    and drop into the room that the path leads to. All at once, three blue 
    triangles in the room will appear and start dispersing enemies. Take down the 
    three blue triangles, and then decimate all of the many enemies that they 
    release. You probably do not want the Imperialist for this, so switch to 
    another weapon.
    
    Upon defeating all of the enemies in the room, a Shield Key will appear. It 
    is on the ground near the end of the left wall (if you are standing at the 
    place where you entered). As you walk along the left wall, have your scan 
    visor on. You will find a hologram to scan next to the left wall and the high 
    area of ground. [306] After you scan it, continue on and fall all the way to 
    the ground, where you will see the Shield Key. Grab the key, and a scene will 
    show the vanishing of the force field guarding the Artifact behind the Shock 
    Barrier.
    
    While you could merely run through the Shock Barrier to obtain the Artifact, 
    it is much safer and smarter to simply disable it. Walk along the ground 
    until you find two pillars with electricity going up the center of them. Both 
    of the pillars are clear, and a display is in between them. Scan the display 
    and it will disable the electricity in the pillars as well as in the Shock 
    Barrier.
    
    To the right is a ramp leading up to the area where you fought the enemies. 
    Jump up it, and on the area that is a little higher look around until you see 
    a tall plateau with a pillar on the top of it. Jump up the many sections of 
    land until you are at the top, next to the pillar. Scan the base of the 
    pillar, and it will inform you that the pillar is weak. Launch a missile at 
    the base, and it will topple over.
    
    Travel across the fallen pillar to a ledge on the other side of the room. 
    When you reach the ledge, turn to the right and continue along it. At the end 
    of the ledge, you will be presented with a small gap. Beyond that gap is a 
    tunnel; jump to the tunnel.
    
    The tunnel leads to the place where you acquired the Imperialist. Drop down 
    to the bottom of that area, and go through one of the ice tunnels. Run 
    through the tunnels until you reach the Shock Barrier and the Artifact it 
    used to be protecting. Steal the Artifact from its resting spot, and then 
    return back through the tunnels to the room where you got the Imperialist.
    
    Now, turn your attention to the door protected by a Red Blast Shield. Zap it 
    with the Imperialist. Before you go through it, however, take the scan visor 
    and scan the blue hologram above the door. [307] Through the door you will 
    find a place only the Morph Ball can get through. Make the switch and head 
    into it.
    
    ------------------------
    Morph Ball Ice Labyrinth
    ------------------------
    
    It leads to the Morph Ball Labyrinth you traveled through once before. As 
    soon as you enter the labyrinth, you will be allowed to go up, down, or left. 
    Roll to the left. Beyond that, the path is simple. Continuously head up and 
    to the left. If you ever come to a spot where you can go straight up or 
    straight left, go straight up. Soon you will come to a single green laser 
    that periodically blocks a pathway to the left. Wait until the laser 
    temporarily disappears, and then roll past it.
    
    Beyond that single laser that guards a path to the left, there are no more 
    branches in the pathway. Roll along the pathway as it curves up and left and 
    then the right and down. It will keep going, and at the end of it you will 
    find a dead end with a hole for the Morph Ball to go through.
    
    Since you are already the Morph Ball, getting through the hole should be no 
    problem. However, should is the key word. For some reason, it is often 
    difficult to get in the hole in the wall. If you do not go in, just keep 
    trying and trying. Eventually you will manage to roll in and continue on.
    
    Past that passageway, you will find a red door in an open room. Change to 
    biped form and use the Imperialist to get through the door. After that door, 
    you will come to a tall room. You will enter at the top of the room, and 
    there will be a ledge almost all the way around the top layer of the room.
    
    Start by traveling along the left ledge, which has walls on each side of it. 
    It leads to a UA Expansion. (UA10) Once you collect the UA Expansion, put 
    your scan visor on and look forward beyond where the UA Expansion was. A 
    hologram to scan will appear for you to add to your logbook. [308]
    
    After the UA Expansion is a hole in the ledge. Drop through the hole, and you 
    will land at the bottom of the room. Once you land, do not walk anywhere. Put 
    your scan visor on and turn to the left. You will see a display, which you 
    can scan. [309] To the right of the display, against the wall, is an action 
    scan. It is one of the Spectral Locks the display told about. Scan it, and 
    you will be informed that Spectral Lock 3 was deactivated. Leave your scan 
    visor on, and turn to the right even more. You will find a blue hologram to 
    scan [310] and to the right of that is yet another blue hologram. [311]
    
    Now, turn back to the left, and you will find a Greater Ithrak on the ceiling 
    to the left of the display. If you have not scanned it yet, do that now. When 
    you are ready, strafe to the left in a circular pattern around the Greater 
    Ithrak. Make your distance large so you go next to the wall as you strafe to 
    the left, and you will walk behind another wall a little ways into the room 
    that will block your view of the Ithrak. On that wall is the second lock that 
    you should scan. It is Spectral Lock 1.
    
    Continue to strafe to the left until you are almost next to the Artifact 
    Shield. Once there, arm yourself with the Imperialist and zoom in towards the 
    Greater Ithrak. Shoot the soft underbelly of the Ithrak and it will 
    terminate, allowing you to traverse the room in peace.
    
    Journey beyond the Artifact Shield, and you will discover a small UA pack. 
    Run over to it with your scan visor on, and just past it you will find a 
    hologram to scan. [312] Then, jump up the steps after the hologram and you 
    will come to a flat hallway, which leads to the ledge that encompasses the 
    top of the room. In that hallway you will see a hologram if you have your 
    scan visor on, and you should scan it as well. [313]
    
    Backtrack once you have that Gorea 03 scan, and stop when you reach the 
    entryway that leads out of the cramped area where the small UA pack was. Take 
    an immediate and sharp left, traveling past the display. Past that display 
    you will walk into a narrow path caused by a support wall partway into the 
    room. Have your scan visor on as you move into the tight space between walls, 
    and you will find Spectral Lock 2, which will be the third Spectral Lock you 
    scan.
    
    When you have scanned it, a force field imprisoning a red triangle on the 
    opposite side of the room as the Artifact Shield will vaporize. Go to the end 
    of the small passageway, and a short distance up along the wall you should 
    find the red triangle. Zoom in with the Imperialist and shoot it. Having done 
    that, a Shield Key will appear in front of the red triangle.
    
    Since the Shield Key is on a ledge, jump onto the short, broken pillar base 
    that is to the left of the red triangle. From there, you will be able to jump 
    onto the ledge and acquire the key. Then, speed to the other side of the room 
    and take you second Artifact. Once you have it, two Guardians will jump down 
    from the ceiling and attack you. Use your missiles to deal with them, 
    although you could use the Imperialist if you wanted to try it out in a 
    battle; just realize that it takes a short while for it to recharge so you 
    have to make every shot count.
    
    When the Guardians are dead, go to the place where the small UA pack was and 
    jump up the steps inside of the tunnel. When you reach the ledge at the top 
    of the room, travel left and you will come to the door that originally 
    allowed you to enter the room.
    
    Go through the door, and switch into a Morph Ball to get through the 
    passageway. Roll along through the passageway and through the ice labyrinth 
    until you reach the first green laser. From there, continuously travel down 
    and to the right until you reach the place where you reach the passageway you 
    came in from.
    
    At the end of the passageway, chance to biped from and use the Imperialist to 
    open the door. Enter the room beyond it (which is where you fought the Arctic 
    Spawn and received the Imperialist), and ride the moving platform up to the 
    second floor of the room.
    
    This time, jump over to the half of the area that was protected by the force 
    field. On the wall to the left, you will find a deactivated portal and a 
    switch. Scan the switch to open the portal, and then travel through the 
    portal to recover health and ammo. When you return, hop on the jump pad at 
    the end of the room. It will send you up to a small, snow-covered hallway. At 
    the end of that short hallway is a door, which you should go through.
    
    In the room you come to, there will be a large corridor. However, the floor 
    of the corridor is gone. Start by going to the edge of the floor of the 
    corridor that is still intact, and you will find yourself on a platform that 
    begins to move forward along the corridor. Have your power beam ready, and 
    shoot all the enemies that you encounter. There will be Petrasyls, 
    Shriekbats, and War Wasp, and you should slaughter them all.
    
    Once the platform reaches the end of the corridor, walk off it and go through 
    the door. The next area you come to is circular and fairly small, but 
    numerous force fields turn it into the maze. As you enter the room, the game 
    will alert you to the presence of three red triangles by the ceiling near the 
    top, center of the room. You will need to shoot each one with the Imperialist 
    straight on. If you are off to the side, then you will not succeed in hitting 
    them. Sometimes they will close up if you are in a certain place, so if you 
    are in position to shoot one but it is closed then you will need to find a 
    different sniping spot. After a hit, a musical tone will announce your 
    success and the red triangle will stop blinking a red light. Move throughout 
    the maze, shooting every red triangle. When all three have been hit, the game 
    will f0ocus on the circle in the center of the room.
    
    Make your way onto the circle, and you will find that it is an elevator 
    leading to a place below the circular room. At the bottom, you will find a 
    long hallway. With your scan visor on, walk a short distance off of the 
    elevator and turn to the left. You will find an object to scan. [314] Keep 
    going down the hallway, and you will reach a Missile Expansion. (m8) After 
    the Missile Expansion, verify that you have your scan visor on and scan the 
    hologram that is near the end of the hallway. [315]
    
    When you have that scan, turn around and start heading back the way you came. 
    In the left wall (which was the right coming in), you will find a tunnel. 
    Have your scan visor equipped, and you will locate yet another hologram for 
    your scanning enjoyment. [315] After that tunnel, you will come to another 
    hallway. Take a left, and with your scan visor on you will find another 
    hologram for the logbook. [317]
    
    Past that hologram is an ultra-sophisticated Alimbic Turret that uses the 
    same attack as the Imperialist. Scan the turret since this is the first time 
    you have encountered this version, [318] and then launch several missiles at 
    it to shred it before it can do significant damage to you.
    
    While the remains of the turret fade away, a Shield Key will materialize just 
    below where the turret was. Take the Shield Key, and the Artifact Shield at 
    the other end of the hallway will dissipate. Turn around and run straight to 
    the end of the hallway, where you will find the final Artifact of Arcterra. 
    Grab the Artifact, and the force field past it will disappear. Travel through 
    the doorway where the force field was, and head left. When you come to the 
    end, you will be in the place where the elevator platform was.
    
    However, the platform will be up because you scanned the Lift Controls when 
    you first came in. Scan them again, and they will send the elevator platform 
    back down. Then, you may walk onto the platform. It should go up 
    automatically.
    
    The circular room where the force fields are is where the elevator will stop, 
    and from there you can start making your way out. But, partway through many 
    Guardians will jump into the room and deactivate all of the force fields. 
    Equip your missiles and strafe along the room, taking them out one by one. 
    You can also try to get some headshots with the Imperialist since they give 
    you instant kills, but realize that it shoots slowly and you might have 
    trouble sniping at close range. The missile launcher is generally the best 
    way to go.
    
    Upon the Guardians' death, the force field blocking the door you came in from 
    will disappear. You will then be able to go back through the door. Beyond the 
    door, you will come to the long corridor with the stupid little moving 
    platform that travels across it. Of course, who wants to ride on a stupid 
    little moving platform twice? Not I, and neither should you. For this reason, 
    jump all the way over the moving platform and into the abyss beyond it. 
    (Please note that you should only do this if you have a decent amount of 
    health left.)
    
    You will land in muck that hurts you, and if you simply stand in it you will 
    lose your health very quickly. Instead of running through it, continuously 
    jump forward and you will be able to traverse the entire corridor only 
    acquiring about one hundred damage or less. The end of the corridor features 
    a stone structure that you can jump onto so that you are safe from the muck. 
    When you are at the top of that structure, you will find a jump pad that will 
    launch you to the top of the room.
    
    As you go up, you will see a UA Expansion. (UA11) Move forward to collect it, 
    and then drop back down onto the jump pad. The next time you go up after you 
    obtain the UA Expansion, head forward as much as you can and you will land 
    safely next to the door at the end of the corridor.
    
