===============================================================================
SIC ITUR AD ASTRA - "SUCH IS THE PATH TO THE STARS"                 NINTENDO DS
===============================================================================
 __  __     _           _    _   ___     _
|  \/  |___| |_ _ _ ___(_)__| | | _ \_ _(_)_ __  ___
| |\/| / -_)  _| '_/ _ \ / _` | |  _/ '_| | '  \/ -_)
|_|  |_\___|\__|_| \___/_\__,_| |_| |_| |_|_|_|_\___|
                                                  _  _          _
                                                 | || |_  _ _ _| |_ ___ _ _ ___
                                                 | __ | || | ' \  _/ -_) '_(_-<
                                                 |_||_|\_,_|_||_\__\___|_| /__/

===============================================================================
BY MIKE PENANCE               SAMUS ARAN: CHARACTER GUIDE & FAQ - FINAL VERSION
===============================================================================

May 10, 2006 (last update: 12:21 16/12/2007 - 29,543 Words - 68 Pages)
      E-Mail: mikepenance@yahoo.co.uk (or look for me in the GFAQ's forum)

===============================================================================
WARNING: This document is only authorised to appear on the following websites:-
SuperCheats.com, GameFAQS.com, Neoseeker.com, and HonestGamers.com.  If this
document is posted on an unlisted website – please let me know, so I can
dispense my own brand of over-stylised justice (clue: it involves angry ferrets
and their pants).
===============================================================================

+NEW+ - This little code before or after a section name denotes newness.
+UPD+ - Almost exactly like the above, except it denotes an update.
+REV+ - This means that part or all of the section has been revised - this
        could mean extra info on a weapon or vital changes to a walkthrough.

===============================================================================
"The Way of the warrior is death. This means choosing death whenever there is a
choice between life and death.  It means nothing more than this.  It means to
see things through, being resolved" — Yamamoto Tsunenori, Ha Gakure
===============================================================================

[UPDATE] Every section has been revised and retyped to a standard that I am now
         happy with, I just couldn't be bothered to add the little +REV+ to
         each and every section in the table of contents.

===============================================================================
Table of Contents                                                    [MP.00.00]
===============================================================================

1. Introduction .....................................................[MP.01.00]
         - A Word From Mike .........................................[MP.01.01]
         - Who is Samus Aran? .......................................[MP.01.02]
2. Controls .........................................................[MP.02.00]
3. Special Abilities ................................................[MP.03.00]
4. Weapons; Causality in Effect .....................................[MP.04.00]
         - Power Beam ...............................................[MP.04.01]
         - Missiles .................................................[MP.04.02]
         - Morphball Bombs ..........................................[MP.04.03]
         - Battlehammer .............................................[MP.04.04]
         - Imperialist ..............................................[MP.04.05]
         - Judicator ................................................[MP.04.06]
         - Magmaul ..................................................[MP.04.07]
         - Shock Coil ...............................................[MP.04.08]
         - Volt Driver ..............................................[MP.04.09]
         - The Omega Cannon .........................................[MP.04.10]
         - Weapon Location Table ....................................[MP.04.11]
5. Strategies & Tactics .............................................[MP.05.00]
         - Versus Character Strategies ..............................[MP.05.01]
              - Vs. Kanden ..........................................[MP.05.02]
              - Vs. Noxus ...........................................[MP.05.03]
              - Vs. Spire ...........................................[MP.05.04]
              - Vs. Sylux ...........................................[MP.05.05]
              - Vs. Trace ...........................................[MP.05.06]
              - Vs. Weavel ..........................................[MP.05.07]
              - Vs. Samus ...........................................[MP.05.08]
6. Arenas ...........................................................[MP.06.00]
         - Combat Hall ..............................................[MP.06.01]
         - Data Shrine ..............................................[MP.06.02]
         - Processor Core ...........................................[MP.06.03]
         - High Ground ..............................................[MP.06.04]
         - Ice Hive .................................................[MP.06.05]
         - Alinos Perch .............................................[MP.06.06]
         - Sic Transit ..............................................[MP.06.07]
         - Transfer Lock ............................................[MP.06.08]
         - Sanctorus ................................................[MP.06.09]
         - Compression Chamber ......................................[MP.06.10]
         - Incubation Vault .........................................[MP.06.11]
         - Subterranean .............................................[MP.06.12]
         - Outer Reach ..............................................[MP.06.13]
         - Harvester ................................................[MP.06.14]
         - Weapons Complex ..........................................[MP.06.15]
         - Council Chamber ..........................................[MP.06.16]
         - Elder Passage ............................................[MP.06.17]
         - Fuel Stack ...............................................[MP.06.18]
         - Fault Line ...............................................[MP.06.19]
         - Stasis Bunker ............................................[MP.06.20]
         - Head Shot ................................................[MP.06.21]
         - Celestial Gateway ........................................[MP.06.22]
         - Alinos Gateway ...........................................[MP.06.23]
         - VDO Gateway ..............................................[MP.06.24]
         - Arcterra Gateway .........................................[MP.06.25]
         - Oubliette ................................................[MP.06.26]
7. F.A.Q's ..........................................................[MP.07.00]
8. The Happy Lawyer Department ......................................[MP.08.00]
9. Credits & Outro ..................................................[MP.09.00]


