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                            Metroid Prime: Hunters
                    GameFAQs FAQ of the Month   March 2006

                               FAQ/Walkthrough
                           By MrShotgun of GameFAQs
                   Copyright Andrew Brown  July 26th 2007
                     Andrew.ComfortablyNumb[at]GMail.com

All guides by MrShotgun are submitted to GameFAQs first, and disseminated to
other hosting websites as the author finds the time and desire to do so.  To
ensure that you are viewing the most recent version of any guide, please visit
www.gamefaqs.com.





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                                Author's Pledge

When Richard Taylor of New Zealand's Weta Workshop undertook the monumental
task of the production design for the Lord of the Rings films, he gave this
speech to his employees.  Recognizing the significance of this speech, I have
adopted it as my own pledge to the quality of my guides.  God, I'm a nerd.

"If you can't rise to the highest level of enthusiasm, passion, and
professionalism, and grasp this task as if it is the most important thing that
you have ever taken on in your life, you aren't worthy of the task.  We have
been blessed with this opportunity."  - Richard Taylor, Weta Workshop





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---------------------
FAQ/Walkthrough v1.0
March 22nd - April 3rd, 2006

Walkthrough completed.  Added three scans I forgot to point out.  Added a Table
of Contents and a Find Code system.  Added Subchapters and Find Code System to
the Walkthrough.  Added The Logbook and a Special Thanks chapter.

Fixed the location of the Alimbic Joist object in the first visit to Celestial
Archives.  Rearranged walkthrough for first visit to Vesper Defense Outpost to
increase completion speed.  Added the Weapon & Item Locations chapter.  Removed
the "End Chapter" headlines from the Walkthrough for being unnecessary.  Added
a tip submitted by player Dark Crono for beating Gorea.  Added permission to
appear on Cheat Code Central, Neoseeker and 1up.com to legal information.
Fixed a problem with the subchapter find code in the Logbook section.  Added
more thanks to Special Thanks.

Miscellaneous spelling, grammar and formatting changes to entire guide.  Added
the Game Basics; Unlockables, Bugs & Glitches; and Multiplayer Mode Strategies
chapters.  Changed the Walkthrough chapter's name to Adventure Mode
Walkthroughs and Weapon & Item Locations to Weapon & Power Suit Upgrade
Locations.  Adjusted the Find Code system to match new chapters.  Lumped the
Legal, Contact Info and Special Thanks chapters into one and renamed it Legal
Stuff, Contact Info and Special Thanks.  Added a Spoiler-Free Walkthrough
subchapter to the Adventure Mode Walkthroughs.  Added the Ice Hive Missile
Expansion to the Weapons  & Power Suit Upgrades Locations chapter.  Rearranged
the Incubation Vault part of the Walkthrough during the second visit to
Celestial Archives for faster completion.  Rearranged the Council Chamber and
Alinos Perch part of the Walkthrough during the second visit to Alinos for
faster completion.

Rearranged the Fault Line/Frost Labyrinth/Sanctorus part of the Walkthrough
during the second visit to Arcterra for faster completion.  Added asterisks to
the walkthrough to indicate where Hunters or Guardians may appear.

Minor format changes done to Adventure Mode Walkthroughs to improve guide
appearance.  Added more tips submitted by players.  Added links to my Frost
Labyrinth and Echo Hall maps where appropriate.  Double-checked Adventure
Walkthrough for accuracy.  Added permission for the guide to appear on
additional websites.  Guide is now "Completed," though I will continue to
update it as necessary.

---------------------
FAQ/Walkthrough v1.1
April 4th - 12th, 2006

Added a link to the Echo Hall Maze Map to the Power Suit Upgrades chapter.
Added the Star Ranks to the Unlockables chapter.  Clarified the function of the
Samus symbol on the Hunter's License subchapter.  Added more tips to
Multiplayer Strategies chapter.  Fixed scan location for the Stronghold Portal
object in the In-Depth Walkthrough.  Added a Frequently Asked Questions
chapter.  Added permission to appear on additional websites to Legal.

----------------------
FAQ/Walkthrough v1.2
April 27th - May 04th, 2006

Erased a leftover bit of text which should have been erased, but I missed it.
Added a small ASCII logo and removed the legal blurb from the beginning of the
guide.  Added a Links subchapter to Chapter 0900.

---------------------
FAQ/Walkthrough v1.31
July 12th, 2006

Added more links to the Links subchapter.  Minor spelling and grammatical
revisions to entire guide.  Added additional reader submitted tips and updated
Special Thanks.

---------------------
FAQ/Walkthrough v1.4
September 12th, 2006

New chapter headings created to conform with a new guide layout.  Added link to
my Ocarina of Time guide to Links chapter.

---------------------
FAQ/Walkthrough v1.5
September 13th, 2006

Added Author's Pledge to beginning of guide.  Ran guide through Microsoft Works
Spellchecker.

---------------------
FAQ/Walkthrough v1.6
March 22nd - July 26th, 2007

Super fantastic one-year anniversary update!  Links updated to conform with
GameFAQ's latest file update.





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[0000] Version Information
[0100] Table of Contents
[0200] Game Basics
[0300] Adventure Mode Walkthroughs
[0400] The Logbook
[0500] Weapon & Power Suit Upgrades Locations
[0600] Multiplayer Mode Strategies
[0700] Unlockables
[0800] Frequently Asked Questions
[0900] Legal Stuff, Links, Contact Info and Special Thanks





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[0201] Introduction
[0202] Equipment
[0203] Weapons, Items and Upgrades
[0204] Rival Hunters

Author's Note:  The following chapter, for the most part, concerns only
Adventure Mode.  For a more in-depth overview of Multiplayer mode, including
Modes, Hunters and Arenas, skip down to the Multiplayer Mode Strategies
Chapter.





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In Metroid Prime: Hunters Adventure Mode, the player takes on the role of the
Galactic Federation Bounty Hunter, Samus Aran, and tasked with finding the
eight separate Octoliths in one of four locations of the Alimbic Cluster:  The
Celestial Archives, Alinos, The Vesper Defense Outpost, and Arcterra.  Once all
eight Octoliths are located, then the Alimbic Cannon on Alinos can be used to
tear a hole in the fabric of space-time and access the space prison Oubliette,
where the "Ultimate Power" is held.  Along the way, she will be challenged for
possession of the Octoliths and the Ultimate Power by six rival Bounty Hunters,
none of whom pull any punches.





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Samus is equipped with a Power Suit, a bionic suit of armor created by an
ancient species known as the Chozo.  While in her Power Suit, Samus has a
constant uplink to her Hunter-class Gunship, and can send records to the ship's
database using the Power Suits Scan Visor.  The Power Suit also gives
superhuman jumping ability (even the ability to jump in midair), and is
equipped with an Arm Cannon which automatically adapts to fire any kind of
weapon technology and any type of ammunition.  The Power Suit can also roll
into a "Morph Ball," an Alt Form that can enter small tunnels and has an
unlimited supply of bombs.  These bombs can be used to destroy small objects,
and can even allow Samus to use the kinetic energy of the Bombs to propel
herself in a Bomb Jump.  With proper timing, she can even use three different
bombs to reach twice the height of a normal Bomb Jump.





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-----------
Power Beam
Opens:  Unsealed Doors

The backbone of Samus' arsenal, the Power Beam can fire a three-shot burst
before it begins to charge up for a more powerful projectile attack.  The Power
Beam is an extremely useful weapon early on, when Universal Ammunition pools
are low and enemies are relatively weak. With practice, it is even an effective
weapon at later stages of the game.  Since it does not use ammunition and most
enemies aren't very resistant to its attacks, the Power Beam is a solid choice
for any situation.

-----------------
Missile Launcher
Opens:  Brown-sealed Doors

Firing powerful concussive missiles, the Missile Launcher is a very powerful
weapon which should never be ignored.  Since Missiles are not needed nearly as
much in Hunters as they have been in previous Metroid titles, players should
not hesitate to empty their supply of Missiles whenever it seems necessary.
Missiles are a great weapon to use in Hunter Duels especially, and Samus can
make the Missiles track heat by charging them first.  Missiles move slowly, and
are easily dodged by quick targets.

-------------
Battlehammer
Opens:  Green-sealed Doors, Green Force Fields

The Battlehammer fires a string of explosive rounds.  It has no charge mode,
and it fires fast enough that it can quickly drain an entire Universal
Ammunition pool before the player realizes it.  As the first weapon discovered
which uses UA, the Battlehammer is a good reminder to conserve your UA for when
you really need it.  The Battlehammer fires in a low arc, requiring players to
adjust their aim to hit their intended target.

----------
Judicator
Opens:  Purple-sealed Doors, Purple Force Fields

The Judicator fires a single stream of frozen plasma, or when charged fires a
whole bunch of the streams.  The Judicator is especially effective against
enemies based on fire, such as the Fire Spawn or Magma Voldrums.  One of the
more commonly used Weapons in the game.

------------
Volt Driver
Opens:  Yellow-sealed Doors, Yellow Force Fields

The Volt Driver works similarly to the Power Beam, firing a single shot before
charging up to deliver one powerful burst.  Not a weapon you will find yourself
using all that often, but it still has its uses.

-----------
Shock Coil
Opens:  Blue-sealed Doors, Blue Force Fields

The Shock Coil fires a stream of electricity at anything within the weapon's
extremely limited range, continuously dealing small amounts of damage for as
long as the weapon remains activated.  A really great weapon if you practice
with it, but it initially seems weak to those who have not mastered it.

--------
Magmaul
Opens:  Orange-sealed Doors, Orange Force Fields

The Magmaul is a powerful weapon which works especially well one ice-based
enemies such as the Frost Spawn and Ice Voldrums.  Its Achilles heel is the
huge arc it has, requiring considerable adjustment of aim to actually hit your
target.  Practice with this one before using it full time.

-----------
Imperialist
Opens:  Red-sealed Doors, Red Force Fields

The Imperialist is a laser rifle, which fires a long thin, stream of energy
with enough force to kill almost anything in one shot (provided you make
contact with the head).  The Imperialist is also equipped with a zoom function,
allowing Samus to attack enemies from clear across the room.  A really
fantastic weapon if you work on your aim with it.

-------------
Omega Cannon

The last, most powerful weapon Samus finds, the Omega Cannon may well be the
"Ultimate Power" referred to in the hidden message.  The Omega Cannon fires a
single, powerful burst which explodes like a nuke, and is only used against the
final boss.

-------
Energy

Energy comes in three varieties and heals three different amounts of health:
30, 60 and 100.  It drops off almost everything and is generally found in
abundance.

--------------
Missile Packs

Gathering Missile Packs increases the amount of Missiles carried in the Power
Suit.

---------------------
Universal Ammo Packs

Gathering Universal Ammo Packs increases the amount of UA carried in the Power
Suit.

------------
Energy Tank

Energy Tanks increase the maximum energy capacity of the Power Suit by 100.

------------------
Missile Expansion

Missile Expansions increase the maximum Missile capacity of the Power Suit by
10.

-------------
UA Expansion

UA Expansions increase the maximum UA capacity of the Power Suit by 30.





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-------
Kanden
Weapon: Volt Driver
Alt Form: Stinglarva
Weak Against: Battlehammer

The first Hunter you encounter in the Adventure Mode, Kanden uses the Volt
Driver.  His attacks disrupt the Combat Visor, affecting your field of vision.
When he rolls into his Stinglarva Alt Form, he moves very quickly and is low to
the ground, making it hard to hit it from below.  The Stinglarva can drop bombs
which home in on enemies.

Kanden is an escaped biological experiment, an attempt to create the perfect
soldier.  With the combined DNA of some of the most powerful and dangerous
species in the galaxy bioengineered into his body, Kanden is an extremely
dangerous enemy and is generally considered to be psychotically homicidal.

------
Spire
Weapon: Magmaul
Alt Form: Dialanche
Weak Against: Judicator

The second hunter you encounter in Adventure Mode, Spire is equipped with a
Magmaul.  His attacks can set you on fire when they connect, causing additional
damage over time.  When Spire enters his Dialanche form, he gains the ability
to climb walls (ala Spider Ball), though the CPU AI rarely takes advantage of
this ability.  The Dialanche can lash out with two blades at close range, so
stay away from his Alt Form to avoid unnecessary risk.

Spire is the last known Diamont, a race whose body is composed entirely of a
molten ferrous rock.  Spire is trying to find the fate of his people, and
believes that discovering how the Alimbics were destroyed may shed some light
on his own people's fate.  Spire isn't necessarily evil, but that doesn't make
him Samus' friend either.  He will attack with just as much zeal as any other
Hunter.

-------
Weavel
Weapon: Battlehammer
Alt Form: Halfturret
Weak Against: Volt Driver

The third hunter you encounter in Adventure Mode, Weavel is equipped with a
Battlehamer.  His shots with the Battlehammer cause a large explosion, so even
when he misses you're not necessarily avoiding damage.  In his Alt Form, Weavel
splits in half.  His lower legs become a turret, his upper half a melee robot.
The legs are significantly more dangerous, so destroy them first if he enters
Alt Form.

Weavel was formerly the Space Pirate General in charge of the Zebes outpost, at
least until Samus arrived and shut down the operation.  However, she made the
mistake of leaving Weavel alive.  His body was recovered, and his spinal cord
and brain were implanted into a new cybernetic body.  He is now the Space
Pirate's most deadly and effective assassin.  It's not certain whether he is
after the Ultimate Power for the Space Pirates or for his own purposes.

------
Noxus
Weapon: Judicator
Alt Form: Vhoscythe
Weak Against: Magmaul

The fourth or fifth Hunter you encounter in Adventure Mode, depending on the
order you finish the planets, Noxus wields a Judicator.  His regular shots with
the Judicator deal a moderate amount of damage, but more dangerous is the
charged attack which can freeze you solid.  In his Alt Form, Noxus becomes
whirling blades which deal large amounts of damage to anything he strikes with
them.

Noxus is a member of the Vhozon race, an empire whose might rivals that of the
Galactic Federation.  Though the two governments share a wish to enforce
justice, both have radically different ideas of how to enforce that.  The
Vhozon are merciless to any who break their incredibly strict laws, and employ
an army of Warrior Monks who police the population.  Noxus is seeking the
Ultimate Power to keep it out of the hands of any "undeserving heretics."

------
Trace
Weapon: Imperialist
Alt Form: Triskelion
Weak Against: Shock Coil

The fifth or sixth Hunter you encounter in Adventure Mode, depending on the
order you finish the planets, Trace wields an Imperialist.  He becomes
virtually invisible when he stands motionless while holding the Imperialist,
giving him extra time to carefully aim his shots.  A smattering of rapid fire
shots or a Homing Missile are usually enough to snuff out his hiding place, and
if that doesn't work then the long beams of the Imperialist are pretty obvious
indicators of his presence as well.  While in his Triskelion form, Trace can
become invisible while standing motionless, letting him ambush Samus in narrow
halls with its powerful attacks.

Trace is a Kriken, one of the most hated races in the galaxy.  They are an
incredibly warlike race, moving from planet to planet like a swarm of locusts.
Trace is a relatively young Kriken warrior, and has set out on a quest to find
a new planet for the Kriken to invade as part of his rite of passage.  He seeks
the Ultimate Power to bring glory to himself, and failing that at least he'll
find a few good planets for the Kriken to destroy.

------
Sylux
Weapon: Shock Coil
Alt Form: Lockjaw
Weak Against: Imperialist

The fifth or sixth Hunter you encounter in Adventure Mode, depending on the
order you finish the planets, Sylux wields a Shock Coil.  Sylux possesses what
is probably the most effective and powerful strategy of any of the Rival
Hunters in Adventure Mode, staying as close to Samus at all times and letting
the Shock Coil slowly wear down her Energy.  While in Lockjaw Alt Form, Sylux
can drop a series of bombs which are connected by a line of electricity.
Crossing this line causes all the bombs to explode.

Sylux is a Bounty Hunter who, for reasons unknown, hates the Galactic
Federation, and especially Samus Aran.  His presence in the Alimbic Cluster may
not necessarily be directly related to the Ultimate Power, but it can be
certain that if he got his hands on the Ultimate Power it wouldn't be good for
Samus or the Federation.





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[0310] Spoiler-Free Walkthrough
[0320] In-Depth Walkthrough
  [0321] Part 01: Celestial Archives
  [0322] Part 02: Alinos
  [0323] Part 03: Vesper Defense Outpost
  [0324] Part 04: Arcterra
  [0325] Part 05: Return to Celestial Archives
  [0326] Part 06: Return to Alinos
  [0327] Part 07: Return to Arcterra
  [0328] Part 08: Return to Vesper Defense Outpost
  [0329] Part 09: Alinos Again and Oubliette





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This is the Walkthrough for people who don't want to be told exactly what to do
and where to go, but is instead a general outline. It does not reveal the
locations of scans, Power Suit upgrades or give strategies for defeating
enemies.

01. Land on the Celestial Archives.
02. Retrieve the Octolith and return to the Hunter Gunship.
03. Land on Alinos.
04. Retrieve the Octolith and return to the Hunter Gunship.
05. Land on the Vesper Defense Outpost.
06. Find the Battlehamer.
07. Retrieve the Octolith and return to the Hunter Gunship.
08. Land on Arcterra.
09. Find the Judicator.
10. Retrieve the Octolith and return to the Hunter Gunship.
11. Return to the Celestial Archives.
12. Find the Volt Driver.
13. Find the Shock Coil.
14. Retrieve the Octolith and return to the Hunter Gunship.
15. Land on Alinos.
16. Find the Magmaul.
17. Retrieve the Octolith and return to the Hunter Gunship.
18. Land on Arcterra.
19. Find the Imperialist.
20. Retrieve the Octolith and return to the Hunter Gunship.
21. Land on the Vesper Defense Outpost.
22. Retrieve the Octolith and return to the Hunter Gunship.
23. Reclaim stolen Octoliths from rival Hunters, if any.
24. Land on Alinos.
25. Use the eight Octoliths to activate the Alimbic Cannon.
26. Return to the Hunter Gunship.
27. Land on the Oubliette.
28. Defeat Gorea.





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This is the complete guide to Metroid Prime: Hunters.  It covers the entire
game, beginning to end, room for room, in high detail.  All Scans are pointed
out and strategies are given for fighting the major enemies or maneuvering
through the obstacle courses.  If you're looking for a 100% completion rating,
then this is the Walkthrough you're looking for.

Author's Note:  Most of the large areas in the game have a small hallway
between them.  These hallways serve as "loading buffers" and have no real use.
This guide typically ignores their very existence.  Just pass through them even
when the guide doesn't mention them at all.

A Note on Organization:  Each part of the walkthrough is divided into areas for
ease of use.  To recognize when one area ends and another begins, look for the
line of hyphens (-).  At the beginning of each area's section, if there are new
scans or items covered in that part of the guide, then it is pointed out.  To
locate a specific area in the game, use the in-game map on the pause menu.

A Note on Checkpoints:  If you die and return to an earlier checkpoint, you
will have to repeat all Scans and Item Pickups after that checkpoint.





      ~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~
                     z
           ---------zz---
          ---------zzz----
         ---------zzzz-----
        ---------zzzz-------
       ---------zzzz---------
      ---------zzzzzzz--------           Part I: Celestial Archives
      --------zzzzzzz---------                     [0321]
       ---------zzzz---------
        -------zzzz---------
         -----zzzz---------
          ----zzz---------
           ---zz---------
              z
      ~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~

--------------------
The Alimbic Cluster

When the game begins, a brief introductory sequence plays.  Sit through it if
you like (very little of the game will make sense if you don't).  After the
intro, a map of the Alimbic Cluster will appear on the Touch Screen.  The two
sliders on the bottom and left of the Touch Screen adjusts Samus' destination.
By default, they rest on the Celestial Archives.  Press the large, red Land
Ship button to enter the Celestial Archives.

-----------------
Celestial Gateway
New Scans:  Hunter Gunship (equipment), Celestial Archives (object),
     Alimbic Prophecy 01 (lore)

Jump off your Hunter Gunship and take a look around.  There are two portals on
the left and right of the door (we'll activate them later), a computer console
in front of the Gunship and a green barrier beneath the landing platform.  We
won't be able to open this barrier for a little while, but keep it in mind.
Switch to the Scan Visor and scan the Hunter Gunship for its equipment scan,
and the Computer Console in front of it for the Celestial Archives object scan.
Move towards the door, and scan the Alimbic Prophecy 01 lore which hangs just
above the door (most Lore scans are in the form of Datashades, which are
invisible unless you have the Scan Visor on).  Blast open the door and follow
the long, bending hall to the Helm Room.

---------
Helm Room
New Scans:  Synergy Processor (object), Synergy Drive (object),
     Port Helm (object), Starboard Helm (object),
     Psycho Bit v1.0 (bioform)

Switch back to the Scan Visor and step towards the large platform in front of
you.  Scan its left side for the Synergy Processor object.  To the left of the
Synergy Processor is the Synergy Drive object, behind the blue force field.
Scan it as well.  A catwalk near the center of the room climbs up.  Go up it,
and follow the catwalk to the left first.  Scan the console for the Port Helm
object scan, then to the opposite side of the catwalk for the Starboard Helm
object scan.

Scan the button next to the door against the far wall to unlock it.  Shoot it
open and go inside.  As soon as the door closes, both doors in the room will be
locked and several Psycho Bits v1.0s will appear.  Scan one of them for their
bioform scan, then kill them all to unlock the doors.  Open the door at the top
of the ramp and follow the hall to the Meditation Room.

----------------
Meditation Room
New Scans:  Alimbic Panel (object), Navigational Chart (object),
     Petrasyl (bioform), Synergy Strut (object),
     Tetra Trade Map (object)

Use the Charge Beam to destroy the crates and gather their contents.  Follow
the hall down and to the right.  Scan the left wall for the Alimbic Panel
object, then enter the doorway to the right.  Scan then kill the Petrasyl, who
will drop a Small Missile Pack.  Scan any of three force fields for a Synergy
Strut object, then the blue panel near the ramp for the Tetra Trade Map object.
Blast the Brown Door with a missile to unlock it, then leave the room.

---------------
Data Shrine 01
New Scans:  Science Hub (object), Alimbic Artifacts (object),
     Artifact Shield (object), Shield Key (object),
     Cartograph Artifact (object), Lesser Ithrak (bioform)
New Items:  Cartograph Artifact, Energy Tank

The hallway goes to the left and right here.  The right dead ends almost
immediately, so go to the left.  Notice the small crawlspace beneath the floor;
we'll get to that in a moment.  Keep following the hallway left, and kill the
Psycho Bits v1.0s that get in the way.  Near the end of the hall, your Gunship
will send a message that another ship has landed in the Celestial Archives.  Go
through the silver door to the right.

When you enter the room, both doors will immediately lock.  Quickly scan the
small, low wall before you; this is the Science Hub object.  In front of the
Science Hub is a computer which holds the Alimbic Artifacts object scan.  Jump
up to the center platform and scan the large, blue diamond for the Artifact
Shield object scan.  Once you do, several Psycho Bit v1.0s will appear.  There
are several waves of them; just keep killing them until they quit spawning.

A Shield Key will appear next to the Artifact Shield once all the Psycho Bits
are dead.  Scan it, then take the key.  The Artifact Shield will disappear,
revealing a Cartograph Artifact.  Scan then take it.  With the Artifact in
hand, the doors will unlock.  Leave through the door with the two crystals
standing beside it (as a general rule, doors with crystals go forward, while
those without go back).

As soon as you enter the hall, four Psycho Bit v1.0s will attack.  Kill them,
then jump down into the trench.  Stop, and turn around.  There is a small path
which goes under the floor.  Roll into Alt Form and head down the tunnel to
find a Small Missile Pack.  Roll back out and follow the tunnel's curve.  On
the other end of the trench is another small tunnel.  In Alt Form, go to the
end of the tunnel to find an Energy Tank.  Return to the trench and jump up to
the platform.  Keep following the tunnel's curve left.  Near the end of the
hall there is a locked door.  Try to go near it, and a Lesser Ithrak will jump
down.  Scan then kill it.  The door will unlock.  Head through it to Fan Room
Alpha.

--------------
Fan Room Alpha
New Scans:  Cooling Fans (object)

Scan the base of the pillar in front of you for the Cooling Fans object.  Then,
jump up to the top of the pillar using the platforms that surround it.  At the
top, head through the door to Data Shrine 02.

--------------
Data Shrine 02
New Scans:  Kanden (bioform), Alimbic Joist (object)
New Items:  Missile Expansion

This area is structurally similar to Data Shrine 01, but the configuration of
doors and Alt Form tunnels is a little different.  You won't even be able to
access most of Data Shrine 02 until we return here later on.  As before, the
hall stretches left and right.  The left dead ends on an as-yet-unopenable
door, so head to the right.  You'll see a Missile Expansion under the floor
after a short ways; we'll get this in a moment.

Keep following the hall.  Near the end of the trench, you'll get a glimpse of a
green humanoid figure.  This is Kanden, the first and easiest of your rival
hunters.  He'll run if you get too close; try to scan him before he sees you.
If you don't, no worries - you'll be able to scan him again in a moment.  Run
towards him, and he'll roll into his Alt Form and run down the tunnel.  Roll
into your own Alt Form and follow him.

On the other side of the tunnel, change out of Alt Form and kill the Psycho Bit
v1.0.  Keep following the trench, and halfway across scan the angled beam on
the ceiling above for the Alimbic Joist object.  Kill another Psycho Bit, then
continue on.  At the far end of the trench is another tunnel.  Go Alt Form and
roll to its end to get that Missile Expansion we saw earlier. Return to the
trench.  Jump onto the path above Kanden's Tunnel and kill the Psycho Bit v1.0s
that guard the door.  Leave through the door to Fan Room Beta.

--------------
Fan Room Beta
New Scans:  Tetra Galaxy (object)

Scan the center window on the far wall for the Tetra Galaxy object, then jump
to the top of the pillar.  Kill the Petrasyls that get in your way.  Head
through the door at the top to Data Shrine 03.

---------------
Data Shrine 03

New Scans:  Stinglarva (bioform), Political Hub (object),
     Anthropological Hub (object), Attameter Artifact (object),
     Alimbic Turret v1.0 (bioform)
New Items:  Attameter Artifact

Blast open the crates to your right and gather up their contents.  Follow the
hallway to the left.  The hall deadends at a silver door.  Go inside, where
Kanden will attack you.

     ~o~o~o~o~o~o~o~o~o~o~o~o~o~
     Begin Hunter Duel:  Kanden
     ~o~o~o~o~o~o~o~o~o~o~o~o~o~
Kanden begins the fight in his Stinglarva Alt Form, so scan him quick.  All
rival Hunters must have their Humanoid and Alt Forms scanned individually.
Blast the Stinglarva a few times with the Power Beam, and he'll change back
into his Humanoid form.  Scan him now if you missed him before.  Keep pelting
Kanden with rapid or charged shots, and absolutely never stand still.  Hide
behind objects, strafe around him, jump around like an idiot - anything to keep
him from hitting you.  Not that he hits hard, it's just good practice for later
when not being hit actually will matter.  Try to make all shots connect with
his head, especially Charge Shots.  Kanden is really easy and should be no
trouble to even the most novice player.
     ~o~o~o~o~o~o~o~o~o~o~o~o~
     End Hunter Duel:  Kanden
     ~o~o~o~o~o~o~o~o~o~o~o~o~

When Kanden is defeated, he will leave behind a Shield Key.  Pick it up, and
one of the doors on the upper catwalk will unlock.  Blow the door open, then
roll inside with the Alt Form to find the Attameter Artifact.  Go back out to
the main room and scan the Anthropological and Political Hubs on the left and
right sides of the room.  Leave through the other door (the one you didn't come
through).

Out in the hall, turn right and scan the Alimbic Turret v1.0 directly in front
of you before you blow it up.  He's got a friend behind him; blow it up too.
With both Turrets dead, the door on the left wall will unlock.  Go in to the
Synergy Core.

-------------
Synergy Core
New Scans:  Binary Subscripture (object), Lift Controls (object)
New Items:  Binary Subscripture

Scan the yellow button on the floor to your left.  This will activate a portal,
but don't go through it yet.  Begin jumping up the platforms.  Part of the way
up, on the wall above the door you came through, is the Lift Controls object
scan.  Take note of the yellow force field, but you won't be able to do
anything with it right now.  Climb to the top of the shaft and enter the door
at the top.

In this room is an Artifact Shield which holds the Binary Subscripture, the
last Artifact you need for this visit to Celestial Archives.  Surrounding the
shield are four switches.  Scan then shoot each of these switches, and the
Shield Key will appear.  Pick it up, then scan and grab the Binary
Subscripture.  The door to the next room will unlock, leading to the Stronghold
Portal.  But before we go there, return to the portal we passed earlier.  It
will take you to the Celestial Gateway.