    Beyond that, you will be back at the room where you took the Imperialist. 
    Trek through the portal and return to your ship to save a restore health and 
    ammo, and then come back. Go to the jump pad on the side of the room opposite 
    where you just came from. It leads to the room where you got the first Shield 
    Key and where you disabled the electricity coming from the Shock Barrier. As 
    you enter the room, multiple enemies will appear. However, you should ignore 
    them and run straight to the other side of the room. There you will find the 
    Stronghold Portal, which will take you to the long walkway that leads to the 
    boss.
    
    ------------------
    Boss: Cretaphid v4
    ------------------
    
    The fourth and final version of Cretaphid is almost an exact replica of 
    version three, only it can move around the room and its green lasers are more 
    deadly than the red lasers that previous version had. First, scan this last 
    version of Cretaphid. [319]
    
    As usual with Cretaphid, you will have to strafe around it to avoid getting 
    hit by the green plasma. And like the last version of Cretaphid, you will 
    have to strafe faster than the green lasers move. To remedy this problem, 
    simply watch where the lasers are when you approach them and either jump over 
    them or run under them. Jumping over them is usually your best bet, though if 
    they are high enough you will need to go under them.
    
    While strafing around, you will also notice that the pillar itself moves 
    towards you. This can make fight cramped, especially when it pins you into a 
    wall. However, it will never actually go all the way to the wall, so as long 
    as you stay near the edge of the room you will be safe. But, it is easier to 
    get hit when so close to Cretaphid; make sure that you move away from it as 
    soon as possible.
    
    Strafe around Cretaphid, and, again, destroy the nodes as they turn blue. You 
    have to disable all of the nodes before you can actually harm Cretaphid, even 
    the ones emitting the lasers. The laser nodes will turn blue for a split 
    second when the lasers initially turn off, and they will turn blue again a 
    little while after that before the lasers turn on again. Watch them 
    carefully, and shoot them down as soon as you can. Once a laser node is gone, 
    it will not longer emit a laser and your fight will be safer.
    
    The plasma nodes also change from red to blue, though much more frequently 
    than the laser nodes do. They too need to be eliminated. For this battle, 
    your best bet is probably the power beam. By repeatedly tapping the fire 
    button you can quickly destroy many of the nodes, allowing you to move on 
    quicker than usually.
    
    Once only one node is left, switch to the missiles. You will want them out 
    for when you get a chance to attack Cretaphid, and you do not want to waste 
    time switching to them. Since you should have a fairly large missile capacity 
    by this time, using a single missile on a blue node should not be 
    detrimental.
    
    After all of the nodes are gone, charge up the Missile Launcher and stand 
    where you are. Aim at the top of Cretaphid, and when the blue box appears 
    shoot your charged missile directly at it. Then, quickly shoot another 
    missile at it before it can start attacking. When you have made the initial 
    attack, start strafing around Cretaphid to avoid the blue box's shots, but 
    continue to fire at it with your missiles. As the blue box heads back into 
    the safety of the pillar, switch back to the power beam to take out all of 
    the nodes again.
    
    Cretaphid has three phases (one-third health, two-thirds health, full 
    health). Just like in the third Cretaphid battle, in each phase the laser 
    nodes will move down and increase in number. Meanwhile, the nodes the used to 
    emit lasers will begin to shoot green plasma. Take each phase on exactly the 
    same, though you might want to focus a little more attention on the laser 
    nodes in later phases so they do not hinder you as much. Other than that, 
    simply destroy the nodes and use missiles against the blue box as previously 
    explained.
    
    It is possible to take out a third of Cretaphid's health each time the blue 
    box appear. You have to aim your missiles well when you strafe around it and 
    it is challenging, but it is more than possible. This time is even more 
    challenging than all the other phases since Cretaphid will move around the 
    room as you try to aim your missiles at him. It is okay if you fail to take 
    out a third of its health every time, but you want to try to cause as much 
    damage as possible whenever the blue box appears.
    
    Since Cretaphid does not produce many powerups, you will need to mainly focus 
    on causing as much damage as you can when given the opportunity and taking as 
    little damage as you can when you fight. However, if a powerup does appear be 
    sure to charge up your power beam so that it comes to you. With a little 
    skill, you will be able to annihilate Cretaphid once and for all. Upon its 
    defeat, Cretaphid will explode, leaving an Octolith in its place. Collect the 
    Octolith and the health dispersed among the room, and then head out. You will 
    need to make a quick escape from Arcterra.
    
    "...End was upon us all..."
    
    -----------------------------
    Escape from Arcterra: Visit 2
    Time: 4:00 Minutes
    -----------------------------
    
    The escape is intense, but it is not too much for you to handle. Start by 
    heading out through the Stronghold Portal as you typically do. You will end 
    up in the room where you had a great fight against many lesser creatures; it 
    is the room with the pillar that you knocked down. Jump up to the pillar and 
    run across it onto the ledge on one side of the wall. When you reach the 
    ledge, hang a right and go to the end of it. From there, you will be able to 
    jump into a tunnel that leads out of that room.
    
    You will come to the room where you obtained the Imperialist. Drop down to 
    the base of the room, and there you will find two tunnels leading into the 
    ice caves. Either one works, so run through them and through the ice caves 
    until you come to a door, which you should go through.
    
    Through the door, you will come to the open area where you fought Noxus and 
    Trace during your first visit. Most likely, you will meet another bounty 
    hunter here. If you do encounter one, use missiles to eliminate him as 
    quickly as possible. Once the area is free of any bounty hunters, run into 
    the corridor straight across from the door you came through and go through 
    the door on the left side of the corridor (it is the door against the wall 
    that is opposite the wall you came out of).
    
    That door leads to the tall area where your ship is stationed. There is 
    nothing particularly interesting here; all you have to do is get up to your 
    ship. It is the same path as last time, so jump up the many pieces of rock 
    and go along the ledge so that you can reach your ship. When you make it to 
    the platform where your ship is located, jump up onto the front of your ship 
    and go to the middle of it to enter your ship.
    
    [301] Shock Barrier
    [302] Alimbic War 09
    [303] Seal Sphere 01
    [304] Artic Spawn
    [305] Imperialist
    [306] Oubliette 01
    [307] Alimbic Prophecy 08
    [308] Alimbic War 01
    [309] Spectral Locks
    [310] Alimbic War 06
    [311] Gorea 04
    [312] Alimbic War 12
    [313] Gorea 03
    [314] Lift Control
    [315] Alimbic War 04
    [316] Alimbic War 11
    [317] Alimbic War 05
    [318] Alimbic Turret v2.7
    [319] Cretaphid v4
    
    ==================================
    I. Vesper Defense Outpost: Visit 2
    ==================================
    
    This should be your second and last visit to the Vesper Defense Post. Since 
    this place is small, you should be able to get in and out with the Octolith 
    in a matter of minutes. When you begin, run over to the jump pad and use it 
    to move onto the walkway above your ship. Once there, head into the portal.
    
    It leads to the room right before the hallway where you fought Sylux. 
    However, you do not want to head down that hallway. Instead, fall through the 
    hole in the center of the room that has an elevator platform moving up and 
    down in the midst of it.
    
    After you are through that hole and on the ground on the floor below, you 
    might have a battle waiting for you. Listen for any music indicating that 
    bounty hunter is present. If one is, you will have to quickly destroy it with 
    missiles so that you may continue. It is quite possible that a Guardian lurks 
    in this area as well, so if your hear the music signifying one then you will 
    have to go until you find the Guardian and then shoot it out with missiles. 
    When you have finished those orders of business, turn to the red door that is 
    just past the moving platform. Pull out the Imperialist and shoot it, which 
    will unlock it so that you may enter it.
    
    Through the door is a corridor, and after that corridor is a lone room that 
    has many objects in it. In the center of the room is a glass case with many 
    frozen Guardians imprisoned in it. Also in the room are two Artifact Shields, 
    as well as two blue triangles that release Magma Voldrums.
    
    First off, destroy all the Voldrums and the blue triangles that release them. 
    Then, head towards the door at the end of the room. Next to the door are dead 
    Guardians, which you can scan. [351] Beyond the door that the dead Guardians 
    are next, you will come to a corridor defended by an Alimbic Turret 2.7. 
    Since you should already have its scan from the last level, blast it to 
    pieces before it can deal you any significant damage. Actually, if you stand 
    next to the glass case with the frozen Guardians and use the Imperialist, you 
    can snipe it without it even knowing you are there.
    
    Continue up the corridor as soon as the turret is defeated, and it will take 
    you a good distance up. At the top of the corridor, you will be permitted to 
    travel down a corridor to the right or straight. For now, head straight and 
    decimate the Ice Voldrum and its blue triangle using the Magmaul.
    
    Beyond that corridor, you will come to a room with the Stronghold Portal in 
    it. On one side of the room is a turret, which you should destroy. Having 
    done that, scan the display that is in the room. It will activate another 
    display in the room where the frozen Guardians are.
    
    Turn back around after scanning the display, and switch into Morph Ball form. 
    You are going to need speed, so boost as often as you can. Travel back the 
    way you came, journeying through the corridor to the right at the end of the 
    room. Continue through that corridor, and keep going straight even when you 
    have the option to turn left. From there, it is a downhill course to the room 
    with the frozen Guardians. Inside the room, roll all the way near the door 
    that originally led into the room, and turn to the left to find the display. 
    Scan it immediately. If you do not make it in time, just go back to the first 
    display and try again.
    
    Scanning the second display will make a Shield Key appear in a room higher 
    up. Change back to Morph Ball, and travel back up the corridor you just came 
    from. This time, however, choose the path to the right when you are presented 
    the option to turn or continue straight through the corridor. It leads to 
    another room, and to the right of where you come in there is a cramped 
    hallway, which is marked by two blue pillars. Travel through the hallway; it 
    will take you to the Shield Key. Roll onto the key to collect it and disable 
    the shield. Should you fail this time, you must restart all the way back at 
    the first display, which is a pain.
    
    The Shield Key is seated on a ledge. Before you leave the area, jump up onto 
    the ledge on either the right or left side of the room. From there, you will 
    be able to jump onto the back of the object hanging from the ceiling and 
    obtain a UA Expansion. (UA12) Once you obtain it you should fall all the way 
    down. You will find yourself in the corridor where you fought the extremely 
    advanced security turret. Travel downward along the corridor, and you will 
    come to the room with the two Artifacts. One of the Artifact Shields will be 
    down, so you can snatch the Artifact it was covering.
    
    At that moment, several of the Guardians in the room will be revived, and 
    they will promptly break out of their glass enclosure. Equip some deadly 
    weaponry and fight as hard as you can to eliminate them all without dying 
    yourself. Defeat them all, and then another Shield Key will appear behind the 
    orange pillar in a small indentation of the curved hallway where you fought 
    the Ice Voldrum. Run up to the second floor and travel straight into the 
    curved hallway, and then go behind the pillar and claim the key. Once you 
    have it, go back down to the room where you fought the Guardians and grab 
    your second Artifact.
    
    Upon collecting the second Artifact, a door on the second floor will unlock. 
    Run up the corridor the second floor, but do not be anxious to go through the 
    door just yet. You still have some scanning to do. Instead of heading 
    straight into the curved hallway, make a right turn and go to the room that 
    led to the cramped hallway, at the end of which was the first Shield Key.
    
    In that room is a Magma Voldrum and the blue triangle that produces it, so 
    dismember them as quickly as possible. Once that is done, take note of 
    another glass case with Guardians in it. However, that is not what you are 
    here to scan. Put on your scan visor, and all of a sudden eight -- yes, eight 
    -- holograms will appear around the center structure that imprisons the 
    frozen Guardians. Make sure that you can all eight of the holograms, and then 
    move on to the side of the room opposite of where you came it. [352] [353] 
    [354] [355] [356] [357] [358] [359] There you will find another corridor, and 
    on the right side of that corridor is the door that was unlocked.
    
    Since you have everything you need from this area, go through the door to 
    travel to the next. It leads to an abandoned room, and in the center of that 
    room is an elevating platform that moves up along four white lines. Board the 
    platform as soon as you have the chance, and ride it all the way up. At the 
    top, you will find a ledge that has a door on it. Jump to the ledge, but 
    before you go through the door scan the switch that is also on the ledge. It 
    opens up the portal next to the door.
    