===============================================================================
1. Introduction                                                      [MP.01.00]
===============================================================================

I wrote this guide for many reasons - okay, two reasons.  One, I'm an attention
seeker and... okay, one reason.  Well, it's here now; we should at least try
and show people that just because there are some new shiny-pants Bounty Hunters
on the scene, Samus is still the best of the bunch (with the largest shoulder
-pads in the universe, fact).

So, ladies and gentlemen, it's time to stand up and fight for your right to
bounty (*sigh* the Beastie Boys probably won’t forgive me for that... maybe
if I stopped stealing their garage).  Well, anyway, just enjoy what I’ve done
and contribute if you can.


-------------------------------------------------------------------------------
- A Word from Mike                                                   [MP.01.01]
-------------------------------------------------------------------------------

I swear, this guide has been the little Yellow Cat that keeps coming back.
Of this very moment, I am finally done with the hard work.  I will still update
this guide as and when it's necessary, and all that good jazz, but apart the
usual, I’m done with Hunters (besides, Samus won't return my calls).


For my sins, I’m still running the instant messenger support (MSN) for anyone
and everyone who needs more help than this guide can muster (yeah, like I’d
ever run out of muster).  Use the following email address for INSTANT
MESSAGING ONLY -- mikepenance@hotmail.co.uk -- any email that gets sent to
this address WILL NOT BE REPLIED TO.  YOUR HUMBLE NARRATOR, MIKE.


-------------------------------------------------------------------------------
- Who is Samus Aran?                                                 [MP.01.02]
-------------------------------------------------------------------------------

As a child, Samus witnessed the annihilation of her entire space colony in a
pirate raid that left her both orphaned and homeless (bummer).  In a fortunate
turn of events, Samus was adopted by a benevolent (now unbelievably dead) race
known as the 'Chozo.'  Infusing Samus with their blood and sharing their
incredible technology with her (how to make the perfect piece of toast), she
went on to become the Bounty Hunter that we know her as today *sniff*.

That's the very short version; the long version drones on about (er, explains
in an interesting fashion) Metroids, big brains in bell-jars, and X-Parasites
(then there's Phazon).  The long version gives me a headache (I know because
I’ve seen it), so this is all ya getting.


===============================================================================
2. Controls                                                          [MP.02.00]
===============================================================================

We are controlling transmission!  Well, I am, really.  Until recently, I never
realised that people found it so awkward to choose a control set-up that suits
them.  I’m doing this for the good of my adoring public (of which there are
two, and it has been brought to my attention that dogs don’t count).  So feel
free to make me king or erect a monument or something (personally, I’d just
take the money).


-------------------------------------------------------------------------------
- Stylus Mode Right/Left                                             [        ]
-------------------------------------------------------------------------------

D-Pad: Up is forward, down is backwards, and left and right are used to strafe
       in their respective directions.  In Mode Left, the D-Pad isn't used for
       anything.

X: [MR] N/A.
   [ML] Moves forward.

B: [MR] N/A.
   [ML] Moves backwards.

Y: [MR] N/A.
   [ML] Strafes left.

A: [MR] N/A.
   [ML] Strafes right.

L: [MR] Fire.
   [ML] Zoom/Boost.

R: [MR] Zoom/Boost.
   [ML] Fire.

Start: Call-up the mid-game score screen (shows points, Hunters, and stars).


- NOTES:

In both modes, a double-tap of the touch screen will make Samus jump (can be
done in mid-air if you haven't already jumped).  In Mode Left, the display
icons on the touch screen are reversed (i.e. switched from left to right).
Speaking of the touch screen, the sensitivity ranges between 1 and 15 – the
closer you get to the higher/lower end of the scale, the harder it is to
control Samus (the lower the number, the slower the movement).

The default setting is 7, I wouldn't recommend going more than 2 either way for
the best results – alternatively, hold the stylus further away from the tip to
allow for quicker movement.  With that considered, you may just want to nab
yourself a longer stylus (you usually get quite a good one with storage cases).


-------------------------------------------------------------------------------
- Dual Mode Right/Left                                               [        ]
-------------------------------------------------------------------------------

D-Pad: Up is forward, down is backwards, and left and right are used to strafe
       in their respective directions.  In Mode Left, the mapping is switched
       to the opposite side of the DS.

X: [MR] Move the vertical axis up.
   [ML] Move forward.