------------------
Celestial Gateway

Jump into the Gunship (stand in front of it, jump on top of it and stand near
its center) to save and heal, then return to the Synergy Core through the
portal

-------------
Synergy Core

Jump back to the top of the shaft and go through the door on the other side of
the deactivated Artifact Shield.  If you have all three Artifacts (which you
should, since the game doesn't let you progress without them in this first
level) then the machine in this room will activate and open a portal.  Step
inside.

----------------
Stronghold Void
New Scans:  Stronghold Door (object), Stronghold Void (lore),
     Cretaphid v1 (bioform), Biodefense Chamber A (lore),
     Octolith (object)
New Items:  Octolith

First thing in Stronghold Void, switch to the Scan Visor and get the Stronghold
Void lore scan.  It's right in front of you as you arrive.  Head straight
forward, up the stairs, and scan the door before opening it for the Stronghold
Door object.  Shoot then stand right next to the second door to open it.

     ~o~o~o~o~o~o~o~o~o~o~o~o~
     Begin Boss:  Cretaphid v1
     ~o~o~o~o~o~o~o~o~o~o~o~o~
First, scan the pillar to get the Cretaphid v1 scan.  Then, get the Biodefense
Chamber A scan to the right of the door (this is one of the easier scans in the
game to miss).  Cretaphid v1 will shoot lasers at you from his red eyes; they
don't deal much damage, so no sweat if you get hit a few times.  Circle the
pillar in a clockwise or counter-clockwise pattern, shooting the blue eyes with
rapid and charge Power Beam shots.  Once all of the eyes are destroyed, then
the Cretaphid's "brain" will appear at the top of the pillar.  Shoot it with
rapid and charge shots until the pillar flashes or the brain descends,
whichever happens first.  Repeat the process until Cretaphid v1 dies.
     ~o~o~o~o~o~o~o~o~o~o~o~
     End Boss:  Cretaphid v1
     ~o~o~o~o~o~o~o~o~o~o~o~

Pick up the health that Cretaphid v1 leaves behind, then scan and grab the
Octolith.  Return to the portal.  On the way back, your Gunship sends a
message:  eight minutes to security lockdown.  Jump into the Stronghold Portal
to return to the Synergy Core.

-------------
Synergy Core

Try to use the Alt Form as much as possible on your way out - it moves much
faster then the Humanoid Form.  However, several of the doors on the way back
are locked.  Kill all of the Alimbic Turret v1.0s, Psycho Bit v1.0s and Lesser
Ithraks you come across along the way to ensure the door ahead is unlocked.

Kill the waves of Psycho Bits v1.0 in the Binary Subscripture room, then head
through the door and jump down.  The portal to Celestial Gateway is
deactivated, so don't get any clever ideas.  Return to Data Shrine 03.

--------------
Data Shrine 03

Run to the right and blast through the silver door.  Hug the right wall and
leave through the other door.  Back out in the hall, run to the left and kill
the Psycho Bit v1.0s to unlock the door.  Go through to Fan Room Beta.

-------------
Fan Room Beta

Drop down to the bottom of the shaft and go through the door to Data Shrine 02.
Ignore the Petrasyls; the door isn't locked.

--------------
Data Shrine 02

Run to the right into the trench, and roll through the tunnel back in the
direction you just came from (the same tunnel you chased Kanden through
earlier).  Kill the Lesser Ithrak on the other side of the tunnel, then follow
the tunnel's curve.  A pair of Alimbic Turret v1.0s and another Lesser Ithrak
guard the door.  Kill them to unlock it, and go through to Fan Room Alpha.

--------------
Fan Room Alpha

Drop to the bottom of the shaft and go through to Data Shrine 01.

--------------
Data Shrine 01

When you step through the door, a Lesser Ithrak will ambush you from the right.
Kill it, then follow the hallway left.  Kill the Psycho Bit v1.0s, then shoot
through the silver door.  Kill the group of Psycho Bits to unlock the door on
the other end of the hall.  Go through it and to the left, into the door to the
Meditation Room.  Kill the trio of Psycho Bits on the way.

---------------
Meditation Room

Run up the ramps in the Meditation Room.  Kill any Petrasyls that get in your
way, but ignore the rest.  At the top of the room, go through the door into the
Helm Room.

----------
Helm Room
New Scans:  Guardian (bioform)

Move down the ramp and into the main Helm Room, where you will be immediately
attacked by three Guardians.  If you're pressed for time, don't bother scanning
them.  You'll get plenty of opportunity later.  Fighting Guardians is a lot
like fighting rival Hunters, only they are not as powerful and don't have Alt
Forms.  Fight them just as you fought Kanden:  Circle around, hitting them with
rapid shots and trying to hit their heads with Charged Shots.  Once all three
Guardians are dead, head through the door back to Celestial Gateway.

------------------
Celestial Gateway

Jump into your Gunship, save your game and select "Launch Ship" on the touch
screen to leave the Celestial Archives.

-------------------
The Alimbic Cluster

The map of the Alimbic Cluster will reappear on the touch screen, and a new
planet will appear.  Set a course for Alinos by moving the navigational sliders
so they line up with Alinos, then press the "Land Ship" button.





      ~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~
                     z
           ---------zz---
          ---------zzz----
         ---------zzzz-----
        ---------zzzz-------
       ---------zzzz---------
      ---------zzzzzzz--------                 Part 2: Alinos
      --------zzzzzzz---------                     [0322]
       ---------zzzz---------
        -------zzzz---------
         -----zzzz---------
          ----zzz---------
           ---zz---------
              z
      ~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~

---------------
Alinos Gateway
New Scans:  Alinos (object), Magma Station (object),
     Alimbic Prophecy 02 (lore), Alimbic Datashade 01 (lore),
     Alimbic Datashade 02 (lore)
New Items:  Missile Expansion

Jump down from the Gunship and scan the console for the Alinos object.  Run
down the stairs, and move around to the rear end of the pyramid structure.
There is a small machine back here which can be scanned for the Magma Station
object.  Head back to the front of the pyramid and jump along the rocks over
the lava, but be quick - they sink.  Get the Alimbic Prophecy 02 lore scan from
above the door, then head to the right for Alimbic Datashade 01 & 02 lore
scans.  Return to the door, but don't go through yet.  Head to the left, where
you can just see a Missile Expansion in an alcove above you.  Jump onto the
rubble, then roll into the alcove.  Use bomb jumps to reach the Missile
Expansion.  Drop back down and head through the door.

----------
Echo Hall
New Scans:  Exposed Rebar (object), Zoomer (bioform), History 01 (lore),
     War Wasp (bioform)
New Items:  Energy Tank, Cartograph Artifact

Run down the hall a ways, and stop to scan and then kill some Zoomers.  The
plants on the floor can also be destroyed, and some of them hold items.
Remember that for emergencies later on.  There is a large, square sandy area at
the end of the hall.  Scan the left side of the room for the History 01 lore,
and the right side for the Exposed Rebar object.  Roll into Alt Form and enter
the tunnel.

  Echo Hall Maze Map by MrShotgun:
www.gamefaqs.com/portable/ds/file/920760/42183

This is a wee bit of a maze here, but it isn't large or difficult.
Nevertheless, I'll give directions.  Follow the maze's path until you hit a
crossroads.  Go right, then left, then right again at the next split, then
straight.  You will be in a small alcove filled with Zoomers.  Slaughter the
lot of them to reveal a Shield Key.  Pick it up, and roll back into Alt Form
and return to the maze (use the same entrance you came in through to exit).  Go
straight, left at the next fork, straight, and around the corner to the door
you just unlocked.  Bomb it open.  Ignore the right path, and keep going
forward.  Down this branch and to the right is an Energy Tank.  Return to the
tunnel you just passed and roll into it.  At the end of the path is an elevated
tunnel; bomb jump into it.  At the top is a small room with the Cartograph
Artifact.  Grab it, then head through the door with the two blue crystals.
Scan and kill the War Wasps on the other side of the tunnel, then go through
the door to High Ground.

------------
High Ground
New Scans:  Flow Regulator (object), Interment Chamber (lore), Magma
     Vent (object), Science Sarcophagus (lore), Battle
     Sarcophagus (lore), Alimbic Scripture (object), Blastcap (bioform),
     Spire (bioform)
New Items:  Missile Expansion

There's a whole swarm of Zoomers in this room.  Kill them all to unlock the
door.  Scan the orange strip on the left wall before you go through the door to
get the Flow Regulator object scan.  Go left around the corner and kill more
Zoomers to unlock another door.  Through the door, take two more lefts.  On the
way, you'll see an opening covered by a purple force field.  You won't be able
to open this until later, but turn on your Scan Visor and scan the hole in the
wall for the Interment Chamber lore.  Another left, and scan the cracked floor
for the Magma Vent object, then jump up through the hole in the ceiling.

Spire, another rival Hunter, will attack.  You don't really fight him yet (he
runs away after he takes a few hits), but now is a good chance to scan him.
After you've sent Spire packing, return to the center of the room.  Scan both
of the large square blocks in the courtyard to get the Battle and Science
Sarcoghi lore scans.  Scan one of the inscribed walls for the Alimbic Scripture
object.  Face the Battle Sarcophagus, then turn around and run up the ramp.
Hang a right at the top and grab the Missile Expansion.

Climb back up the Battle Sarcophagus ramp, then run to the left along the wall.
Scan the Blastcap, then jump over it and into the silver door to the next room.

---------------------
Elder Passage (lower)
New Scans:  Voldrum (bioform), Dialanche (bioform)
New Items:  Attameter Artifact

Head forward.  There's an Artifact Shield to your left, but there isn't much we
can do with it without a Shield Key.  Head to the right, where a force field
will activate and trap you in the room.  A blue plate on the wall will
activate, steadily spitting out a stream of Voldrums.  Destroy the Voldrum
Generator first, then scan and kill the Voldrum itself.  Another generator will
activate behind you.  Same deal.

Once both Voldrum Generators are destroyed, then the force field above will
disappear and Spire will reappear.  He'll take a few shots at you through the
hole; you should do the same.  If you couldn't scan him back in High Ground,
then do it now.  After a while, Spire will jump down into the pit and use his
Dialanche Alt Form.  Scan it, then blast away.  After a few shots, Spire will
run away.  Again.  But don't think too low of the guy.  He's the last of his
race, after all.  Scan the orange switch on the wall to make the Shield Key
appear.  Take it, and claim the Attameter Artifact as your reward.  Return to
High Ground through the silver door.

------------
High Ground
New Item:  Binary Subscripture

     ~o~o~o~o~o~o~o~o~o~o~o~o~
     Begin Hunter Duel:  Spire
     ~o~o~o~o~o~o~o~o~o~o~o~o~
Time for a real, honest-to-goodness brawl with Spire.  Just blast away at him,
using High Ground's considerable architecture for cover.  When he rolls into
Dialanche, then jump up onto one of the Sarcophagi where the Dialanche has a
much harder time reaching.  Spire should fall as easily as Kanden did.
     ~o~o~o~o~o~o~o~o~o~o~o~o
     End Hunter Duel:  Spire
     ~o~o~o~o~o~o~o~o~o~o~o~o

When Spire is defeated, he will drop a Shield Key.  Take it, and grab the last
Artifact in the corner of the High Ground.  After you pick up the Binary
Subscripture, then the floating platforms above High Ground will rearrange
themselves.  Jump across them to the previously unreachable silver door, and
enter it to the Elder Passage (upper).  More Generators will also activate,
these producing Psycho Bit v1.0s.  They can be safely ignored.

---------------------
Elder Passage (upper)

Scan the yellow switch in front of you and enter the portal to return to Alinos
Gateway.

---------------
Alinos Gateway

Save and heal at the Gunship, then return to the Elder Passage.

---------------------
Elder Passage (upper)

Enter the Stronghold Portal

----------------
Stronghold Void
New Scans:  Slench 1A (bioform), Slench 1B (bioform),
     Energy Blaster (bioform), Biodefense Chamber B (lore)
New Items:  Octolith

Head through the pair of doors to the next boss fight.

     ~o~o~o~o~o~o~o~o~o~o~
     Begin Boss:  Slench 1
     ~o~o~o~o~o~o~o~o~o~o~
Quickly scan the lore on the right side of the door for the Biodefense Chamber
B lore scan, then scan the Slench itself plus one of the three round discs that
surround it for the Slench 1A and Energy Blaster bioform scans.

The Slench is a bit more difficult to fight then the Cretaphid, but luckily is
a bit easier to explain.  For the first part of the fight, strafe back and
forth to dodge the Slench's attacks, and shoot at the Slench's tentacles with
the Power Beam.  Once all three tentacles are destroyed (be fast - they
regenerate), the Slench will detach itself from the wall.

Once the Slench is removed from the wall, scan it again for the Slench 1B
bioform scan.  Now, begin circling the eye and shooting Power Beam shots
directly into its pupil.  After a preset amount of time or the Slench loses
one-third of its health (whichever happens first), then it will return to the
wall and the process begins again.  The lower the Slench's HPs, the faster it
will move.  This is particularly annoying in the Slench 1B portions of the
fight, since the Slench's pupil is a fairly small target.  Keep it up and he'll
die rather easily.

Player Tip:  In the fight with Slench 1, when he switches to his B form, I
found it helpful to run forward right underneath the eye.  Not only did that
make the pupil a bigger and easier target to hit, but it was much easier to
dodge his projectiles there--minimal right and left movements dodged almost all
of them, and then all I had to do was strafe.  It was easy to take off a third
of his health very quickly every time using this trick, because you could land
a number of successive hits just from dodging.  I usually just followed his
right to left movements to dodge - that way, his projectiles would almost
always land to my side.  I only got hit a couple of times, when it was time to
change directions.

Don't know how much help that will be, and it's not as useful against his later
forms (you don't want to get that close when he could crush you), but I thought
I'd send it in, because I haven't seen anyone else come up with a strategy like
that.

You can also destroy his tentacles in every fight with missiles.  Two missiles
kill off a tentacle, and since his green blobs often drop missiles, it seems
like the best way to go.  (Scott M.)
     ~o~o~o~o~o~o~o~o~o~o
     End Boss:  Slench 1
     ~o~o~o~o~o~o~o~o~o~o

Grab the Octolith, then run out.  You've got four and one-half minutes to
return to the Gunship - and a Hunter is waiting in ambush.

----------------------
Elder Passage (upper)

Drop down the pit to Lower Elder Passage and run out the silver door to High
Ground.

------------
High Ground

Jump into the pit in the middle of the area, landing in the tunnels beneath
High Ground.  There are four tunnels; three are blocked by force fields, one is
not.  Run down this tunnel and follow it to the end.  Blast the door and enter
Echo Hall.

----------
Echo Hall
New Scans:  Weavel (bioform), Halfturret (bioform)

Ignore the War Wasps and roll into the tunnel.  When you come out on the other
side, Weavel will attack.

     ~o~o~o~o~o~o~o~o~o~o~o~o~o~
     Begin Hunter Duel:  Weavel
     ~o~o~o~o~o~o~o~o~o~o~o~o~o~
Weavel is a different kind of Hunter from Kanden or Spire.  His chief ability
is to split in half, his legs becoming a gun turret and his upper body a melee
automaton.  Blast away at Weavel (don't forget to scan!) until he switches to
his Halfturret Alt Form.  Scan then destroy the Halfturret by circling it and
using rapid shots.  The Halfturret fires fast, but isn't very accurate against
moving targets.  Weavel's upper half probably ran down the tunnel opposite the
one you came from.  Chase him.  If you appear in the maze, you used the wrong
tunnel.  On the other side of the exit tunnel, roll to the right to drop
through a gap in the wreckage.  Weavel should be waiting for you.  Finish him
off.

If this is your first run through the game, then Weavel will now be available
in Multiplayer Matches (Kanden and Spire are available from the start).
     ~o~o~o~o~o~o~o~o~o~o~o~o~
     End Hunter Duel:  Weavel
     ~o~o~o~o~o~o~o~o~o~o~o~o~

Run down the hall to Alinos Gateway.

--------------
Alinos Gateway

Jump back into the Gunship, save and press the Launch Ship button.

-------------------
The Alimbic Cluster

Back on the Alimbic Cluster map, two new areas will appear:  Vesper Defense
Outpost (VDO) and Arcterra.  You can do either one first, but I recommend VDO
be finished first.  Not only is it much easier, it's also much shorter.  If you
choose to do Arcterra first, then skip down to Part 4.  Return here to Part 3
when it's time to do VDO; you won't be able to do Part 5 without finishing at
least the first part of VDO.





      ~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~
                     z
           ---------zz---
          ---------zzz----
         ---------zzzz-----
        ---------zzzz-------
       ---------zzzz---------
      ---------zzzzzzz--------         Part 3: Vesper Defense Outpost
      --------zzzzzzz---------                     [0323]
       ---------zzzz---------
        -------zzzz---------
         -----zzzz---------
          ----zzz---------
           ---zz---------
              z
      ~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~

------------
VDO Gateway
New Scans:  VDO (object), Alimbic Prophecy 03 (lore)

Jump down from the Gunship and scan the computer for the VDO object scan.  Walk
down the sloping bridge to the left, then go right behind the wall to the door.
Scan above the door for Alimbic Prophecy 03 lore before going through it to the
Bioweaponry Lab.

---------------
Bioweaponry Lab
New Scans:  Spore Farm (object), Mixing Tanks (object),
     Lab Equipment (object), Clone Engine (object), Fuel Rod (object)

Kill the floating ring of Petrasyls so you can safely traverse the room.  Scan
the glass windows on the left and right sides of the room for the Spore Farm,
Mixing Tanks, Clone Engine and Lab Equipment object scans.  Scan the device in
the middle of the room for the Fuel Rod object.  Head through the opposite door
from where you entered into the next room.

-----------------------
Weapons Complex (lower)
New Scans:  Frozen Fuel Line (object), Alimbic Turret v1.4 (bioform)

Hang a left and follow the corridor.  Scan the floor to find the Frozen Fuel
Line object.  At the end of the corridor, scan and destroy the Alimbic Turret
v1.4.  On your left is a small door with blue crystals.  Go through it to the
Cortex CPU.

-----------
Cortex CPU
New Scans:  Cortex Chamber (object)
New Items:  Missile Expansion, Battlehammer

Roll to the left and use a Bomb Jump to get up onto the elevator.  Ride it up
one level, then roll to the right.  Come to a rest underneath the Missile
Expansion.  Use a Triple Bomb Jump to get up to the Missile Expansion.

Player Tip:  Alternatively, you can bomb jump up to the platform near the
Missile Expansion, then use another bomb jump up and to the right to reach the
Missile Expansion.  (Atrimis)

Roll back to the left, over the elevator and to the far left of the second
level.  At the end is a Jump Pad.  Time it so you roll onto the Jump Pad while
the green damage fields are turned off.  A series of Jump Pads will propel you
into a tunnel if you time it correctly.  If you time it poorly and you pass
through the damage field, you'll still be bounced to the top of the shaft but
you'll take some damage as well.  Once in the tunnel at the top of the Jump Pad
Shaft, roll to its end.

On the other side, change back to Humanoid Form.  Scan the tank in front of you
for the Cortex Chamber scan, then scan the four switches in each corner of the
room.  The Battlehammer will rise from the floor.  Use it to blast through the
green force field that blocks the door (aim for the little triangle that floats
around the force field) and return to the Cortex CPU Morph Ball Maze.

Drop to the bottom of the Jump Pad shaft.  You will probably land on a
Quadtroid enemy; you'll be able to scan one later, but for now just kill it
with bombs.  Ride the elevator back up to where the Missile Expansion was.
There is a tunnel above and to the left that is flanked by two blue pillars.
Bomb jump up to it and roll through it.

---------------------------
Compression Chamber (upper)
New Scans:  History 05 (lore), History 06 (lore), History 07 (lore),
     Alimbic War 10 (lore), Stronghold Portal (object)

Get the History 07 scan to the right of the door, then scan the Stronghold
Portal object (you can only get this object if you scan it before activating
the portal, so unless you purposefully skip an Artifact in one of the two
previous levels then this is your first chance to get it.  Use the Battlehammer
to blast through the green force fields.  Use the Power Beam to clear the room
of enemies and generators (try to conserve Universal Ammo as much as possible
this early in the game - you don't have much).  Get the History 06 lore scan in
the middle of the room, and the Alimbic War 10 lore from the alcove near the
ceiling.  Between the two doorways into this room is a force field switch.
Scan it, then turn around.  There is another switch in the alcove at the far
end of the room.  You'll have to jump to reach it, and it may take several
attempts to scan the whole thing.  Grab the History 05 Lore from the right rear
corner of the room, then return to the Cortex CPU.

Reader Note:  If you do not scan the switch on your first visit to VDO, then
you will not be able to lower the force field to the UA Expansion.  A bug in
the game prevents the force field from lowering if you do not lower it in your
first visit.  - matt steven

-----------
Cortex CPU

Return to where you encountered the Quadtroid (beneath the Jump Pad Shaft) and
roll into the tunnel against the left wall.

---------------------------
Compression Chamber (lower)
New Scans:  Psycho Bit v4.0 (bioform), Oubliette 08 (lore),
     History 08 (lore)
New Items:  UA Expansion, Binary Subscripture

Scan then destroy the Psycho Bit v4.0s and their generators.  If you scanned
both switches in the Upper Compression Chamber, then the force fields down here
should be deactivated.  Roll under the pillar first for a UA Expansion, then
through one of the small openings into the next room.  Kill the Lesser Ithrak,
and a Shield Key will appear.  Grab it, then scan for the Oubliette 08 lore
behind the barrier.  There is also a Jump Pad back here, hidden in a small Alt
Form tunnel.  Use it to launch back up to the Upper Compression Chamber.

Scan the History 08 lore in the middle of the room, then grab the Binary
Subscripture artifact.  A Guardian will appear in the room below you.  This
Guardian is much tougher then the trio you fought in the Celestial Archives.
And he got a hold of Kanden's Volt Driver.  Drop down through the hole in the
floor and kill the Guardian to disable the remaining force fields in the room.
Return to the Cortex CPU.

-----------
Cortex CPU

Return to the Weapons Complex.

-----------------------
Weapons Complex (lower)
New Scans:  History 03 (lore), History 04 (lore),
     Octolith Safeguard (lore), Crash Pillar (bioform),
     Alimbic Prophecy 07 (lore)
New Item:  Attameter Artifact

Go to the room we passed earlier, directly in front of the door to the Cortex
CPU.  There's an Artifact Shield here.  Kill the Psycho Bit v1.0s and their
Generators, and the Force Field in the floor will deactivate.  Get the History
03, History 04 and Octolith Safeguard lore scans in the corners of the room,
then drop down and kill the Lesser Ithraks who fall from the ceiling (you can
shoot them before dropping down if you like).  A Shield Key will appear upon
their demise.  Pick it up and ride the elevator back up.  Take the Attameter
Artifact.

Blast through the green force field with the Battlehammer.  Scan the object in
the next room; this is a Crash Pillar.  Step near it, and it will jump in the
air.  Shoot the red eye on its underside before it lands.  Repeat until it
dies.  Scan the Alimbic Prophecy 07 lore above the door, then ride the elevator
up (we won't be able to open that door for a while).  At the top, activate the
portal and take it to VDO Gateway.

------------
VDO Gateway

Save and heal at your Gunship.  Use the Jump Pads to return to the portal and
go back to the Upper Weapons Complex.

------------------------
Weapons Complex (upper)
New Scans:  Sylux (bioform), Lockjaw (bioform), Gestation Tanks (object),
     Delano 7 (object)
New Items:  Cartograph Artifact

From the portal, hang a left into the corridor.  Follow the tunnel (there is
only one linear path).  After a few turns, you will encounter Sylux.

     ~o~o~o~o~o~o~o~o~o~o~o~o~
     Begin Hunter Duel:  Sylux
     ~o~o~o~o~o~o~o~o~o~o~o~o~
Sylux is arguably the hardest Hunter in the Adventure mode, but he still isn't
all that hard.  He spends most of the fight slowly wearing away your energy
with his Shock Coil while he jumps and strafes all over the place.  Use rapid
Power Beam shots, and rockets if you're accurate (don't bother with the
Battlehammer, you'll just waste UA).  He's very difficult to hit with Charged
Shots, but if you can pull it off then by all means do so.

When he rolls into his Lockjaw alt form, he is most vulnerable but still
difficult to hit.  Roll into your own Alt Form and try to hit him with Morph
Ball Bombs, or just stick to rapid power beam shots.  Blow open the crates
around the area if you need health.  One of Sylux's favorites tricks is to roll
into his Alt Form and go in a big loop to get behind you.  When he does this,
don't chase him; just turn around and ambush him before he ambushes you.

After a while, the force fields in the area will deactivate, moving the battle
into the central area.  Sylux's ship, the Delano 7, will arrive at this point
to provide cover fire.  Scan the Delano 7 (this is your only chance to do so),
then fire a few rockets at it to disable it before turning your attention back
to Sylux.  After a rough fight, he will succumb.

If this is your first time through the game, Sylux will now be added to your
Multiplayer Character Roster.  If you visited Arcterra before Vesper Defense
Outpost, then Sylux will be the last Hunter you can unlock.  Congratulations!
     ~o~o~o~o~o~o~o~o~o~o~o~o~
     End Hunter Duel:  Sylux
     ~o~o~o~o~o~o~o~o~o~o~o~o~

With Sylux out of the way, a Shield Key will appear.  Grab it and head around
to the tunnel you just opened.  Take the Cartograph Artifact inside.  Return to
the portal to VDO Gateway, grabbing the Gestation Tanks scan in the left tunnel
on the way out.

------------
VDO Gateway

Save and heal at your Gunship.  Return to the Lower Weapons Complex via the
Portal or the Bioweaponry Lab - your choice.

------------------------
Weapons Complex (lower)

Roll through the door flanked by two blue crystals to the Cortex CPU.

-----------
Cortex CPU

Enter the tunnel near the center of the morph ball maze to the Upper
Compression Chamber.

---------------------------
Compression Chamber (upper)

Enter the Stronghold Portal

----------------
Stronghold Void
New Scans:  Cretaphid v2
New Items:  Octolith

Go to the end of the hall into Biodefense Chamber A to face another Cretaphid.

     ~o~o~o~o~o~o~o~o~o~o~o~o~o~
     Begin Boss:  Cretaphid v2
     ~o~o~o~o~o~o~o~o~o~o~o~o~o~
The basic idea to Cretaphid v2 is identical to Cretaphid v1.  Kill the blue
eyes around the pillar to make the brain appear at its top.  Shoot the brain
until it dies.  This boss has a new twist though:  it shoots green blobs and
can randomize the eyes between red and blue.  The eyes are invulnerable while
red.  Still, you don't need to change your strategy at all.  Just circle it to
avoid its attacks, and don't forget to scan it.  Cretaphid v2 is actually quite
a bit easier then Cv1, since the green blobs are very easy to dodge or destroy
and Cv2 doesn't have a laser attack.
     ~o~o~o~o~o~o~o~o~o~o~o~o~
     End Boss:  Cretaphid v2
     ~o~o~o~o~o~o~o~o~o~o~o~o~

Grab the Octolith and return to the Stronghold Portal.  You've got three
minutes to return to your Gunship.  More then enough time.

---------------------------
Compression Chamber (upper)

Roll into Alt Form and enter the passage to the Cortex CPU.

-----------
Cortex CPU

Ride the elevator to the bottom floor, then roll all the way to the right,
through the tunnel to the Lower Weapons Complex.

-----------------------
Weapons Complex (lower)

Take a right and go through the door at the end of the passage to the
Bioweaponry Lab.

----------------
Bioweaponry Lab

Leave through the opposite door to VDO Gateway.

------------
VDO Gateway

Jump in your Gunship and press the Launch Ship button to leave Vesper Defense
Outpost.

--------------------
The Alimbic Cluster

You have two choices at this point.  You can either head to Arcterra, and do
the last of the first tier Octoliths, or you can return to the Celestial
Archives and do its second part.  If you choose to do Arcterra first (which I
strongly recommend all beginners do), then read on in Part 4.  If you decide to
skip Arcterra for now, then skip down to Part 5.





      ~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~
                     z
           ---------zz---
          ---------zzz----
         ---------zzzz-----
        ---------zzzz-------
       ---------zzzz---------
      ---------zzzzzzz--------                Part 4: Arcterra
      --------zzzzzzz---------                     [0324]
       ---------zzzz---------
        -------zzzz---------
         -----zzzz---------
          ----zzz---------
           ---zz---------
              z
      ~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~

Author's Note:  Arcterra has some pretty freaking huge areas.  I did my best to
give descriptive directions and tried not to make my instructions too
complicated, but there were a few cases where it just couldn't be helped.
Sorry!