    Past the door is a large room with a vertical wind tunnel in the center of 
    it. Start by walking to the left around the edge of the room. Immediately, a 
    burst of fire will fall into the wind tunnel, creating an energy overflow 
    that could lead to a meltdown. That is obviously not good, but the only way 
    to stop the meltdown is to scan a display at the top of the room.
    
    -------------------------
    Energy Overflow Initiated
    -------------------------
    
    Because of the timed nature of this task, you will have to run quickly 
    through the corridor. You will come to a tall room, and in that room is a 
    jump pad. Hop on the jump pad and move to the left when you are high; you 
    will land on a small platform. From there, jump up the many other platforms 
    in the room until you reach the top of the room. There you will find a tunnel 
    to run through.
    
    The tunnel has many Zoomers, but you should ignore them as much as possible. 
    Just run through the tunnel until you come to another tall room with a jump 
    pad. At the top of the jump caused by that jump pad, go to the right and you 
    will land on yet another platform. This time you will also have to jump up 
    multiple platforms to get to the top, but the platforms are farther apart so 
    it will be higher. You have to go to the edge of the platform (though not 
    further than the edge) and jump to make it onto the subsequent platforms. It 
    is challenging and sometimes it may seem as if it is impossible to reach the 
    next platform; however, you will have to keep on trying. If you fall off, you 
    are basically done and you will have try again to stop the meltdown.
    
    At the top, run through the white light that looks like a wall. Beyond that 
    light you will enter the room where the wind tunnel is. Run onto the circular 
    walkway that goes around the wind tunnel, but once you are on it do not head 
    straight. Instead, turn almost completely around to travel left along the 
    walkway. You will see two small platforms against the wall.
    
    Jump up the platforms, as they will take you to a higher ledge. Run along 
    that ledge, and at the end of it you will come to a lone platform. Go onto 
    the platform, and it will begin to rise into the air. It will stop next to 
    the indentation in the wall where the display is, so jump into the 
    indentation and scan the display to stop the meltdown.
    
    --------------------------
    Energy Overflow Terminated
    --------------------------
    
    The world will now be safe, and the last Shield Key of the game will appear. 
    It is a good ways down, but you do not want to head down too quickly. In your 
    rush to make it to the top there were some scans you passed by, and you will 
    need to get those before advancing.
    
    Step back onto the moving platform when it comes back up, and ride it down to 
    the ledge that is stops next to. Hurry onto the ledge, and run across it to 
    avoid the many shots of the Psycho Bits that are now there. Drop off the end 
    of the ledge onto the lower walkway. There you will be able to decimate the 
    blue triangle that releases the Psycho Bits, and after that you will be able 
    to deal with the Psycho Bits themselves.
    
    Now that you have some time to relax, equip your scan visor and look towards 
    the wind tunnel in the middle of the room. It has a scan it the middle of it 
    that you can scan from the ledge you are on. [360] Then, keep your scan visor 
    on and turn to the part of the room that has the white light that look like a 
    wall. A hologram is there for you to scan, [361] and you can also scan the 
    striped blue wall. [362]
    
    Instead of going through the white light, though, continue along the walkway 
    until you come to a circle in the ground. It marks an elevator platform, 
    which will promptly take you down. When it stops on the next lowest ledge, 
    disembark from it and annihilate the turret that is there. Walk downward 
    along the spiraling ledge, and at the bottom of it you will find a Missile 
    Expansion. (m9) Steal it for your inventory, and then head all the way back 
    up.
    
    To the left of the force field at the top you will discover a display. Scan 
    the display, and it will deactivate the force field. Go through the entryway, 
    and you will enter a narrow and curved corridor. Walk through the corridor 
    until you can see the room it leads to, and then stop and pull out the 
    Imperialist. There is an advanced turret on the wall of the room, so zoom in 
    and snipe the turret from a distance.
    
    Once you destroy it, causing it to have no chance to retaliate, move closer 
    towards the room. You will find another turret when you get closer, which you 
    should also snipe. Before you leave the corridor, put on your scan visor and 
    look at the ceiling of it. You will discover a blue pipe, which you can scan. 
    [363] Then, proceed towards the Artifact Shield.
    
    Inside the room, put on your scan visor and you will find a hologram right in 
    front of the Artifact Shield. [364] Scan the Artifact, and then drop down to 
    an area lower in the room. There you will discover the Shield Key, which will 
    disable the very last Artifact Shield.
    
    Since you are too low to reach the Artifact now, though, leave the room. As 
    soon as you do, use your scan visor to locate and scan a hologram in the area 
    next to it. [365] From there, go through the hallway to the right. It leads 
    to the tall room where you use jump pads and platform to get to the top. 
    Instead of using the jump pad, however, go through the white "wall" that is 
    in the room. It leads to a lower section of the spiraling ledge, which you 
    can travel up to reach the room with the Artifact.
    
    Grab the Artifact and breath a sigh of relief. If you have gone in order, 
    this should be the last Artifact you should ever have to take. Fall back down 
    in the room where the Artifact was, and head out of it. Do not go right this 
    time, though. Go to the left. It leads to the top of the other room with 
    platforms and a jump pad, and you will be at the top of it. This time around, 
    a blue triangle will be on the wall producing Psycho Bits. Take out the 
    triangle and the Psycho Bits, and then put on your scan visor and examine the 
    wall. You will find two sections of the wall to scan. One is just the Cooling 
    Vent, which you scanned earlier, and the other is a faint window that has 
    Cryogenic Storage containers behind it. [366]
    
    Then, you may jump down the hole in the room to head to the base floor of the 
    area. You have done all you need to do in this area; run to the door on the 
    other side of the place and go through it. It leads to the ledge where the 
    portal is. Since you are about to face the boss, you probably want to go 
    through the portal and power up at your ship.
    
    Drop down to the bottom of the room that is beyond the ledge when you return, 
    and use the midair jump to avoid taking damage. Go through the door that is 
    there. Run straight past the door, and you will spot the Stronghold Portal. 
    Walk into it to teleport to the final boss of the Vesper Defense Post.
    
    --------------
    Boss: Slench 4
    --------------
    
    Surprisingly, the fourth Slench battle is actually easier than the first. 
    Sure, there are some new attacks, but overall it moves slower and is easier 
    to detach from the wall, er, ceiling. Yes, Slench has moved up to the ceiling 
    for this fight; however, that is a good thing. First, scan Slench's first 
    form. [367] Then, equip the Magmaul and start heading towards Slench. Use the 
    Magmaul to shoot the three blue tentacles that connect Slench to the wall. 
    Each tentacle takes three hits to eliminate. It is much easier to defeat the 
    tentacles this time because you can strafe around in a circular pattern 
    underneath Slench, thus continuously moving to avoid the green torpedoes and 
    ice beams it shoots.
    
    When it has disconnected from the wall, Slench will fall to the ground, close 
    up, and start rolling around. This is supposed to be an attack, but if you 
    stand against the door leading into the room then Slench will never ever 
    reach you, making this portion of the fight more tedious than anything. Scan 
    Slench while it is on the ground so you have its alternate form in your 
    logbook. [368] By standing against the wall as soon as it detaches, you can 
    remain safe and eliminate any stray torpedoes that are still around.
    
    After a while, Slench will start flying around like it usually does. Keep 
    your Magmaul equipped and send as many attacks into Slench's eye as you can. 
    Since it moves relatively slow, this will be a much easier task than it was 
    in the third Slench battle. However, this time it also constantly shoots a 
    barrage of ice beams, which you will need to avoid.
    
    Like it did in the last battle, Slench will sometimes close up and ram you. 
    While it is possible to change into the Morph Ball and boost out of the way, 
    that is impractical for this fight. After all, that takes precious time after 
    the ram to resume biped form and aim yet again at Slench. Because it is so 
    easy to regain health in this battle, just accept the ram and continue 
    shooting as much as you can. Eventually, Slench will return to the ceiling 
    and you will have to repeat the same process over again.
    
    If you ever need health, stand with your back against the door and use your 
    power beam to shoot the green torpedoes that Slench releases while connected 
    to the ceiling. Many of them have health or ammo, and you can draw the 
    powerups to you by charging up your beam. Unlike the third battle, the shots 
    (ice beams) from the Energy Blasters can reach you this time, so you will 
    need to do some strafing. Once you have enough energy to continue, switch 
    back to the Magmaul and shoot out the tentacles again.
    
    As in all Slench duels, it has three phases of battle that it will enter 
    depending on how much health it has left. When you lower its health it will 
    move to future phases. However, this time all the later phases do is cause 
    Slench to roll along a lot longer and move a little faster. This is no 
    problem since you can stand next to the door to avoid getting hit while it 
    rolls, and with a little skill you can make up for the faster speed. Steady 
    your course until you defeat Slench, at which time you will receive the final 
    Octolith and a few health powerups to aid your escape.
    
    "Alinos holds the key to Ultimate Power..."
    
    ----------------------------------------
    Escape from Vesper Defense Post: Visit 2
    Time: 3 Minutes
    -----------------------------------------
    
    This should be the last time you have to make a quick escape, which is nice 
    to think about. But for now, your focus should be on the task at hand. Run 
    through the Stronghold Portal to start. When you go through it, travel 
    straight through the curved corridor that is to the left, and continue 
    through the corridor that leads downward after you have gone through it.
    
    At the end of that corridor is the room where the frozen Guardians were 
    before they escaped. It is quite possible that a bounty hunter will lurk in 
    this area, so ready your missiles in the case of a duel. Once any bounty 
    hunter is dead, head through the room where the frozen Guardians were and 
    travel through the door that is at the end of room.
    
    It leads to the main part of the complex. Run straight past the moving 
    platform in the room that you enter, and continue on to the area where the 
    Psycho Bits are. You have no time to fight them, so just head to the right 
    and run through the doorway that is there. If, however, a bounty hunter shows 
    up, you will need to do some serious strafing and shooting to eliminate them 
    so that you can continue.
    
    Beyond the doorway is a hallway. Go to the left up the hallway, and travel 
    until you reach the end of it. You will find a door. Travel through that door 
    and the few doors that are after it until you reach the place where your ship 
    is stationed. Run up onto the landing pad and jump onto the ship; at that 
    point you will be safe and you will be able to leave the Vesper Defense Post.
    
    [351] Dead Guardians
    [352] Seal Sphere 03
    [353] Seal Sphere 04
    [354] Oubliette 02
    [355] Oubliette 03
    [356] Oubliette 04
    [357] Oubliette 05
    [358] Oubliette 06
    [359] Oubliette 07
    [360] Silo Levitator
    [361] Alimbic War 08
    [362] Cooling Vent
    [363] Methane Pipeline
    [364] Seal Sphere 02
    [365] Alimbic Order 05
    [366] Cryogenic Storage
    [367] Slench 4a
    [368] Slench 4b
    
    ==================
    J. Alinos: Visit 3
    ==================
    
    Do not worry; this is not an entirely new mission. You just have to stop in 
    somewhere and deposit your Octoliths so you can have some Ultimate Power. 
    That is, if you have all eight Octoliths. If one of the hunters has an 
    Octolith, then you will have find out where he is by looking at the planets 
    from the comfort of you ship. When you locate where a hunter is, travel to 
    that planet and search until you find him so you can recover the Octolith.
    
    Once you land on Alinos, go through the portal to the left. It leads to the 
    area where you first fought Spire o so long ago. In that area, you may 
    encounter a bounty hunter. If you do, use your healthy missile supply to take 
    him out so that you may continue. Or if you want to, stand atop the ledge you 
    begin on and use the Imperialist to snipe the rival bounty hunter to death. 
    When you are ready to advance, go up the ramp on the opposite side of the 
    room from the door you entered from. Next to the place where you found an 
    Artifact during your first visit, you will locate the entryway that used to 
    be covered by a Purple Force Field. Go through that now open entryway. In the 
    hallway after it, you will find a door that you should travel through.
    
    Through that door, you will come to Combat Hall, a small training area that 
    the Alimbics used. It is very likely that you will meet a bounty hunter and a 
    Guardian here, so choose your best weapon to fight them. Once they are dead, 
    you will be able to proceed through the door on the other side of the room.
    