B: [MR] Move the vertical axis down.
   [ML] Move backwards.

Y: [MR] Move the horizontal axis left.
   [ML] Strafe left.

A: [MR] Move the horizontal axis
   [ML] Strafe right.

L: [MR] Fire.
   [ML] Jump.

R: [MR] Jump
   [ML] Fire.

Start: Call-up the mid-game score screen (shows points, Hunters, and stars).


- NOTES:

When good control schemes go bad.  The whole point of Dual Mode is that it's
supposed to do away with the stylus control altogether (yes, you can emulate
the PSP control system).  The problems is that the buttons can't give the same
level of accuracy that the touch screen can, and that the touch screen still
needs to be used for weapon selection and changing into alt. form (which
necessitates the removal of one hand from a vital set of buttons).


===============================================================================
3. Special Abilities                                                 [MP.03.00]
===============================================================================

Samus may seem bland in comparison to the other Hunters and their unique
talents (half-alien, half-machinegun – you can't really beat that in the "look
what I can do" stakes), but she still has a couple of tricks under those
massive shoulder-pads of hers.


-------------------------------------------------------------------------------
- Morphball                                                          [        ]
-------------------------------------------------------------------------------

Samus’ alt. form is the tried and tested Morphball (est. 1986); it's a quick
and highly manoeuvrable way to traverse arenas or launch attacks.  The
Morphball has a zero-degree turning circle, meaning that Samus can instantly
change direction in a blink of an eye (imagine trying to do that at the speed
Samus can with any other alt. form).  Exploit this very basic fact to launch
surprise attacks or just outmanoeuvre foes.

A quick tap of the fire button and Samus will drop a Morphball Bomb (M. Bomb,
if ya like) right next to her (up to three at any one time) – this little
device can deal fair amounts of damage to an unsuspecting opponent in a short
space of time.  Besides being able to deal death and destruction at a whim,
Samus can use her M. Bombs to lift herself into the air.

Her bombs make her jump, I’ll call this move... the "Bomb Jump."  By using
the Bomb Jump, Samus can navigate rough areas without having to leave the
safety of the Morphball.  If the Bomb Jump isn’t your cup of tea, you can try
the 'Bomb Leap.'  The Bomb Leap is a technique that sees you gaining extra
height (comparable to a Double Bomb Jump, combined with a Triple Bomb Jump,
you can reach ridiculous heights).

Lay a bomb like normal; now, timing is crucial, just after the bomb explodes,
you need to switch back to biped.  If you time it right, you will be able to
jump to gain further height (too early and the bomb won’t carry you into the
air, too late and you won’t be able to add the jump).  This little technique
doesn’t just make you look cool (and it does), it can be a lifesaver.

On maps with lunar gravity, a Bomb Jump will launch Samus up to a ridiculous
height.  Once you’ve reached the maximum height, you can literally hover
indefinitely by dropping more bombs (with a lot of practice, you’ll be able to
fly using bombs to create a path to roll on).  Most of the other Hunters can’t
launch themselves into the air like Samus can (this means you can escape
perfectly and attack with near impunity).

While in ball-form, not only is Samus content to drop bombs by the catalogue
load – a tap of the touch screen or the R button will see Samus boost like
crazy. Not only does it look cool, it also makes the Morphball the fastest alt.
form around (chores like grabbing power-ups are made less... chore-like).
Another rather well-known technique is to use the Boost-Ball to turn Samus into
a battering ram; admittedly, it's not that powerful but you can hit multiple
times in the space of only a few seconds.

I feel that I probably won’t need to mention this to some Samus players out
there, but I have heard it said that some people feel that they can’t control
the Morphball well enough or get enough speed from the boost.  When using the
Boost-Ball, the most obvious thing to do is touch the control pad to aid
steering -- don’t -- because doing so only slows you down and makes the turning
less responsive (thus, making you an easy target).

Once you master using only the touch screen to move the Morphball (using sharp,
erratic movements work best, try not to drag the stylus too long) - practice
chaining more hits together until you can kill someone with the Boost-Ball in
one fluent attack).  If you get it right, you’re looking at about 3.5 seconds
to get someone down from just over 100 energy (if you use M. Bombs as well).


-------------------------------------------------------------------------------
- Seeker Missiles                                                    [        ]
-------------------------------------------------------------------------------

A Seeker Missile can be fired when Samus has two or more regular Missiles in
stock, by charging a Missile, you’ll activate the homing function.  Seeker
Missiles are incredibly fast and hard to avoid (even in open areas), they also
target unseen enemies.  However, a charged Missile emits a beeping noise that
can often give away your location to would-be assassins.


===============================================================================
4. Weapons; Causality in Effect                                      [MP.04.00]
===============================================================================

Weapons... far-fetched weapons, hurray!  This section (as you can tell) is
here purely to document the entire range of weapons available to Samus.  There
are bombs the size of your head (if you have a big one) and arm-cannons the
size of a small horse and, er, more beams funnily enough.