-----------------
Arcterra Gateway
New Scans:  Arcterra (object), Alimbic Prophecy 04 (lore),
     Geemer (bioform), Alimbic Crest (object), Shriekbat (bioform)

Scan the computer console in front of the Gunship for the Arcterra object scan,
then the Alimbic Prophecy 04 lore above the tunnel.  Enter the tunnel and begin
working your way down the platforms to the bottom level.  Don't worry if you
fall on the way, it isn't deadly, but you will miss several scans along the
way.  Scan the Geemer bioforms about one-third of the way down, and one of the
orange circles on the walls for the Alimbic Crest object.  A short ways past
the first set of Alimbic Crests, three Shriekbats hang from the ceiling.  Try
to scan them before they go kamikaze on you.  If you miss, don't worry - you
can leave the room and return, and they will respawn.  Once all of these scans
are completed, drop to the bottom of the area and enter the door to Sic
Transit.

------------
Sic Transit
New Scans:  Alimbic Emblem (object), Noxus (bioform),
     Vhoscythe (bioform), Damaged Bridge (object)
New Items:  Attameter Artifact, Energy Tank

Scan the orange disc in front of the door for the Alimbic Emblem object.  Move
near the force field, and you will witness Noxus and Trace taking shots at each
other.  Once you're spotted, then Noxus will turn his attention to you.

     ~o~o~o~o~o~o~o~o~o~o~o~o~o~
     Begin Hunter Duel:  Noxus
     ~o~o~o~o~o~o~o~o~o~o~o~o~o~
Basic Hunter duel strategies work here.  Circle, strafe and jump to dodge his
shots, and be sure to scan both his Humanoid and Alt Forms.  When he rolls into
Vhoscythe, head for high ground to avoid its attacks.  Trace will take pot
shots at both of you over the course of the battle.  Stay under cover to avoid
his fire (hugging the right side of the bridge works well).  Once Noxus is
defeated, then Trace goes MIA.

If this is your first run through the game, then Noxus will now be added to
your Hunter Roster for Multiplayer matches.

Player Tip: When you start fighting Noxus, you can scan Trace and also scare
him away for about a minute (maybe 45 seconds), about two rockets do the trick.
Also if he kills you while you're fighting Noxus you can get him back by
rocketing him until he dies, it takes a while though because of him hiding
after every two rockets he takes.  (Cyborg Dragon)
     ~o~o~o~o~o~o~o~o~o~o~o~o~
     End Hunter Duel:  Noxus
     ~o~o~o~o~o~o~o~o~o~o~o~o~

As soon as Noxus is defeated, several Generators around the area will activate
and begin spitting out Voldrums and Psycho Bit v1.0s.  Destroy them when you
come across them, but don't go out of your way to kill every single one.  In
the Sic Transit area, there are six hidden Proxy Locks which must be scanned to
reveal the Shield Key.  For these instructions, assume that the northwest
corner of the room is the door you entered from Arcterra Gateway.  When you
scan Proxy Switches 2, 3 and 4, be sure to get the Damaged Bridge object scan
as well.
     1.) Northeast corner, on the wall near a door.
     2.) South side of the Damaged Bridge, near the top.
     3.) North side of the Damaged Bridge, near the top.
     4.) North side of the Damaged Bridge, near the top.
     5.) Southeast corner, near the red door.
     6.) Northeast corner, near an Alimbic Turret v1.0.
Once all six switches are scanned, then a Shield Key will appear on the second
level in the southwest corner.  Pick it up to open the locked door near the
middle of the northern corridor.  Inside is the Attameter Artifact.  Pick it
up, then roll into Alt Form and under the bars against the wall.  Lay down a
bomb to activate the elevator, then bomb jump up to the Energy Tank.  Leave Sic
Transit through the door in the northeast corner.

---------
Ice Hive
New Scans:  Alimbic Pride 01 (lore), Barbed War Wasp (bioform),
     Blue-Barbed War Wasp (bioform), Ice Bridge (object),
     Witherite Shards (object), Ammolite Shards (object),
     Alimbic Insignia (object), History 09 (lore), History 10 (lore),
     History 11 (lore), Heating System (object)
New Items:  Judicator, UA Expansion, Cartograph Artifact, Missile
     Expansion, UA Expansion

Try not to hyperventilate.  This area isn't that bad, it just has a lot of
stuff crammed into it.  The Ice Hive splits three ways from the Sic Transit
door.  Left is blocked for now, and you're not ready to go right yet.  Go
straight and drop through the vision barrier to the floor.  To your left is an
open alcove; face it and scan the switch inside.  The force fields around the
other alcoves on the left and right will deactivate.  Scan the switches inside
each of them.

Barbed War Wasps will emerge from their nests.  Scan one of the Barbed War
Wasps, then destroy their nests on the wall before killing the Wasps
themselves.  After they are dead, a computer console will activate above and a
Jump Pad will appear.  Use the Jump Pad to return to the three-way split.  Take
the left path, down the corridor we skipped earlier.  Scan the Alimbic Pride 01
lore in the corner of this small room, then step through the force field.  Scan
the console to open the Vault Door.  Jump down and enter the Vault.  Scan and
kill the Blue Barbed War Wasp and its nest, then scan the crystal formation for
the Ammolite Shards object.  Enter the tunnel on the right.

Once you enter the room, purple force fields will block all the exits (I know
they look blue, but the game calls them purple, and so will I).  A panning
camera angle will briefly show the Judicator weapon in the corner of the room.
Scan the large orange disc above the doorway for the Alimbic Insignia  object,
then climb over the broken pillar to the other side of the room.

Scan the flashing light, and several platforms in the room will shift.  You
have only about a minute to do this next part, so do it fast.  Roll into Alt
Form and enter the opening to the left of the light.  Bomb jump up and to the
left to the next level.  Wait for the elevator to arrive, then use another bomb
jump to hop over to the elevator (this is probably the hardest part of this
whole timed sequence).

Player Tip:  Alternatively, you can use a Morph Ball Boost to reach the
elevator instead of Bomb Jumping onto it.  To perform a Morph Ball Boost, swipe
the stylus quickly on the touch screen the direction you wish to go.
(Daffy22853)

Ride the elevator to the top, and follow the tunnel to a cliff.  The platform
beneath you will begin moving.  Ride it until it stops, then drop a bomb to
start it again.  Ride it until it stops again, and then roll onto the three
floating platforms.  Move carefully but quickly along them to the tunnel on the
opposite wall.  Roll through the tunnel, then drop down to the ledge.  Grab the
Judicator.

Use the Judicator to punch through the purple force field beneath the Alimbic
Insignia.  On the other side, scan the Ice Bridge and the crystals on the
ceiling for the Ice Bridge and Witherite Shards objects.  Cross the Ice Bridge,
then kill the Geemers.  Use the Judicator to open the purple force field in the
wall on the right.  Jump over into the opening (if you miss just climb back
through the Vault and try again).  Take the UA Expansion and kill the Turret.
A Shield Key will appear.  Grab it, and scan the ceiling for the Heat System
object before you drop down to take the Cartograph Artifact.  Follow the
hallway, and activate the portal at the halls end, but don't go through it yet.

Go down the hall across from the portal.  It's filled with weeds, thus I refer
to it as Weed Hall.  Blow away the weeds with the Power Beam to reveal a small
opening on the left side of the wall.  Roll through it in Alt Form to find a
Missile Expansion.  Drop down to the Vault Door area and break the purple force
field with the Judicator.  Take another UA Expansion.

Return to the Upper Ice Cave using the Jump Pad and open the Vault Door again.
Go around through the Vault and back across the Ice Bridge, into the room on
the other side.  The Stronghold Portal sits here, but we're still missing the
Subscripture Artifact.  Use your Scan Visor to see three new lore entries:
History 09, History 10 and History 11.  Drop down into the area below the
Stronghold Portal and use the portal to return to Arcterra Gateway.

-----------------
Arcterra Gateway

Save and heal, then return to the Ice Hive.

---------
Ice Hive

Go back down the Weed Hall and return to Sic Transit.

------------
Sic Transit

Don't worry, you don't have to fight Trace just yet.  Jump to the left and
follow the corridor to the end.  Use the Judicator to open the door.  Enter it
to the Frost Labyrinth.

----------------
Frost Labyrinth
New Items:  Energy Tank, Subscripture Artifact

  Frost Labyrinth Maze Map by MrShotgun:
www.gamefaqs.com/portable/ds/file/920760/42044

Roll into Alt Form and enter the hole.  Go right and follow the winding path.
Note the locked door on the way.  At the next split, go up.  Dodge the green
damage fields, and head right at the next split.  There is a crack in the ice
here, with a Shield Key hovering just above it.  Position yourself beneath the
crack and use a Triple Bomb Jump to reach the Shield Key.  Return to the last
split.

Head down, and at the next split go down again (you'll go through the unlocked
door in a minute).  Follow the path around the corner where it will begin
bending up.  At the next split, go left, then up, left around a corner, then up
to another split.  Go right around the pillar, then up.  Pass through the trio
of green damage fields to find an Energy Tank.  Return to the entrance of the
Labyrinth, stopping to enter the unlocked door and grab the Subscripture
Artifact.  Return to Sic Transit.

------------
Sic Transit

No Trace yet.  Return to the Ice Hive.

---------
Ice Hive

Go left through Weed Hall.  Take the portal to Arcterra Gateway.

-----------------
Arcterra Gateway

Save and heal, then return to the Ice Hive.

---------
Ice Hive

Climb up to the Stronghold Portal.  Either try to jump on top of the large
crystal near the Arcterra Gateway Portal, then jump again to the Stronghold
Portal, or else go around through the Vault and across the Ice Bridge.  Both
ways work.

----------------
Stronghold Void
New Scans:  Slench 2A (bioform), Slench 2B (bioform)
New Item:  Octolith

You know the deal by now.  Run down the hall to Biodefense Chamber B.

     ~o~o~o~o~o~o~o~o~o~o~o~
     Begin Boss:  Slench 2
     ~o~o~o~o~o~o~o~o~o~o~o~
This fight is identical to the last Slench fight, with the one exception that
the Slench's tentacles and eyes can only be damaged by the Judicator.  The
Slench's beam attacks now deal fire damage, and have the ability to set you on
fire to deal additional damage over time.  Fun!  If you run out of UA, then
shoot the green blobs the Slench fires in Slench 2A form to replenish your
ammunition.  Make sure you scan both forms of the Slench before the fight is
over.

Player Tip:  As an alternative to using the Judicator to destroy the tentacles,
you can also use two Missiles.  (Scott M.)

Player Tip:  If you stand near the door in the A form, the Slench's beam
attacks will fizzle out before they reach you.  This means only the green blobs
can reach you, and gives you a good chance to recharge for his B form.  This
only works on Slench 2 and 3.  (Curtis Hunt)
     ~o~o~o~o~o~o~o~o~o~o~
     End Boss:  Slench 2
     ~o~o~o~o~o~o~o~o~o~o~

Grab the Octolith and leave.  You've got seven minutes to make it back to the
Gunship.  This is a pretty generous amount, but novice players might still be
pushing things a bit.  Return to the Stronghold Portal.

---------
Ice Hive

Drop down and run through Weed Hall to Sic Transit.

------------
Sic Transit
New Scans:  Trace (bioform), Triskelion (bioform)

Jump down from the door and take a left into the Damaged Bridge Courtyard.
Trace will finally rear his ugly head.

     ~o~o~o~o~o~o~o~o~o~o~o~o~o~
     Begin Hunter Duel:  Trace
     ~o~o~o~o~o~o~o~o~o~o~o~o~o~
Trace spends most of the beginning of the fight in his perch, taking shots at
you with his rifle.  This is the deciding point of how hard the rest of the
fight is going to be:  the more shots Trace gets off you at this point, the
harder fighting his Alt Form will be.  Wait until he fires, strafing and
jumping to avoid his shots, whereupon he will become visible.  Scan him quickly
(it's hard to get a scan of his Humanoid form once he goes Alt Form), then keep
shooting at him until he jumps down.

Trace will immediately roll into his Triskelion Alt Form and begin lunging at
you.  Scan the Triskelion quick, then get to the safety of a tall block or
pillar to avoid its attacks.  Keep shooting at the Triskelion, but try not to
lose sight of it.  If Trace manages to escape your vision for only a second,
he'll take the opportunity to either set up an ambush with Triskelion (bad) or
take aim with his rifle (worse).

Once Trace is defeated, he will be added to your Multiplayer roster.  If you
already defeated Sylux in the Vesper Defense Outpost, then Trace should be the
last Hunter you have to unlock.  Congratulations!
     ~o~o~o~o~o~o~o~o~o~o~o~o~
     End Hunter Duel:  Trace
     ~o~o~o~o~o~o~o~o~o~o~o~o~

Once Trace is defeated, the force fields blocking the doors will disappear.
Leave through the northwest doors to Arcterra Gateway.

-----------------
Arcterra Gateway

Begin climbing up to your ship on the floating platforms, and three Guardians
will appear in the lower door.  You'll have to kill all of them to continue.
Once they're dead, climb to the top and take off.

--------------------
The Alimbic Cluster

Now that you have the Judicator, you have a number of options on where to go
next.  If you still have not finished the first visit to the Vesper Defense
Outpost, then head there now.  If you have finished the Vesper Defense Outpost
and gotten the Battlehammer, then you can choose to either go to the Celestial
Archives for its second half, or return to Alinos for its second half.  If this
is your first run through the game, I strongly recommend doing the second half
of Celestial Archives first.  The large number of UA and Missile Expansions
found there are invaluable in Alinos' second visit.





      ~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~
                     z
           ---------zz---
          ---------zzz----
         ---------zzzz-----
        ---------zzzz-------
       ---------zzzz---------
      ---------zzzzzzz--------      Part 5: Return to Celestial Archives
      --------zzzzzzz---------                     [0325]
       ---------zzzz---------
        -------zzzz---------
         -----zzzz---------
          ----zzz---------
           ---zz---------
              z
      ~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~

A Note on Hunters:  From now on in your adventure, Hunters will randomly move
between the different planets and will attack you in some of the larger areas
in the game (such as Data Shrine 03, Weapons Complex, High Ground, Sic Transit,
etc.).  To see which Hunters are on a planet, then examine that planet's
coordinates on the Alimbic Cluster Map.  In the event that a Hunter defeats you
in combat, he will claim one of your Octoliths.  You must then hunt down that
Hunter to reclaim it.

A Note on Asterisks:  From now on in the guide, an asterisk (*) will appear on
an area's name if there is a chance a Hunter or Guardians will appear in that
room.  There is only a chance, not necessarily a guarantee.

------------------
Celestial Gateway
New Item:  UA Expansion

Make sure you have the Battlehammer from the Vesper Defense Outpost before you
progress any further.  You absolutely cannot get the second Octolith from
Celestial Archives without it.  If you don't have it, then jump back to Part 3:
Vesper Defense Outpost and finish that chapter.

Switch to the Battlehammer and jump down from the Gunship.  Roll into Alt Form
and slip underneath the landing platform.  Use the Battlehammer to break
through the green force field.  Drop down into a large room full of pillars, a
UA Expansion hidden behind one of them.  Use the Jump Pad to return to the
Upper Celestial Gateway.  Take the portal to the Synergy Core.

-------------
Synergy Core

Leave through the door near the portal to Data Shrine 03.

---------------
Data Shrine 03*

Take a right in the hall and go through the silver door.  In the center room,
fight off the Guardians and/or Hunter who appear (if any) then leave through
the other silver door.  Take a left and head through the door at the end of the
hall to Fan Room Beta.

--------------
Fan Room Beta

Drop to the bottom of the shaft and go through the door to Data Shrine 02.

---------------
Data Shrine 02*
New Scans:  Literary Hub (object), Medical Hub (object)
New Items:  UA Expansion, Volt Driver

Now that you have the Battlehammer, you can open the green doors into the
center area of Data Shrine 02.  Take a right and open the green door with the
Battlehammer.  Inside, a pair of Guardians will attack.  Kill both of them,
then scan both of the low barriers on the left and right sides of the room for
the Literary and Medical Hub objects.  Jump up to the center pillar in the room
for a UA Expansion, then onto the floating platform with the pair of pillars
sitting on it.  Jump from there to the ledge on the wall, then roll into Alt
Form and into the tunnel to get the Volt Driver gun.  Return to Fan Room Beta.

--------------
Fan Room Beta

Climb to the top of the pillar and enter Data Shrine 03.

---------------
Data Shrine 03*

Go back through the central chamber and out the other side.  In the hall, enter
the door to the Synergy Core.

-------------
Synergy Core
New Scans:  Alimbic Prophecy 05 (lore)

Return to your ship in Celestial Gateway and save if you like, but it's not
necessary.  Jump up to the fourth platform and use the Volt Driver to blast
through the yellow force field.  Follow the tunnel to its end and ride the
elevator up.  Step on the Jump Pad to launch to the other end of the room,
across the pit.  Scan the Alimbic Prophecy 05 lore above the door, then use the
Volt Driver to open the yellow door and enter the next room.  Jump in the
portal to teleport to Transfer Lock.

--------------
Transfer Lock
New Scans:  Docking Bay L2 (object), Docking Bay L1 (object),
     Docking Bay L3 (object), Photon Stabilizer (object),
     Psycho Bit v2.0 (bioform)
New Items:  UA Expansion

Drop to the bottom of the Transfer Lock from the orange bridge.  Kill the
Voldrums and their Generator, then run up to where the generator was to find
yet another UA Expansion.  Use the Jump Pad to return to the top of the
Transfer Lock, then turn around and scan one of the large circular discs for
Docking Bay L3 object.  Repeat this again on the second and first floors for
Docking Bay L1 and Docking Bay L2, then use the Jump Pad to return to the
orange light bridge and step through the vision barrier.

Step into the room, and a whole mess of enemies will appear.  Psycho Bit v1.0s
appear on the catwalk, while Voldrums appear on the lower level.  They both
have Generators to supplement them.  As always, kill the generators first (wait
for the Voldrums to leave the generators before you try to kill either - they
have an annoying habit of sitting in the generator, making both the generator
and the Voldrum invulnerable).  Pretty soon, a trio of Guardians will arrive to
reinforce the Psycho Bits and Voldrums.  Once all this mess is out of the way,
head for the back of the area, behind the large structure, to find a new kind
of Psycho Bit.  Scan the Psycho Bit v2.0s, then blow up their generators before
killing the Psycho Bits themselves.  As so you do, the force fields covering
the floor will begin to deactivate.

Once all three generators and Psycho Bits are destroyed, drop down and shoot
each switch in the trench.  Each switch reveals another switch near the front
of the structure.  Shoot each of these switches to deactivate the force field
leading to the innards of the structure.  Run around to the back of the
building and go inside.  Scan the console inside to reactivate a portal back
near Docking Bay L3.  Head back that way through the vision barrier (which have
now had the force fields blocking them removed), and on your way, scan the gap
in the catwalk to find the Photon Stabilizer object.  Enter the portal on the
third floor to transport to the Docking Bay.

------------
Docking Bay
New Scans:  Alimbic Order 01 (lore), Alimbic Order 02 (lore), Alimbic
     Order 03 (lore), Alimbic Order 04 (lore), Final Wish (lore)
New Items:  Cartograph Artifact, UA Expansion

As soon as you arrive in the Docking Bay, a Guardian will attack.  Kill him to
reveal a Shield Key on the ramp in the center of the area.  Pick it up to
deactivate the Artifact Shield on the other side of the pit.  Ride the elevator
across the pit and gather the Cartograph Artifact, and be careful.  A fall is
deadly. Before you leave the Artifact Platform, scan for the Alimbic Order 04
lore.  Return to the main part of the Docking Bay.  On the far left (facing
from the artifact platform) of the Docking Bay is the Alimbic Order 02 lore,
and Alimbic Order 03 is hidden on the right.  With both lore in your logbook,
climb to the upper catwalk.  At the end of the catwalk, where the four floating
platforms meet, scan for the Final Wish lore.

There are four platforms moving back and forth here.  From left to right, I
have numbered them 1, 2, 3 and 4.  Keep this in mind as you progress.  First,
jump onto number 2 and ride it to the platform at the end of its path.  Grab
the UA Expansion on this floating structure, then scan for the Alimbic Order 01
lore.  Ride platform number 2 back to the hub, then get on platform number 4.
Step into the platform to travel to Incubation Vault 02.

--------------------
Incubation Vault 02
New Scan:  Electro Voldrum (bioform)

Kill the Crash Pillar, and two generators on the wall will activate and begin
spitting out Psycho Bit v1.0s.  Kill them, and the generators on the floor will
turn on and start spitting out Electro Voldrums.  They will also be joined by
three Guardians.  Kill the Guardians first, then scan and destroy the Electro
Voldrums and their generators.  Blow up the crates in the room to get some
health.  There are two portals near the blue shield.  One close to it, and one
is further away.  Step into the one closest to it.

--------------------
Incubation Vault 01
New Scan:  Incubation Tank A (object)

Scan the top of the big green glowing tube to get the Incubation Tank A object,
then drop down to the bottom floor and kill the Guardians.  The force fields on
the upper level will release and reveal a Shield Key.  Step into the portal in
front of the computer console to return to the Docking Bay.

------------
Docking Bay

Catch Platform #4 and return to Incubation Vault 02 through the portal.

-------------------
Incubation Vault 02

Return to Incubation Vault 01 through the portal closest to the blue shield.

--------------------
Incubation Vault 01
New Item:  Attameter Artifact

Run along the catwalk and into the structure.  Grab the Shield Key.  If you
fall off the catwalk, then return to the Docking Bay through the portal closest
the computer console and repeat the process to get back here.  Shield Key in
hand, the Artifact Shield will disappear.  Run out and grab the Attameter
Artifact.  Take the portal on the catwalk near the Artifact Shield (now
disabled) to return to Incubation Vault 02.

--------------------
Incubation Vault 02
New Item:  Shock Coil

You will appear on the catwalk above Incubation Vault 02.  Enter the structure
and drop through the hole in the floor to get the Shock Coil.  Use the Shock
Coil to blast through the blue-green shields.  Head to Incubation Vault 03
through the portal against the far wall as you come through the doorway.

--------------------
Incubation Vault 03
New Scan:  Incubation Tank B (object)
New Item:  Missile Expansion

Grab the Missile Expansion, then scan the top of the big green glowing tube to
get the Incubation Tank B object.  Drop down to the bottom floor and kill the
Guardians.  The Psycho Bits can be ignored, but you can kill them if you really
want to.  There are quite a few of them though, so be patient.  Blast through
the blue force field on the main floor with the Shock Coil and enter the
portal.

------------
Tetra Vista
New Scans:  Shield Generator (object), Gravity Stabilizer (object)

Finally out of that maze of portals!  Be careful here, though - a fall through
the many gaps in the floor is deadly.  Scan one of the blue force fields on the
right for a Shield Generator object.  Halfway across, there is an orange pipe
on the right.  Scan it for the Gravity Stabilizer object.  As you work your way
carefully across Tetra Vista, Psycho Bit v2.0s will attack you.  Neutralize
them, and be careful how you strafe.  One wrong move can be deadly.  Enter the
door at the other end to New Arrival Registration.

-------------------------
New Arrival Registration
New Scans:  Quadtroid (bioform)

Scan the Quadtroid right in front of you when you arrive, then start blasting
at it with everything you have.  If it manages to latch onto your head, then
roll into Alt Form and drop a few bombs to shake it loose.  After considerable
punishment, it will die.  Kill all three Quadtroids in this room, and the door
at the end of the hall will unlock.  Go through it to the next room.

Kill the Psycho Bits that appear, then go around the ledge.  Activate the
portal, which leads back to Celestial Gateway.  Go through it.

------------------
Celestial Gateway

Save and heal, then return to New Arrival Registration.

-------------------------
New Arrival Registration
New Scans:  Gorea 06 (lore), Gorea 07 (lore), Gorea 08 (lore),
     Gorea 09 (lore), Greater Ithrak (bioform)
New Items:  Binary Subscripture, Energy Tank

Ride the pair of elevators up to the top level, then jump across to the tunnel.
In the next tower, look down to see a single stationary floating platform.
Jump out and land on it.  Look towards the right, and you will see an Artifact
Shield in an alcove.  Jump over to it.  A force field will close you in the
room.  Switch to your scan visor to reveal four lore:  Gorea 06, Gorea 07,
Gorea 08 and Gorea 09.  Scan them all, and a Shield Key will appear.  Pick it
up, take the Binary Subscripture Artifact, then try to leave the room.  A
Greater Ithrak will drop from the ceiling.  Scan it, then wait for it to lunge
at you.  Jump over it as it does, then shoot its tail with a charged shot.  Do
this until it dies.

Return to the tower, and look down.  There is a tunnel to the right.  Drop down
to the ledge and walk around to the tunnel.  Go through it to the third tower.
There is an Energy Tank waiting out in plain sight to the right.  Walk left
along the ledge, then jump out to the broken ledge, and again to the angled
platform.  Jump a third time to the Energy Tank.  Ride the pair of elevators in
the tower to the top and jump over to the door.  Open the door and enter the
Stronghold Portal.

----------------
Stronghold Void
New Scans:  Slench 3A (bioform), Slench 3B (bioform)
New Items:  Octolith

Run through to Biodefense Chamber B.

     ~o~o~o~o~o~o~o~o~o~o~o~o~o~o~
     Begin Boss Fight:  Slench 3
     ~o~o~o~o~o~o~o~o~o~o~o~o~o~o~
Another Octolith, another Slench fight.  Slench 3a is unchanged since last
time, except in that he is now tougher and is only vulnerable to the
Battlehammer (other weapons deal minor damage to the iris, but not enough for
it to matter).  The real challenge in this fight is learning to adjust to the
Battlehammer's weird firing arc.  The shot actually lands slightly beneath
where you actually aim, so you need to aim a little above your target.  In
addition to using the Volt Driver in his A form, The Slench also has a new
attack while in his B form.  When he rolls up his eyelid and begins to shake,
that is your queue to quickly roll into Alt Form and roll to the left or right.
Because he's going to come crashing down, and it hurts like the dickens.  Do
not, I repeat, do not roll forward or back.  If you do, the Slench will hit you
anyway.  As always, remember to scan both of the Slench forms to fill out your
logbooks, and when you run low on UA kill green blobs to get more.

Player Tip:  As an alternative to using the Battlehammer to destroy the
tentacles, you can also use two Missiles.  (Scott M.)

Player Tip:  If you stand near the door in the A form, the Slench's beam
attacks will fizzle out before they reach you.  This means only the green blobs
can reach you, and gives you a good chance to recharge for his B form.  This
only works on Slench 2 and 3.  (Curtis Hunt)
     ~o~o~o~o~o~o~o~o~o~o~o~o~o~
     End Boss Fight:  Slench 3
     ~o~o~o~o~o~o~o~o~o~o~o~o~o~

Take the Octolith and head out.  You've got eight minutes and thirty seconds to
return to your Gunship.  I know it seems like a long way back to the Celestial
Gateway, but it's not as bad as you think.  Return through the Stronghold
Portal.

-------------------------
New Arrival Registration

Blast open the door and drop to the bottom of the tower, landing on the ledge.
Head through the tunnel to the middle tower.  Ride the elevators to the top of
the middle tower, and into the tunnel to the first tower.  Jump down to the
bottom of this tower and enter the door.  Run through the Quadtroid tunnel (the
Quadtroids, thankfully, have gone) and into the door to Tetra Vista.

------------
Tetra Vista

Run and jump as quickly and carefully as you can through the tunnel.  Ignore
the Psycho Bit v2.0s (they take too long to kill), but be wary of their shots
which distort your vision.  Enter the door at the end of the hall and return to
Incubation Vault 03 through the portal.

--------------------
Incubation Vault 03

Enter the portal in front of the computer console to return to the Docking Bay.

------------
Docking Bay

To your right as you arrive, there is a small alcove with a portal inside it
(very near the Alimbic Order 02 Scan).  Enter this portal to return to the
Transfer Lock.

--------------
Transfer Lock

Drop down to the second level and enter the portal.  If you missed the second
floor and landed on the first, then use the jump pad to get up.

-------------
Synergy Core

See, that wasn't so bad now was it?  Only two or three minutes and you're
already back in familiar territory.  Go through the door and drop to the bottom
of the shaft.  Enter the door to Data Shrine 03.