    Before you go through it, though, there are some scans for you to get. With 
    your scan visor, you will be able to see a hologram that is next to the door 
    you came through. [401] After you have that, drop of the ledge and you will 
    find a skinny wall sticking out of the ground to scan. [402] On the opposite 
    side of the room, high in the air, you will find another wall that looks 
    similar to the one you just scanned. However, it is different so you will 
    need to scan it as well. [403] Then, in the tunnel next to the door you need 
    to journey through, you will see another hologram if you have your scan visor 
    on. [404]
    
    Now, go through the door and travel through the white light that is after it. 
    It goes to a large dome shaped room. In the middle of the room is a white 
    circle for you to stand on. Instead of going straight to it, however, put on 
    your scan visor and scan the four holograms that exist in the room. [405] 
    [406] [407] [408] Then, stand on the white circle. You will be allowed the 
    fire the Omega Cannon, thus opening a void in the galaxy where Oubliette 
    lies.
    
    "Severe timefield disruption detected in the vicinity of the Alimbic 
    Cluster."
    
    After you do that, backtrack through the level to get back to your ship. You 
    will most likely fight another bounty hunter or Guardian in Combat Hall, and 
    beyond Combat Hall head right through the hallway until you come outside, 
    where you might face another bounty hunter or a Guardian. From there, you 
    will be able to jump up the platforms until you reach the top ledge of the 
    outside area. Through the door on that ledge is the portal that leads back to 
    your ship.
    
    [401] Alimbic Pride 05
    [402] Blast Shield
    [403] Sniper Shield
    [404] Combat Hall
    [405] Alimbic Cannon 01
    [406] Alimbic Cannon 02
    [407] Alimbic Cannon 03
    [408] Alimbic Cannon 04
    
    ============
    K. Oubliette
    ============
    
    Finally, you have reached the last area in the Tetra Galaxy. It is here where 
    Gorea waits, that terrible monster that destroyed the entire Alimbic 
    civilization. They gave their lives to seal Gorea away so the rest of the 
    galaxy would not be harmed by it; you must now eliminate Gorea once and for 
    all!
    
    When you exit your ship, you will have a straight path through some doors on 
    onto an elevator. Once you are on the elevator, ride it up. At the top, you 
    will find a portal, which you should promptly go through. In the room you are 
    teleported to, you will find five holograms to scan if you have your scan 
    visor on. Scan all of the holograms, and then proceed through the door. [451] 
    [452] [453] [454] [455]
    
    The area you enter will be a desolate and long stretch of landscape. Before 
    you venture far, turn to the right and you will find a hole for the Morph 
    Ball. Roll all the way through it (it goes a long distance), and when you 
    come to a ledge then switch to biped form. (If you accidentally go off the 
    edge, you will land back in the desolate area. Head back to the Morph Ball 
    hole and try again.) Near the ledge, you will find a platform with a portal 
    on it. Go through the portal and you will find an Energy Tank; (e7) after 
    that head back and drop down the desolate area.
    
    Continue on through the area, and it will lead you to a large tunnel with a 
    Stronghold Door at the end of it. Blast your way through the Stronghold Door, 
    and you will step into a large dome. In the middle of that dome is a white 
    circle, which you should walk onto.
    
    -----------
    Boss: Gorea
    -----------
    
    Once you do that, a humorous cutscene will show an excellent demonstrating on 
    teamwork. I will not spoil the cutscene, but let's just say it introduce the 
    boss, Gorea. When you are given control again, you will be locked inside a 
    large room with the beast. The ground is flat, but there is an electric force 
    field circle encompassing a patch of ground in the center. If you step on the 
    circle, it will cause you serious harm, so avoid it.
    
    Also on the walls of the room are several colored triangles. If you shoot 
    these in a certain order, you will be able to face another form of Gorea 
    after you defeat the first form, which will earn you special movies and a 
    different ending. So, start by running around the room and shooting all of 
    the triangles in a specific order. If you shoot one out of order or with the 
    wrong weapon, you will have to start over again. A triangle will spin and 
    light up more if you hit it correctly, telling you to move onto the next one.
    
    1. Yellow: Volt Driver
    2. Green: Battlehammer
    3. Orange: Magmaul
    4. Blue: Shock Coil
    5. Violet: Judicator
    6. Red: Imperialist
    
    "Translating telepathic intercept: 'Spectral sequence initiated. Photon 
    avalanche approaching cascade threshold.'"
    
    Now that you have activated all the triangles, the above message will appear 
    and you will be free to fight Gorea. Start by scanning Gorea, [456] and then 
    scan one of its arms. [457] Then, scan one of the black objects hovering 
    above the ground near the outside wall. [458]
    
    To fight Gorea, stay by the outside wall. Gorea has a predetermined sequence 
    of weapons that it will use against you, starting with the Battlehammer, then 
    the Volt Driver, then the Magmaul, then the Judicator, then the Imperialist, 
    and then the Shock Coil. After it finishes using a specific weapon you will 
    be able to harm its arms using that weapon while he undergoes a change to the 
    next weapon.
    
    But, since it strong, you will want to stick with the Imperialist to fight 
    Gorea For now, strafe along the outside of the room as Gorea shoots various 
    weapons at you. If you ever need health or ammo, shoot the black Trocras 
    suspended in the air, as they usually have powerups. However, do not run into 
    the Trocras or you will take damage; stay against the wall.
    
    When Gorea equips the Imperialist, you know your time is near. Wait for it to 
    shoot four times at you (keep strafing to avoid getting hit), and then zoom 
    in with the Imperialist. You will see a yellow circle on each of its 
    shoulders. Quickly shoot one of the yellow circles and its arm will fall off; 
    Gorea will be temporarily stunned and you should have enough time to shoot 
    the yellow circle on its other arm as well, destroy it. If you fail to 
    succeed at dismembering both arms, Gorea will switch to its super powerful 
    version of the Shock Coil, which can reach you from a great distance. Use the 
    Morph Ball and boost away until Gorea switches to another weapon, and then 
    resume strafing and try the whole thing over again.
    
    After both its arms are gone, jump to the center area where Gorea is, being 
    certain not to hit the dangerous force field that separates it from the outer 
    ring. More often than not the destruction of one of Gorea's arms will produce 
    a large energy. If it does, change to your power beam to draw it to you. Once 
    you have it, change back to the Imperialist.
    
    A yellow sphere will be above Gorea, which you should rapidly scan. [459] 
    After it, scan Gorea again because it will register differently in the 
    logbook the second time. [460] Shoot the sphere as quickly as you can with 
    the Imperialist, but you will not need to zoom in to hit it. First it will 
    have an arm with a spike come out of it, and you will need to strafe and jump 
    some to avoid getting impaled by the spike. Gorea will then grab the Trocras 
    from around the room and slowly throw them at you. Since the damage from them 
    is not that great, just stay where you are and keep pounding away at it. If 
    you can shoot the sphere and avoid the shots at the same time, go for it. 
    When the spike arm comes out again, though, avoid it.
    
    Soon Gorea will return to normal and the whole process will repeat itself, 
    and you should return to the outer edge of the area. Keep steady, and soon 
    Gorea will be defeated. If you failed to shoot all the triangles in order, 
    then this will be the end of the game. It is fairly boring. If, however, you 
    did shoot all the triangles in order, you will be transported to another area 
    where you will be able to fight Gorea 2.
    
    -------------
    Boss: Gorea 2
    -------------
    
    The second Gorea will fly high into the air, and you will have to fight it. 
    First, do a quick scan on this second from. [461] Then, drop of one of the 
    side of the arena. When you near the ground, do a midair jump to keep from 
    taking damage. Run to the center of the area, and you will discover an 
    Artifact Shield. As you near it, it will disappear, revealing the weapon 
    inside of it. Scan and then grab the weapon, [462] which is the Omega Cannon. 
    With such power, you will be able to harm Gorea, even in his more powerful 
    form.
    
    Equip the Omega Cannon and prepare for the battle of your life. Gorea 2 will 
    randomly teleport throughout the area and attack you, causing lots of damage. 
    You need to strafe and jump away from the attacks (which is difficult because 
    Gorea will teleport you and attack), and when you have an opportunity you 
    need to shoot Gorea 2 with the Omega Cannon. It shoots very slowly, so you 
    have to make every shot count. As soon as Gorea appears after teleporting, 
    try to shoot it. That will prevent Gorea from attacking, and it will cause 
    Gorea some damage. The more you can shoot Gorea before it attacks, the better 
    off you will be. Besides shooting lasers, sometimes Gorea will also toss 
    boulders, so you need to always keep your eyes open.
    
    Continue fighting, trying to weaken Gorea unto death. If you start feeling 
    weak yourself, use the jump pads that are scattered around to travels 
    upwards, where you will occasionally find major health powerups. Also, if 
    Gorea ever is gone for a long period of time, use the jump pads to return to 
    the top of the area, where Gorea will probably be waiting. The key to this 
    level is persistence, as you need to consistently dodge attacks and shoot 
    Gorea. With practice and patience, you will be able to slaughter this final 
    foe.
    
    After defeating the boss, you will be able to watch some cool movies. 
    However, if you did not beat Gorea without shooting the triangles, then you 
    will need to go back and do that in order to be able to view the rest of the 
    movies. When you beat Gorea 2, you will earn cool stuff like an icon next to 
    your emblems, a records area, and a sound test area. Some of these you will 
    earn by simply beating Gorea without beating Gorea 2, but some are only 
    obtained by the special ending. 
    
    Thanks for playing!
    
    [451] Sealing Gorea 01
    [452] Sealing Gorea 02
    [453] Sealing Gorea 03
    [454] Sealing Gorea 04
    [455] Sealing Gorea 05
    [456] Gorea
    [457] Gorea Arm
    [458] Trocra
    [459] Gorea Seal Sphere
    [460] Gorea
    [461] Gorea 2
    [462] Omega Cannon
    
    *=*=*=*=*=*
    7. Logbook
    *=*=*=*=*=*
    
    If you want to complete the game 100%, you are going to need all of the 
    scans. However, finding that one last scan can be tricky, especially in a 
    walkthrough of this size. That is why I organized this Logbook; it will tell 
    you exactly where each and every scan is.
    
    The scans are listed alphabetically, in the same order they appear in the 
    logbook. If you are missing a scan, simply look at the scan above it to see 
    what it is. For example, if you are missing the scan under Alimbic Cannon 04, 
    you could come to this logbook and look to see what scan is beneath that. You 
    would see that you are missing Alimbic Datashade 01.
    
    Now, the beauty of this Logbook is the number system, which will take you 
    exactly where you want to go. Since you figured out you need to scan Alimbic 
    Datashade 01, look to the left of it and you will see its number is [53]. 
    Hold Control and F down at the same time, and the search feature will appear. 
    Type in [53] into the search area, and then click find. It will send you 
    directly to the place in the guide where that scan is, allowing you to easily 
    find out where it is and how to get it.
    
    ====
    Lore
    ====
    
    [405] Alimbic Cannon 01
    
    The Alimbic Cannon issues bursts of polarized antimatter beyond light speed 
    at specified coordinates and frequency to open a dimensional rift known as 
    the Infinity Void.
    
    [406] Alimbic Cannon 02
    
    This device opened the Infinity Void to imprison Gorea. Reuniting eight 
    Octoliths will return power to this dormant machine.
    
    [407] Alimbic Cannon 03
    
    After trapping Gorea in the Seal Sphere, we consigned it to a prison from 
    which there could be no escape.
    
    [408] Alimbic Cannon 04
    
    The Alimbic Cannon enabled us to open the Infinity Void and hide Gorea's 
    prison within it. By locating the prison in an alternate dimension, we 
    ensured that the prisoner would neither escape nor be released by accident.
    
    [53] Alimbic Datashade 01
    
    Datashades are packets of telepathic data scattered throughout the Tetra 
    Galaxy. They can be accessed by most galactic-standard scan systems.
    
    [54] Alimbic Datashade 02
    
    Designed to maintain data integrity indefinitely, datashades are highly 
    resistant to tampering and decay. Scanning these packets will allow you 
    access to our scriptures and Lore.
    
    [215] Alimbic Order 01
    
    There were Eight Elders in the Alimbic Order.
    
    [213] Alimbic Order 02
    
    You will not find all Eight of the Octoliths. They have been scattered, 
    hidden in Four of our most heavily defended territories.
    