Each weapon is essentially listed in the following way (all scores are out of
100%, unless I state otherwise).  Feel free to disagree or bang your head off
the wall in protest *the sound of people banging their heads*, it's just the
vibe I got.  Example?  Don’t mind if I do...

[EXAMPLE]----------------------------------------------------------------------

- CATEGORIES:

 WEAPON NAME: I think (I mean, I'm not sure) the name of the weapon goes here.
       POWER: The higher the rating, the more damage it'll dish out - simple.
        AMMO: This tells you what the maximum ammo is for your chosen weapon.
       SPEED: I wanted to put "projectile speed," but I couldn't spell it.
       RANGE: Shiny numbers here will dictate the distance a shot can travel.
RATE-OF-FIRE: This is the amount of rounds per second/minute that it can fire.
       SKILL: The higher the level of skill, the harder it is to use
              effectively without scattering your ashes to the four winds.
      CHARGE: No... it's free *silence*.  Can you charge it?  Yes or no.
    AFFINITY: Here be the name of the Hunter that can use it to the fullest.


- PERCENTAGES:

 01% - 12% - It really is official, the power/speed behind this thing sucks.
 13% - 24% - Now we're getting better; at this rate, they may pee their pants.
 25% - 36% - This is what I'd say average looked like; yup, completely average.
 36% - 48% - Two weapons are this powerful without being charged, live with it.
 49% - 64% - We're now looking at major damage.  Above average?  Oh hell yeah.
 65% - 72% - If you're looking at a weapon this strong, then it's probably slow
             or very hard to use - like totally.
 73% - 84% - We're in the realm of head-shots for hotshots, even the mighty
             Judicator would have trouble causing this amount of damage without
             it being a head-shot.  Also a bloody fast travel rate.
 85% - 97% - For this amount of damage, let's just say "Imperialist."
100% - --- - this is normally the maximum amount of damage a weapon can deal or
             the maximum distance it can travel.
100% + --- - Only the zoomed Imperialist or the Omega Cannon can inflict enough
             damage for a one-hit-kill.  Other than power, this can also be
             used to denote a weapon with infinite travel distance (i.e. the
             Imperialist or the Power Beam).

----------------------------------------------------------------------[EXAMPLE]


-------------------------------------------------------------------------------
- Power Beam                                                         [MP.04.01]
-------------------------------------------------------------------------------

       POWER: 6-8% (36-48% for a charged shot)
       SPEED: 70% (around 60% for a charged shot)
        AMMO: Infinite
       RANGE: 100%+
    ACCURACY: 90%
RATE-OF-FIRE: 240-330/per minute (4-5/per second)
       SKILL: 35%
      CHARGE: Yes
    AFFINITY: N/A

The Power Beam isn’t going to crack the earth in-half with it's mighty power,
but it is a reliable piece of kit all the same.  The Power Beam grants our bad
selves an incredible rate-of-fire, but falls down at the first hurdle; stopping
power.  The secret to success (unless I told you already) is to always aim for
the head, the high rate-of-fire will score more than enough head-shots to
warrant it viable (the charge shot is moderately powerful, but it’s not fast
enough to be of much use).

The Power Beam is an opener – you rattle off a few volleys to the head to
weaken them and to put them on the defensive (by timing your button presses,
you can increase the rate-of-fire by half).  Then you unload with a Seeker
Missile.  If the enemy is just that little bit out of reach (up on a high
platform, maybe), don’t waste your valuable ammo, chase 'em down with the
Power Beam.

It’s not exactly a threat, but the rapid-fire peppering them will make them
think twice about staying put.  Other than that, after the early stages of the
match have passed and everyone has stocked up on energy, just call it a day and
use a different weapon.


-------------------------------------------------------------------------------
- Missiles                                                           [MP.04.02]
-------------------------------------------------------------------------------

       POWER: 32% (48% for a charged shot)
       SPEED: 55%
        AMMO: 59 (2 per Seeker Missile)
       RANGE: 100+
    ACCURACY: 50% (95% for the Seeker Missile)
RATE-OF-FIRE: 30/per minute (1 every 2 seconds)
       SKILL: 40% (Seeker) - 70% (Manual)
      CHARGE: Yes
    Affinity: Samus

"Hits like a girl..."!?!  With our Samus having the Missiles as her Affinity,
nobody will say that again.  The explosive power of Missiles is fine and
lovely; but like I said, it’s the homing function that we’re interested in.
Now, I’m not talking super heat-seeker or anything, just aim in the general
direction of an enemy and deliver a maniacal laugh, they’re so ridiculously
fast that the chances of missing are tiny.