---------------
Data Shrine 03*

Go right and into the silver door.  If there were any Hunters loose in the
Celestial Archive when you landed and if you haven't faced them already, then
one of them will probably appear here (possibly joined by a Guardian or two).
Otherwise, it'll probably be a bunch of Guardians.  Kill them, then leave
through the silver door which doesn't have blue crystals around it.  Remember,
blue crystals means forward, no crystals at all means back.  Most of the time.
Go left in the hall and through the door to Fan Room Beta.

--------------
Fan Room Beta

Drop to the bottom of the shaft, turn around and go through the door to Data
Shrine 02.

---------------
Data Shrine 02*

Go right and through the door into the central area.  If there are any more
Hunters about, one may be here.  Otherwise, it will just be more Guardians.
Kill them, then leave through the door to the right of the floating platform.
Out in the hall, go through the door to Fan Room Alpha.

---------------
Fan Room Alpha

Drop to the bottom of the shaft, turn around and go through the door to Data
Shrine 01.

---------------
Data Shrine 01*

A Lesser Ithrak will drop down from the ceiling.  Kill it, then run left
through the trench.  Kill the Psycho Bits and head through the silver door.  If
there is anything here to pick a fight with you, kill it then leave through the
opposite door.  Hang a left, and go through the door to the Meditation Room.

----------------
Meditation Room

Climb to the top of the Meditation Room's ramps, killing any Petrasyls that get
in your way.  At the top, go through the door into the Helm Room.

----------
Helm Room*

If you're really unlucky, there will be another Hunter waiting for you here.
If not, there may be more Guardians.  But sometimes not!  Whatever the case, do
whatever you have to do then head out the door to Celestial Gateway.

-------------------
Celestial Gateway

Jump into the Gunship, save and Launch Ship.

-------------------
The Alimbic Cluster

So with two new weapons and another Octolith at your disposal, it's time to
choose your next destination.  If you still have not done Arcterra, then now is
the time to go there.  It's impossible to progress in the second visit to
Alinos without the Judicator from Arcterra, and it's impossible to progress in
Arcterra without the Magmaul from Alinos' round 2.  Lastly, you can't progress
in Vesper Defense Outpost without the Imperialist from Arcterra's second visit.

So, in short, if you have done Arcterra, then head for Alinos' second visit.
If you still have not done Arcterra, then go there now.





      ~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~
                     z
           ---------zz---
          ---------zzz----
         ---------zzzz-----
        ---------zzzz-------
       ---------zzzz---------
      ---------zzzzzzz--------            Part 6: Return to Alinos
      --------zzzzzzz---------                     [0326]
       ---------zzzz---------
        -------zzzz---------
         -----zzzz---------
          ----zzz---------
           ---zz---------
              z
      ~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~

---------------
Alinos Gateway

First, make sure you have the Judicator from Arcterra before you go any
further.  You can't get anywhere in Alinos on the second trip without it.
Enter the portal to the Upper Elder Passage.

----------------------
Elder Passage (upper)

Leave the Elder Passage through either its upper or lower door to the High
Ground.

------------
High Ground*

If there are any Hunters loose on Alinos, chances are pretty dang good that one
of them will be in High Ground.  At the very least, expect a pack of Guardians.
If neither are there, count your lucky stars.

Once your foes are out of the way, drop down into the tunnels beneath High
Ground.  Destroy the force fields down here with the Volt Driver.  Head around
the perimeter of the tunnels until you find a small opening covered by a purple
force field.  Blast the force field open with the Judicator, roll into your Alt
Form and go inside.

-----------
Magma Drop
New Item:  UA Expansion

This is scary at first, but actually isn't all that hard.  The Magma Drop is
one long pool of lava.  You will take constant damage in here, but the fact
that there is a medium energy unit every few feet sort of removes the health
danger.  Drop all the way to the bottom of the pool, grabbing the health units
on the way.  Don't worry if you miss a few.  You'll waste more health then
you'll recover if you try to grab each and every one.  At the bottom, roll to
the right.

Use a bomb to propel yourself upwards.  The liquid magma will make you rise
very high and very fast.  Bomb up to the first ledge, then use another bomb to
head up to the next ledge.  You will fall just short, but don't worry about it.
Hug the left wall until you get stuck on the cliff, then use another bomb to
propel to the right of the ledge, then back to the left to land on the ledge.
Bomb up one more time to one more ledge, grab the UA expansion, then use
another bomb to leave through the shaft above you.

See?  Scary, but not hard.

------------
High Ground*
New Scans:  Thermal Regulator (object), History 02 (lore),
     Alimbic Prophecy 06 (lore)

Another Hunter may have taken up residence in High Ground while you were down
in the Magma Drop.  Return to the central area and kill him, but be careful if
you took a lot of damage in the Magma Drop.  Once the Hunter (if any) is out of
the way, then blast the purple force field near the empty Artifact Shield with
the Judicator.  Go inside.

At the top of the ramp is a door.  This leads to the Combat Hall.  Go explore
if you like, but you don't need to go in there until the third and last visit
to Alinos.  So I won't be covering it just yet.  Scan the wall on the opposite
side of the door for the Thermal Regulator object, then keep following the
hallway up.  Blast the Alimbic Turret v1.0, then scan the History 02 lore in
the corner.

Go out the door and scan the button on the edge of the ledge to activate one of
the floating platforms above High Ground.  Be careful you don't fall down the
hole, or you'll have to climb up again.  Use the new platform to reach the
other side of High Ground.  Scan above the door for the Alimbic Prophecy 06
lore, then jump over the hole in the ground.  Blast the door open with the
Judicator and go inside.

----------------
Alimbic Gardens
New Scans:  Red-Barbed War Wasp (bioform), Gorea 01 (lore),
     Gorea 02 (lore), Alimbic War 02 (lore), Alimbic Garden (object)

Look up to see a Red-Barbed War Wasp.  Scan then kill it, then climb up the
rubble.  Kill the Zoomers along the way.  At the top, you'll see the Delano 7
flying over.  To this day I still can't figure out why the Delano 7 flies
overhead, but I'm pointing it out anyway.  Scan the platforms on the left and
right side of the room for the Alimbic War 02 and Gorea 01 lore, then jump down
into the center of the room.  The Gorea 02 lore and the Alimbic Garden object
both sit right next to each other.  Enter the door on the other side of the
Garden.

-------------
Thermal Vast
New Scan:  Psycho Bit v3.0 (bioform)

Roll into Alt Form and follow the tunnel to its end.  On the other side is a
long pit of lava with numerous platforms and elevators crossing it.  Jump
across onto the elevator directly in front of you, and ride it out to the
center of the lava pools.  Jump to another elevator which will move directly
alongside yours.  This elevator moves left and right, stopping to make contact
with two more elevators on the left and right side of the room.  It doesn't
matter which one you take, just hop onto one of them, ride it to the ledge and
roll into the Alt Form tunnel.  If you fall off any of the elevators, then use
the rocks in the lava to jump safely back to the start and try again.

Roll to the end of the tunnel and into a Jump Pad.  It will launch you up into
the second half of the Thermal Vast.  There are generators here on the left and
right sides of the room which produce Psycho Bit v3.0s.  Scan one of the Psycho
Bits, then destroy the generators.  Jump along the rocks to the tunnel, roll
through it and enter the door to Alinos Perch.  Don't stand on the Jump Pad,
unless you want to do the whole Thermal Vast over again.

-------------
Alinos Perch*

There's a lot do in Alinos Perch, but we'll be skipping a lot of it for the
time being.  There's more pressing matters in the next area.  To the left of
where you came in is a locked door.  Kill the Guardians in this area, which
will unlock the door.  These Guardians are highly susceptible to the Judicator,
so use it for an easy victory.  Go through the unlocked door to the Council
Chamber.

----------------
Council Chamber
New Scan:  Fire Spawn (bioform)
New Item:  Magmaul

Destroy the crate for some UA, then take a right.  Destroy another crate for
more UA, and scan the wall behind it to get the Wall Scroll object.  Pass
through the vision barrier, and get your Judicator out.  A Fire Spawn will
emerge from the pool of lava.  Make sure your scan it, as this will be your
ONLY opportunity to do so.  Quickly run to the left behind the barrier, and
charge up your Judicator.  Wait for the Fire Spawn to throw a ball of lava at
you, then while he is preparing to throw another step out and shoot him square
in the mouth with a charged Judicator shot.  After a few shots, he will die and
the Magmaul will appear on the cliff above you.  Climb up and grab it.  Use it
to blast the orange force field that appeared over the entrance from Alinos
Perch.  Return to Alinos Perch.

-------------
Alinos Perch*
New Scan:  Ceremonial Charms (object), Magma Voldrum (bioform)
New Item:  Missile Expansion

There are three switches in this room which must be activated (by shooting
them) to progress to the next area.  The first is on the rear of the pillar in
the center of the room.  The second is along the path directly in front of you
when you arrive from the Council Chamber, hugging close to the wall.  Scan the
Ceremonial Charms object right next to it as well.

Climb to the upper area of Alinos Perch using the ramp to the left as you come
in from the Council Chamber.  At the top, scan and kill the Magma Voldrums and
their Generators, as well as the Alimbic Turret v1.4 on the cliff behind you.
Climb to the very back of the area and use the Magmaul to punch through the
orange force field.

Go to the right and up the cliff, and kill the pair of Psycho Bit v3.0s.  Shoot
the switch in the small bunker, then grab the Missile Expansion in the left
side of the room before returning through the door you came in.  Use the Jump
Pad you just activated to launch out to the top of the highest mesa.  Scan the
computer and the door on the far wall will unlock.  Jump down to the Jump Pad
and let it launch you to the second Jump Pad, which will in turn launch you to
the door.  If you touch the d-pad, you'll throw off the aim and have to start
over from the first Jump Pad.  Go through the door to the next area.

------------
Crash Site
New Scans:  Structural Debris (object), Alimbic Pride 03 (lore)
New Item:  Cartograph Artifact

Move forward a tiny bit and scan some of the rubble in the room for the
Structural Debris object.  You can also see a Shield Key off to the left.
You'll have to jump out through the rubble to reach it and deactivate the
Artifact Shield, which houses the Cartograph Artifact.  Once you have the
Shield Key, drop down and get the Alimbic Pride 03 lore from the rear of the
room before running down the tunnel to the Artifact.  Take the Cartograph
Artifact then return to Alinos Perch through the door.

-------------
Alinos Perch

Roll into Alt Form and slide out through one of the holes.  Return to the
Council Chamber.

----------------
Council Chamber
New Scans:  Glyph Pattern (object), Wall Scroll (object),
     Council Chamber (object), Alimbic War 03 (lore), Gorea 05 (lore),
     Alimbic War 07 (lore), Alimbic Pride 04 (lore),
     Ice Voldrum (bioform)
New Item:  Energy Tank, Attameter Artifact

Scan the pool of lava, near where the Fire Spawn used to stand, for the Council
Chamber object.  Blast open the orange force field on the far right.  Go down
the hall to the end and grab an Energy Tank.  Return to the Lava Spawn room,
and run down to the other side of the pool of lava.  Use the Magmaul to blast
through the last orange force field, on the far left.  A Guardian will appear.
Kill it with the Judicator, then follow the hallway around the corner.  Keep
your Scan Visor on, and scan the Alimbic War 03 and Gorea 05 lore.  Follow the
hall until it deadends.  Scan the room for the Alimbic War 07 lore, the Glyph
Pattern object, and a security computer which deactivates the force field
behind you.  Turn around and use the Jump Pad to reach the upper Council
Chamber.

At the top, kill the pair of Shriekbats then scan near the hole in the floor
for the Alimbic Pride 04 lore.  Move forward and around the corner.  In the
next room, force fields will close you in and the two Generators will activate
and start spitting out Magma and Ice Voldrums.  Scan both the new Ice Voldrums,
then destroy their Generators and the Voldrums themselves.  Head through the
doorway left from where you came in and activate the portal to Alinos Gateway,
but don't go through it yet.

Step into the circular room near the portal with the force fields on the floor
and ceiling.  Kill all the Petrasyls in the room, then scan the computer.  A
Shield Key will appear, and the force field in the floor will disappear.  Grab
the Shield Key to remove the shield above, revealing the Attameter Artifact.
Drop down through the floor and shoot the switch on the wall to activate a Jump
Pad.  Use the Jump Pad to fly up and grab the Attameter Artifact.

Use the Jump Pad to reach the Alinos Gateway portal.  Go through it.

-----------------
Arcterra Gateway

Save and heal, then return to the Council Chamber.

----------------
Council Chamber

Return to the Voldrum room and go through the door to the Processor Core.

---------------
Processor Core*
New Scans: Backup Processor (object), Lava Processor 01 (object),
     Lava Processor 02 (object), Alimbic Pride 02 (lore)
New Item:  UA Expansion

There may be a Bounty Hunter waiting for you here.  You'll know if there is if
you hear battle music.  Defeat him if there is one, then return to the center
of the room.  Face the Stronghold Portal, then look to the left.  Scan the
Backup Processor object.  Now look to the right, and scan the Lava Processor 01
and Lava Processor 02 objects.  Head around to the back of the Backup Processor
and use the Jump Pad to return to the top of the room.  Scan the Alimbic Pride
02 lore on the catwalk at the top of the room, above the Stronghold Portal,
then jump over to the ledge opposite where the door is.  On the left, behind a
pipe, a UA Expansion is hidden.  Jump over to the ledge closest to Lava
Processor 01 and 02, then jump into the center of the tower.

There is a rising and falling piston in here.  Ride it all the way to the
bottom (you may have to ride it up first).  At the bottom of the shaft is a
small tunnel.  Roll into Alt Form and go inside.

------------
Piston Cave
New Item:  Binary Subscripture Artifact

You'll appear in a lava-filled tunnel with a small catwalk leading across it.
Roll along the catwalk, timing it so you avoid the pistons.  The first few
pistons will only knock you into the lava if they hit you.  Just roll back to
the start and try again if they do.

After you pass a number of pistons on paths, the camera will change angles and
you'll see pistons slamming together.  These pistons are deadly if you get
caught between them.  Time it very carefully so you don't get smashed, and
don't worry - two sets of the pistons don't move at all, so there are safety
zones.

At the end of Double Piston Hall is another tunnel.  Roll into it, and you'll
find more Pistons.  Some crash towards the ceiling, others to the floor, and
all are as deadly as the double pistons.  Move to the right, and roll onto the
set of double pistons.  You'll have to ride the piston up and squeeze through
the tunnel just before it hits the other piston.  This isn't as hard as it
looks - just hold right as the piston rises and you'll slide through with
plenty of space.  On the last piston, wait for it to rise to the top and roll
safely through to the right.

Roll around the corner, and use a bomb jump to bounce up onto the line of
pistons while the upper piston is just beginning to rise.  The third piston in
the line is probably the hardest to get past - you have to use a bomb jump to
get up over the ledge before the piston can crush you.  Once you make it past
that, it's basically home free to the Artifact Shield.  The last few pistons
aren't all that hard to get by.

Bomb Jump to the top of the stairset and grab the Shield Key.  Roll back down
to grab the Binary Subscripture Artifact, then hop back up the stairs and
through the tunnel.

---------------
Processor Core*

Return to Alinos Gateway via the Council Chamber Portal to save and heal if you
want.  Head through the Stronghold Portal in the Processor Core when you're
ready.

----------------
Stronghold Void
New Scans: Cretaphid v3

Run down the hall to Biodefense Chamber A.

     ~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~
     Begin Boss Fight:  Cretaphid v3
     ~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~
Cretaphid v3 is a combination of Cv1 and Cv2, combining the ability to shoot
green blobs from his blue eyes and lasers from a separate set of eyes.
Additionally, it is now possible to disable his laser beam eyes by destroying
them when they turn blue.  As always, circle around the pillar clockwise or
counter-clockwise and destroy the eyes when they turn blue.  Once all the eyes
are destroyed, the brain will appear.  Shoot at it until it retreats, rinse and
repeat.  Use primarily the Power Beam for easy victory.  Don't forget to scan!

Player Tip: Against Cretaphid v3 and v4, you can use a Charged Magmaul shot to
destroy multiple laser beam eyes with one shot. (Chris Pexton)
     ~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~
     End Boss Fight:  Cretaphid v3
     ~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~

Take the Octolith and head back to the Stronghold Portal.  You've got five
minutes to make it back to your ship, which will be easy or hard depending on
how much Hunter resistance you meet on the way.

---------------
Processor Core*

There may be a Hunter here, and the small area has a lot of hiding places.  Try
not to waste a lot of time hunting the enemy Hunter.  Once he's dead, use the
Jump Pad in the Backup Processor and go out through the door to the Council
Chamber.

----------------
Council Chamber

Go to the right through the doorway and drop down the hole.  Head along the
path alongside the Fire Spawn pool and to the entrance hall.  Go out the door
to Alinos Perch.

-------------
Alinos Perch*

Again, there are probably Hunters or Guardians waiting for you here.  Defeat
them, then go through the door to your right to the Thermal Vast.

-------------
Thermal Vast

Roll through the tunnel and into the Jump Pad on the other side.  It will
launch you clear to the other side of the room, where you should roll back into
Alt Form and through the other tunnel.  Go through the door to the Alimbic
Gardens.

----------------
Alimbic Gardens

Jump across the sand garden and around the path to the other door.  Ignore
enemies you encounter on the way.  Leave through the other door to High Ground.

------------
High Ground*

Another Hunter and/or Guardian room.  Once they're out of the way (if any),
jump down to the pit in the center of High Ground, into the tunnel area
beneath.  Go straight forward where you land, and keep following the outer
corridor until you reach the door to Echo Hall.

----------
Echo Hall*

Make sure you kill any Guardians or Hunters in this area to ensure that the
door to Alinos Gateway is unlocked.  Roll into Alt Form and go through the
tunnel.  On the other side, go straight across to the tunnel directly facing
the one you just emerged from.  Roll to its end, and use a bomb jump to get
over the wreckage.  Run to the end of the hall and open the door to Alinos
Gateway.

---------------
Alinos Gateway

Jump into your Gunship, save and select "Launch Ship" on the Touch Screen.

--------------------
The Alimbic Cluster

If you still have not completed the second part of the Celestial Archives, then
go there now.  Jump back to Part 5 for the walkthrough.  Otherwise, return to
Arcterra for its second half.  You won't be able to finish Vesper Defense
Outpost without first doing Arcterra's second half, so unless you still haven't
done Vesper Defense Outpost's first part (I'm amazed if you haven't) then it's
not an option.





      ~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~
                     z
           ---------zz---
          ---------zzz----
         ---------zzzz-----
        ---------zzzz-------
       ---------zzzz---------
      ---------zzzzzzz--------           Part 7: Return to Arcterra
      --------zzzzzzz---------                     [0327]
       ---------zzzz---------
        -------zzzz---------
         -----zzzz---------
          ----zzz---------
           ---zz---------
              z
      ~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~

-----------------
Arcterra Gateway

Drop to the bottom floor and enter Sic Transit.

-----------
Sic Transit*

There may be a Hunter waiting here.  Defeat him, then leave through the orange
door in the southwest corner (remember that the door to Arcterra Gateway is the
northwest door).  Use the Magmaul to open the orange door.

-----------
Fault Line*
New Scans:  Alimbic War 09 (lore), Seal Sphere 01 (lore),
     Frost Spawn (bioform), Alimbic Prophecy 08 (lore)
New Item:  Imperialist

Kill the Quadtroids in this room to unlock a force field in the back, which
leads to the other side of the area.  Before you go through the tunnel, get the
Seal Sphere 01 and Alimbic War 09 lore from the rear of the Quadtroid tunnel.
Go through to the area you just opened up and another force field will appear,
trapping you inside.  A Frost Spawn will appear.  Scan it, then start strafing
around it to dodge its attacks.  The Frost Spawn is similar to the Fire Spawn,
but is only vulnerable to the Magmaul.  Once the Frost Spawn is dead, then the
Imperialist will appear.  Scan above the door for the Alimbic Prophecy 08, then
take the Imperialist.  Use the Imperialist to open the red door.  Go inside to
the Frost Labyrinth.

----------------
Frost Labyrinth

  Frost Labyrinth Maze Map by MrShotgun:
www.gamefaqs.com/portable/ds/file/920760/42044

Roll into Alt Form and head into the tunnel.  Work your way to the top of the
labyrinth and go through the red door.  The tunnel at the top is buggy.  You
may have to approach it an angle or use a Boost to actually get the Morph Ball
to go inside.

----------
Sanctorus
New Scans:  Gorea 03 (lore), Gorea 04 (lore), Alimbic War 01 (lore),
     Alimbic War 06 (lore), Alimbic War 12 (lore)
New Items:  UA Expansion, Binary Subscripture

Take a left from the door to find a UA Expansion at the end of a curving hall.
Scan above the hole in the floor for the Alimbic War 01 lore.  Return to the
door and take the right path.  Go into the tunnel on the right and scan the
arch above for the Gorea 03 lore.  Jump down and scan the Alimbic War 12 lore,
then go through the doorway.

Kill the Greater Ithrak hanging from the ceiling.  There are three switches in
this room which must be scanned to remove the force field blocking the
Imperialist Switch.  There is a computer to your left as you enter which says
as much.
     1.  Behind the pillar across from the computer.
     2.  Behind the pillar closest to the computer.
     3.  On the ledge above the computer.
Scan the broken pillars in the room's center for Gorea 01 and Alimbic War 06
lore, then stand near the Artifact Shield.  Shoot the red switch on the far
side of the room with the Imperialist to make the Shield Key appear.  If you
stand too close to the switch, then it will close and shooting it will not
work.  Stand near the Artifact Shield to ensure it stays shut.  Take the Shield
Key, then grab the Binary Subscripture from the Artifact Shield.  A pair of
Guardians will appear to attack you.  Kill them both, then return to the Frost
Labyrinth.

----------------
Frost Labyrinth

  Frost Labyrinth Maze Map by MrShotgun:
www.gamefaqs.com/portable/ds/file/920760/42044

Return to Fault Line through the right exit.

-----------
Fault Line

Stand in the back of the room, between the two arches, and use the
Imperialist's zoom function to snipe the red switch on the wall.  The switch
will activate an elevator.

Ride the elevator to the second level.  Use the Jump Pad at the top of the
elevator to go up into a narrow tunnel.  Move to its end, to where the UA Ammo
is, then spin around to face where you just came from.  High on the left and
right walls, just above the force field, are two more Imperialist Switches.
Shoot them both to lower the tall force field.  Head back down into the area
you just opened.

Scan the switch on the left side of the room to open a Portal to Arcterra
Gateway.  Return there and save if you like.  Back in the Fault Line, use the
Jump Pad near the portal to reach the door on the upper ledge.  Go through the
door to the Drip Moat.

----------
Drip Moat

Step forward onto the square tile on the floor.  The platform will begin moving
forward.  You may notice a UA Expansion below; you'll get this later on.  Ride
the platform to the end, shooting the Petrasyls, War Wasps and Shriekbats who
get in the way.  If you get knocked off by one of them, then return to the
start and use the Jump Pad to return to the top and try again.  Go through the
door at the other end of the Drip Moat to enter Subterranean.

-------------
Subterranean
New Scans:  Alimbic Turret v2.7 (bioform), Alimbic War 04 (lore),
     Alimbic War 05 (lore), Alimbic War 11 (lore)
New Items:  Missile Expansion, Cartograph Artifact

To deactivate the force fields in this room, you have to shoot the four
switches in the ring above with the Imperialist.  Stand in the corners of the
room and the small area in the middle of the force fields to shoot over the
fields and reach the switches.  You may have to jump to reach over the fields.
You have to shoot the switches straight on.  Shooting them from the side
doesn't work.

Once all the switches are activated, work your way to the center of the maze
and stand on the disc.  The disc is actually an elevator, which will go down.
Go to the end of this new hall and take the Missile Expansion.  Scan for the
Alimbic War 04 lore, then turn around.  On your left down the hall a ways is a
large crack in the wall.  Go through it, and get the Alimbic War 11 lore
halfway through the short tunnel.  Hang a left when the tunnel branches, then
scan and destroy an Alimbic Turret v2.7 bioform.  Once the Turret is dead, a
Shield Key will appear.  Take it, then scan the Alimbic War 05 lore against the
wall before going to the opposite end of the hall to claim the Cartograph
Artifact.

Return to the elevator, and make sure you have all of the scans and the Missile
Expansion before leaving.  Once you exit Subterranean, the elevator will stop
working.

Player's Note:  Actually, I was wrong.  You can get the elevator to run again,
but you must first take the Octolith and return to the Gunship.  Once you have
done this, then the elevator will start working again.  Thanks to Dark Crono
for figuring this out.

Start working your way out of the maze, and after a short time the force fields
will deactivate and no less then six Guardians will appear to attack.  The
Guardians appear one at a time at intervals of only a few seconds, so the
faster you kill them the better.  If you're a good shot with the Imperialist,
then a single head shot with the rifle is enough to kill any of them.  Once all
the Guardians are dead, return to the Drip Moat.

----------
Drip Moat
New Item:  UA Expansion

Return to the start of the Drip Moat.  When you near the end of the platform
ride, you will see a UA Expansion floating in midair below you.  Jump off of
the platform after it stops moving and grab the UA Expansion.  Use the Jump Pad
at the bottom of the shaft to bounce back up.  Go back through the door to
Fault Line.

-----------
Fault Line
New Scan:  Oubliette 01 (lore)
New Item:  Attameter Artifact

Ride the elevator back up from the Ice Spawn room and use the Jump Pad closest
to the elevator to bounce back up into the narrow tunnel.  Go up the ramp into
the next room.  Drop down and kill the Psycho Bits and their generators to
reveal a Shield Key in the far corner of the room.  Take it, then head back to
where you came in.  Under a ledge between two pillars is a computer.  Scan it.
The Shield Key and the Computer will together deactivate the electricity and
the shield in the tunnel below, letting you claim the last Artifact.

Jump up to the top of the rubble in the middle of the room.  Use a missile on
the pillar's large crack to knock it over, creating a narrow bridge.  Get the
Gorea 01 lore from the cliff below the pillar, then cross the makeshift bridge.
Run along the ledge and jump into the tunnel.  At the end of the tunnel, drop
down to the Ice Spawn room.  Backtrack to the Quadtroid Cave, through the left
branch into the tunnel that was formerly filled with electricity.  Take the
Attameter Artifact.

Return to the Ice Spawn room and ride the elevator back up.  Use the portal to
return to Arcterra Gateway.

-----------------
Arcterra Gateway

Save and heal, then return to Fault Line through the portal.

-----------
Fault Line

Use the Jump Pad to return to the Fallen Pillar Room and enter the Stronghold
Portal.

----------------
Stronghold Void
New Scan:  Cretaphid v4
New Item:  Octolith

This is your last Cretaphid boss, so if you still haven't scanned Biodefense
Chamber A then do it now.  It's your absolute last chance.  The lore can be
found just to the right of the door in the boss room.

     ~o~o~o~o~o~o~o~o~o~o~o~o~o~
     Begin Boss:  Cretaphid v4
     ~o~o~o~o~o~o~o~o~o~o~o~o~o~
As always, Cretaphid is similar to his previous version but has one new trick.
This time around, the pillar can move.  This gives you something else to dodge,
but the Cretaphid still isn't that difficult.  Blast his eyes when they turn
blue, and shoot the brain until it descends.  Always move in clockwise or
counter-clockwise circles.  And don't forget to scan him.

Player Tip: Against Cretaphid v3 and v4, you can use a Charged Magmaul shot to
destroy multiple laser beam eyes with one shot. (Chris Pexton)
     ~o~o~o~o~o~o~o~o~o~o~o~o~
     End Boss:  Cretaphid v4
     ~o~o~o~o~o~o~o~o~o~o~o~o~

Take the Octolith and return through the Stronghold Portal.  You've got an
extremely generous four minutes to make it back to Arcterra Gateway and fly off
in your Gunship.

-----------
Fault Line

Run along the fallen pillar and jump down to the Ice Spawn room.  Run back
through the Quadtroid Cave and into the door to Sic Transit.

------------
Sic Transit*

If there's a Hunter here, then beat him.  Leave through the door across from
the Fault Line entrance to Arcterra Gateway, in the northwest corner.

-----------------
Arcterra Gateway

Jump to the top of Arcterra Gateway and into your Gunship.  Launch Ship to
leave Arcterra for good.

--------------------
The Alimbic Cluster

You've found Seven of the Eight Octoliths, and have every weapon in the game at
your disposal.  It's time for the last hurdle.  Set a course for Vesper Defense
Outpost.





      ~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~
                     z
           ---------zz---
          ---------zzz----
         ---------zzzz-----
        ---------zzzz-------
       ---------zzzz---------
      ---------zzzzzzz--------    Part 8: Return to Vesper Defense Outpost
      --------zzzzzzz---------                     [0328]
       ---------zzzz---------
        -------zzzz---------
         -----zzzz---------
          ----zzz---------
           ---zz---------
              z
      ~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~

------------
VDO Gateway

Take the portal to Weapons Complex (upper).