    [212] Alimbic Order 03
    
    There are never more than Two Octoliths hidden on any planet or space 
    station.
    
    [211] Alimbic Order 04
    
    Within each Octolith is a spirit, the transferred Essence of an Alimbic 
    Elder.
    
    [365] Alimbic Order 05
    
    Reunite all Eight Octoliths in the Cannon Control Room to open the doorway to 
    Gorea.
    
    [165] Alimbic Pride 01
    
    We continued research to improve our defense systems. Eventually we became so 
    proficient in the art of war that we believed ourselves invincible.
    
    [275] Alimbic Pride 02
    
    Our pride was a veil over our eyes. We did not see the danger until it was 
    upon us.
    
    [269] Alimbic Pride 03
    
    Ruin came quickly as the cancer swept like fire across our worlds.
    
    [273] Alimbic Pride 04
    
    Those who survived appeared lifeless and hollow, as if their very spirit had 
    been sucked dry.
    
    [401] Alimbic Pride 05
    
    We should have been more vigilant. We became complacent in our technical 
    prowess and thought ourselves unassailable.
    
    [3] Alimbic Prophecy 01
    
    It is written that the Alimbic power shall materialize when six frequencies 
    shimmer in the divine spectral sequence.
    
    [56] Alimbic Prophecy 02
    
    In the beginning shall the darkness be torn asunder by a flash of Yellow 
    Lightning.
    
    [102] Alimbic Prophecy 03
    
    Yellow Lightning shall strike with demonic fury upon the Greenwood.
    
    [152] Alimbic Prophecy 04
    
    With of voice of thunder shall the Greenwood burst into an Orange Blaze.
    
    [205] Alimbic Prophecy 05
    
    The Orange Blaze shall die away to be reborn on wings of Blue Smoke.
    
    [253] Alimbic Prophecy 06
    
    Tendrils of Blue Smoke shall weave the geometry of Violet Crystal.
    
    [127] Alimbic Prophecy 07
    
    Violet Crystal shall shatter the heavens, leaving in its wake a Red Stain.
    
    [307] Alimbic Prophecy 08
    
    When the Red Stain shall vanish, so shall the ancient Alimbic power be 
    manifest.
    
    [308] Alimbic War 01
    
    The war lasted three standard galactic months. Even with the galaxy's most 
    powerful technology at our disposal, we fell like dry grass beneath the 
    blade.
    
    [255] Alimbic War 02
    
    Without warning, our doom fell from the sky. From whence it came we do not 
    know.
    
    [270] Alimbic War 03
    
    Gorea was immune to even our most sophisticated weaponry, while we were 
    defenseless against its relentless attacks.
    
    [315] Alimbic War 04
    
    Gorea devoured our people's life energy and grew powerful from it. Death 
    swept across our worlds, and we despaired.
    
    [317] Alimbic War 05
    
    We feared not only the extinction of our race, but the possibility that the 
    evil would sweep the galaxy, annihilating all in its path.
    
    [310] Alimbic War 06
    
    Gorea is a cancerous bloom that would wreak havoc across the universe.
    
    [272] Alimbic War 07
    
    We knew that if we did not stop Gorea, it would rampage across the galaxy, 
    devouring everything in its path.
    
    [361] Alimbic War 08
    
    We finally contained Gorea, but we paid a heavy price to do so. May our 
    sacrifice bring peace to the galaxy.
    
    [302] Alimbic War 09
    
    Eight of our elders gathered to create the Alimbic Order to prevent Gorea 
    from destroying our civilization. Their final, desperate plan was to create 
    the Seal Sphere.
    
    [117] Alimbic War 10
    
    If you are reading this message, our plan to contain Gorea was a success. 
    Honor our sacrifice and do not seek this thing. Only harm can come from such 
    a course.
    
    [316] Alimbic War 11
    
    To contain Gorea, our people reduced themselves to pure telepathic energy 
    through the process of Essence Transference.
    
    [312] Alimbic War 12
    
    We gave our lives to confine the foul monstrosity known as Gorea. Do not seek 
    this creature unless you have the means to Destroy it.
    
    [70] Battle Sarcophagus
    
    This tomb contains the remains of Alimbic General Almiiak, who led the 
    Alimbic people to victory in the Tetra Border Wars two thousand years ago. He 
    later formed the Alimbic Order of Elders.
    
    [44] Biodefense Chamber A
    
    This room serves not only as a home to our most sacred treasure, but also as 
    a moral terminus for those who would trespass.
    
    [73] Biodefense Chamber B
    
    Those who dare trespass upon our sacred chambers may expect to pay dearly for 
    that which they would see.
    
    [404] Combat Hall
    
    We used this room for combat training of Alimbic military recruits. In this 
    room were forged some of our greatest heroes.
    
    [214] Final Wish
    
    Do not underestimate the danger concealed herein. We have sacrificed our 
    world to confine the monstrosity known as Gorea. Do not seek this thing 
    unless you have the means to destroy it.
    
    [256] Gorea 01
    
    The horror shrieked its name: Gorea
    
    [257] Gorea 02
    
    Gorea is power beyond reckoning and evil unrelenting. The universe has not 
    known terror such as this.
    
    [313] Gorea 03
    
    At first we thought Gorea was a comet. It crashed upon our planet and emerged 
    as a vapor.
    
    [311] Gorea 04
    
    Gorea mimicked our cellular structure and replicated itself in solid form.
    
    [271] Gorea 05
    
    We have seen Gorea alter its atomic structure from a vapor to a solid. Our 
    scientists believe Gorea may also posses other Shape-Changing abilities.
    
    [225] Gorea 06
    
    Gorea is capable of changing its shape, and it uses a wide variety of lethal 
    weaponry.
    
    [226] Gorea 07
    
    Our defenses were useless against Gorea as it swept through our empire in an 
    orgy of annihilation.
    
    [227] Gorea 08
    
    Alimbic soldiers were powerless before Gorea's onslaught.
    
    [228] Gorea 09
    
    We deployed our deadliest weapons to defeat the beast. To our horror, every 
    weapon was somehow used against us by Gorea.
    
    [59] History 01
    
    These are our last recorded messages. We depart from this place of death. If 
    you honor our memory, do not attempt to solve the mystery of our 
    disappearance.
    
    [252] History 02
    
    We overcame our harsh genesis through intellect and resolve. The Alimbic mind 
    is bound by a will of iron.
    
    [123] History 03
    
    The peace of ancient Alimbic tribal culture was shattered by a deadly 
    extraterrestrial invasion. The survivors vowed never again to be caught 
    unprepared.
    
    [124] History 04
    
    We focused our resources on military science and quickly developed weapons 
    and defenses that surpassed the technology of our enemies.
    
    [115] History 05
    
    We were a peaceful people. But we defended our homeworld with a fierce 
    determination.
    
    [116] History 06
    
    To defend our territories from extraterrestrial attack, we deployed lethal 
    bioweaponry.
    
    [114] History 07
    
    Our protective exoskeletons enabled us to survive the environmental extremes 
    of the Alimbic homeworlds.
    
    [121] History 08
    
    Our enlarged forebrains facilitated enhanced cognitive function. It was our 
    ability to think quickly that saved us from early and violent extinction.
    
    [173] History 09
    
    For generations our superior military capability deterred all enemies. A 
    renewed sense of peace allowed us to return to our natural philosophical 
    pursuits.
    
    [174] History 10
    
    Through science and technology we increased our already formidable mental 
    skills. Significant advances were made in the areas of Telepathy, 
    Telekinesis, and Extradimensional Exploration.
    
    [175] History 11
    
    We continued to bolster our defense against possible future invasion. Our 
    military technology grew increasingly sophisticated and lethal.
    
    [63] Interment Chamber
    
    Alimbic warriors of valor are here laid to rest, that their spirits may 
    return to the planetary core.
    
    [122] Octolith Safeguard
    
    Beware our guardians. These deadly sentinels travel in packs and are 
    programmed to protect that which is dead to us.
    
    [306] Oubliette 01
    
    The monster cannot be defeated. As a last resort, we created the Seal Sphere 
    to cage the horror for all eternity.
    
    [354] Oubliette 02
    
    Eight Octoliths are required to power the Alimbic Cannon. Each Octolith 
    contains unique coordinates, frequencies, and codes necessary to operate the 
    cannon.
    
    [355] Oubliette 03
    
    The Alimbic Cannon creates a fissure between this dimension and the Infinity 
    Void that houses Gorea's prison, known as Oubliette.
    
    [356] Oubliette 04
    
    The Oubliette cannot be found in this galaxy. It is hidden in another 
    dimension. If you seek the Seal Sphere, you must first seek the keys.
    
    [357] Oubliette 05
    
    We have sent the Oubliette beyond this dimension to ensure that the galaxy 
    will never again suffer the horror that is Gorea.
    
    [358] Oubliette 06
    
    Gorea is alone in the Void. For the sake of all life, it must remain so.
    
    [359] Oubliette 07
    
    The Infinity Void is a vast parallel dimension of formless antimatter.
    
    [120] Oubliette 08
    
    Only the Alimbic Cannon can access the Infinity Void
    
    [72] Science Sarcophagus
    
    This tomb contains the remains of the Great Arctherus, whose discovery of 
    Neurogenesis marked an advent of the modern Alimbic era, a time of 
    unprecedented peace and prosperity.
    
    [303] Seal Sphere 01
    
    The fathomless power of the captive beast is the very engine of the Seal 
    Sphere.
    
    [364] Seal Sphere 02
    
    Gorea is immobilized within the Seal Sphere, just one of many precautions 
    taken to ensure its eternal captivity.
    
    [352] Seal Sphere 03
    
    The Alimbic Order directed surviving citizens to transfer their essences into 
    the Seal Sphere. Our combined psychic energy is the engine that powers the 
    sphere.
    
    [353] Seal Sphere 04
    
    The Seal Sphere is secure within the Oubliette, from which there is no 
    escape.
    
    [451] Sealing Gorea 01
    
    No weapon could defeat Gorea.
    
    [452] Sealing Gorea 02
    
    As the death toll rose, we crafted a plan. Rather than destroy Gorea, we 
    would contain it in an interdimensional prison.
    
    [453] Sealing Gorea 03
    
    We lured Gorea into our trap. The Seal Sphere was deployed and the creature 
    ensnared. With Gorea bound, we had to act quickly.
    
    [454] Sealing Gorea 04
    
    We transported Gorea to its prison, the Oubliette. Trapping Gorea was not 
    enough, however. Additional security measures were needed for so great a 
    threat.
    
    [455] Sealing Gorea 05
    
    We forced open an alternate dimension with the Alimbic Cannon, and the 
    Oubliette was sent into it. The Infinity Void was sealed shut, never to be 
    reopened.
    
    [41] Stronghold Void
    
    This hidden room, accessible only be extraordinary means, houses our most 
    relics. It is guarded by our most formidable cybernetic security systems. 
    Only by activating a Portal controlled by a trio of Artifacts can one gain 
    access to this secret location.
    
    ========
    Bioforms
    ========
    
    [35] Alimbic Turret v1.0
    
    A mounted gun equipped with infrared motion detection and DNA-identification 
    technology. This weapon will fire on any non-Alimbic creature within its 
    range.
    
    [109] Alimbic Turret v1.4
    
    This modified turret is capable of rapid-fire operation with little or no 
    overheating.
    
    [318] Alimbic Turret v2.7
    
    A late model Alimbic Turret with improved targeting capability.
    
    [304] Arctic Spawn
    
    Native to frozen habitats, this creature depends on low temperatures to 
    survive.  The Arctic Spawn is territorial in the extreme and will attack any 
    perceived threat by hurling immobilizing shards of razor-sharp ice.
    
    [164] Barbed War Wasp
    
    An aggressively territorial insect capable of launching its stinger as a 
    projectile. The more dangerous cousin of the War Wasp, Barbed War Wasps 
    migrate in large swarms, attacking even the largest life-forms in isolated 
    region of Tallon IV.
    
    [66] Blastcap
    
    A large mushroom that explodes on contact, emitting noxious gas. Originating 
    on Tallon IV, its spores can survive without atmosphere and have propagated 
    throughout the galaxy on solar winds.
    