Missiles as Missiles so often want to be, are explosive.  Firing one at close
-range may leave a slight ringing sensation in your ears; fortunately, you’ll
be nowhere near them at the time – an excuse for humour or a stern warning;
discuss.  Missiles deal a great amount of splash damage (in an outward arc) –
the closer you are when a Missile is fired, the greater the amount of splash
damage you get back.

"Yeah, like I’m that stupid," it doesn’t matter whether you’re thick or not –
some players have been known to purposely shorten the distance between you both
just so they can take one on the chin (crazy, but it can hurt you just as much
as it hurts them).  If you’re playing the Seeker Missile game, stay away from
the enclosed areas, and keep your distance to a minimum of mid-range.  Ideally,
you shouldn’t be overusing them anyway - it makes you predictable.

If at some point, you can get your hands on an Imperialist, you might be able
to Charge Cancel (swapping from charged Missile into the Imperialist - which
can be used to launch an unexpected attack).  While I’m here, I may as well
point out that because they’re heat-seekers, they’ll target enemies regardless
of whether you can see them or not.  That means it’ll locate cloaked Hunters,
like Trace, no matter where they hide.

I thought I’d just impart another pearl of wisdom (of which I have many).
By charging a Missile and aiming at the ground, you can perform the tried and
tested 'Missile Jump.'  By combining it with a jump after you've been sent
airborne, it will give you some good height (and knock off a good third of an
energy bar).  It’s a hell of a price to pay for jumping a little higher, if I
use it; I use it as a last ditch emergency manoeuvre, or for sneaky shortcuts.


-------------------------------------------------------------------------------
- Morphball Bombs                                                    [MP.04.03]
-------------------------------------------------------------------------------

       POWER: 28% (per M. Bomb)
       SPEED: 2 second delay (or instant if planted near an enemy Hunter)
        AMMO: Infinite
       RANGE: N/A
    ACCURACY: N/A
RATE-OF-FIRE: 1/per second (up to a maximum of 3 at any one time)
       SKILL: 15%
      CHARGE: N/A
    Affinity: None... I mean, technically yes, but no... *sigh* Samus

Bombs and balls, it’s all spherical to me, baby.  When Samus is in her
Morphball form, she can drop up to three of these little balls of high-impact
explosives at any one time.  After a brief delay of no more than a couple of
seconds, they’ll go boom, causing moderate damage.  A M. Bomb dropped in
close proximity to an enemy Hunter will result in an instantaneous detonation
(an enemy with little room to manoeuvre can easily be decimated this way).

Unlike Kanden (curse him and his funny head), who’s bomblets seek and destroy,
Samus’ just sit there all shiny and blue.  What’s that got to do with anything?
It means that you need to be proactive, and that’s where you need to start
combo-ing the Boost-Ball with the instant detonation effect of the bombs.
The Morphball has an incredible speed advantage, allowing you to easily create
ambushes or simply chase down your enemies in the old fashioned way.

Mosey on down to the strategy section for more balls...


-------------------------------------------------------------------------------
- Battlehammer                                                       [MP.04.04]
-------------------------------------------------------------------------------

       POWER: 18% (12% for Weavel)
       SPEED: 66% (60% for Weavel)
        AMMO: 149 (119 for Weavel)
       RANGE: 60-75% (depending on the trajectory)
    ACCURACY: 20%
RATE-OF-FIRE: 180/per minute (around about 3/per second)
       SKILL: 40%
      CHARGE: No
    AFFINITY: Weavel

In battle, you use it to hammer the opposition (clever).  The Battlehammer
is a "heavy-duty repeater," the basic principle of which, is to simply use it's
blast radius and insane rate-of-fire to prevent your opponent from mounting a
successful counter-attack, or effective retreat.

The Battlehammer fires low-arcing 'blobs' that explode upon contact with a hard
surface (walls, floors, your face), delivering splash damage to anyone in the
surrounding area.  Here’s the thing; for us non-Weavel users out there, the
blast radius is relatively small, but the damage is marginally higher.  Weavel
players; however, have a blast radius the size of Lancashire (maybe a slight
exaggeration, but there is a huge difference in size), but the power; like I
said, is marginally less.

"What’s wrong with that?"  With the added radius, Weavel can just about get
away with the 'smothering' tactic (on multiple targets, too).  However; we're
not Weavel, so our basic tactic with the Battlehammer is to chase 'em and kill
'em – the problem with that is it takes too much time and judgement to make
great use of it in conflicts with more than one person (the small blast radius
makes it much, much harder to tackle multiple Hunters in one go).

The first rule of combat is "never draw attention to yourself," and the second
is to "hit 'em fast and hit 'em hard."  The Battlehammer breaks both rules for
me, and that’s why I never use it.  The principle for dealing with the weapon,
regardless of who you’re facing is exactly the same.  Use the Boost-Ball to
roll right under the arc of the Battlehammer and then counter-attack.