-------------------------
Weapons Complex (upper)*

Drop down the elevator shaft and use the Imperialist to enter the red door.

---------------
Stasis Bunker*
New Scans:  Seal Sphere 03 (lore), Seal Sphere 04 (lore),
     Oubliette 02 (lore), Oubliette 03 (lore), Oubliette 04 (lore),
     Oubliette 05 (lore), Oubliette 06 (lore), Oubliette 07 (lore),
New Items:  UA Expansion, Cartograph Artifact, Attameter Artifact

Run forward and destroy the Voldrums and their Generators.  Go through the
jammed door and kill the Alimbic Turret at the top.  Go up the ramps to the
right to the second floor.  There are lots of enemies and Generators up here.
Kill them as you find them.  Take a right at the top of the ramp, then right
again through the door flanked by blue crystals.  Go through the hall and into
the small room.  The opening in the floor drops down to the ramps that lead up
to the second floor. Jump up to one of the ledges on the left and right sides
of the room, then onto the device suspended from the ceiling.  Grab the UA
Expansion and return to the previous room.

Use your Scan Visor in this circular area to find Seal Sphere 03 and 04 as well
as Oubliette 02 through 07 lore entries.  Leave through the passage with the
locked door at its end.  Take a left to find the Stronghold Portal; scan if it
if you don't have the Stronghold Portal object already, as this will be your
last chance to do so.  Remember its location, but we can't do anything with it
right now.  Turn to the right and destroy the Alimbic Turret, then scan the
computer.  This will power another computer near the Weapons Complex door.
Roll into Alt Form and backtrack to the door you entered through, and scan the
computer.  You have only 20 seconds to do so.  Scanning the computer will
reveal a Shield Key in the room above, where you found the UA Expansion.
Again, you have only 20 seconds to make it there.

The Shield Key will lower one of the two Artifact Shields in the large room on
the first floor, inside of which is the Cartograph Artifact.  If you still have
not scanned the Cartograph Artifact for its logbook entry, then do it now -
it's your final chance to do so.  Taking the Cartograph Artifact will release a
few Guardians into the room.  Kill them all, and a second Shield Key will
appear on the second floor.  Take this Shield Key to deactivate the second
Artifact Shield on the first floor.  Again, scan the Attameter Artifact before
you take it if you haven't done so already - it's your last chance to scan it
before it's gone forever.

Taking the Attameter Artifact will unlock the doors on the first and second
floors.  Return to the second floor.  Scan the Stronghold Portal if you haven't
got its object scan yet (this is your last chance to do so), and go through the
door near the Portal.

----------
Ascension

Ride the elevator to the top (you may have to wait a moment for it to arrive).
At the top of the shaft is a portal to VDO Gateway.  Return there and save if
you like.  Back at Ascension, go through the door near the portal to the Fuel
Stack.

-----------
Fuel Stack
New Scans:  Silo Levitator (object), Cooling Vent (object),
     Alimbic War 08 (lore), Alimbic Order 05 (lore),
     Cryogenic Storage (object), Seal Sphere 02 (lore),
     Methane Pipeline (object)
New Items:  Missile Expansion, Binary Subscripture Artifact

Step into the hallway on the left.  Something will go wrong with the power
levels, and you are given one minute to activate the computer at the top of the
Fuel Stack before the whole Outpost explodes.

Run along the passage, around the corner and onto the Jump Pad.  Bounce up to
the small ledge, then jump up to the top of the shaft using the other ledges
which encircle the walls.  Go through the tunnels, ignoring the Geemers on the
way (killing them just wastes time).  Use the Jump Pad at the end of the tunnel
to go up another level, to another set of small ledges.  Jump up them to the
top of the shaft and next-to-top floor.  Step through the vision barrier, go
around the ledge to the left and jump onto the elevator.  Switch to your scan
visor as you ride the elevator to its destination.  Jump across to the small
ledges which lead up to a tiny alcove.  In the alcove is the computer.  Scan it
to fix the power levels in the Fuel Stack.

A Shield Key will appear near the center of the Fuel Stack.  Drop down to the
floor beneath the elevator.  Kill the swarm of Psycho Bits, then scan in the
alcove for the Cooling Vent object and Alimbic War 08 lore.  Drop down through
the hole in the floor to the area with white walls.  Kill the Alimbic Turret,
then follow the spiraling ramp to the bottom.  Grab the Missile Expansion in
the alcove here.  Climb back to the top of the spiral ramp and scan the
computer (if you don't see one, you're on the wrong side of the room - jump
across the pit and check the other side).

Scan the white pillar of light in the center of the pit for the Silo Levitator
object, then step through the vision barrier you just unlocked by scanning the
computer.  Scan the pipeline on the wall here for the Methane Pipeline object,
then move into the next room.  Scan for the Seal Sphere 02 lore in front of the
Artifact Shield, then drop down into the trench.  Scan the Shield Key before
taking it; this is your last chance to add it to your Logbook.  Climb back up
to the Artifact Shield, and scan the Binary Subscripture before you take it.
This is your last chance to do so.

Return to the Zoomer Hall outside the Shield Key trench.  Scan for the Alimbic
Order 05 lore in the center of the frozen room, then hang a left through the
tunnel.  At the end of the tunnel, scan the glass wall on the left for the
Cryogenic Storage object, then drop down the shaft to the bottom of the Fuel
Stack.  Return to Ascension through the door.

----------
Ascension

Go through the portal to VDO Gateway.

------------
VDO Gateway

Save and heal at the Gunship, then return to Ascension through the portal.

----------
Ascension

Drop to the bottom and go through the door to the Stasis Bunker.

--------------
Stasis Bunker

Head into the Stronghold Portal.

----------------
Stronghold Void
New Scans:  Slench 4A, Slench 4B
New Item:  Octolith

This is your last visit to the Stronghold Void, so make sure you have the
Stronghold Void and the Biodefense Chamber B lore before you leave. This is
your last chance to get them!

     ~o~o~o~o~o~o~o~o~o~o~o~
     Begin Boss:  Slench 4
     ~o~o~o~o~o~o~o~o~o~o~o~
Same old Slench.  Except this one hangs from the ceiling, and is only
vulnerable to the Magmaul.  Aim your shots well above your actual target; the
Magmaul fires in a wide arc.  In the Slench's B form, he will use a new attack
right away.  He will roll into a ball and start ricocheting around the room.
Stand in one of the corners and wait for him to stop.  Take the opportunity to
destroy any remaining green projectiles with the Power Beam and claim the
health and UA ammo they drop.  In his B form, the Slench is identical to Slench
3.  He will shoot projectiles at you, and will occasionally attempt to crush
you.  As before, roll into Alt Form and head for the far side of the room when
he begins to shake.  If you run low on health, then wait on 4A to destroy the
tentacles.  The Slench's green projectiles drop lots of health.

Player Tip:  As an alternative to using the Judicator to destroy the tentacles,
you can also use two Missiles.  (Scott M.)
     ~o~o~o~o~o~o~o~o~o~o~
     End Boss:  Slench 4
     ~o~o~o~o~o~o~o~o~o~o~

Scan the Octolith before taking it.  This is your last chance to get the
Octolith object scan.  Return to the Stronghold Portal.  You've got three
minutes to return to your Gunship.  If this seems like more than enough time,
that's because it is.

---------------
Stasis Bunker*

There may be a Hunter waiting here for you.  Go left from the portal, down the
ramps to the first floor and out the door to the Weapons Complex.

-----------------
Weapons Complex*

Go straight into the next room, then take a right through the doorway.  Go left
and through the door at the end of the hall to the Bioweaponry Lab.

----------------
Bioweaponry Lab

Go through the opposite door to VDO Gateway.

------------
VDO Gateway

Jump in your Gunship and Launch Ship to leave Vesper Defense Outpost.  For
good.

--------------------
The Alimbic Cluster

If any of your rival Hunters have stolen one of your Octoliths, and you are yet
to reclaim it, then now is the time to get them back.  Use the Alimbic Cluster
map to locate where the Hunters are.  If they have an Octolith, then it will
appear on their portrait.  Once you have all eight Octoliths in your
possession, then head for Alinos for the third and final time.





      ~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~
                     z
           ---------zz---
          ---------zzz----
         ---------zzzz-----
        ---------zzzz-------
       ---------zzzz---------
      ---------zzzzzzz--------       Part 9: Alinos Again and Oubliette
      --------zzzzzzz---------                     [0329]
       ---------zzzz---------
        -------zzzz---------
         -----zzzz---------
          ----zzz---------
           ---zz---------
              z
      ~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~

---------------
Alinos Gateway

Take the portal to Elder Passage (upper).

----------------------
Elder Passage (upper)

Leave through the door to the left to High Ground.

-------------
High Ground*

There may be a Hunter here, or at the very least some Guardians.  If the Hunter
steals an Octolith, then you'll have to go track him down.  You can't finish
your business on Alinos without all eight Octoliths.  Go through the door with
the pair of blue crystals near the empty Artifact Shield.  This is the same
door I directed you to pass entirely on your second visit to Alinos.

-------------
Combat Hall*
New Scans:  Sniper Shield (object), Blast Shield (object),
     Combat Hall (lore), Alimbic Pride 05 (lore)

Kill the Guardians and/or Hunter who appear in this room.  Scan to the left of
the door from High Ground for the Alimbic Pride 05 lore, then drop down to the
lower level.  Scan the bunker on the first floor for the Blast Shield, then the
bunker on the second floor, opposite side of the room, for the Sniper Shield
object.  Scan in the tunnel before the door near the Sniper Shield for the
Combat Hall lore.  Head into the door near the Combat Hall lore.

----------------------------
Alimbic Cannon Control Room
New Scans:  Alimbic Cannon 01-04

Step through the vision barrier and scan each of the four pillars for Alimbic
Cannon 01 through 04 lore.  Step into the ring in the middle.  If you have all
eight Octoliths, then the Alimbic Cannon will fire.  The prison ship Oubliette
will appear.  Return to Combat Hall.

-------------
Combat Hall*

On your way back to your ship there will be no time limit, but you can bet
you'll be dogged by Guardians and Hunters in every room on the way back.
Defeat the Guardians and/or Hunter in Combat Hall then return to High Ground.

-------------
High Ground*

Defeat the Guardians and/or Hunter, then drop to the tunnels below.  Use the
Jump Pad down here to launch to the top floor of High Ground.  Go through the
silver door to Elder Passage (upper).

---------------------
Elder Passage (upper)

Take the portal to Alinos Gateway.

---------------
Alinos Gateway

Jump into your Gunship, save and Launch Ship to leave Alinos.  Permanently.

--------------------
The Alimbic Cluster

Oubliette will appear in the center of the Cluster.  Set a course there.

----------
Oubliette
New Scans:  Sealing Gorea 01 (lore), Sealing Gorea 02 (lore),
     Sealing Gorea 03 (lore), Sealing Gorea 04 (lore),
     Sealing Gorea 05 (lore), Gorea (bioform), Gorea (bioform),
     Gorea Arm (bioform), Gorea 2 (bioform), Gorea Seal Sphere (bioform),
     Trocra (bioform)
New Items:  Energy Tank, Omega Cannon

Go through the doors  in front of the Gunship and ride the elevator up.  At the
top, spin around and enter the portal.  Scan for Sealing Gorea 01 through 05
lore in this room.  Go through the door.  To the right of the door is a tunnel.
Roll through it to the end.  Jump over to the glowing platform and enter the
portal.  Grab the Energy Tank in this room, then return through the portal.
Drop down to the ground level and go down the hall.  Open the Stronghold Door
and jump into the ring to be transported to Gorea.

     ~o~o~o~o~o~o~o~o~o~o~
     Begin Boss:  Gorea
     ~o~o~o~o~o~o~o~o~o~o~
Scan Gorea and one of his arms, then quickly run to the perimeter of the room,
on the other side of the yellow moat.  Gorea is unable to pass this line, but
he can still shoot projectiles at you.  Scan one of the blue floating objects
for the Trocra bioform.

Around the perimeter of the room are a number of colored plates.  Shoot them in
this order with these weapons:
     Yellow:  Volt Driver
     Green:   Battlehammer
     Orange:  Magmaul
     Blue:    Shock Coil (you may have to jump to shoot the panel)
     Purple:  Judicator
     Red:     Imperialist
Once this is done, you will receive a message.  Keep the Imperialist out.
We'll be using it for the remainder of the fight.  Run around the perimeter of
the arena in a big circle, dodging Gorea's shots and shooting the Trocras with
the Power Beam for Energy and UA.  When Gorea turns red, now is the time to
strike.  Zoom in on him with the  Imperialist and shoot both of his shoulders
to destroy them in one hit.  You can try using other weapons on his other
colors, but it's very difficult.  The Imperialist is not only easiest, it's
actually safest and in most cases fastest.

Reader Tip:  The Shock Coil is also an effective weapon to destroy Gorea's
shoulders.  Gorea is vulnerable to the Shock Coil while he is colored blue, the
phase immediately before he uses the Imperialist. - Dark Crono

Gorea will change forms.  Scan him again for the Gorea bioform scan (there are
two Gorea bioform scans, with identical names but different logbook entries).
Scan the yellow eye at the top of his body for the Gorea Soul Sphere bioform as
well.

Remaining outside the moat, out of the range of Gorea's attacks, shoot the
yellow eye repeatedly with the weapon which matches the weapon you destroyed
his shoulders with (i.e. if you used the Shock Coil to destroy his shoulders,
use the Shock Coil on his seal sphere, Imperialist to destroy his shoulders,
Imperialist on the seal sphere, etc.)  After a while, Gorea will return to his
original form.  Repeat the process until he dies.

Reader Tip:
"When gorea turns green, shoot him with the battlehammer
When gorea turns yellow, shoot him with the volt driver
When gorea turns orange, shoot him with the magmaul
When gorea turns red, shoot him with the imperialist
When gorea turns blue, shoot him with the shock coil
When gorea turns purple, shoot him with the Judicator."
- Ben Ritz
     ~o~o~o~o~o~o~o~o~
     End Boss:  Gorea
     ~o~o~o~o~o~o~o~o~

If you shot the colored plates in the order I specified, then you will be
transported to a new battlefield.  Otherwise, the game will end prematurely and
you will see the "bad ending."

     ~o~o~o~o~o~o~o~o~o~o~
     Begin Boss:  Gorea 2
     ~o~o~o~o~o~o~o~o~o~o~
Scan Gorea 2, then drop to the bottom of the area.  Take the Omega Cannon from
the Artifact Shield and use the radar to locate Gorea 2.  He spends most of the
fight teleporting randomly around the battlefield, hurling large boulders at
you and occasionally using a very powerful laser attack.  His attacks deal a
great deal of damage, and his random teleporting around the battlefield makes
it difficult to dodge every attack that comes your way.  The key to beating
Gorea 2 is to locate him quickly after he teleports, and be very accurate with
the Omega Cannon, which has a long cooldown.  Gorea 2 returns often to the top
of the arena.  If you can't find him, chances are he's loitering up there.
     ~o~o~o~o~o~o~o~o~o~
     End Boss:  Gorea 2
     ~o~o~o~o~o~o~o~o~o~

Defeating Gorea 2 will give you the "good ending" and will unlock the Oubliette
arena for use in Multiplayer.  If you followed this walkthrough to the letter,
then you should have all the Items and Scans.  A special emblem on your
Hunter's License is your sole reward.  If this is your first run through the
game, then you will also unlock the Sound Test, the Records Page and all of CG
clips on the Movies Page except for two.  Defeat Gorea 1 again without shooting
the colored panels to get the last two movies and fill out the Movies Page.





-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-
               z
     ---------zz---
    ---------zzz----
   ---------zzzz-----
  ---------zzzz-------
 ---------zzzz---------
---------zzzzzzz--------                      The Logbook
--------zzzzzzz---------                        [0400]
 ---------zzzz---------
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    ----zzz---------
     ---zz---------
        z
-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-

[0401]  Lore
[0402]  Bioforms
[0403]  Objects
[0404]  Equipment


Author's Note:  All scans appear in the order they do appear in the game's
logbook.  To locate a missing scan, then simply find its location in the in-
game logbook and compare it to this list to find its location.  To view your
logbook in-game, enter the Hunter Gunship and touch the Logbook button on the
touchscreen.

A Note on Oubliette and Stronghold Void:  Both of these locations are
unmappable, so only their planet locations are listed and not their specific
rooms.  But since these areas are so small, it shouldn't be a problem to find
the scans therein.

A Note on Organization:  The first line shows the Log's name, the second shows
its specific location, and the third line on transcribes the Log's entry.





      ~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~
                     z
           ---------zz---
          ---------zzz----
         ---------zzzz-----
        ---------zzzz-------
       ---------zzzz---------
      ---------zzzzzzz--------                      Lore
      --------zzzzzzz---------                     [0401]
       ---------zzzz---------
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           ---zz---------
              z
      ~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~

------------------
Alimbic Cannon 01
Alinos,  Alimbic Cannon Control Room

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

------------------
Alimbic Cannon 02
Alinos,  Alimbic Cannon Control Room

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

------------------
Alimbic Cannon 03
Alinos,  Alimbic Cannon Control Room

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

------------------
Alimbic Cannon 04
Alinos,  Alimbic Cannon Control Room

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

---------------------
Alimbic Datashade 01
Alinos, Alinos Gateway

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

---------------------
Alimbic Datashade 02
Alinos, Alinos Gateway

Designed to maintain data integrity indefinitely, datashades are highly
resistant to tampering and decay.  Scanning these packets will allow you access
to our scriptures and lore.

-----------------
Alimbic Order 01
Celestial Archives, Docking Bay

There were eight elders in the Alimbic Order.

-----------------
Alimbic Order 02
Celestial Archives, Docking Bay

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

----------------
Alimbic Order 03
Celestial Archives, Docking Bay

There are never more then two Octoliths hidden on any planet or space station.

-----------------
Alimbic Order 04
Celestial Archives, Docking Bay

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

-----------------
Alimbic Order 05
Vesper Defense Outpost, Fuel Stack

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

-----------------
Alimbic Pride 01
Arcterra, Ice Hive

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

-----------------
Alimbic Pride 02
Alinos, Processor Core

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

-----------------
Alimbic Pride 03
Alinos, Crash Site

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

-----------------
Alimbic Pride 04
Alinos, Council Chamber

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

-----------------
Alimbic Pride 05
Alinos, Combat Hall

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

--------------------
Alimbic Prophecy 01
Celestial Archives, Celestial Gateway

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

--------------------
Alimbic Prophecy 02
Alinos, Alinos Gateway

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

--------------------
Alimbic Prophecy 03
Vesper Defense Outpost, VDO Gateway

Yellow Lightning shall strike with demonic fury upon the Greenwood.

--------------------
Alimbic Prophecy 04
Arcterra, Arcterra Gateway

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

--------------------
Alimbic Prophecy 05
Celestial Archives, Synergy Core

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

--------------------
Alimbic Prophecy 06
Alinos, High Ground

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

--------------------
Alimbic Prophecy 07
Vesper Defense Outpost, Weapons Complex

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

--------------------
Alimbic Prophecy 08
Arcterra, Fault Line

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

---------------
Alimbic War 01
Arcterra, Sanctorus

The war lasted three standard galactic months.  Even with the galaxy's most
powerful technology at our disposal, we fell like dry grass beneath the blade.

---------------
Alimbic War 02
Alinos, Alimbic Gardens

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

---------------
Alimbic War 03
Alinos, Council Chamber

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

---------------
Alimbic War 04
Arcterra, Subterranean

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

---------------
Alimbic War 05
Arcterra, Subterranean

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

---------------
Alimbic War 06
Arcterra, Sanctorus

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

---------------
Alimbic War 07
Alinos, Council Chamber

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

---------------
Alimbic War 08
Vesper Defense Outpost, Fuel Stack

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

---------------
Alimbic War 09
Arcterra, Fault Line

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

---------------
Alimbic War 10
Vesper Defense Outpost, Compression Chamber

If you are reading this message, our plan to contain Gorea was a success.
Honor our sacrifice and do not seek this thing.  Only harm can come from such a
course.

---------------
Alimbic War 11
Arcterra, Subterranean

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

---------------
Alimbic War 12
Arcterra, Sanctorus

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

-------------------
Battle Sarcophagus
Alinos, High Ground

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.

---------------------
Biodefense Chamber A
Stronghold Void,  Cretaphid Boss Fights

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

---------------------
Biodefense Chamber B
Stronghold Void,  Slench Boss Fights

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

------------
Combat Hall
Alinos, Combat Hall

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

-----------
Final Wish
Celestial Archives, Docking Bay

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

---------
Gorea 01
Alinos, Alimbic Gardens

The horror shrieked its name: Gorea.

---------
Gorea 02
Alinos, Alimbic Gardens

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

---------
Gorea 03
Arcterra, Sanctorus

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

---------
Gorea 04
Arcterra, Sanctorus

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

---------
Gorea 05
Alinos, Council Chamber

We have seen Gorea alter its atomic structure from a vapor to a solid.  Our
scientists believe Gorea may also possess other shape-changing abilities.

---------
Gorea 06
Celestial Archives, New Arrival Registration

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

---------
Gorea 07
Celestial Archives, New Arrival Registration

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

---------
Gorea 08
Celestial Archives, New Arrival Registration

Alimbic soldiers were powerless before Gorea's onslaught.

---------
Gorea 09
Celestial Archives, New Arrival Registration

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

-----------
History 01
Alinos, Echo Hall

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

-----------
History 02
Alinos, High Ground

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

-----------
History 03
Vesper Defense Outpost, Weapons Complex

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

-----------
History 04
Vesper Defense Outpost, Weapons Complex

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

-----------
History 05
Vesper Defense Outpost, Compression Chamber

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

-----------
History 06
Vesper Defense Outpost, Compression Chamber

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

-----------
History 07
Vesper Defense Outpost, Compression Chamber

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

-----------
History 08
Vesper Defense Outpost, Compression Chamber

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

-----------
History 09
Arcterra, Ice Hive

For generations our superior military capability deterred all enemies.  A
renewed sense of peace allowed us to return to our natural philosophical
pursuits.

-----------
History 10
Arcterra, Ice Hive

Through science and technology we increased our already formidable mental
skills.  Significant advances were made in the areas of telepathy, telekinesis,
and extradimensional exploration.

-----------
History 11
Arcterra, Ice Hive

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

------------------
Interment Chamber
Alinos, High Ground

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

-------------------
Octolith Safeguard
Vesper Defense Outpost, Weapons Complex

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

-------------
Oubliette 01
Arcterra, Fault Line

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

-------------
Oubliette 02
Vesper Defense Outpost, Stasis Bunker

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

-------------
Oubliette 03
Vesper Defense Outpost, Stasis Bunker

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

-------------
Oubliette 04
Vesper Defense Outpost, Stasis Bunker

The Oubliette cannot be found in this galaxy.  It is hidden in another
dimension.  If you seek the Seal Sphere, you must first seek the keys.

-------------
Oubliette 05
Vesper Defense Outpost, Stasis Bunker

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

-------------
Oubliette 06
Vesper Defense Outpost, Stasis Bunker

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

-------------
Oubliette 07
Vesper Defense Outpost, Stasis Bunker

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

-------------
Oubliette 08
Vesper Defense Outpost, Compression Chamber

Only the Alimbic Cannon can access the Infinity Void.

--------------------
Science Sarcophagus
Alinos, High Ground

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

---------------
Seal Sphere 01
Arcterra, Fault Line

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

---------------
Seal Sphere 02
Vesper Defense Outpost, Fuel Stack

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

---------------
Seal Sphere 03
Vesper Defense Outpost, Stasis Bunker

The Alimbic Order directed surviving citizens to transfer their essences into
the Seal Sphere.  Our combined psychic energy is the engine that powers the
sphere.

---------------
Seal Sphere 04
Vesper Defense Outpost, Stasis Bunker

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

-----------------
Sealing Gorea 01
Oubliette

No weapon could defeat Gorea.

-----------------
Sealing Gorea 02
Oubliette

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

-----------------
Sealing Gorea 03
Oubliette

We lured Gorea into our trap.  The Seal Sphere was deployed and the creature
ensnared.  With Gorea bound, we had to act quickly.

-----------------
Sealing Gorea 04
Oubliette

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

-----------------
Sealing Gorea 05
Oubliette

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

----------------
Stronghold Void
Stronghold Void,  Cretaphid or Slench Fights

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





      ~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~
                     z
           ---------zz---
          ---------zzz----
         ---------zzzz-----
        ---------zzzz-------
       ---------zzzz---------
      ---------zzzzzzz--------                    Bioforms
      --------zzzzzzz---------                     [0402]
       ---------zzzz---------
        -------zzzz---------
         -----zzzz---------
          ----zzz---------
           ---zz---------
              z
      ~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~

A Note on Bioforms:  Locations given indicate the first place that bioform may
be scanned, not necessarily the only place.

--------------------
Alimbic Turret v1.0
Celestial Archives, Data Shrine 03

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

--------------------
Alimbic Turret v1.4
Vesper Defense Outpost, Weapons Complex

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

--------------------
Alimbic Turret v2.7
Arcterra, Subterranean

A late model Alimbic Turret with improved targeting capability.

-------------
Arctic Spawn
Arcterra, Fault Line

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

----------------
Barbed War Wasp
Arcterra, Ice Hive

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

---------
Blastcap
Alinos, High Ground

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

---------------------
Blue Barbed War Wasp
Arcterra, Ice Hive

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

-------------
Crash Pillar
Vesper Defense Outpost, Weapons Complex

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

-------------
Cretaphid v1
Stronghold Void

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

-------------
Cretaphid v2
Stronghold Void

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

-------------
Cretaphid v3
Stronghold Void

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

-------------
Cretaphid v4
Stronghold Void

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

----------
Dialanche
Alinos, Elder Passage

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.

----------------
Electro Voldrum
Celestial Archives,  Incubation Vault 02

This version of the Voldrum has a weaker hull then the standard model,
rendering it vulnerable to rapid-fire weaponry.

---------------
Energy Blaster
Stronghold Void, Slench Fights

Turrets on the walls of the chamber fire blasts of plasma generated by the
Slench.

-----------
Fire Spawn
Alinos, Council Chamber

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

-------
Geemer
Arcterra, Arcterra Gateway

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

------
Gorea
Oubliette

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

------
Gorea
Oubliette

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

--------
Gorea 2
Oubliette

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 energy from it.

----------
Gorea Arm
Oubliette

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

------------------
Gorea Seal Sphere
Oubliette

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

---------------
Greater Ithrak
Celestial Archives, New Arrival Registration

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

---------
Guardian
Celestial Archives, Helm Room

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

-----------
Halfturret
Alinos, Echo Hall

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.

------------
Ice Voldrum
Alinos, Council Chamber

A late advance in Voldrum technology featuring freezing projectiles.  Its
pulse-tube crycoolers are extremely susceptible to high temperature impact.

-------
Kanden
Celestial Archives, Data Shrine 02

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

--------------
Lesser Ithrak
Celestial Archives, Data Shrine 01

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

--------
Lockjaw
Vesper Defense Outpost, Weapons Complex

Sylux's alterative 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 trip wires.

--------------
Magma Voldrum
Alinos, Alinos Perch

Another modification of Voldrum technology, its high operating temperature
causes reduced defensive capability against subzero weaponry.

------
Noxus
Arcterra, Sic Transit

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

---------
Petrasyl
Celestial Archives, Meditation Room

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

----------------
Psycho Bit v1.0
Celestial Archives, Helm Room

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

----------------
Psycho Bit v2.0
Celestial Archives, Transfer Lock

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

----------------
Psycho Bit v3.0
Alinos, Thermal Vast

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

----------------
Psycho Bit v4.0
Vesper Defense Outpost, Compression Chamber

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

----------
Quadtroid
Celestial Archives, New Arrival Registration

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

--------------------
Red-Barbed War Wasp
Alinos, Alimbic Gardens

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

----------
Shriekbat
Arcterra, Arcterra Gateway

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

----------
Slench 1A
Stronghold Void

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 torpedos and the
deuterium laser.

