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    FAQ/Walkthrough by MrShotgun

    Version: 1.6 | Updated: 07/26/07 | Search Guide | Bookmark Guide

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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.
    
    
    
    
    
          ~o~o~o~o~o~o~o~o~o~o~o~o~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
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          ---------zzzzzzz--------              In-Depth Walkthrough
          --------zzzzzzz---------                     [0320]
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          ~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~
    
    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
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          ---------zzzzzzz--------           Part I: Celestial Archives
          --------zzzzzzz---------                     [0321]
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          ~o~o~o~o~o~o~o~o~o~o~o~o~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
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          ---------zzzzzzz--------                 Part 2: Alinos
          --------zzzzzzz---------                     [0322]
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          ~o~o~o~o~o~o~o~o~o~o~o~o~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----
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           ---------zzzz---------
          ---------zzzzzzz--------       Part 9: Alinos Again and Oubliette
          --------zzzzzzz---------                     [0329]
           ---------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~
    
    ---------------
    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---------
      -------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-
    
    [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
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           ---------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----
       ---------zzzz-----
      ---------zzzz-------
     ---------zzzz---------
    ---------zzzzzzz--------         Weapon & Power Suit Upgrade Locations
    --------zzzzzzz---------                        [0500]
     ---------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-o-o-o-
    
    [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----
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            ---------zzzz-------
           ---------zzzz---------
          ---------zzzzzzz--------                  Energy Tanks
          --------zzzzzzz---------                     [0502]
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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~
    
    ----------------
    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---------
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              ----zzz---------
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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~
    
    ----------------------
    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---
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           ---------zzzz---------
          ---------zzzzzzz--------                  UA Expansion
          --------zzzzzzz---------                     [0503]
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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~
    
    -----------------
    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
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    ---------zzzzzzz--------                Multiplayer Strategies
    --------zzzzzzz---------                        [0600]
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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-o-o-o-
    
    [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
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          ---------zzzzzzz--------               Connection Options
          --------zzzzzzz---------                     [0601]
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          ~o~o~o~o~o~o~o~o~o~o~o~o~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
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          ---------zzzzzzz--------                  General Tips
          --------zzzzzzz---------                     [0602]
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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~
    
    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
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          ---------zzzzzzz--------                   The Hunters
          --------zzzzzzz---------                     [0603]
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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~
    
    -----------
    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)
    
    
    
    
    
          ~o~o~o~o~o~o~o~o~o~o~o~o~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 Modes
          --------zzzzzzz---------                     [0604]
           ---------zzzz---------
            -------zzzz---------
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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~
    
    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.
    
    
    
    
    
          ~o~o~o~o~o~o~o~o~o~o~o~o~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 Arenas
          --------zzzzzzz---------                     [0605]
           ---------zzzz---------
            -------zzzz---------
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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~
    
    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
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          ---------zzzzzzz--------              The Hunter's License
          --------zzzzzzz---------                     [0606]
           ---------zzzz---------
            -------zzzz---------
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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~
    
    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.
    
    
    
    
    
    -o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-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
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    ---------zzzzzzz--------                      Unlockables
    --------zzzzzzz---------                        [0700]
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      -------zzzz---------
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    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
         ---------zz---
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      ---------zzzz-------
     ---------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.
    
    
    
    
    
    -o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-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---------         Legal Stuff, Links, Contact Information
    ---------zzzzzzz--------                  and Special Thanks
    --------zzzzzzz---------                        [0900]
     ---------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-o-o-o-
         ~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.
    

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