I personally use it to take care of slow-moving alts. like the Dialanche or the
Vhoscythe.  I also find that it can prove quite useful for knocking people off
ledges, into holes, and the like.  Apart from that, I never use it at all.


-------------------------------------------------------------------------------
- Imperialist                                                        [MP.04.05]
-------------------------------------------------------------------------------

       POWER: 36-100% (100%+ for zoomed head-shots)
       SPEED: 100%+ (almost instantaneous)
        AMMO: 29 (consumes 1 per shot)
       RANGE: 100%+
    ACCURACY: 100%
RATE-OF-FIRE: 102/per minute (about 1.6/per second)
       SKILL: 100%
      CHARGE: No
    AFFINITY: Trace

Okay, the basics (gotta love the basics) – a quick push of the R button or a
double-tap of the Imperialist icon (too easy) will zoom-in or zoom-out.  As a
die-hard Samus player (I usually do), I often find myself reaching for the
rifle.  "Is sniping a requisite skill for a Samus player; I mean, Samus doesn’t
need it, right?"  Wrong - sniping is by far the single most important skill
that any player can learn in a game like this, regardless of how good someone
is, a Master Sniper can shut-down any Hunter and any strategy with one shot.

Every Hunter (as you’ve noticed) has a different sized head; this can make it
easier or harder to snipe someone.  Naturally, characters with more human-like
proportions will be easier to score a head-shot against (e.g. Samus or Weavel).
Spire, on the other hand (or "Spire-Crushed-Bucket-for-a-Head" as I call him)
is quite easily the hardest character to snipe from a distance (I should have
some strategies somewhere).

Trace, now, I hate Trace.  Trace can’t actually wield the Imperialist with a
much greater effect than anyone else (he has a slightly improved aiming
reticule), but what he can do is go all Predator on us.  That’s right; the
little red plebe has optical camouflage!  When standing still with the
Imperialist, he is rendered virtually invisible to the naked eye, if you can
find his strangely unattached head, then it’s a good sized target.


-------------------------------------------------------------------------------
- A Few Simple Sniping Tips                                          [        ]
-------------------------------------------------------------------------------

[1] Always stick to the same order, so you never get overwhelmed or ambushed.

 -- Always survey the area; check for snipers in the area, check for campers
    in the area, and only enter the scope when you're sure that it is safe.

 -- If you're not sure you can make a shot, don't risk giving away your
    position, but don't risk staying in the same place for too long either.

 -- In games with four players; even if your shot is on the mark, never hang
    around, move on, because even if your target doesn't see your position,
    it doesn't mean that someone else hasn't already spotted you.

[2] If your target is already engaged in combat and it looks like they're
    losing badly, the likelihood is that a body shot will finish them – don't
    risk losing the kill to someone else by going for a head-shot.  If there is
    just you and two other players, think about going for a head-shot on the
    stronger one before boosting in and finishing the weaker one.

[3] A sniper's second biggest asset in Hunters, besides stealth, is fear.
    The thought on an unidentified assailant lurking in the shadows is usually
    enough to clear a room.  Take a shot and then scuttle off into the shadows
    before firing another quick shot in their general direction.  This tactic
    can clear areas of novice players quickly, allowing you to drop down and
    grab some much needed supplies.  Experienced players may very well take
    cover and go for a counter-snipe, so use this tactic sparingly.

[4] Long distance sniping is all well and good, but you can use the Imperialist
    at shorter ranges.  If you're locked in combat and find that changing your
    weapon may leave you a little vulnerable – don't bother.  Take aim at their
    heads with the rifle in non-zoomed mode, now quickly zoom-in and fire –
    with a bit of luck, that was a head-shot (a non-zoomed head-shot can also
    kill if they have 100 or less health).

[5] When zoomed-in, keep it in mind that the shot will be either slightly to
    the left or slightly to the right of the aiming reticule.  The difference
    between a head and a body shot is minimal – take aim and move just a
    little off centre.


-------------------------------------------------------------------------------
- Judicator                                                          [MP.04.06]
-------------------------------------------------------------------------------

       POWER: 24-32% (96% for a charged shot - 12% + freeze for Noxus)
       SPEED: 70%
        AMMO: 119
       RANGE: 100%+ (20% for Noxus charged shot)
    ACCURACY: 90%
RATE OF FIRE: 96/per minute (1.5/per second)
       SKILL: 30%
      CHARGE: Yes
    AFFINITY: Noxus

<------------------------------------------------------------------------------
Adjudicator [person] n. a person who studies and settles disputes.
------------------------------------------------------------------------------>

*Singing* Hey, Jude-icator, don’t make me cry *ahem*.  Everyone who’s played a
previous Metroid game will remember the Ice Beam, you do, right?  Well, this
weapon is kinda like it's baby brother (FYI: Noxus has it's big brother).  The
Judicator fires beams of ultra-thin frozen plasma (oxymoron) at very high
speeds, that’s all well and fine, but the dandy bit is that these beams will
ricochet from surface to surface, allowing you to shoot around corners.