----------
Slench 1B
Stronghold Void

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

----------
Slench 2A
Stronghold Void

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

----------
Slench 2B
Stronghold Void

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

----------
Slench 3A
Stronghold Void

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

----------
Slench 3B
Stronghold Void

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

----------
Slench 4A
Stronghold Void

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

----------
Slench 4B
Stronghold Void

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

------
Spire
Alinos, High Ground

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

-----------
Stinglarva
Celestial Archives, Data Shrine 03

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

------
Sylux
Vesper Defense Outpost, Weapons Complex

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

------
Trace
Arcterra, Sic Transit

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

-----------
Triskelion
Arcterra, Sic Transit

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

-------
Trocra
Oubliette

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

----------
Vhoscythe
Arcterra, Sic Transit

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

--------
Voldrum
Alinos, Elder Passage

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

---------
War Wasp
Alinos, Echo Hall

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

-------
Weavel
Alinos, Echo Hall

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

-------
Zoomer
Alinos, Echo Hall

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





      ~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~
                     z
           ---------zz---
          ---------zzz----
         ---------zzzz-----
        ---------zzzz-------
       ---------zzzz---------
      ---------zzzzzzz--------                     Objects
      --------zzzzzzz---------                     [0403]
       ---------zzzz---------
        -------zzzz---------
         -----zzzz---------
          ----zzz---------
           ---zz---------
              z
      ~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~

------------------
Alimbic Artifacts
Celestial Archives, Data Shrine 01

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

--------------
Alimbic Crest
Arcterra, Arcterra Gateway

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

---------------
Alimbic Emblem
Arcterra, Sic Transit

This emblem commemorates fallen Alimbic heroes.

---------------
Alimbic Garden
Alinos, Alimbic Gardens

Scan indicates fossilized remains of Alimbic plant life.

-----------------
Alimbic Insignia
Arcterra, Ice Hive

A large ceremonial emblem of the Alimbic Order, celebrating their victories and
leadership.  Solar-cycle counter dates its creation after Alinos first came
under attack.

--------------
Alimbic Joist
Celestial Archives, Data Shrine 02

The design of this joist suggests highly evolved conceptual architecture.

--------------
Alimbic Panel
Celestial Archives, Meditation Room

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

------------------
Alimbic Scripture
Alinos, High Ground

This language cannot be translated.

-------
Alinos
Alinos, Alinos Gateway

The once-beautiful planet of Alinos, home to the Alimbic Elders, has fallen
into disrepair since the explosion of the planet's core.

----------------
Ammolite Shards
Arcterra, Ice Hive

Naturally occurring minerals with phosphorescent properties.

--------------------
Anthropological Hub
Celestial Archives,  Data Shrine 03

Access denied.  Alimbic anthropological data bank severely damaged.

---------
Arcterra
Arcterra, Arcterra Gateway

The outermost planet in the Alimbic Cluster, Arcterra is an inhospitable
wasteland noteworthy for a honeycomb of tunnels and caves within its frozen
interior.

----------------
Artifact Shield
Celestial Archives, Data Shrine 01

A security device that protects the artifacts.  This device can be unlocked
with the proper key.

-------------------
Attameter Artifact
Celestial Archives, Data Shrine 03

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

-----------------
Backup Processor
Alinos, Processor Core

Deconstructed for maintenance, apparently incomplete.

--------------------
Binary Subscripture
Celestial Archives, Synergy Core

The Binary Subscripture Artifact contains the precise frequency of the
Stronghold Portal's spectral transponder, allowing anything within the
teleportation matrix to warp from one point to another.

-------------
Blast Shield
Alinos, Combat Hall

Used for projectile weapons training.

--------------------
Cartograph Artifact
Celestial Archives, Data Shrine 01

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

-------------------
Celestial Archives
Celestial Archives, Celestial Gateway

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

------------------
Ceremonial Charms
Alinos, Alinos Perch

Alimbic ornaments designed to enhance harmony.

-------------
Clone Engine
Vesper Defense Outpost, Bioweaponry Lab

Severe deterioration of microcircuitry detected.  Systems nonfunctional.

-------------
Cooling Fans
Celestial Archives, Fan Room Alpha

High-speed fans cool the Synergy Reactor.  There are signs of severe
deterioration.

-------------
Cooling Vent
Vesper Defense Outpost, Fuel Stack

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

---------------
Cortex Chamber
Vesper Defense Outpost, Cortex CPU

Controls the entire neural ensemble by processing input from the Thalamic Coil.

---------------
Council Chamber
Alinos, Council Chamber

Assembly hall for Alimbic Elders.  Extreme structural damage evident.

------------------
Cryogenic Storage
Vesper Defense Outpost, Fuel Stack

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

---------------
Damaged Bridge
Arcterra, Sic Transit

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

---------
Delano 7
Vesper Defense Outpost, Weapons Complex

Sylux's Delta-class Strike Fighter is believed to be a stolen Federation
prototype.  Due to an unresolved flaw, the autocannon can be temporarily
disabled by several direct hits to the ship's hull.

---------------
Docking Bay L1
Celestial Archives, Transfer Lock

Receiving port for Alimbic heavy-cargo starfreighters.

---------------
Docking Bay L2
Celestial Archives, Transfer Lock

Receiving port for Alimbic medium-range transports.

---------------
Docking Bay L3
Celestial Archives, Transfer Lock

Receiving port for Alimbic passenger carriers.

--------------
Exposed Rebar
Alinos, Echo Hall

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

---------------
Flow Regulator
Alinos, High Ground

This station controls the flow of lava tributaries.

-----------------
Frozen Fuel Line
Vesper Defense Outpost, Weapons Complex

Pipes show signs of structural failure.

---------
Fuel Rod
Vesper Defense Outpost, Bioweaponry Lab

Powers nearby bioweaponry chambers.

----------------
Gestation Tanks
Vesper Defense Outpost, Weapons Complex

Reinforced tanks used to grow nanites for morphing ammunition and missiles.

--------------
Glyph Pattern
Alinos, Council Chamber

Contains unknown characters.  Untranslatable.

-------------------
Gravity Stabilizer
Celestial Archives, Tetra Vista

Scans register severe damage.

----------------
Heating System
Arcterra, Ice Hive

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

-----------
Ice Bridge
Arcterra, Ice Hive

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

------------------
Incubation Tank A
Celestial Archives, Incubation Vault 01

Nanobot incubation tank.  Operating at full capacity.

------------------
Incubation Tank B
Celestial Archives, Incubation Vault 03

Nanobot incubation tank.  Operating at 67% capacity.

--------------
Lab Equipment
Vesper Defense Outpost, Bioweaponry Lab

Used to grow bioweaponry.  Systems inoperative.

------------------
Lava Processor 01
Alinos, Processor Core

Utilizes orogenic activity for treatment and procession of igneous material.

------------------
Lava Processor 02
Alinos, Processor Core

Operating at minimum capacity.

--------------
Lift Controls
Celestial Archives, Synergy Core

Control panel for anti-gravity lifts.  System offline.

-------------
Literary Hub
Celestial Archives, Data Shrine 02

Access denied.  Alimbic literary data bank severely damaged.

--------------
Magma Station
Alinos, Alinos Gateway

Sensors operating at 79%.  Lava levels stable.

-----------
Magma Vent
Alinos, High Ground

Relieves pressure buildup from the unstable planetary core.

------------
Medical Hub
Celestial Archives, Data Shrine 02

Access denied.  Alimbic medial data bank severely damaged.

-----------------
Methane Pipeline
Vesper Defense Outpost, Fuel Stack

Liquid methane fuel delivery system.

-------------
Mixing Tanks
Vesper Defense Outpost, Bioweaponry Lab

Used to synthesize poisonous gases.  Trace amounts of toxic material detected.

-------------------
Navigational Chart
Celestial Archives, Meditation Chamber

Holographic directory of the Tetra Galaxy.

---------
Octolith
Stronghold Void

Carbon analysis indicates Octoliths are Alimbic in origin.

------------------
Photon Stabilizer
Celestial Archives, Transfer Lock

Bridge secured by beam of tripolarized photons.

--------------
Political Hub
Celestial Archives, Data Shrine 03

Access denied.  Alimbic political data bank severely damaged.

----------
Port Helm
Celestial Archives, Helm Room

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

------------
Science Hub
Celestial Archives, Data Shrine 01

Access denied.  Alimbic scientific data bank severely damaged.

-----------------
Shield Generator
Celestial Archives, Tetra Vist

Force shield compromised.

-----------
Shield Key
Celestial Archives, Data Shrine 01

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

---------------
Silo Levitator
Vesper Defense Outpost, Fuel Stack

Repository for heavy interplanetary warheads, held in place by a continual
updraft from a high-pressure wind tunnel.

--------------
Sniper Shield
Alinos, Combat Hall

Used for precision projectile training.

-----------
Spore Farm
Vesper Defense Outpost, Bioweaponry Lab

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

---------------
Starboard Helm
Celestial Archives, Helm Room

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

------------------
Stronghold Portal
Vesper Defense Outpost, Compression Chamber

Three Artifacts are necessary to restore functionality.

------------------
Structural Debris
Alinos, Crash Site

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

--------------
Synergy Drive
Celestial Archives, Helm Room

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

------------------
Synergy Processor
Celestial Archives, Helm Room

Works in tandem with the Synergy Drive to make subtle changes in the station's
orbit and rotation.

--------------
Synergy Strut
Celestial Archives, Meditation Room

Reinforcement of pillar for Synergy Drive.

-------------
Tetra Galaxy
Celestial Archives, Fan Room Beta

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

----------------
Tetra Trade Map
Celestial Archives, Meditation Room

Schematic of Alimbic interstellar shipping routes.

------------------
Thermal Regulator
Alinos, High Ground

Transduces volcanic heat into unstable energy.

----
VDO
Vesper Defense Outpost, VDO Gateway

Vesper Defense Outpost is situated on the outer edge of Alimbic territory.
Serving as a refueling station and munitions dumps, 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 side of the
structure.

------------
Wall Scroll
Alinos, Council Chamber

This language cannot be translated.

-----------------
Witherite Shards
Arcterra, Ice Hive

Naturally occurring minerals with phosphorescent properties.





      ~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~
                     z
           ---------zz---
          ---------zzz----
         ---------zzzz-----
        ---------zzzz-------
       ---------zzzz---------
      ---------zzzzzzz--------                    Equipment
      --------zzzzzzz---------                     [0404]
       ---------zzzz---------
        -------zzzz---------
         -----zzzz---------
          ----zzz---------
           ---zz---------
              z
      ~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~

A Note on Equipment:  All equipment scans are automatically added to the
logbook when they are picked up, with the exception of the Hunter Gunship.  So,
locations are not shown, since you'll get all of them without trying anyway.

-----------
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 weapons icon at the top of the touch screen.

-------------
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 bullets.

------------
Energy Tank

Increases the Power Suits maximum energy storage capacity by 100 units.

---------------
Hunter Gunship
Any Planet or Space Station Gateway

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

------------
Imperialist
Arcterra, Fault Line

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

----------
Judicator

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

-----------
Jump Boots

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

-------------
Large Energy

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.

--------------
Large UA Pack

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

--------
Magmaul

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

--------------
Medium Energy

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

------------------
Missile Expansion

Increases 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 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 is possible by triggering bombs with proper timing.

-------------
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 amm, 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 activated, press and
hold the fire button to scan an object.  Scroll data by tapping the left and
right arrows.  Tap the Scan Visor button again to deactivate.

-----------
Shock Coil

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

-------------
Small Energy

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

-------------------
Small Missile Pack

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
the caliber and composition at the molecular level to match the ballistic
specifications of the host weapon.

-------------------
Thermal Positioner

Samus' location is tracked by a Thermal Positioner which relays an image of
Samus and her surroundings.  This valuable imaging tool also identifies objects
and entities with unique power signatures.  Access the Thermal Positioner by
pressing start.

-------------
UA Expansion

Increases the Universal Ammo capacity by 30 units.

------------
Volt Driver

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





-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-
               z
     ---------zz---
    ---------zzz----
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  ---------zzzz-------
 ---------zzzz---------
---------zzzzzzz--------         Weapon & Power Suit Upgrade Locations
--------zzzzzzz---------                        [0500]
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    ----zzz---------
     ---zz---------
        z
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[0501] Weapons
[0502] Energy Tanks
[0503] Missile Expansions
[0504] UA Expansions

Author's Note:  All weapons and upgrade locations are included here.  They are
listed by type, and their precise location is given as well as a brief
description of how to reach the weapon or item.  All weapons and upgrades are
listed in order that they can be obtained, beginning with the first and ending
with the last.





      ~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~
                     z
           ---------zz---
          ---------zzz----
         ---------zzzz-----
        ---------zzzz-------
       ---------zzzz---------
      ---------zzzzzzz--------                     Weapons
      --------zzzzzzz---------                     [0501]
       ---------zzzz---------
        -------zzzz---------
         -----zzzz---------
          ----zzz---------
           ---zz---------
              z
      ~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~

-------------
Battlehammer
Vesper Defense Outpost, Cortex CPU

Use the Jump Pads in the left side of the room to bounce to the top of the
Cortex CPU.  Roll through the tunnel to the other side and scan the four
spectral switches.  The Battlehammer rises from the floor.

----------
Judicator
Arcterra, Ice Hive

Open the door to the Vault and jump inside.  Scan the switch and make your way
to the top of the Morph Ball obstacle course before time runs out to reach the
Judicator.

------------
Volt Driver
Celestial Archives, Data Shrine 02

Use the Battlehammer to access the central area in Data Shrine 02, then defeat
the Guardians in the room to open a tunnel which houses the Volt Driver.

-----------
Shock Coil
Celestial Archives, Incubation Chamber 02

Enter Incubation Chamber 02.  Go through the portal to Incubation Chamber 01,
then use the portal on the second level to return to Incubation Chamber 02.
Drop down through the hole inside the small structure to find the Shock Coil.

--------
Magmaul
Alinos, Council Chamber

Defeat the Fire Spawn in the Council Chamber to make the Magmaul appear.

------------
Imperialist
Arcterra, Fault Line

Kill all the Quadtroids to deactivate the force fields in the room.  Defeat the
Ice Spawn to make the Imperialist appear.





      ~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~
                     z
           ---------zz---
          ---------zzz----
         ---------zzzz-----
        ---------zzzz-------
       ---------zzzz---------
      ---------zzzzzzz--------                  Energy Tanks
      --------zzzzzzz---------                     [0502]
       ---------zzzz---------
        -------zzzz---------
         -----zzzz---------
          ----zzz---------
           ---zz---------
              z
      ~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~

----------------
Energy Tank #01
Celestial Archives, Data Shrine 01

Roll through one of the tunnels in the outer hall using Samus' Alt Form to
reach the Energy Tank.

----------------
Energy Tank #02
Alinos, Echo Hall

  Echo Hall Maze Map by MrShotgun:
www.gamefaqs.com/portable/ds/file/920760/42183

Kill all the Zoomers in the Echo Hall Morph Ball Maze to open the door to the
end of the maze.  Follow the blue tunnel to its end, past the first branch to
reach the Energy Tank.

----------------
Energy Tank #03
Arcterra, Sic Transit

Gain access to the room underneath the Damaged Bridge, which houses the
Artifact.  Roll under the bars on the other side of the room in Alt Form, and
use a bomb to activate an elevator.  Use a second bomb to bounce up and grab
the Energy Tank.

----------------
Energy Tank #04
Arcterra, Frost Labyrinth

  Frost Labyrinth Maze Map by MrShotgun:
www.gamefaqs.com/portable/ds/file/920760/42044

Retrieve the Energy Tank in the northeastern corner of the labyrinth, behind a
trio of green damage fields.

----------------
Energy Tank #05
Celestial Archives, New Arrival Registration

Jump through to the third tower in New Arrival Registration.  The Energy Tank
sits in plain sight on a platform at the bottom of the tower.  Use the broken
ledges and floating platform to reach it.

----------------
Energy Tank #06
Alinos, Council Chamber

Use the Magmaul to open the orange force field on the third level in the Fire
Spawn chamber.  The Energy Tank sits at the end of the hall.

----------------
Energy Tank #07
Oubliette

From the Gunship, run forward into the elevator.  At the top, go through the
portal then enter the door.  To the right is an Alt Form Tunnel.  Roll to its
end, and enter the portal on the other side to transport to a room housing the
last Energy Tank.





      ~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~
                     z
           ---------zz---
          ---------zzz----
         ---------zzzz-----
        ---------zzzz-------
       ---------zzzz---------
      ---------zzzzzzz--------                Missile Expansion
      --------zzzzzzz---------                     [0503]
       ---------zzzz---------
        -------zzzz---------
         -----zzzz---------
          ----zzz---------
           ---zz---------
              z
      ~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~

----------------------
Missile Expansion #01
Celestial Archives, Data Shrine 02

Roll through one of the tunnels under the floor in the outer hall of Data
Shrine 02 to reach the first Missile Expansion.

----------------------
Missile Expansion #02
Alinos, Alinos Gateway

From the door to Echo Hall, run to the left.  Jump up onto the rubble and roll
into the alcove in Alt Form.  Use Bomb Jumps to reach the Missile Expansion.

----------------------
Missile Expansion #03
Alinos, High Ground

It sits in plain sight on the second level of High Ground.

----------------------
Missile Expansion #04
Vesper Defense Outpost, Cortex CPU

Use a triple bomb jump to reach the Missile Expansion on the third level of the
Cortex CPU Morph Ball Obstacle Course.

----------------------
Missile Expansion #05
Arcterra, Ice Hive

Roll through the small hole in Weed Hall to reach the ledge on the upper left
wall in the Vault Door Room.  The Missile Expansion sits on the ledge.

----------------------
Missile Expansion #06
Celestial Archives, Incubation Chamber 03

Use a portal in Incubation Chamber 02 to teleport to the second level of
Incubation Chamber 03.  The Missile Expansion sits in plain sight on the right
hand side of the portal.

----------------------
Missile Expansion #07
Alinos, Alinos Perch

Use the Magmaul to destroy the orange force field on the second floor of the
area.  The Missile Expansion is in a small alcove to your left as you pass
through the door.

----------------------
Missile Expansion #08
Arcterra, Subterranean

The Missile Expansion is at the end of the hall when you ride the elevator down
to the lower level of Subterranean.  This Missile Expansion cannot be reached
if you have left Subterranean without taking it; the elevator stops working if
you leave the room after taking the Artifact.

Player's Note:  Actually, I was wrong.  You can get the elevator to run again,
but you must first take the Octolith and return to the Gunship.  Once you have
done this, then the elevator will start working again.  Thanks to Dark Crono
for figuring this out.

----------------------
Missile Expansion #09
Vesper Defense Outpost, Fuel Stack

The Missile Expansion sits in the white spiral room halfway up the Fuel Stack.
Climb to the top, then jump down through the center of the room to reach the
white spiral room.  The Missile Expansion is in an alcove at the bottom of the
spiral.





      ~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~
                     z
           ---------zz---
          ---------zzz----
         ---------zzzz-----
        ---------zzzz-------
       ---------zzzz---------
      ---------zzzzzzz--------                  UA Expansion
      --------zzzzzzz---------                     [0503]
       ---------zzzz---------
        -------zzzz---------
         -----zzzz---------
          ----zzz---------
           ---zz---------
              z
      ~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~

-----------------
UA Expansion #01
Vesper Defense Outpost, Compression Chamber (lower)

Scan the switch in the alcove in Compression Chamber (upper) to remove the
force fields in the room below surrounding the UA Expansion.  Use the Cortex
CPU to reach the lower half of the Compression Chamber and reach the Expansion.

Reader Note:  If you do not scan the switch on your first visit to VDO, then
you will not be able to lower the force field.  A bug in the game prevents the
force field from lowering if you do not lower it in your first visit.  - matt
steven

-----------------
UA Expansion #02
Arcterra, Ice Hive

Use the Judicator to destroy the purple force field on the right of the Ice
Bridge as you leave the Vault.  The UA Expansion sits just inside.

-----------------
UA Expansion #03
Arcterra, Ice Hive

Use the Judicator to destroy the purple force field on the left side of the
Vault Door room, where you fought the Barbed War Wasps.

-----------------
UA Expansion #04
Celestial Archives, Celestial Gateway

Roll into Alt Form and go under the landing platform.  Use the Battlehammer to
destroy the green force field and drop down into the large room below.  The UA
Expansion sits behind one of the pillars.

-----------------
UA Expansion #05
Celestial Archives, Data Shrine 02

Use the Battlehammer to access the central area.  The UA Expansion sits in
plain sight on a platform in the middle of the room.

-----------------
UA Expansion #06
Celestial Archives, Transfer Lock

When you first enter, drop to the bottom floor of the three-tiered room.  The
UA Expansion sits at the top of a ramp, to the right of a Voldrum Generator.

-----------------
UA Expansion #07
Celestial Archives, Docking Bay

Run along the catwalk at the top of the room to where the four floating
platforms meet at a central hub.  Ride the second platform from the left to its
end to find the UA Expansion sitting on top of a floating structure.

-----------------
UA Expansion #08
Alinos, Magma Drop

Use the Judicator to destroy the purple force field in the tunnels below High
Ground to access Magma Drop.  Drop to the bottom of the left side of the area,
then use Morph Ball Bombs to propel yourself back to the top of the right side
of the area, where the UA Expansion sits.  Grab the Medium Energy along the way
to stay alive in the magma.

-----------------
UA Expansion #09
Alinos, Processor Core

From the door from the Council Chamber, jump across to the other side of the
room.  The UA Expansion rests behind a pillar on the left.

-----------------
UA Expansion #10
Arcterra, Sanctorus

As you enter Sanctorus, take the left branch of the tunnel.  The UA Expansion
rests at its end.

-----------------
UA Expansion #11
Arcterra, Drip Moat

From the entrance to Drip Moat from Fault Line, jump over the edge and grab the
UA Expansion from where it floats in midair.  Use the Jump Pad to return to the
door.

-----------------
UA Expansion #12
Vesper Defense Outpost, Stasis Bunker

Climb to the second floor and enter the doorway flanked by two blue crystals.
Jump up to the ledges on the left or right side of the room, then jump once
more to the back of the device suspended from the ceiling to reach the UA
Expansion.





-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-
               z
     ---------zz---
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---------zzzzzzz--------                Multiplayer Strategies
--------zzzzzzz---------                        [0600]
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        z
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[0601] Connection Options
[0602] General Tips
[0603] The Hunters
[0604] The Modes
[0605] The Arenas
[0606] The Hunter's License

Author's Note: I highly encourage all players to submit their own tips and
strategies for different Hunters and Arenas in addition to my own.  Multiplayer
is nuanced enough that no one player can write a complete guide for it.  Mail
all tips to Andrew.ComfortablyNumb[at]gmail.com, and they will be included in
the next update.  Your name will appear next to the tip in the guide, as well
as in the Special Thanks chapter.  Please, include a Subject which at least
vaguely mentions Metroid Prime: Hunters to ensure the e-mail doesn't just get
deleted.





      ~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~
                     z
           ---------zz---
          ---------zzz----
         ---------zzzz-----
        ---------zzzz-------
       ---------zzzz---------
      ---------zzzzzzz--------               Connection Options
      --------zzzzzzz---------                     [0601]
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              z
      ~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~

-----------------
Single-Card Play

Single-Card Play is a form of Multiplayer where up to three Client DS systems
without a Metroid Prime: Hunters game card can connect to a single Host DS with
a Metroid Prime: Hunters game card.  The Host DS should begin the game by
selecting Single-Card Play in the MP:H Multiplayer Menu, while Client DS
systems should select DS Download Play from the DS main menu.  In Single-Card
Play, the Host system can play as any unlocked Hunter and can choose any
unlocked Arena, but can only play Battle Mode.  All Client DS systems can only
play as Samus.

----------------
Multi-Card Play

Multi-Card Play is a form of Multiplayer where up to four DS systems with a
Metroid Prime: Hunters game card can connect to play any kind of Metroid Prime:
Hunters game mode.  One player acts as the Host, while the other three are
Clients.  The Host should select Create Game from the Multi-Card Play Menu,
while all Clients should select Join Game from the Multi-Card Play Menu.

The Host is given control of what game modes are played and what maps are
played on.  Players are able to play on any map unlocked by the Host, and play
as any Hunter unlocked on their own Game Card.  Players in a Multi-Card Play
game are automatically added to each others Friends Roster for Wi-Fi Play (if
they have connected and been issued a Friend Code), and automatically update
each others Hunter's License before and after each match.

Up to three CPU-controlled bots may be added in Multi-Card Play, letting two or
three players play a filled out match or even solo players to brush up on their
skills offline.

-----------
Wi-Fi Play

The real meat of the Multiplayer mode, Wi-Fi requires first that the player
have access to an active wireless internet connection.  Most wireless routers
will work, though a WEP Key may be required to access the connection (read the
Nintendo Wi-Fi Connection Manual enclosed with MP:H for more info).

Wi-Fi Play is divided into two modes of play: Find Game and Friends & Rivals.
Find Game randomly matches the player up with up to three other players in a
straight deathmatch.  Players are allowed to pick from any Hunter they have
unlocked on their own game card, and can vote to play on any map that they have
collected.  In Find Game mode, players can only play a standard Battle.  To
play the other modes on Wi-Fi, players must use the Friends & Rivals feature.

In Friends & Rivals, players can create a game on the network which can be
joined by Friends (players who have exchanged Friend Codes) or Rivals (players
who have met in Find Game Wi-Fi and agreed to be each others Rivals, or have
connected through Rival Radar).  The person who creates the game becomes the
Host, and selects which game mode is played as well as which map is played on.
Before and after each game, players can communicate using the DS's microphone.

Hunter's License information is automatically updated for all Friends and
Rivals when you connect to Wi-Fi, as well as before and after each game.

------------
Rival Radar

In Rival Radar, players activate the Radar from the Multiplayer Menu, then
close the DS system to put it in sleep mode.  If the DS comes into range of
another DS in Rival Radar mode, then both players are automatically added to
each others Rivals list and exchange Hunter's License information.





      ~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~
                     z
           ---------zz---
          ---------zzz----
         ---------zzzz-----
        ---------zzzz-------
       ---------zzzz---------
      ---------zzzzzzz--------                  General Tips
      --------zzzzzzz---------                     [0602]
       ---------zzzz---------
        -------zzzz---------
         -----zzzz---------
          ----zzz---------
           ---zz---------
              z
      ~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~

When you first unlock a level, play it a few times offline against bots to
learn its layout and - more importantly - the location of its weapons.  Pay
special attention to the location of the Affinity Weapon, Energy Packs and UA
Packs.

When playing online, vote to play on levels that you are familiar with.  Once
you have played all of the levels a handful of times, then decide which ones
you like best and vote for them.  Only vote for Random Arena selection when you
are familiar and experienced with every level.  Sure, it's not very sporting,
but who ever said life was fair.

Don't be afraid to switch to Alt Form and run like a pansy.  Sure, you'll look
like a coward now, but he won't be laughing when you come back with renewed
Energy and UA to finish him off.

Pick up every item you can, whether you need it or not.  It keeps other Hunters
from getting them, who may actually have a use for the item.

Don't just learn to fight with your Hunter's Affinity Weapon.  Learn to use all
of the weapons in the game competently, especially the Power Beam and Missiles.
The most well rounded Hunter will usually be the best Hunter.

Set up ambushes behind vision barriers.  You will almost always see them coming
before they see you.

When being chased by a Hunter, then head for a vision barrier and immediately
turn around on the other side.  The enemy Hunter will temporarily lose sight of
you, and this disorientation will give you the chance to turn the hunter into
the hunted.

If you know someone is sniping in the room you are in, roll into Alt Form and
stay in Alt Form to prevent them scoring headshots.

Tight corners in narrow tunnels are a great place to turn around and ambush a
pursuing Hunter.

Always aim for the head.

Every time you die or appear to have a brief moment alone, check the scores by
holding down the start button.  If you're in first place, then focus on killing
the guy in second place.  If you're in any other rank, then focus on killing
the guy in first place.  This applies to any game mode but Capture and Bounty.

Attacking Weavel's turret half will do damage to both halves (divided evenly
between them).  Attacking his upper body will do full damage to the upper body
alone.  The Halfturret can be destroyed, and Weavel's torso will remain in Alt
Form, but he will only have 1 health.  If the upper body is destroyed, Weavel
dies; this applies even if the turret still has health.  (Norman Lee)

The Shock Coil's rate of damage (and health restoration, in Sylux's case) will
go up by a large amount if it is held continuously on a single target for a few
seconds. (Norman Lee)

The Battlehammer and Magmaul both fire in an arc.  Study this arc, and learn to
use it to fire on opponents standing on a higher ledge.





      ~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~
                     z
           ---------zz---
          ---------zzz----
         ---------zzzz-----
        ---------zzzz-------
       ---------zzzz---------
      ---------zzzzzzz--------                   The Hunters
      --------zzzzzzz---------                     [0603]
       ---------zzzz---------
        -------zzzz---------
         -----zzzz---------
          ----zzz---------
           ---zz---------
              z
      ~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~

-----------
Samus Aran
Affinity Weapon  -  Missile Launcher
Affinity Skill   -  Homing Missiles
Alt Form         -  Morph Ball
Alt Form Attack  -  Morph Ball Bombs

Samus Aran Tips:
Samus' Missiles have a homing effect when charged, and deal more base damage
then other Hunters.