    [166] Blue Barbed War Wasp
    
    A mutated form of the Red Barbed War Wasp. The metabolism of the Blue Barbed 
    War Wasp requires a frozen environment to produce endothermic projectiles.
    
    [125] Crash Pillar
    
    Highly pleasing to Alimbic aesthetics, this sentry cyborg is dormant until it 
    senses an intruder, and returns to a dormant state once the threat retreats. 
    The Crash Pillar levitates by means of antigravity propulsion before 
    attempting to smash its quarry. Vulnerable neurocircuitry is housed 
    underneath the base.
    
    [43] Cretaphid v1
    
    Utilizing the most sophisticated Alimbic cybernetics, this massive 
    cylindrical defense mechanism features precision chemical lasers. The 
    Cretaphid is a key component of Alimbic military defense technology, designed 
    to safeguard the Alimbic's most sacred objects.
    
    [132] Cretaphid v2
    
    This modified version of the Cretaphid cybernetic defense mechanism features 
    bursts of heat-seeking plasma. A key component of Alimbic military defense 
    technology, designed to safeguard the Alimbic's most sacred objects.
    
    [279] Cretaphid v3
    
    Combining the features of its predecessors, this version of the cybernetic 
    Cretaphid tower features both precision chemical lasers and bursts of head-
    seeking plasma. A central component of Alimbic military defense technology, 
    designed to safeguard the Alimbic's most sacred objects.
    
    [319] Cretaphid v4
    
    The apex of the Cretaphid line of cybernetic defenses, this ultimate model 
    deploys lethal lasers and homing plasma from a mobile tower whose very casing 
    is an offensive weapon. A key component of Alimbic military defense 
    technology, it was designed to succeed where all others fail.
    
    [69] Dialanche
    
    Spire's alternate form is the Dialanche, a hypercondensed ferrous ore able to 
    roll at high speeds.  The Dialanche is equipped with two retractable titanium 
    limbs used to batter adversaries.
    
    [218] Electro Voldrum
    
    This version of the Voldrum has a weaker hull than the standard model, 
    rendering it vulnerable to rapid-fire weaponry.
    
    [75] Energy Blaster
    
    Turrets on the walls of the chamber fire blasts of plasma generated by the 
    Slench.
    
    [262] Fire Spawn
    
    A large creature that thrives on extreme heat, the Fire Spawn breathes 
    superheated lava and never ventures far from its home pit. This creature is 
    particularly unfriendly to carbon-based life-forms, and will hurl fireballs 
    at anything approaching its territory.
    
    [153] Geemer
    
    A small but dangerous creature that exposes sharp spikes on its back when 
    threatened. This scavenger is known to forage through human refuse and is an 
    infamous pest on Zebes.
    
    [456] Gorea
    
    Superficial scan indicates Gorea's body is impervious to attack.
    
    [460] Gorea
    
    Sensors unable to locate the upper-arm vulnerability present in Gorea's prior 
    form.
    
    [461] Gorea 2
    
    Gorea's final form is impervious to all weapons currently equipped in the 
    Power Suit. Alternative weaponry is required to penetrate Gorea's armor. 
    Sensors detect that Alimbic essence is no longer present in the Seal Sphere. 
    Gorea remains attached to the sphere in order to draw all remaining energy 
    from it.
    
    [457] Gorea Arm
    
    Analysis indicates the presence of fragile biomorphic neurons in Gorea's 
    shoulders, periodically vulnerable to specific energy types.
    
    [459] Gorea Seal Sphere
    
    Harmonic analysis of the central sphere suggests that it is susceptible to 
    direct attack.
    
    [229] Greater Ithrak
    
    The impenetrable hide on this cousin of the Lesser Ithrak makes it a 
    formidable threat. Anecdotal evidence suggests that frontal assault is 
    ineffective against this aggressive predator.
    
    [46] Guardian
    
    Specifically designed to guard the Alimbic Order, these automatons are now 
    programmed to serve in its absence. These intelligent androids often travel 
    in packs, attacking with energy projectiles produced by three small fusion 
    generators located in the cranium.
    
    [78] Halfturret
    
    Cybernetic enhancements allow Weavel's body to detach from its mechanical 
    lower half and convert into the Halfturret alt-form. The arms provide 
    locomotion for the upper body, while the legs are equipped with powerful 
    projectile weaponry.
    
    [274] Ice Voldrum
    
    A late advance in Voldrum technology featuring freezing projectiles. Its 
    pulse-tube cryocoolers are extremely susceptible to high temperature impact.
    
    [32] Kanden
    
    A disruptive electromagnetic field appears to surround the hunter Kanden. 
    Analysis suggests voltage potential comparable to that found in lightning 
    storms. Kanden carries the Volt Driver, which is capable of a charged blast 
    that can disrupt the Combat Visor.
    
    [24] Lesser Ithrak
    
    This nocturnal creature clings to the ceiling and is exceptionally fierce 
    when disturbed.
    
    [129] Lockjaw
    
    Sylux's alternative form, the Lockjaw, may consist of stolen prototype 
    Federation technology. It allows the user to transform into two tetracarbon 
    ceramic-alloy blades joined by an energy thread. Its principal method of 
    attack is to weave a network of explosive rip wires.
    
    [266] Magma Voldrum
    
    Another modification of Voldrum technology. Its high operating temperature 
    causes reduced defensive capability against subzero weaponry.
    
    [157] Noxus
    
    Analysis indicates that the skin of this hunter has extraordinary insulating 
    properties. Noxus's weapon is the Judicator, capable of a charge shot that 
    can freeze an opponent in its tracks.
    
    [14] Petrasyl
    
    Harmless from a distance, this airborne creature secretes a corrosive toxin 
    that can burn through all but the toughest materials on contact.
    
    [10] Psycho Bit v1.0
    
    A levitating spherical sentry droid equipped with 360-degree sensors and a 
    low-level teleportation device. The basic silver model fire an energy blast, 
    whereas the advanced green model features a Heavy-Duty gun powered by a 
    nanoscale nuclear reactor.
    
    [207] Psycho Bit v2.0
    
    A levitating spherical sentry droid equipped with 360-degree sensors and a 
    low-level teleportation device. This model uses a High-Voltage 
    electromagnetic pulse to drain energy from its target.
    
    [259] Psycho Bit v3.0
    
    Similar in design to earlier models, this version fires Superheated Magma at 
    its target.
    
    [118] Psycho Bit v4.0
    
    Cryogenic nanite technology enables this advanced sentry droid to freeze its 
    prey with Supercooled Plasma.
    
    [224] Quadtroid
    
    Genetically engineered from leech and reptile DNA, this creature can crawl on 
    almost any surface. The Quadtroid seeks sources of biological energy. The use 
    of a Morph Ball Bomb is the only method to break free of its grasp.
    
    [254] Red Barbed War Wasp
    
    One of the most aggressive varieties of wasp, the Red Barbed War Wasp uses 
    body heat to generate an igneous projectile.
    
    [155] Shriekbat
    
    A winged creature that explodes on contact to defend its territory, it will 
    attack any creature approaching its nesting grounds. Inhabitants of Tallon IV 
    have called for its extermination because of the threat it poses to the 
    infrastructure and cultural heritage of the planet.
    
    [74] Slench 1a
    
    Another member of the Alimbic defensive arsenal, this enormous cybernetic 
    eyeball was engineered to protect sacred Alimbic relics. The Slench attaches 
    itself to the biodefense chamber with three synapses which transfer power to 
    Energy Blasters. Its primary weapons are the green venom torpedo and the 
    deuterium laser.
    
    [76] Slench 1b
    
    When aggravated, the Slench detaches from the wall to commence a hovering 
    attack.  Analysis indicates its shield is inoperable during this levitation.
    
    [176] Slench 2a
    
    This revision of Alimbic cyber-defense technology features enhanced 
    capabilities. The Slench attaches itself to the biodefense chamber with three 
    synapses which transfer Superheated Magma to the Energy Blasters. Green venom 
    torpedoes can be neutralized with the Arm Cannon.
    
    [177] Slench 2b
    
    When aggravated, the Slench detaches from the wall to fire bursts of 
    superheated magma while hovering.  Analysis indicates its shield is 
    inoperable during levitation.
    
    [231] Slench 3a
    
    This improved model of the Slench utilizes three synapses to transfer High 
    Voltage to the Energy Blasters, whose electromagnetic pulse can disrupt the 
    Combat Visor. The synaptic fibers may be vulnerable to Heavy-Duty weaponry.
    
    [232] Slench 3b
    
    Analysis indicates that although the shield is down, the improved exoskeleton 
    on this model may allow it to charge at its prey.
    
    [367] Slench 4a
    
    The pinnacle of Slench technology, this model employs three synapses to 
    transfer Supercooled Plasma to the Energy Blasters. Cryogenic projectiles can 
    temporarily immobilize the Power Suit.
    
    [368] Slench 4b
    
    Analysis indicates its shield is down while hovering, but the Slench may be 
    impregnable while rolling. Evasive action is advised.
    
    [68] Spire
    
    Analysis of this creature's physiology indicates the presence of molten 
    ferrous compounds normally found only in a planet's core. Spire is armed with 
    the Magmaul, a weapon that lobs cohesive bursts of Superheated Magma.
    
    [33] Stinglarva
    
    Bioengineered with genetic material from the galaxy's most dangerous 
    predatory insects, Kanden can transform into the Stinglarva.  This fast-
    moving segmented insect has a detachable regenerating tail that homes in on 
    its target before exploding.
    
    [128] Sylux
    
    This hunter's power suit appears to be based on a federation prototype and 
    possesses extraordinary offensive and defensive capabilities. Sylux's weapon 
    is the Shock Coil, a banned technology that fires charged blasts of high-
    density Neutrinos.
    
    [178] Trace
    
    Scan indicates the exoskeleton of the hunter may not be as durable as it 
    appears. This potential vulnerability may explain Trace's tactical preference 
    for sniping. It weapon of choice, the Imperialist, is a long-range quantum 
    cascade laser with precision targeting.
    
    [179] Triskelion
    
    Trace's alternative form, the Triskelion, is sophisticated Kriken military 
    biotechnology that allows Trace to biomorph into a three-legged war machine 
    with a powerful lunge attack. It also features stealth cloaking, enabling 
    Trace to become invisible while immobile.
    
    [458] Trocra
    
    These crystallized colonies of cyanobacteria are highly unstable, and will 
    detonate when they contact a solid surface. Avoid contact. 
    
    [158] Vhoscythe
    
    The Vhoscythe is the alternative form of the hunter Noxus.  An evolutionary 
    defense mechanism of the Vhozon species, it serves both offensive and 
    defensive purposes.
    
    [67] Voldrum
    
    A high-speed rolling robot in nearly constant motion. Equipped with two large 
    guns for attacking from a distance, it is equally efficient at close-quarters 
    combat.
    
    [61] War Wasp
    
    An aggressive flying insect that will vigorously defend its territory. The 
    royal jelly of the War Wasp queen is so highly valued that hives continue to 
    be harvested on Aether in spite of a shocking death toll.
    
    [77] Weavel
    
    Weavel's weapon of choice is the Battlehammer, a Heavy-Duty repeating weapon 
    with a lethal blast radius. Maintain distance and avoid a direct hit from 
    this high-caliber weapon.
    
    [58] Zoomer
    
    Best known for breeding rapidly and carrying diseases, Zoomers are 
    responsible for the spread of flesh-eating bacteria on Zebes, resulting in 
    the extinction of many native species.
    
    =======
    Objects
    =======
    
    [20] Alimbic Artifacts
    
    Artifacts are encoded with program data unique to the Stronghold Portal. 
    Three Artifacts are necessary to activate the portal.
    
    [154] Alimbic Crest
    
    Each of these ornate crests celebrates the accomplishments of a major Alimbic 
    tribe.
    
    [156] Alimbic Emblem
    
    This emblem commemorates fallen Alimbic heroes.
    
    [258] Alimbic Garden
    
    Scan indicates fossilized remains of Alimbic plant life.
    
    [169] Alimbic Insignia
    
    A large ceremonial emblem of the Alimbic Order, celebrating their victories 
    and leadership, solar-cycle counter dates its creation after Alinos first 
    came under attack.
    