The Judicator really shines (shimmer-shimmer, baby) when you go to charge it.
A charged Judicator will fire three beams in close proximity to each other –
triple head-shot?  Don’t mind if I do – hitting with all three beams will
almost flatline an entire energy bar (96/100).  If our illiterate friend,
Noxus, happens to be in charge of this little ice-maker, then things will
become very nasty, very quickly.

Instead of the oh-so clichéd triple-shot, Noxus unleashes a wall of solid ice
over a short distance, anything unfortunate (or stupid) enough to be caught in
the blast zone will become an instant ice sculpture (mash ye buttons to escape
yon block).  On top of that - we have the Shadow Freeze; in short, it's a
freeze with infinite range that goes through and over anything.  I've got it
detailed in the Vs. Noxus section (because it is a very common character
strategy as opposed to a specific weapon strategy).


-------------------------------------------------------------------------------
- Magmaul                                                            [MP.04.07]
-------------------------------------------------------------------------------

       POWER: 32% (56% for a charged shot, 48% + burn for Spire, 67% after)
       SPEED: 45%
        AMMO: 59
       RANGE: 33% - 75% (depending on the trajectory)
    ACCURACY: 60%
RATE-OF-FIRE: 90/per minute (about 1.5/per second)
       SKILL: 70%
      CHARGE: Yes
    Affinity: Spire

When a Magmaul shot hits a hard surface, it bounces ever-so slightly and
lingers for a few moments (inflicting a severe case of hotfoot if it's stepped
on).  If you can find the effort to charge it up, it'll throw a projectile that
'carpets' the area upon impact (kinda like napalm) – it just doesn't linger
quite as long as one of the regular shots.

It's a powerful weapon that genuinely has it's uses, but I don't find myself
using it too much.  One of the many drawbacks that the Magmaul possesses is in
the way in which it is fired.  It operates in a similar manner to that of a
cannon or grenade launcher, the higher the trajectory, the further the shot
will travel.

The main purpose of the Magmaul is as a counter to alt. spammers – littering
the ground (or tunnel-like areas) with Magmaul fire will either kill them
(should they continue) or force them to retreat (or return to biped).  Another
perfect use for the Magmaul is to drive snipers out of their hiding place, if
you're in a position where they can't snipe you and you can't hit them, you can
bounce some shots up to drive them down (also good for seeing if someone is
hiding around a corner).

Spire users have a really powerful weapon in their hands.  When Spire unleashes
a charged shot, it'll blanket an area like before, except that it'll ignite
it's target, and is almost always fatal.  You see, if you get torched; not only
will you suffer the initial damage, you'll suffer burn damage over the period
of several seconds.  If you do happen to catch fire, the only thing that you
can do is switch to alt. and go looking for some energy before he finishes you.


-------------------------------------------------------------------------------
- Shock Coil                                                         [MP.04.08]
-------------------------------------------------------------------------------

       POWER: N/A (the longer you stay locked-on, the stronger it becomes)
       SPEED: Constant stream
        AMMO: 59
       RANGE: N/A (needs to remain close)
    ACCURACY: N/A (homing)
RATE OF FIRE: Constant stream
       SKILL: 10%
      CHARGE: No
    AFFINITY: Sylux

To say that I have a strong dislike for this weapon really wouldn't do my
petulant hate any justice.  The way it is; is that something like every second,
it deals 10 or so points of damage and then every 2 seconds after that, it'll
deal extra damage (when it starts doing full damage, the noise it makes will
change).

In bipedal form, you have nothing even close to a chance of escaping the
clutches of this lock-on doom-bringer.  To escape the lock-on, you need to have
a handy piece of masonry to get in the way (think walls, baby).  Failing a
conveniently placed structure (or a gaping chasm to open up and swallow you),
switching to alt. form will break the lock-on and make it hard to regain it.

Why do I dislike this weapon?  By maintaining such close-proximity to your
opponent, you'll take a hammering – without Sylux's added ability to siphon
extra energy, you really can't expect to get away with such things intact.
Like I said, when Sylux has his sticky little fingers on the trigger, not only
will he deliver the elec' we've come to expect, he'll also leech 100% of what
he damages you for (basically, making the weapon viable).

Incidentally, like the Seeker Missile, the Shock Coil will home-in on enemies
that are cloaked (yeah, you know what I'm talking about).  Not only is the
Shock Coil annoyingly powerful, it also has fantastic ammo consumption, even 6
rounds of ammo can be enough to fry someone.  Don't use this weapon for direct
combat UNLESS you're engaging (looking for) a sniper (because it bounces their
screen around something rotten and makes it incredibly hard to hit you), or
attacking Weavel's Half-Turret (for obvious reasons).