Samus has one big advantage over the other Hunters in the game: she already has
her Affinity Weapon to start out with.  Use this to your advantage by abusing
the Missile Launcher early in the match, and making a speedy chase to the
Affinity Weapon pickup and camping it to prevent other players from using it.

If you suspect that a Trace player is hiding cloaked somewhere, then charge up
a Homing Missile and launch it in that general direction.  The Missile will
home in on the Trace player, invisible or not.

When being chased by an enemy Hunter, roll into Alt Form and leave a string of
Bombs behind you.  The enemy will either dodge the bombs, giving you more of a
lead, or run right into them, forcing them to take damage.

-------
Kanden
Affinity Weapon  -  Volt Driver
Affinity Skill   -  Disruptor
Alt Form         -  Sting Larva
Alt Form Attack  -  Sting Larva Bombs

Kanden Tips:
Charge Volt Driver shots to add a Disruptor effect which increases damage and
distorts vision.

Kanden's Sting Larva Alt Form is built extremely low to the ground.  When you
have the high ground, it can be very difficult for enemies to hit the
Stinglarva.

The Disruptor charge attack is powerful and homes in on the enemy, but moves
very slowly.  Try to be very close to the target before using it, but still far
enough away to avoid the blast yourself.

The Volt Driver's Disruptor Charge Attack has a huge blast radius.  When
playing Nodes or Defender games, charge up a Disruptor and launch it into the
center of the Ring to clear players from it, and severely damage them as well.

When being chased by an enemy Hunter, roll into Alt Form and leave a string of
Bombs behind you.  The enemy will either dodge the bombs, giving you more of a
lead, or run right into them, forcing them to take damage.

------
Spire
Affinity Weapon  -  Magmaul
Affinity Skill   -  Immolation
Alt Form         -  Dialanche
Alt Form Attack  -  Fire Blade

Spire Tips:
Charge Magmaul shots to add extra fire damage when they hit enemies.

Spire is immune to Fire, making him a solid choice in levels with lava (Alinos
Gateway, Council Chamber, etc.)

The Dialanche can climb walls, but cannot climb over ledges.  To reach a higher
area, you will have to climb up a shared wall which is common to both a lower
and an upper area.  Climb the wall from the lower area, up to the wall above
the upper area.  Drop down from there to reach the second floor.

Use the Dialanche's ability to climb walls to take unorthodox routes to high
traffic areas.

The Dialanche's Fire Blade attack can reach through thin walls to attack
opponents on the other side.

The charged Magmaul rolls along the floor when it is fired, and has a fairly
large blast radius.  Use it to clear the rings in Nodes or Defender game modes.

The Dialanche isn't as great an escape tool as it sounds.  The Dialanche moves
very slowly while climbing walls, making you an easy target with no way to
retaliate.

Setup ambushes with the Dialanche by hanging from a high wall, near the
ceiling, and waiting for somebody to pass by below you.  Drop down on their
head and hit them with the Fire Blades, then switch to Humanoid form and open
fire.

-------
Weavel
Affinity Weapon  -  Battlehammer
Affinity Skill   -  Battlehammer Concussion
Alt Form         -  Halfturret
Alt Form Attack  -  Halfturret Slice

Weavel Tips:
Weavel's Battlehammer has a larger blast radius then other Hunters who use the
Battlehammer.

Weavel's Alt Form splits his body in half, the lower half becoming a stationary
turret (controlled by CPU AI) and the upper half a melee attacker (controlled
by the player).  His health is split in half and shared evenly between both
forms while in Alt Form.  If his upper half is destroyed, then so is the
Halfturret.  If the Halfturret is destroyed, then the upper half stays in Alt
Form until the player changes back to Humanoid.

The Halfturret's shots are easily avoided in large, open areas with lots of
room to sidestep or circle the turret.  Place it in tunnels or in corners and
chokepoints to maximize its effectiveness.

The Battlehammer's Concussive blasts are extremely useful for clearing the
rings in Nodes or Defender game modes.

In Nodes game mode, leave the Halfturret at a Node you control and use the
upper half of Weavel's body to claim other Nodes.

When being chased by an enemy Hunter, change to Alt Form and run away.  He'll
either have the choice of attacking the Halfturret, or chasing your upper body.
If he attacks the Turret, then you can change back to Humanoid form and avoid
taking unnecessary damage, plus get a few free shots off.  If he chooses to
chase your upper body, then the Halfturret will get a few free shots off.

If you know a Trace player is sniping in a room, then drop down a Halfturret
near him to pin him in place.  If the Trace player tries to fire with the
Imperialist, then the Halfturret will immediately get several free shots off of
him.

Keep an eye on your Halfturret's health whenever it is out.  If it begins to
rapidly lose health, it is usually a good idea to cancel out early and save the
health lost.  If it only loses small amounts of health at a slow rate, then
wait to see if it is truly in danger.

Weavel's Alt Form is high maintenance and chops his health in half on a regular
basis.  Always be heading for the next Energy Pack to keep your health up and
maximize the effectiveness of the Halfturret.

It's possible to have 299 total health with Weavel: In Halfturret mode, every
energy pickup is split evenly between the two halves, but the upper body can
still reach the normal maximum of 199. Therefore, you can continue to pick up
energy after you have 199 total health to push the upper body over 100.
However, because the turret will stop gaining energy at 100, you'll only be
getting half the amount of health from each orb.  (Norman Lee)

Sylux's Shock Coil can be devastating to Weavel because the usual counter of
going Alt Form doesn't help when part of your Alt is a stationary target; what
can be helpful in this situation is to move the upper body back and forth
between Sylux and the turret to keep forcing the Shock Coil to switch targets
while the turret attack with the Battlehammer.  This prevents the exponentially
faster health drain from kicking in.  (Norman Lee)

Weavel's Halfturret is immune to fire, but his upper body is not.  (Norman Lee)

------
Noxus
Affinity Weapon  -  Judicator
Affinity Skill   -  Freeze
Alt Form         -  Vhoscythe
Alt Form Attack  -  Spin Attack

Noxus Tips:
Charge Judicator shots to add a freezing effect when they hit enemies.

Use the Judicator to freeze a target at close range, then switch to the
Vhoscythe and use the Spin Attack for several free hits.

With his ability to freeze enemies in their tracks, Noxus makes an excellent
flag guarder in Capture mode.

Noxus' ability to freeze his opponents has many more defensive uses then it
does offensive.  Freeze an enemy to give you time to escape, or freeze someone
in Capture mode to reclaim a flag.

You can use Noxus' charged Judicator shot to score multiple head shots.
(Insanityrest)

When you are not in a fight, charge your Judicator so that it is ready to
freeze your next opponent. (Insanityrest)


------
Trace
Affinity Weapon  -  Imperialist
Affinity Skill   -  Cloaking
Alt Form         -  Triskelion
Alt Form Attack  -  Jump Strike

Trace Tips:
Trace becomes partially invisible when he stands still while using the
Imperialist or in Triskelion form, and almost completely invisible when he
doesn't move at all.

Adjusting your aim while invisible makes Trace slightly more visible.  Avoid
adjusting aim until absolutely necessary.

When sniping with the Imperialist, change locations often.  The Imperialist's
long beam makes it very easy to see where a shot is coming from, so even with a
well hidden spot it won't be long before your enemies know where you are.
Scout out a level beforehand to find potential roosts.

Use the Triskelion's Jump Strike to cover ground more quickly then any other
Alt Form.  The Jump Strike can also be used to leap over small gaps - it covers
a lot of ground horizontally, but gets almost no vertical air time.

Stand motionless in narrow tunnels in Triskelion Form to become invisible and
set up a potentially deadly ambush.

Trace's ability to become mostly invisible is invaluable in the Capture game
mode, where he becomes one of the best Octolith guards.

In Nodes or Defender, cloak using an Imperialist or in Triskelion form while
capturing the ring.  Anyone passing by will immediately know you are there
anyway because of the color of the ring, but the invisibility does give you a
brief moment to make the first strike.

You can change to Triskelion Form without losing the invisibility granted by
the Imperialist, but you must remain motionless while changing.

When being chased by an enemy Hunter, switch into Alt Form and try to make him
lose sight of you long enough to turn invisible.  The disorientation of this is
usually enough to turn the tables.

Set up ambushes near high traffic item pickups, particularly health pickups and
the Affinity Weapon.

Weavel's Halfturret cannot see through your invisibility, so if one gets placed
near you while you are invisible then either stand motionless until the
Halfturret is removed, or switch to Triskelion and run away as quickly as
possible.

Don't use the same old sniper roosts that other players use, and definitely
don't use the same spot twice in one match.  Experienced players will
automatically know where to look to find you.

------
Sylux
Affinity Weapon  -  Shock Coil
Affinity Skill   -  Increased Shock Coil Damage
Alt Form         -  Lockjaw
Alt Form Attack  -  Electric Bombs

Sylux Tips:
Sylux's Shock Coil deals more damage then other Hunters who use the Shock Coil,
and has the additional (and, in my opinion, cheap) ability to drain life from
the target and give it to Sylux.

Surround items, especially Energy Packs, with a pair of Electric Bombs.  When
enemies try to take the item, they'll have to pass through the trip wire to
take it, activating both of the bombs in the process.

When being chased by an enemy Hunter, roll into Alt Form and leave a string of
Bombs behind you.  The enemy will either dodge the bombs, giving you more of a
lead, or run right into them, forcing them to take damage.

Leave Electric Bombs lying in narrow tunnels to serve as temporary land mines.
The more high traffic the tunnel, the better.

In Nodes and Defender modes, leave Electric Bombs in the rings.

Sylux's Shock Coil has the ability to drain energy, so it's a good thing to
have it handy when you are low on energy. (RJ)

When in the Lockjaw, make a triangle of bombs around an enemy. The bombs will
automatically close in on the enemy hunter and deliver a lot damage.  This
doesn't work that well when the triangle is too big.  (RJ)

Sylux's Lockjaw is exceptionally fast, making it great from running away from
enemies. It is able to jump short distances horizontally if you lay down three
bombs quickly enough and you're going fast enough.  (RJ)

While in an arena with low gravity, like Head Shot, Sylux can literally fly
when in his Lockjaw by rapidly laying down three bombs.  (RJ)

If Weavel lays down his Halfturret, take out the Shock Coil and start strafing
around it while attacking. This is a good way to gain energy while damaging
Weavel.  (RJ)

Sylux's three bombs in his alt form, can be an instant kill. If you surround
the enemy with the three bombs in a triangle formation, they link together and
it becomes an instant kill. Otherwise Sylux's laser bomb things are just cheap.
(Jennings Jin)





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      ---------zzzzzzz--------                    The Modes
      --------zzzzzzz---------                     [0604]
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              z
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A Note on Tips:  Changes in the Advanced Rule Settings may make some tips less
relevant, inaccurate, or just plain wrong.  Most tips apply to the basic rule
set, and say otherwise if they do not.

-------
Battle
Available Levels: Combat Hall, Data Shrine, Processor Core, High Ground,
     Ice Hive, Alinos Perch, Sic Transit, Transfer Lock, Sanctorus,
     Compression Chamber, Incubation Vault, Subterranean, Outer Reach,
     Harvester, Weapons Complex, Council Chamber, Elder Passage,
     Fuel Stack, Fault Line, Stasis Bunker, Head Shot, Celestial Gateway,
     Alinos Gateway, VDO Gateway, Arcterra Gateway, Oubliette

Battle Mode is just a straight deathmatch.  In the basic ruleset, killing your
opponents scores you a point, and killing yourself removes a point from your
total.  The first person to reach the point goal, or the person with the most
points when time runs out, is the winner.

Battle Tips:
Suicides count negatively towards your score.  If an enemy is using explosive
weapons against you (such as Missiles, Magmaul, Battlehammer, etc.) then get
close to them.  The explosions will damage them as well, and if they die it
will count negatively towards their score.  Conversely, don't use such
explosives at close range unless you are confident you can kill them before the
explosions kill you.

---------
Survival
Available Levels: Combat Hall, Data Shrine, Processor Core, High Ground,
     Ice Hive, Alinos Perch, Sic Transit, Transfer Lock, Sanctorus,
     Compression Chamber, Incubation Vault, Subterranean, Outer Reach,
     Harvester, Weapons Complex, Council Chamber, Elder Passage,
     Fuel Stack, Fault Line, Stasis Bunker, Head Shot, Celestial Gateway,
     Alinos Gateway, VDO Gateway, Arcterra Gateway, Oubliette

Similar to Battle Mode, Survival gives each player a limited stock of lives.
The last player standing, or the person with the most lives left when times
runs out, is the winner.  In the event that two players have the same number of
lives, the game ends in a tie.

Survival Tips:
Staying alive is more important then scoring kills.

When you die, idle a little before respawning.  Let the other Hunters kill each
other for a while.  Don't wait too long, or you'll be disqualified.

-------------
Prime Hunter
Available Levels: Combat Hall, Data Shrine, Processor Core, High Ground,
     Ice Hive, Alinos Perch, Sic Transit, Transfer Lock, Sanctorus,
     Compression Chamber, Incubation Vault, Subterranean, Outer Reach,
     Harvester, Weapons Complex, Council Chamber, Elder Passage,
     Fuel Stack, Fault Line, Stasis Bunker, Head Shot, Celestial Gateway,
     Alinos Gateway, VDO Gateway, Arcterra Gateway, Oubliette

Think tag, in reverse, with guns.  In Prime Hunter mode, one person is
considered "It."  The person who is It is either the first person to kill
another Hunter when no one is It, or the person who kills the person who is It.
While a person is It, a goal timer begins to rise, and that player's life
steadily falls.  That player also deals double damage, and can only regain life
by killing other players.  The first person to be It for the set goal, or the
person with the highest It time when the time limit expires, is the winner.

Prime Hunter Tips:
Once you're the Prime Hunter, it's pretty much guaranteed you'll be ganged up
on.  Even though your health is constantly drained while you are the Prime
Hunter, you'll still live longer if you spend more time running then killing.
Only kill an enemy when you catch him alone, and run away if any more show up.

--------
Capture
Available Levels:  Data Shrine, Ice Hive, Alinos Perch, Sic Transit,
     Transfer Lock, Outer Reach, Harvester, Weapons Complex,
     Council Chamber, Elder Passage, Fault Line, Stasis Bunker,
     Head Shot, VDO Gateway, Arcterra Gateway

Capture the Flag has been an FPS staple for years, and has even spawned several
games which are solely devoted to the minigame (you may have heard of Team
Fortress Classic?).  Hunters doesn't change Capture the Flag's premise at all:
Two teams try to capture each others flag, and return it to their own flag.  If
the enemy team has your flag, then you must reclaim it to score (to put it more
simply, having two flags in one location scores a point).  The first team to
reach the goal score, or the team with the highest score when the time limit
runs out, is the winner.

Capture Tips:
Going into Alt Form forces you to drop the enemy Octolith when you carry it.
This isn't necessarily a bad thing, as you can use this trick to pass the
Octolith off to your ally.

Decide with your partner before the match begins what the plan will be.  One
player should remain behind to defend the Octolith while the other goes to
steal the enemy's, or alternatively both can assault the enemy base and get
their own Octolith back afterwards.

You only need to win by one point.  If the other team is putting up a
particularly good fight, then you may want to consider getting ahead by just
one point then focusing entirely on defense for the rest of the game's time
limit.

Killing your opponents should be a secondary goal once you have the enemy
Octolith.  Focus on returning to the flag.

Don't use the same path to and from and the enemy Octolith every time.
Observant players will notice the pattern, and will have an obvious advantage.
Study a map beforehand to learn, at least, three different routes to and from
your own Octolith and the enemy's.

Don't wait in ambush near the enemy Octolith.  If you wait there, then either
the Flag Carrier won't reach that point at all, making your ambush wasteful, or
will reach it with enough health that you won't be able to kill him before he
touches the flag.  It is always a better idea just to take the enemy Octolith
to prevent them from scoring.

When you have the enemy Octolith, your own survival is paramount to any goal,
even turning it in.  As long as you have the Octolith, the enemy team cannot
score.  If your own Octolith is taken while you hold the enemy's, then find an
easily defendable position and camp out there until your ally can reclaim your
own Octolith.

-------
Bounty
Available Levels:  Transfer Lock, Council Chamber, Elder Passage,
     Fault Line

Bounty is a creative twist on Capture mode.  The object is the same: take the
flag, return it to the flag turn-in point.  The catch is, there are no teams
(unless you enable them), and there is only one flag and one turn-in point, no
matter how many players there are.  Bounty is a Capture mode for players who
are a little more bloodthirsty.

Bounty Tips:
Going into Alt Form forces you to drop the Bounty when you carry it.  This
isn't necessarily a bad thing - if you're going to die anyway, then dropping
the Bounty is usually enough to get the heat off you.  Sometimes (but not
always), this will give you the opportunity to kill your pursuers while they
scramble for the Bounty, possibly giving you a second chance to reclaim it and
turn it back in.

Don't wait in ambush near the Bounty Turn-in Point.  If you wait here, then
either the Bounty Carrier won't reach that point at all or will reach it with
enough health that you won't be able to kill him before he touches the flag.

Sometimes it's a good idea just to let a Hunter with the Bounty go.  While he
is running back to the Turn-in Point, the other Hunters are probably following
him.  This leaves you free to just hang out around the Bounty Spawn Point and
wait for it to reappear, letting you claim it without effort.

Killing your opponents should be a secondary goal once you have the Bounty.
Focus on returning to the flag.

Don't use the same path to and from and the Bounty every time.  Observant
players will notice the pattern, and will have an obvious advantage.  Study a
map beforehand to learn, at least, three different routes to and from the
Bounty and the Flag.

---------
Defender
Available Levels:  Combat Hall, Data Shrine, Processor Core, Ice Hive,
     Alinos Perch, Sic Transit, Transfer Lock, Sanctorus, Subterranean,
     Outer Reach, Harvester, Weapons Complex, Stasis Bunker,
     Celestial Gateway, Alinos Gateway, VDO Gateway, Arcterra Gateway,
     Oubliette

Defender mode is basically King of the Hill.  A ring appears in the area, and
as long as a player stands alone in this ring then a clock on his screen begins
to rise.  The first Hunter to reach the time goal, or the Hunter with the
highest Ring Time when the time limit runs out, is the winner.

Defender Tips:
Use weapons with concussive blasts to knock enemies out of the rings, weapons
like the Battlehammer, Volt Driver and Missiles.

As long as there are two Hunters in the ring, then nobody is gaining time.
Only jump into the ring and duke it out at close range if there is only a
single Hunter inside of it.  If there is more then one, then attack them both
from a distance.  This is not only easier, it is safer.

------
Nodes
Available Levels: Combat Hall, Data Shrine, Processor Core, High Ground,
     Ice Hive, Alinos Perch, Sic Transit, Transfer Lock, Sanctorus,
     Compression Chamber, Incubation Vault, Subterranean, Outer Reach,
     Harvester, Weapons Complex, Council Chamber, Elder Passage,
     Fuel Stack, Stasis Bunker, Head Shot, Celestial Gateway,
     Alinos Gateway, VDO Gateway, Arcterra Gateway, Oubliette

Nodes is a bit like King of the Hill, but has a bit more strategy to it.
Anywhere between two and five rings will appear in the arena, and players must
capture these rings by standing in them.  Periodically, points are added to a
player's total, depending on how many rings he has under his control.  The more
rings, the more he scores.  The first Hunter to reach the score goal, or the
Hunter with the highest score when time runs out is the winner.

Nodes Tips:
Use weapons with concussive blasts to knock enemies out of the rings, weapons
like the Battlehammer, Volt Driver and Missiles.

Defending Nodes you already own is more important then claiming new Nodes.

Don't waste time fighting with other Hunters over a Node.  If a Node is being
fought over furiously by several other Hunters, let them duke it out with each
other while you go and capture an undefended Node.

The further away a Node is from the others, the less likely someone will
attempt to steal it.  However, these Nodes are also harder to maintain control
of if you choose to capture others.

Don't be too concerned about staying in the ring to maintain the Capture meter.
If another Hunter comes along, then take the time to kill him in the easiest
and fastest way possible, then return to the Ring to capture it.  Most of the
time, staying in the confines of the Ring will cause you to take more damage
then is necessary - some times even being fatal, and just wasting your time.





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      ---------zzzzzzz--------                   The Arenas
      --------zzzzzzz---------                     [0605]
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A Note on Pickups:  Not all weapons and powerups appear in all modes.

------------
Combat Hall
Available Modes: Battle, Survival, Prime Hunter, Defender, Nodes
Available Pickups: Affinity Weapon, Magmaul

Combat Hall is an extremely small arena best suited to 1 on 1 battles, though
that isn't to say that three or four Hunter battles aren't fun.  Spawn points
are close together, ensuring that players are in a firefight at all times.
Nodes and Defender modes on this level are particularly intense, as the Nodes
on either side of the battlefield are in constant contest, and in Defender mode
the ring is so hotly contested that players are lucky if they can hang onto the
Ring for more then five seconds at a time.  Combat Hall is one of my personal
favorite arenas, and is a great place for novice Hunters to cut their teeth.

Combat Hall Tips:
Spire has a slight advantage in this level, as he gets two opportunities to
pick up his Affinity Weapon.  However, this is offset by the fact that other
Hunters will have a broader range of weapons to choose from.  Spire will be
stuck with the Magmaul while others will get the Magmaul in addition to their
Affinity Weapon.

The narrow tunnel with the Energy Pack is a great place to setup ambushes,
especially in Trace's Triskelion alt form.  It is also a great place to lay
down Weavel's Halfturret or plant bombs with Sylux's Lockjaw.

Practice moving quickly through the two tunnels on the upper level.  The two
Energy Packs are invaluable, and it is very difficult to shoot targets in these
tunnels.

The small bridge on the second floor, near the middle of the level is a great
place to put Lockjaw Bombs with Sylux, Weavel's Halfturret, or wait in ambush
with Trace's Triskelion.

Spire can reach the second level quickly and easily using the Dialanche to
climb the wall.

In Nodes mode, the Node on the second level is quite far away from the other
two Nodes on the main floor.  You can be sure that once you have this Node, you
can leave it undefended for a little while before one of your opponents tries
to steal it.

------------
Data Shrine
Available Modes: Battle, Survival, Prime Hunter, Capture, Defender,
     Nodes
Available Pickups: Magmaul, Imperialist, Volt Driver, Judicator,
     Shock Coil, Battlehammer

The Data Shrine is roughly based on the Data Shrine 01 area from the Celestial
Archives.  The center of the room is where most of the fighting takes place in
Battle, Survival and Prime Hunter modes, and the Defender Ring and one of the
Node Rings is in the central area as well.  The large circular outer hall is
one giant loop, and is where most of the action takes place for Capture games.

Data Shrine Tips:
This level has one of every weapon in it, making it a great level to practice
with a variety of different weapons.

In Capture mode, cut through the center of the arena to cut off the long round
about trip between the two sides of the circle.

Leave bombs or setup ambushes in the Alt Form tunnels in the halls to
discourage your opponents from abusing the Large Energy Packs in the
crawlspaces.

Use the Alt Form tunnel near your own Octolith in Capture mode to cut across
the entire level and emerge right next to the enemy Octolith.  But since you
cannot carry an Octolith in Alt Form, this tunnel only works to get to the
enemy Octolith.  You'll have to take the long way back.

In Capture Mode, split up with your partner and attack the enemy Octolith from
two sides.  If there is only one opposing Hunter on defense, then he will only
be able to cover one side of the Octolith, letting your partner slip and steal
it, possibly without the enemy Hunter even noticing until it is too late.

---------------
Processor Core
Available Modes: Battle, Survival, Prime Hunter, Defender, Nodes
Available Pickups: Affinity Weapon, Magmaul, Judicator, Deathalt,
     Double Damage

The Processor Core has two high towers and a lower area with lots of narrow
halls and passages.  Most of the action takes place in the lower area in any
game mode, while the upper area with its numerous catwalks and narrow ledges
makes it a decent place to snipe from or setup more complex ambushes.  The
Defender ring and one of the Nodes rings sits on top of one of the towers,
making this one of the tightest packed levels for those modes.

Processor Core Tips:
In Defender and Nodes, don't run along the center catwalk to reach the top
ring.  Players defending the ring will get plenty of free shots off of you if
you do.  Zigzag around the upper ledges to avoid enemy fire.

Use Noxus' Vhoscythe to knock enemies off of the upper towers.

Use the Deathalt powerup in Nodes mode to easily claim the lower ring.

The upper ring in Nodes mode is much easier to defend then the lower ring.
Make it your priority, and only claim the lower ring if the fighting for it
dies down.

In Nodes mode, if you control both rings, then you can defend both of them from
the upper ring.

------------
High Ground
Available Modes: Battle, Survival, Prime Hunter, Nodes
Available Pickups: Affinity Weapon, Magmaul, Imperialist, Judicator,
     Double Damage

With three tiers and lots of wide open spaces, High Ground is an absolutely
fantastic level for experienced snipers and a complete nightmare for
experienced targets.  A small network of tunnels underneath the main area
provide shortcuts to the different corners, letting players with knowledge of
the map to spring elaborate traps on unsuspecting opponents.

High Ground Tips:
Two of the ledges on the third tier require very difficult jumps to reach, but
you are well rewarded for making it up to them by their superior defensive and
offensive positioning.  The highest ledge in the arena is quite possibly the
best sniper roost in the game, as it provides plenty of cover from enemy fire
and a wide view of the arena below, and is supplied with an Imperialist pickup,
a UA Pack and even a small tunnel which can provide a quick escape to the
tunnels beneath the arena.

In Nodes mode, use the Imperialist to defend both of the main floor Nodes
simultaneously.

---------
Ice Hive
Available Modes: Battle, Survival, Prime Hunter, Capture, Defender,
     Nodes
Available Pickups: Affinity Weapon, Imperialist, Judicator, Deathalt,
     Double Damage

The Ice Hive is a series of small rooms interconnected in a large circle around
a central hub.  It is a large arena best suited to three or four Hunter battles
(two Hunters will spend most of the game looking for each other).  The central
area of the honeycomb is connected to nearly every other room in some way,
making it a dangerous hotbed of activity.  This level is one of the most
popular on Wi-Fi, and very justifiably so.

Ice Hive Tips:
There are small chambers which are barely visible in the room with the broken
pillars.  Hide in these alcoves when you need a breather or are trying to lose
a pursuing enemy. (note: these alcoves have become far more well known since
this guide was originally written.  It still applies, but should not be
considered the gospel truth).

The numerous narrow halls in this arena makes it a battlefield practically
custom made for the Judicator, whose ricocheting shots bounce around wildly and
nearly always hit something.

The Imperialist pickup on the other side of the bridge is positioned in a
highly defensible position.  A practiced marksman with a supply of UA
ammunition can hold the Ice Bridge indefinitely.

Be careful in the small, circular room with the jump pad in the center - the
pits lead to a spiked floor which spells instant death for any Hunter who falls
in.  Use concussive weapons or Alt Form attacks to knock enemies into the pit.

If a player is holed up in the Imperialist Room across the Ice Bridge, then
stand below the Ice Bridge and fire charged Judicator shots into the room.  The
ricocheting shots will usually scare the Hunter out.  Also, you can stand just
on the other side of the vision barrier to snipe out anyone camped out in the
cave.

-------------
Alinos Perch
Available Modes: Battle, Survival, Prime Hunter, Capture, Defender,
     Nodes
Available Pickups: Affinity Weapon, Magmaul, Imperialist, Shock Coil

The perch is a long canyon with a sloping hill on one side, a tall spire in the
center and a path winding around the opposite wall which leads to another short
spire.  This is a great level for any number of players, as it stretches far
enough to give four Hunters plenty of breathing room but is small enough that a
pair of Hunters can find each other quickly.

Alinos Perch Tips:
Use the Jump Pad near the center of the canyon to reach the very top of the
tallest spire.  This is not only an excellent hiding place, but also provides
nearly unobstructed view of the entire battlefield.

------------
Sic Transit
Available Modes: Battle, Survival, Prime Hunter, Capture, Defender,
     Nodes
Available Pickups: Affinity Weapon, Battlehammer, Imperialist,
     Shock Coil, Double Damage, Cloak

Two large, square hallways stand one on top of the other, wrapping around an
inner courtyard with a huge, ruined bridge as its centerpiece.  Sic Transit is
a really easy level to learn, but has so many openings and passages in it that
even a master of the arena can lose someone who really wants to be lost.  The
level takes on new life in Capture mode, when the bridge becomes a barrier of
wreckage, dividing the level in two.