    [28] Alimbic Joist
    
    The design of this joist suggests highly evolved conceptual architecture.
    
    [12] Alimbic Panel
    
    Alpha waves emanate from this architectural structure. It appears designed to 
    calm the senses and to create an environment ideal for meditation.
    
    [71] Alimbic Scripture
    
    This language cannot be translated.
    
    [51] Alinos
    
    The once-beautiful planet of Alinos, home to the Alimbic Elders, has fallen 
    into disrepair since the explosion of the planet's core.
    
    [167] Ammolite Shards
    
    Naturally occurring minerals with phosphorescent properties.
    
    [31] Anthropological Hub
    
    Access denied. Alimbic anthropological data bank severely damaged.
    
    [151] Arcterra
    
    The outermost planet in the Alimbic Cluster, Arcterra is an inhospitable 
    wasteland noteworthy for a honeycomb of tunnels and caves within its frozen 
    interior.
    
    [21] Artifact Shield
    
    A security device that protects the Artifacts. This device can be unlocked 
    with the proper key.
    
    [34] Attameter Artifact
    
    The Attameter Artifact contains schematics for atomic mapping, allowing a 
    portal to disassemble the molecular structure of anything within the 
    teleportation matrix.
    
    [276] Backup Processor
    
    Deconstructed for maintenance, apparently incomplete.
    
    [39] Binary Subscripture
    
    The Binary Subscripture Artifact contains the precise frequency of the 
    Stronghold Portal's spectral transponder, allowing anything within the 
    teleportation matrix to warp from one point to another.
    
    [402] Blast Shield
    
    Used for projectile weapons training.
    
    [23] Cartograph Artifact
    
    The Cartograph Artifact is encoded with the spatial coordinates of a hidden 
    chamber.
    
    [2] Celestial Archives
    
    This space station, in orbit directly above Alinos, is the primary repository 
    of the combined knowledge of Alimbic scholars, scientists, and historians.
    
    [267] Ceremonial Charms
    
    Alimbic ornaments designed to enhance harmony.
    
    [107] Clone Engine
    
    Severe deterioration of microcircuitry detected. System nonfunctional.
    
    [26] Cooling Fans
    
    High-speed fans cool the synergy reactor. There are signs of severe 
    deterioration.
    
    [362] Cooling Vent
    
    Nitrogen pumps establish and maintain a subzero atmosphere throughout the 
    Vesper Defense Outpost.
    
    [111] Cortex Chamber
    
    Controls the entire neural ensemble by processing input from the thalamic 
    coil
    
    [263] Council Chamber
    
    Assembly hall for Alimbic Elders. Extreme structural damage evident.
    
    [366] Cryogenic Storage
    
    Weapon storage contains. Maintained at subzero temperatures for stability and 
    to prevent overheating of fusion-powered weaponry.
    
    [160] Damaged Bridge
    
    Structure has been severely compromised by impact. Decay indicates the damage 
    occurred several hundred solar cycles ago.
    
    [131] Delano 7
    
    Sylux's delta-class strike fighter is believed to be a stolen federation 
    prototype. Due to an unresolved design flaw, the autocannon can be 
    temporarily disabled by several direct hits to the ship's hull.
    
    [208] Docking Bay L1
    
    Receiving port for Alimbic heavy-cargo starfreighters.
    
    [209] Docking Bay L2
    
    Receiving port for Alimbic medium-range transports.
    
    [210] Docking Bay L3
    
    Receiving port for Alimbic passenger carriers.
    
    [57] Exposed Rebar
    
    Structural integrity of load-bearing walls has been compromised by forcible 
    impact.
    
    [62] Flow Regulator
    
    This station controls the flow of lava tributaries.
    
    [108] Frozen Fuel Line
    
    Pipes show signs of structural failure.
    
    [103] Fuel Rod
    
    Powers nearby bioweaponry chambers.
    
    [130] Gestation Tanks
    
    Reinforced tanks used to grow nanites for Morphing Ammunition and Missiles.
    
    [260] Glyph Pattern
    
    Contains unknown characters. Untranslatable.
    
    [223] Gravity Stabilizer
    
    Scan registers severe damage.
    
    [172] Heating System
    
    Thermal tube designed to maintain room temperature. Currently disabled. Scan 
    indicates interior is frozen solid.
    
    [170] Ice Bridge
    
    A frozen block carved into an overhead catwalk. A structure capable of 
    holding considerable weight.
    
    [219] Incubation Tank A
    
    Nanobot incubation tank. Operating at full capacity.
    
    [221] Incubation Tank B
    
    Nanobot incubation tank. Operating at 67% capacity.
    
    [105] Lab Equipment
    
    Used to grow bioweaponry. Systems inoperative.
    
    [277] Lava Processor 01
    
    Utilizes orogenic activity for treatment and processing of igneous material.
    
    [278] Lava Processor 02
    
    Operating at minimum capacity.
    
    [37] Lift Controls
    
    Control panel for anti-gravity lifts. System offline.
    
    [201] Literary Hub
    
    Access denied. Alimbic literary data bank severly damaged.
    
    [52] Magma Station
    
    Sensors operating at 79%. Lava levels stable.
    
    [65] Magma Vent
    
    Relieves pressure buildup from the unstable planetary core.
    
    [202] Medical Hub
    
    Access denied. Alimbic medical data bank severely damaged.
    
    [363] Methane Pipeline
    
    Liquid methane fuel delivery system.
    
    [106] Mixing Tanks
    
    Used to synthesize poisonous gases. Trace amount of toxic materials detected.
    
    [13] Navigational Chart
    
    Holographic directory of the Tetra Galaxy.
    
    [45] Octolith
    
    Carbon analysis indicates Octoliths are Alimbic in origin.
    
    [206] Photon Stabilizer
    
    Bridge secured by beam of tripolarized photons.
    
    [30] Political Hub
    
    Access denied. Alimbic political data bank severely damaged.
    
    [6] Port Helm
    
    "The Secret To Ultimate Power Lies In The Alimbic Cluster." Author and origin 
    unknown.
    
    [19] Science Hub
    
    Access denied. Alimbic scientific data bank severly damaged.
    
    [222] Shield Generator
    
    Force shield compromised.
    
    [22] Shield Key
    
    When retrieved, this dynamic piece of technology will deactivate the Artifact 
    Shield in this area.
    
    [360] Silo Levitator
    
    Repository for heavy interplanetary warheads, held in place by a continual 
    updraft from a high-pressure wind tunnel.
    
    [403] Sniper Shield
    
    Used for precision projectile training.
    
    [104] Spore Farm
    
    A controlled environment used to grow toxic spores. The spores have expired.
    
    [7] Starboard Helm
    
    "The Secret To Ultimate Power Lies In The Alimbic Cluster." Binary 
    irregularities indicate the message was broadcast telepathically.
    
    [40] Stronghold Portal
    
    Three Artifacts are necessary to restore functionality.
    
    [268] Structural Debris
    
    Severe architectural damage. Evidence of unidentifiable interstellar matter, 
    a result of an extraterrestrial collision.
    
    [8] Synergy Drive
    
    This device maintains the orbit and rotation of the space station. Operation 
    appears normal.
    
    [5] Synergy Processor
    
    Works in tandem with the synergy drive to make subtle changes in the 
    station's orbit and rotation.
    
    [16] Synergy Strut
    
    Reinforcement pillar for synergy drive.
    
    [29] Tetra Galaxy
    
    This area was once under Alimbic control. Ruins detected on various planets 
    indicate a vast civilization.
    
    [17] Tetra Trade Map
    
    Schematic of Alimbic interstellar shipping routes.
    
    [251] Thermal Regulator
    
    Transduces volcanic heat into useable energy.
    
    [101] VDO
    
    Vesper Defense Outpost is situated on the outer edge of Alimbic territory. 
    Serving as a refueling station and munitions dump, subzero temperature is 
    maintained to prevent overheating of fusion-powered weapons systems. 
    Structural failure of fuel containers has resulted in a vast radioactive 
    spill into space, leaving toxic and explosive fuel frozen to the sides of the 
    structure.
    
    [261] Wall Scroll
    
    This language cannot be translated.
    
    [171] Witherite Shards
    
    Naturally occurring minerals with phosphorescent properties.
    
    =========
    Equipment
    =========
    
    Note: For all of the items in this area (excluding the Hunter Gunship), when 
    you collect the item it will be added to your logbook whether you scan it or 
    not. So, if you collect the Judicator without scanning it, then it will still 
    be in your logbook. I have nonetheless added numbers for most of these 
    powerups, just so you can locate the first spot where you can scan them.
    
    Arm Cannon
    
    An essential part of Samus's Power Suit, the Arm Cannon is Upgradeable and 
    adaptable to other weaponry. To fire the weapon, press the Fire button. 
    Switch weapons by tapping the weapon icons at the top of the touch screen.
    
    [112] Battlehammer
    
    The Battlehammer is powered by a miniature nuclear reactor. This Heavy-Duty 
    repeater is recommended only for those familiar with high-caliber weaponry.
    
    Charge Shot
    
    By holding down and releasing the Fire button, the Arm Cannon is able to fire 
    concentrated charge bursts.
    
    [230] Energy Tank
    
    Increases the Power Suit's maximum energy storage capacity by 100 units.
    
    [1] Hunter Gunship
    
    Hunter-Class Gunship registered to Samus Aran. Return to this ship to save 
    your progress and to recover your energy.
    
    [305] Imperialist
    
    Equipped with a Zoom function ideal for Precision targeting, the Imperialist 
    fires a thin and lethal laser beam with high accuracy over long distances.
    
    [168] Judicator
    
    The Judicator is powered by cold-fusion synthesis. It fires Supercooled 
    Plasma at temperatures approaching absolute zero.
    
    Jump Boots
    
    An essential part of Samus's Power Suit. To jump, double-tap the touch screen 
    or press the Jump button. These boots can also be used to jump in midair.
    
    [60] Large Energy
    
    Replenishes 100 units of energy expended from the Power Suit due to battle 
    damage. Energy has also been known to have a rejuvenating effect on alien 
    technology and physiology.
    
    Large Missile Pack
    
    Replenishes Missile reserves by 25 Missiles.
    
    [113] Large UA Pack
    
    Replenishes 25 Rounds of Universal Ammo. Morphing UA contains munitions 
    nanotechnology engineered for instant adaptation to almost any weapon. 
    Altering caliber and composition at the molecular level to match the 
    ballistic specifications of the host weapon.
    
    [264] Magmaul
    
    The Magmaul, powered by a hyperstatic hydrogen core, fire cohesive 
    projectiles of Superheated Magma.
    
    [25] Medium Energy
    
    Replenishes 60 Units of energy expended from the Power Suit due to battle 
    damage. Energy has also been known to have a rejuvenating effect on alien 
    technology and physiology.
    
    [55] Missile Expansion
    
    Increase the capacity of the Arm Cannon's arsenal by 10 missiles.
    
    Missile Launcher
    
    Launches explosive-tipped Missiles that detonate in a percussive blast. This 
    standard-issue weapon is extremely effective in dealing with biological 
    threats. Hold the Fire button to charge the weapon and cause the Missile to 
    seek heat signatures. Charging will attract energy and ammo.
    
    Morph Ball
    
    Samus has the ability to transform into a ball that can move at high speeds 
    and access areas her bipedal form cannot. To enter the alt-form, tap the icon 
    in the lower corner of the touch screen. Use the +Control Pad or A, B, X, and 
    Y buttons to move the Morph Ball. Use the touch screen for more precise 
    control with gentle strokes in the desired direction. Boost by quickly 
    stroking in the desired direction or by pressing the Boost button.
    
    Morph Ball Bomb
    
    Small bursts of energy detonate from the Morph Ball shortly after being 
    triggered. Ideal for opening secret passages and eliminating small creatures. 
    Press the Fire button while in Morph Ball mode to place the Bombs. Bomb 
    Jumping possible by triggering Bombs with proper timing.
    
    [462] Omega Cannon
    
    This proscribed weapon of mass destruction was called an abomination by the 
    Alimbic Elders because of the harm it could inflict on anyone desperate 
    enough to use it.
    