Sic Transit Tips:
In Capture mode, players at one Octolith can fire on those at the other through
the wreckage dividing the level.  This lets a defender become an attacker, or
an attacker become a defender.

Use the top level of the bridge to get a clear sighting of the courtyard, and
jump down onto the heads of unsuspecting enemies.

The large square blocks in the corners of the courtyard are excellent places to
avoid enemy Alt Forms.

--------------
Transfer Lock
Available Modes: Battle, Survival, Prime Hunter, Capture, Bounty,
     Defender, Nodes
Available Pickups: Affinity Weapon, Volt Driver, Battlehammer,
     Imperialist

A large, three-tiered structure dominates the majority of this level.  A long
bridge stretches across its center to the third level of the structure,
connecting to the opposite wall with a series of circles set into the wall.  A
trench in the back of the level provides a small amount of cover.  Transfer
Lock is a good level for any number of Hunters, but its relatively small amount
of cover and lots of wide open areas makes for a rather dull fight.

Transfer Lock Tips:
Use the teleporters on the bottom level of the structure to lose pursuing
opponents.

The circles in the wall near the front of the arena provide a wide view of most
of the level, but remember - if you can see them, they can see you.

----------
Sanctorus
Available Modes: Battle, Survival, Prime Hunter, Defender, Nodes
Available Pickups: Affinity Weapon, Volt Driver, Double Damage

A small room, filled with pillars, with a single hallway that spirals around to
the top of the same room, creating a big loop.  Sanctorus is a delightfully
evil little level, whose small quarters are more then compensated by the fact
that there is cover everywhere.

Sanctorus Tips:
Thanks to the broken pillars and columns all over this level, this is an
excellent arena to practice your dodging skills.

The large half-circle against the wall, near the ring of broken pillars, is
just about the only vantage point in the entire level which gives you a wide
view.  Don't hang around long, though; it has no cover to hide behind, giving
those below a decided advantage.

--------------------
Compression Chamber
Available Modes: Battle, Survival, Prime Hunter, Nodes
Available Pickups: Affinity Weapon, Judicator, Double Damage

An extremely small three-tiered room which basically consists of two tiny rooms
with jump pads in them, the Compression Chamber is undeniably a hectic arena.
The more Hunters are in the match, the less of a letup there will ever be.

Compression Chamber Tips:
There is a small sniper roost in the room with the Double Damage powerup.  Use
the Jump Pad to bounce up into the alcove with the rocket, then from there jump
to a small ledge that overlooks the room.

-----------------
Incubation Vault
Available Modes: Battle, Survival, Prime Hunter, Nodes
Available Pickups: Affinity Weapon, Battlehammer, Shock Coil

Another small arena best for only a pair of Hunters, the Incubation Vault is
divided into two floors.  The bottom floor has large numbers of pillars,
barriers and walls to hide behind, while the upper floor consists of a series
of narrow catwalks.  Also on the second floor is a long green tube, which is
damaging to touch.

Incubation Vault Tips:
The green tube on the second floor has a number of metal struts upon it which
can be stood on safely.  These make for excellent safety zones from enemy Alt
Forms, all except for Spire who can just climb up to the top.

-------------
Subterranean
Available Modes: Battle, Survival, Prime Hunter, Defender, Nodes
Available Pickups: Affinity Weapon, Imperialist, Volt Driver,
     Shock Coil, Judicator, Magmaul, Battlehammer, Double Damage,
     Cloak

Consisting of two large rooms connected by a series of tunnels,  Subterranean
has a plethora of jump pads and decent sniper outposts to keep most players
happy.  The network of tunnels and the hilly upper area favor close range
combat.  Indeed a level which has something for everyone.

Subterranean Tips:
The Double Damage in the alcove on the far side of the level can be reached by
using the Jump Pad near the Affinity Weapon to bounce up to the ledge on the
right side of the room.  Run along the ledge to the other side, then into the
alcove in the wall to take the Double Damage.  This spot also doubles as an
easily defendable position.

------------
Outer Reach
Available Modes: Battle, Survival, Prime Hunter, Capture, Defender,
     Nodes
Available Pickups:  Affinity Weapon, Shock Coil, Imperialist, Judicator

One of the few completely original multiplayer levels, Outer Reach is a four-
tiered level with several squares built one on top of the other, connected by a
network of jump pads.  This is a great arena for any number of Hunters for any
kind of game mode, indeed one of the best in the whole game.

Outer Reach Tips:
You can reach a very well protected sniper roost from the bottom level of the
zone.  Step into one of the jump pads on the side of the bottom level, and at
the top of the bounce perform a jump to make it onto the ledge with the two
pillars.  A clear shot can be made to pretty much anywhere in the level (the
only place you don't get a clear shot is directly below you) and the pillars
provide great cover.

Outer Reach is symmetrical, making it a very easy arena to learn.

----------
Harvester
Available Modes: Battle, Survival, Prime Hunter, Capture, Defender,
     Nodes
Available Pickups: Judicator, Imperialist, Volt Driver, Shock Coil,
     Magmaul, Battlehammer, Cloak

An adaptation of the Survival level in the First Hunt demo, Harvester is
another excellent arena for any number of combatants.  A series of jump pads
leads to a catwalk above the main battlefield, and the main floor is
practically a flat landscape with very little cover.  A great level for
straight deathmatches.  It is unique in its Defender mode in that it is the
only level with an obstacle in the Defender ring: a tall pillar stands directly
in its center.

Harvester Tips:
In Defender mode, use the pillar in the ring for cover from incoming fire.

This level has one of each weapon in it, making it a good level to practice
with a variety of weapons.

Harvester is symmetrical, making it a very easy arena to learn.

Though the level is symmetrical, the location of weapons is not.  Memorize
weapon placement to know which side of the arena you are on.

----------------
Weapons Complex
Available Modes: Battle, Survival, Prime Hunter, Capture, Defender,
     Nodes
Available Pickups: Battlehammer, Judicator, Imperialist, Volt Driver,
     Shock Coil, Magmaul, Cloak

It's called Weapons Complex, but it bears little resemblance to the area of the
same name which appears in Adventure Mode.  A two-tiered level connected by a
series of long halls, many of the open areas have low gravity, affecting the
height and speed of jumping.  Yet another excellent arena for any number of
Hunters.

Weapons Complex Tips:
The low gravity in some parts of the arena make for higher jumping then normal.
Use this to reach higher ledges or to make you a harder target to hit.

This arena has one of each weapon in it, making it a good level to practice
with a variety of weapons.

Weapons Complex is symmetrical, making it a very easy arena to learn.

----------------
Council Chamber
Available Modes: Battle, Survival, Prime Hunter, Capture, Bounty,
     Defender, Nodes
Available Pickups: Imperialist, Magmaul, Shock Coil, Judicator,
     Battlehammer, Volt Driver

The level that really pushes the boundaries on size, the Council Chamber
incorporates parts of the Alinos Perch multiplayer level and mixes them
together with different sections of the Council Chamber from Adventure Mode.
Even a full roster of Hunters can spend more time looking for each other then
fighting each other in this level, and under no circumstances should players
try a 1 on 1 duel on this level.

Council Chamber Tips:
This level contains one of every item, making it a good arena to practice with
a variety of weapons.

--------------
Elder Passage
Available Modes: Battle, Survival, Prime Hunter, Capture, Bounty, Nodes
Available Pickups: Affinity Weapon, Magmaul, Judicator, Shock Coil

Basically a slightly expanded version of High Ground, Elder Passage adds a
small number of hallways to the left and right sides of the arena.  Other then
that, it's virtually identical.

Elder Passage Tips:
The halls can provide cover from enemy fire and give easier access to the
higher tiers of the arena.

-----------
Fuel Stack
Available Modes: Battle, Survival, Prime Hunter, Nodes
Available Pickups: Affinity Weapon, Shock Coil, Imperialist,
     Volt Driver, Judicator, Battlehammer, Double Damage, Cloak

An extremely tall level connected by a series of spiraling passages and a large
number of jump pads, Fuel Stack's key feature is the large pillar of light in
its center which acts as an organic elevator.  Be careful in the pillar,
however; riding it to the top or falling to its bottom is deadly.

Fuel Stack Tips:
Use the elevator in the center to slow your rate of fall if you do fall.

There is a small alcove with an Imperialist and a Small Health Pack at the top
of the elevator.  To reach it, jump out of the pillar just before it reaches
the deadly ceiling and use the inertia from the lift to make it into the
alcove.

-----------
Fault Line
Available Modes: Battle, Survival, Prime Hunter, Capture, Bounty
Available Pickups: Affinity Weapon, Imperialist, Volt Driver,
     Shock Coil, Judicator, Magmaul, Battlehammer, Double Damage, Cloak

A slightly modified version of the Subterranean level, Fault Line adds a few
more hallways onto the basic Subterranean layout.

Fault Line Tips:
The Judicator's bouncing shots makes it an excellent weapon to use in Fault
Line's many narrow hallways.

--------------
Stasis Bunker
Available Modes: Battle, Survival, Prime Hunter, Capture, Defender,
     Nodes
Available Pickups: Affinity Weapon, Battlehammer, Volt Driver,
     Imperialist

A large room with a series of ramps and hallways built above it, Stasis Bunker
is large enough for 4 hunter fights but still small enough for 2 hunter
matches.  There's a lot of going up and down in this level, as a series of jump
pads and openings lead to the main room from the hallways above.  The main room
is where most of the fighting takes place, and a few barriers which seem to
have that exact fact in mind are located there for cover.

Stasis Bunker Tips:
The numerous narrow halls are good places to leave bombs and other booby traps.

----------
Head Shot
Available Modes: Battle, Survival, Prime Hunter, Capture, Defender,
     Nodes
Available Pickups: Imperialist, Magmaul, Shock Coil, Volt Driver,
     Judicator, Battlehammer, Deathalt

Basically a series of three rings built on top of each other, Head Shot is
another of the few arenas which appears exclusively in Multiplayer Mode.  An
outer ring, hanging out in space, connects to two inner rings on the inside of
the structure.  Below this room is another, small room in the belly of the
structure which leads back to the outside.

Head Shot Tips:
All Hunters spawn next to a Large Health Pack.  Grab it before leaving the
spawn area.

------------------
Celestial Gateway
Available Modes: Battle, Survival, Prime Hunter, Defender, Nodes
Available Pickups: Affinity Weapon, Battlehammer, Magmaul, Shock Coil,
     Judicator

Consisting of three large rooms built on top of each other, Celestial Gateway
is deceptively much larger then it appears.  The real gimmick of the level is
that the third floor can only be reached through portals on the bottom floor,
underneath the large platform in the main chamber.  A good level for any number
of Hunters.

Celestial Gateway Tips:
The lower room is full of many large pillars and four separate teleporters,
making it a great place to lose pursuers.

---------------
Alinos Gateway
Available Modes: Battle, Survival, Prime Hunter, Defender, Nodes
Available Pickups: Affinity Weapon, Magmaul, Battlehammer, Imperialist

A large pool of lava dotted with rocks, a pile of rubble against the west wall
and a large pyramid in the center about sums up Alinos Gateway.  It is one of
the largest arenas in the game, but since it is literally one big room it's
never difficult to locate your opponents (which can't be said of Council
Chamber).

Alinos Gateway Tips:
The series of jump pads are connected in a network, finally ending on a high
ledge which gives a wide view of the entire arena.  Use the network to quickly
scout out the entire arena for your enemies, and jump out to them and land
unpleasantly on their head.

The large amount of lava in this level gives Spire a decided advantage.

------------
VDO Gateway
Available Modes: Battle, Survival, Prime Hunter, Capture, Defender,
     Nodes
Available Pickups: Affinity Weapon, Imperialist, Magmaul, Double Damage

Basically one gigantic room with three different floors, VDO Gateway is unique
in that it is one of the few multiplayer levels to actually have "slippery" ice
floors.  A pair of jump pads on the bottom floor leads to the third floor,
making the concept of this level eerily reminiscent of Celestial Gateway.

VDO Gateway Tips:
The sloping ramps leading from the bottom floor to the second floor are frozen
and very difficult to climb, making Hunters trying to climb them a very easy
target.  Keep an eye on them for Hunters struggling up and move in for an easy
kill, and use the jump pads to return to the second floor instead of trying to
climb the ramps yourself.

-----------------
Arcterra Gateway
Available Modes: Battle, Survival, Prime Hunter, Capture, Defender,
     Nodes
Available Pickups: Affinity Weapon

A very tall level with a network of jump pads and a much larger series of
platforms leading to a broad ledge at the top of the arena, Arcterra Gateway is
a confusing arena of constant rising and falling.  Most of the fighting takes
place on the bottom floor, usually because Hunters are busy respawning there or
falling there.

Arcterra Gateway Tips:
Weavel players should leave a Halfturret near the stairset at the bottom of the
arena to guard the Large Health Pack in the alcove underneath the stairs.

----------
Oubliette
Available Modes: Battle, Survival, Prime Hunter, Defender, Nodes
Available Pickups: Affinity Weapon, Omega Cannon

A really awful level for more reasons then I can put in writing, Oubliette is
made worse by the fact that this is the so-called ultimate reward for beating
Adventure Mode.  Structurally similar to Arcterra Gateway, Oubliette is crowned
by a broad platform on which rests the level's only weapon: the Omega Cannon.
The Omega Cannon fires slowly, giving enemies plenty of time to get under
cover, so pretty much the only ways to kill someone with it is to get lucky or
stand right next to them, in which case you are also killed in the ensuing
blast.  Thankfully, in some modes there is additionally an Affinity Weapon
pickup which appears at the bottom of the Arena.

Oubliette Tips:
Don't play Oubliette.





      ~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~
                     z
           ---------zz---
          ---------zzz----
         ---------zzzz-----
        ---------zzzz-------
       ---------zzzz---------
      ---------zzzzzzz--------              The Hunter's License
      --------zzzzzzz---------                     [0606]
       ---------zzzz---------
        -------zzzz---------
         -----zzzz---------
          ----zzz---------
           ---zz---------
              z
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Your Hunter's License is the ultimate score card for your Metroid Prime:
Hunters game time.  Most of what it records pertains almost exclusively to
Multiplayer Mode, but there is some minor input from Adventure Mode as well.
To view your own Hunter's License, then go to the "Edit Friends and Rivals"
page on the Wi-Fi Multiplayer Menu.  To view the licenses of your friends and
rivals, then select their names from the list.  Licenses are automatically
updated every time you connect to Wi-Fi.

+--------------------------------   1   --------------------------------+
|  2                                3                                4  |
|                             BOUNTY HUNTER                     +-------|
|                                                               |       |
|                                                               |   5   |
|                                                               |       |
|                                                               +-------|
|                                                                HUNTER |
|                                                                  OF   |
|                                                                CHOICE |
|-----------------------------------------------------------------------|
|L    Tab 1    |     Tab 2    |    Tab 3    |    Tab 4    |   Tab 5    R|
+-----------------------------------------------------------------------+
-------------------------------------------------------------------------
                                                                      6
-------------------------------------------------------------------------

Figure 1:  Your name appears here.  To change your name, select it on the
  Touch Screen near the top of the Edit Friends & Rivals List.  The
  name assigned to your DS is used by default.  The color border around
  your name decides which zone you are in:  blue is the US, red is
  Asia, and green is Europe.
Figure 2:  The Metroid spiral symbol appears here, and its color depends
  on your completion rating in Adventure Mode or the number of wins
  in multi-player mode.  It comes in Blue, Bronze, Silver and Gold
  varieties.
Figure 3:  Your star rating appears here.  To increase your star rating,
  you must earn Ranking Points on Wi-Fi.  To see your point total, as
  well as how many points are needed to reach the next Star Rank, then
  there is a readout beneath the Hunter's License (figure 6).
Figure 4:  If you have finished Adventure Mode with a 100% completion
  rating, then a glowing Octolith will appear here.  If you have finished
  Adventure Mode with less then a 100% completion rating, then a Spiral
  will appear here.  If you have not finished Adventure Mode at all, then
  nothing appears here.
Figure 5:  The portrait of your Hunter of Choice appears here.  Your
  Hunter of Choice is, naturally, the Hunter that you play as most often
  in all three Multiplayer modes.
Figure 6:  Your accumulated Ranking Points, as well as how many are needed
  to reach the next rank, are located here.  This rating is not visible
  to others who view your Hunter's License, they instead see statistics
  showing the results of the last encounter, total rounds against, and
  total victories against since that person was first registered in
  your Friends and Rivals list.
Tab 1:  Tab 1 displays your Wi-Fi Win Record (x out of y), or how many
  games you have one won and lost on the Wi-Fi Network.  Wireless Win
  Record (x out of y) shows your win/loss ratio in Single-Card and
  Multi-Card play.  Your Connection History shows the percentage of
  games you have stayed connected to.  Disconnecting from the network
  in the middle of a game, either on purpose or by accident, lowers the
  percentage.
Tab 2:  Tab 2 shows your overall win ratio as a percentage, taking into
  account both Wi-Fi and Wireless records.  The highest it can be is
  100%, until you lose at least one game, when the maximum becomes
  99.9%.  This tab also shows your best Win Streak, or the highest
  number of games you have ever won in a row.  Also displayed here is
  your "Lucky Arena," a strange name for this statistic since all it
  does is show the last arena you played a game on, not the arena you
  win the most on.
Tab 3:  Tab 3 shows your favorite weapon, or the weapon you have made the
  most kills with.  The Headshot Kills naturally shows the number of
  kills you have made that are headshots, and your favorite mode shows
  the Mode that you have played most often.
Tab 4:  Tab 4 shows Biped Kills (total number of kills made in humanoid
  form), Alt-Form Kills (total number of kills made in Alt Form), and
  Kill Streak (most number of enemy Hunters killed in a row without
  dying).
Tab 5:  Tab 5 shows Wi-Fi Play Time, or the total time played on Wi-Fi.
  Wireless Play Time shows the total time played in Single-Card or
  Multi-Card games, and total game time shows the accumulated time
  of Wi-Fi Play, Wireless Play, time spent with the unit asleep, and
  time spent on menus.





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               z
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  ---------zzzz-------
 ---------zzzz---------
---------zzzzzzz--------                      Unlockables
--------zzzzzzz---------                        [0700]
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  -------zzzz---------
   -----zzzz---------
    ----zzz---------
     ---zz---------
        z
-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-

Author's Note:  Where are the level glitches?  THEY'RE NOT HERE BECAUSE YOU
SHOULDN'T USE THEM, CHEATER.

     ~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~
     Unlocking Multiplayer Hunters
     ~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~
Samus   -  Available by default.
Kanden  -  Available by default.
Spire   -  Available by default.
Weavel  -  Defeat Weavel in Adventure Mode or in a Wi-Fi Match.
Sylux   -  Defeat Sylux in Adventure Mode or in a Wi-Fi Match.
Noxus   -  Defeat Noxus in Adventure Mode or in a Wi-Fi Match.
Trace   -  Defeat Trace in Adventure Mode or in a Wi-Fi Match.

     ~o~o~o~o~o~o~o~o~o~o~o~o~o~o~
     Unlocking Multiplayer Arenas
     ~o~o~o~o~o~o~o~o~o~o~o~o~o~o~
Combat Hall          -  Available by default.
Data Shrine          -  Available by default.
Processor Core       -  Available by default.
High Ground          -  Available by default.
Ice Hive             -  Available by default.
Alinos Perch         -  Available by default.
Sic Transit          -  Available by default.
Sanctorus            -  Play two multiplayer games.
Compression Chamber  -  Play four multiplayer games.
Incubation Vault     -  Play six multiplayer games.
Subterranean         -  Play eight multiplayer games.
Outer Reach          -  Play ten multiplayer games.
Harvester            -  Play twelve multiplayer games.
Weapons Complex      -  Play fourteen multiplayer games.
Council Chamber      -  Play sixteen multiplayer games.
Elder Passage        -  Play eighteen multiplayer games.
Fuel Stack           -  Play twenty multiplayer games.
Fault Line           -  Play twenty-two multiplayer games.
Stasis Bunker        -  Play a Wi-Fi game or forty multiplayer games.
Head Shot            -  Play a multiplayer game with four Hunters.
Celestial Gateway    -  Visit Celestial Archives in Adventure Mode.
Alinos Gateway       -  Visit Alinos in Adventure Mode.
VDO Gateway          -  Visit Vesper Defense Outpost in Adventure Mode.
Arcterra Gateway     -  Visit Arcterra in Adventure Mode.
Oubliette            -  Defeat Gorea 2 in Adventure Mode.

     ~o~o~o~o~o~
     Star Ranks
     ~o~o~o~o~o~
Rank 1:  Bounty Hunter     -  000 to 039 Points
Rank 2:  Super Hunter      -  040 to 139 Points
Rank 3:  Elite Hunter      -  140 to 389 Points
Rank 4:  Master Hunter     -  390 to 749 Points
Rank 5:  Legendary Hunter  -  750+ Points

     ~o~o~o~o~o~o~o~o~o~
     Other Unlockables
     ~o~o~o~o~o~o~o~o~o~
Records Page on Main Menu            -  Beat Adventure Mode once.
SFX And Music Test on Audio Menu     -  Defeat Gorea 2 in Adventure Mode.
Spiral Emblem on Hunter's License    -  Beat Adventure Mode once with a
                                        rating of less then 100%.
Octolith Emblem on Hunter's License  -  Score 100% in Adventure Mode
                                        and unlock every Multiplayer
                                        Arena (replaces Spiral).
Bad Ending                           -  Defeat Gorea 1
Good Ending                          -  Defeat Gorea 2





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               z
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 ---------zzzz---------
---------zzzzzzz--------              Frequently Asked Questions
--------zzzzzzz---------                        [0800]
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-------------------------------------------------------------------------
Q:  In single player, if you forget to scan the rival hunter's alt form,
    such as Stylux and his Lockjaw alt-form....are you screwed then? Is
    there any way to go back to him and scan it or something?

A:  Luckily, you can scan your rival Hunters at any time once you've entered
the "Second Round" of Adventure Mode, i.e. you've encountered and beaten all of
the enemy Hunters at least once.  Once you have at least four Octoliths (and in
certain cases, even before that), then the enemy Hunters will randomly appear
in the game.  You can scan them for their Biped and Alt-Form Bioform Scans at
this time.

--------------------------------------------------------------
Q:  How do I get new Weapons?  Enemy Hunters do not drop them!

A:  That's because enemy Hunters don't drop them.  All of the game's weapons
are found over the course of the game, usually by solving a puzzle in a
specific room.

-------------------------------------------------------------------
Q:  There is a force field blocking the door to Fault Line/Council
    Chamber, but you say it should be open!

A:  It should be.  First, make sure you actually got the first Octolith from
Alinos/Arcterra.  If you didn't, then the force field will remain in place.  If
you have the Octoliths and the force fields still will not go away, then your
game has bugged and you will have to start over from scratch.





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               z
     ---------zz---
    ---------zzz----
   ---------zzzz-----
  ---------zzzz-------
 ---------zzzz---------         Legal Stuff, Links, Contact Information
---------zzzzzzz--------                  and Special Thanks
--------zzzzzzz---------                        [0900]
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  -------zzzz---------
   -----zzzz---------
    ----zzz---------
     ---zz---------
        z
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     ~o~o~o~o~o~
     Legal Stuff
     ~o~o~o~o~o~
All of my guides, FAQs and walkthroughs are authorized to appear on the
following websites:

  GameFAQs (and all other cNet affiliates)
  Honest Gamers
  Zelda Dimension
  Zelda Evolution
  Zelda X
  Zelda Temple
  Twilight-Princess.org
  Neoseeker
  1up.com
  Cheat Code Central
  supercheats.com
  cheatplanet.com
  gamesradar.com
  Gamerstemple.com
  Gamerevolution.com

But, only when credited to me (MrShotgun).  If you would like this guide to
appear on your website, e-mail me at Andrew.ComfortablyNumb[at]gmail.com.
Please, do not post this guide until you have received my authorization to do
so.

You may link to this guide without asking, provided the copy of the guide you
are linking to is credited to MrShotgun and is authorized to appear on that
website.  I would appreciate notification when such a link is created, but it
is not mandatory.  And as always when linking to a different website, make sure
you have permission from that website to do so before creating such a link.

The copyrights to this game do not belong to me.  I did not create the game,
nor do I claim to have done so.  It belongs to its developers, and whoever else
programmed and produced the game.  I am therefore immune from any bizarre
lawsuits that arise over this game (such as some moron who dies of dehydration
from playing this game for one hundred hours straight, and happens to use my
guide).

This guide is copyrighted MrShotgun (Andrew Brown) July 26th, 2007.  I'm not
making any money off of this guide, so I don't mind how people distribute it,
just so long as it remains completely unaltered, and is not sold for profit.

     ~o~o~
     Links
     ~o~o~
Other FAQs, Guides and Video Game Resources by MrShotgun:
  Metroid Prime: Hunters FAQ/Walkthrough
www.gamefaqs.com/portable/ds/file/920760/42029

  Metroid Prime: Hunters Echo Hall Maze Map
www.gamefaqs.com/portable/ds/file/920760/42183

  Metroid Prime: Hunters Frost Labyrinth Map
www.gamefaqs.com/portable/ds/file/920760/42044

  Killer7 FAQ/Walkthrough
www.gamefaqs.com/console/gamecube/file/562551/44193

  The Legend of Zelda FAQ/Walkthrough
www.gamefaqs.com/console/nes/file/563433/42816

  The Legend of Zelda: Ocarina of Time FAQ/Walkthrough
www.gamefaqs.com/console/n64/file/197771/44785

  The Legend of Zelda: Majora's Mask FAQ/Walkthrough
www.gamefaqs.com/console/n64/file/197770/45058

  The Legend of Zelda: Twilight Princess FAQ/Walkthrough
www.gamefaqs.com/console/gamecube/file/920769/46100

     ~o~o~o~o~o~o~o~o~o~o~
     Contact Information
     ~o~o~o~o~o~o~o~o~o~o~
If you would like to contact me online, you can e-mail me at
Andrew.ComfortablyNumb[at]gmail.com.  Poorly spelled letters, letters asking
questions already covered in the guide, letters without a clearly defined
subject, or just plain stupid letters will probably be ignored.  If I do
respond to a stupid letter, it's merely for my own entertainment.  Don't expect
me to be polite.  If I don't respond immediately to your letter, it doesn't
mean I haven't read it - I get lots of e-mails concerning my work, and I simply
don't have time to respond to them all.  I do, however, make a point of reading
as many letters concerning my work as possible.  Letters MUST contain the
game's title in the heading.  If they do not, then they will not be read and
they will be deleted.

     ~o~o~o~o~o~o~o~
     Special Thanks
     ~o~o~o~o~o~o~o~
Thanks to the following people for giving their critiques or additions to any
one of my guides: Qtipdoom, Chris Paxton, Insanityrest, Superguy415, Al, Erik
Kwaakernat, Niek Rood, Matt, ChippyBlane, CyborgDragon, Diego Berdegja, Thomas
N/A, Jennings Jin, Corey Clark, The Croz, Andrew Kovalcik, Luise Felipe
Camarena R., Poe Tokoro, Living NightMare 185, RJ, Norman Lee, Dark Crono, Ben
Ritz, Scott M., Curtis Hunt, Daffy22853, Matt Steven, Atrimis, Les Labbauf,
Bart Van De Winkel, Sam Clements, Andrew Hintz, KyuubiKitsune19, WOLFMANCTL,
Devin Pierce, Aaron Ramsey, Patrick D'Aoust, Preston Sumner, Christopher Moore,
thehardencorpse, Mark Ehrhart, Parker Iller, Andrew Sprague, Jayson Jesposito

Specific thanks to Richard Taylor, whose quote I have adopted as my own
personal quality guarantee.

Specific thanks to Richard Dean Anderson, Michael Shanks, Amanda Tapping,
Christopher Judge, Don S. Davis, Joe Flanigan, Torri Higginson, David Hewlett,
Jason Momoa, Paul McGillion, Rachel Luttrell, Gary Jones, Teryl Rothery, Martin
Wood, Peter DeLuise, Robert C. Cooper and Brad Wright (and, to a lesser extent,
Rainbow Sun Francks, Ben Browder, Beau Bridges and Claudia Black).  To the
uninformed, those are the casts and significant crew members of Stargate SG-1
and Stargate Atlantis.  It may seem strange to thank the cast and crew of a
television show, but having reruns of old TV shows constantly running in the
background helps break the monotony of explaining exceedingly simple puzzles.