    Power Beam
    
    The standard-issue Power Beam has limited offensive capability and unlimited 
    ammunition. As with all charge weapons, press and hold the Fire button to 
    attract energy and ammo, and to charge up the shot. Release to fire a 
    powerful blast. This weapon overheats quickly and works best when fired in 
    controlled spurts.
    
    Scan Visor
    
    An essential tool, the Scan Visor is able to identify most forms of alien 
    language and xenobiology. To activate the Scan Visor, tap and hold the small 
    button centered at the bottom of the touch screen. Once it is activated, 
    press and hold the fire button to scan an object. Scroll data by tapping the 
    left and right arrow. Tap the Scan Visor button again to deactivate.
    
    [220] Shock Coil
    
    The Shock Coil is a prototype federation weapon that emits a concentrated 
    beam of high-density Neutrinos within a set radius.
    
    [11] Small Energy
    
    Replenishes 30 Units of energy expended from the Power Suit due to battle 
    damage. Energy has also been known to have a rejuvenating effect on alien 
    technology and physiology.
    
    [15] Small Missile Pack
    
    Replenishes Missile reserves by 10 Missiles.
    
    Small UA Pack
    
    Replenishes 10 Rounds of Universal Ammo. Morphing UA contains munitions 
    nanotechnology engineered for instant adaptation to almost any weapon. 
    Altering caliber and composition at the molecular level to match the 
    ballistic specifications of the host weapon.
    
    Thermal Positioner
    
    Samus's location is tracked by a Thermal Positioner which relays an image of 
    Samus and her surroundings. This valuable imaging tool also identifies 
    objects and entities with unique Power Signatures. Access the Thermal 
    Positioner by pressing Start.
    
    [119] UA Expansion
    
    Increases the Universal Ammo capacity by 30 Units.
    
    [203] Volt Driver
    
    The Volt Driver draws energy from the planetary electromagnetic field and 
    converts it into multi-terawatt bursts of High Voltage.
    
    *=*=*=*=*=*=*=*=*=*=*
    8. Powerup Locations
    *=*=*=*=*=*=*=*=*=*=*
    
    Missing a UA Expansion, Missile Expansion, or Energy Tank? Well, here is the 
    place you can go to find them. All of the items for your weapons and health 
    arsenal are here, along with a short description of how to obtain them. If 
    you need more than a short description, however, use Control + F to bring up 
    the search box and then type in the () and the numbers inside it that 
    correspond with the item you are looking for. Then, select Find to locate it.
    
    ============
    Energy Tanks
    ============
    
    (e1) Energy Tank 1
    Celestial Archives: Data Shrine 01
    
    Underneath one of the small tunnels in the curved corridors, you will be able 
    to reach the Energy Tank if you are in Morph Ball form.
    
    (e2) Energy Tank 2
    Alinos: Echo Hall
    
    Inside the Morph Ball labyrinth where you obtained the first Shield Key of 
    the planet, there is one dead-end that holds the Energy Tank.
    
    (e3) Energy Tank 3
    Arcterra: Sic Transit
    
    In the place where you fought Noxus and Trace, a corridor encompasses the 
    open portion of that area. One part of the corridor has a door leading to a 
    small room where the Shield Key was. Further in that room are metal bars that 
    you can roll under if you are the Morph Ball. Roll inside and use power bombs 
    to jump up to the Energy Tank.
    
    (e4) Energy Tank 4
    Arcterra: Frost Labyrinth
    
    The upper right corner of the entire ice labyrinth holds an Energy Tank.
    
    (e5) Energy Tank 5
    Celestial Archives Visit 2: New Arrival Registration
    
    The third and final tall, cylinder shaped area before the Stronghold Portal 
    has a base comprised of several disjointed ledges, with the middle being 
    nothingness. On one of the ledges, you will discover the fifth Energy Tank.
    
    (e6) Energy Tank 6
    Alinos Visit 2: Council Chamber
    
    One of the passageways in the room once inhabited by the Fire Spawn is 
    guarded by an Orange Force Field. Once it has been eliminated by the Magmaul, 
    travel through the straight passageway until you reach a dead end.  An Energy 
    Tank is there.
    
    (e7) Energy Tank 7
    Oubliette
    
    After you go up the elevator and through the portal, you will come to a small 
    room with a door. Through that door and to the right, you will notice a Morph 
    Ball tunnel. Go through until you reach the ledge at the end of it, and then 
    jump onto the platform to the right. It has a portal on it that will take you 
    to a small room with an Energy Tank.
    
    ==================
    Missile Expansions
    ==================
    
    When you have all of the Missile Expansions, you should be able to carry 95 
    missiles.
    
    (m1) Missile Expansion 1
    Celestial Archives: Data Shrine 02
    
    Beyond the Alimbic Joist scan in one of the curved hallways, you will reach 
    what seems to be a dead end. If you switch to the Morph Ball, you will find 
    that you can travel through a small tunnel at that dead end which leads to 
    yet another dead end. However, at this dead end you will find a Missile 
    Expansion.
    
    (m2) Missile Expansion 2
    Alinos: Alinos Gateway
    
    Starting from the place where your ship landed, run straight until you reach 
    the door. Instead of going in the door, turn to the left and go along the 
    wall. You will find several boxes leading to an indentation in the wall; this 
    is where the second Missile Expansion is located.
    
    (m3) Missile Expansion 3
    Alinos: High Ground
    
    After you fight Spire for the first time inside the small room where you earn 
    a Shield Key, he will head outside and start firing at you from a small 
    structure. Go to the place where he was shooting your from, and a Missile 
    Expansion will be yours.
    
    (m4) Missile Expansion 4
    Vesper Defense Outpost: Cortex CPU
    
    Go to the area where you must use the Morph Ball to enter a side-scrolling 
    maze. Above one of the ledges in that side-scrolling maze you will find a 
    Missile Expansion. To get to it, use the power bomb double jump.
    
    (m5) Missile Expansion 5
    Arcterra: Ice Hive
    
    Next to the first portal, there are two narrow tunnels. Go down the one 
    infested with dozens of dangerous plants. Partway through you will notice a 
    small white light on the left side of the tunnel; you can roll through it if 
    you are the Morph Ball. Carefully go through the light and stay on the ledge 
    until you reach the Missile Expansion.
    
    (m6) Missile Expansion 6
    Celestial Archives Visit 2: Incubation Vault 03
    
    On the walkway in the Docking Bay that four moving platforms connect to, take 
    the one directly to the right. Go through the portal that it leads it. In the 
    room that you enter, travel through the portal that is at the far left side 
    of the room. It leads to a walkway at the top of an Incubation Vault, and the 
    Missile Expansion is in plain sight on that walkway.
    
    (m7) Missile Expansion 7
    Alinos Visit 2: Alinos Perch
    
    Head up the ramp in Alinos Perch until you reach the flat area where Voldrums 
    attack you. Continue to the wall until you come to an orange light that you 
    can go through. Turn to the left once you are past the orangish light, and 
    you will reach a dead end with the Missile Expansion.
    
    (m8) Missile Expansion 8
    Arcterra Visit 2: Subterranean
    
    The circular room beyond the Drip Moat had a maze of force fields when you 
    first entered it, and when you backtracked through that same room the force 
    fields disappeared and a horde of Guardians attacked you. Go down the lift 
    that is in the center of that circular room, and you will reach an 
    underground tunnel. Walk straight through the tunnel and at the end of it you 
    will find a Missile Expansion.
    
    (m9) Missile Expansion 9
    Vesper Defense Outpost Visit 2: Fuel Stack
    
    About halfway up the wind tunnel that experienced an Energy Overflow the 
    first time you came to it, you will find an area that is white in color. Two 
    paths spiral downward in that area, so travel downward until you reach the 
    end of one of the paths. You should find a Missile Expansion; if you do not, 
    go onto the other path that spiraled downward.
    
    =============
    UA Expansions
    =============
    
    Once you have collected all twelve UA Expansions, your Universal Ammo 
    capacity will be 400.
    
    (UA1) UA Expansion 1
    Vesper Defense Outpost: Compression Chamber
    
    When the force fields in the area have all been deactivated, drop to the 
    lower part of the Compression Chamber and roll inside the small box in the 
    center of one of the rooms. Inside you will find a UA Expansion.
    
    (UA2) UA Expansion 2
    Arcterra: Ice Hive
    
    On the ice bridge, you will see a Purple Force Field to your right. Use the 
    Judicator to eliminate the force field, and then jump through the entryway it 
    was protecting. A UA Expansion rests just inside.
    
    (UA3) UA Expansion 3
    Arcterra: Ice Hive
    
    After you have obtained the Judicator, you may travel back to the area with 
    the Vault Door where you battled the War Wasps. In that room you will 
    encounter a Purple Force Field, behind which a UA Expansion lies.
    
    (UA4) UA Expansion 4
    Celestial Archives Visit 2: Celestial Gateway
    
    Underneath the landing pad where your ship is, you will see a Green Force 
    Field. Go under the landing pad using your Morph Ball form, and the switch to 
    biped form so that you can destroy the force field using the Battlehammer. 
    The area that opens up has a UA Expansion inside.
    
    (UA5) UA Expansion 5
    Celestial Archives Visit 2: Data Shrine 02
    
    In the room where you acquire the Volt Driver (you need the Battlehammer to 
    open the Green Blast Shields protecting it if you haven't already done so), 
    you will find the fifth UA Expansion sitting on top of the platform in the 
    center of the room.
    
    (UA6) UA Expansion 6
    Celestial Archives Visit 2: Transfer Lock
    
    Upon entering the Transfer Lock via the portal, drop down from the walkway 
    with the portal to the lowest part of a small room. Off to one side of the 
    room is the UA Expansion.
    
    (UA7) UA Expansion 7
    Celestial Archives Visit 2: Docking Bay
    
    Stand on the edge of the main walkway in the Docking Bay, which is the place 
    where you gained the first Artifact on your second visit. Take the moving 
    platform that is to the front right, and it will take you to a platform where 
    a UA Expansion is.
    
    (UA8) UA Expansion 8
    Alinos Visit 2: Magma Drop
    
    Inside one of the tunnels that is underneath the open area where you 
    originally fought Spire, you will find a small Purple Force Field near the 
    ground. Destroy it with the Judicator, and you will find health. Instead of 
    merely collecting the health, though, switch to Morph Ball form and roll 
    towards the lava. It leads to an area that you must go through to find the 
    eight UA Expansion.
    
    (UA9) UA Expansion 9
    Alinos Visit 2: Processor Core
    
    The room that holds the Stronghold Portal also holds a UA Expansion. Use the 
    jump pads to get on top of the processors, and on one of the ledges near the 
    top of the room you will find what you are looking for.
    
    (UA10) UA Expansion 10
    Arcterra Visit 2: Santorus
    
    Sanctorus is the area beyond the door protected by the Red Blast Shield at 
    the end of the Morph Ball ice labyrinth. Once you enter Sanctorus, do not go 
    straight and drop down. Head down the left corridor, and you will find this 
    UA Expansion.
    
    (UA11) UA Expansion 11
    Arcterra Visit 2: Drip Moat
    
    Instead of walking onto the platform that will carry you safely across the 
    winding corridor known as the Drip Moat, jump over it and fall all the way 
    down to the sludge. Just underneath where you jump from, you will find a 
    solid structure with a jump pad at the top of it. Use the jump pad to bounce 
    into the air back towards where you jumped down from. On your way up, you 
    should notice a UA Expansion.
    
    (UA12) UA Expansion 12
    Vesper Defense Outpost Visit 2: Stasis Bunker
    
    After you complete the first timed challenge to obtain the first Shield Key, 
    you will be on a small ledge. To the right, you can jump onto another small 
    ledge and from there you can jump onto the back of the object hanging from 
    the ceiling. It has a UA Expansion on it.
    
    *=*=*=*=*=**=*=*=*
    9. Special Thanks
    *=*=*=*=*=**=*=*=*
    
    Turkish Monky: For letting me borrow his DS for a week so that I could write 
    this guide; my DS has dysfunctional L and R buttons.
    
    Turk Daddy: For selling Turkish Monky his DS so that he could later loan it 
    to me so that I could play and write about Metroid Prime Hunters.
    
    Nintendo: For making such an awesome game.
    
    All My Readers: Without you, this project would have been pointless. Thanks 
    for reading!
    
    [End Transmission]