-------------------------------------------------------------------------------
- Volt Driver                                                        [MP.04.09]
-------------------------------------------------------------------------------

       POWER: 14-21% (56% for a charged shot)
       SPEED: 80% (55% for a charged shot)
        AMMO: 119
       RANGE: 100%+
    ACCURACY: 90%
RATE OF FIRE: 240-330/per minute (4-5/per second)
       SKILL: 40%
      CHARGE: Yes
    AFFINITY: Kanden

Now, I want you to all use your imagination (the clean part, or failing that,
the part television didn't destroy).  Good, now imagine the Volt Driver as the
bigger, nastier brother to the Power Beam.  On the surface, they're essentially
the same - they both have exactly the same rate-of-fire, and their shots are
almost identical in looks.  However, the Volt Driver is infinitely stronger.

The Volt Driver's charge shot is a big ball of death that homes-in on things
and scrambles the visor of any Hunter caught in the blast radius (only with
Kanden, and for about four or so seconds), and they call the Seeker Missile
cheap (wait... it is).  It also happens to be a very large projectile, in
some cases it can completely obscure the screen, *sheepish grin* I use this
to runaway quite a lot.

Yeah, I guess you could use it as suitable cover to launch a Seeker Missile or
fire off the Imperialist (they could do the same, so you might want to watch
for that).  Personally, I just stick with rapid-fire (which works in exactly
the same way as the Power Beam); you can do just as much damage as a charge
shot in a far shorter space of time.


-------------------------------------------------------------------------------
- The Omega Cannon                                                   [MP.04.10]
-------------------------------------------------------------------------------

       POWER: 100%+ (infinite)
       SPEED: 30%
        AMMO: 1
       RANGE: 100%+
    ACCURACY: N/A
RATE OF FIRE: 1
       SKILL: 100% (either you die, they die, or everybody dies)
      CHARGE: No
    Affinity: None

<------------------------------------------------------------------------------
"The Alpha and the Omega, the first and the last, the beginning and the end" -
The Book of Revelation
------------------------------------------------------------------------------>

I wonder if the slogan on the box said something like, "one shot, one hit, one
dead sonuvabitch" (that and, "batteries not included").  The Omega Cannon
offers you the one time chance to wield ultimate power (some guys would tell a
girl anything to look into their big blue eyes), one shot and it's goodnight
Vienna.

That being said, you can just as easily vaporise yourself at the same time.
Being the source of ultimate arse-kicking, it's only available on one map,
Oubliette.  I can't go into great detail for this weapon, purely because there
is no great level of detail to go into – once you pull the trigger, just hold
onto your pants, and try not to piss in 'em.


-------------------------------------------------------------------------------
- Weapon Location Table                                              [MP.04.11]
-------------------------------------------------------------------------------

In addition to adding the weapon location data in the map information, I
thought I'd place a little table in the weapons section for quick reference, so
you can save time when you really need it (rather than messing around, typing
in section codes and scrolling though twenty or so page to find what you want).

o-----------------------------------------------------------------------------o
|                       | AFF | MIS | BTL | IMP | JUD | MAG | SHK | VLT | OMG |
|-----------------------------------------------------------------------------|
|01| Combat Hall        | YES | YES | --- | --- | --- | YES | --- | --- | --- |
|-----------------------------------------------------------------------------|
|02| Data Shrine        | --- | YES | YES | YES | YES | YES | YES | YES | --- |
|-----------------------------------------------------------------------------|
|03| Processor Core     | YES | --- | --- | --- | YES | YES | --- | --- | --- |
|-----------------------------------------------------------------------------|
|04| High Ground        | YES | YES | --- | YES | YES | YES | --- | --- | --- |
|-----------------------------------------------------------------------------|
|05| Ice Hive           | YES | YES | --- | YES | YES | --- | --- | YES | --- |
|-----------------------------------------------------------------------------|
|06| Alinos Perch       | YES | YES | --- | YES | --- | YES | YES | --- | --- |
|-----------------------------------------------------------------------------|
|07| Sic Transit        | YES | YES | YES | YES | --- | --- | YES | --- | --- |
|-----------------------------------------------------------------------------|
|8a| Transfer Lock      | YES | YES | YES | YES | --- | --- | --- | YES | --- |
|-----------------------------------------------------------------------------|
|8b| Transfer Lock Exp. | --- | --- | --- | YES | --- | --- | YES | YES | --- |
|-----------------------------------------------------------------------------|
|09| Sanctorus          | YES | YES | --- | --- | --- | --- | YES | --- | --- |
|-----------------------------------------------------------------------------|
|10| Compression Chamber| YES | YES | --- | --- | YES | --- | --- | --- | --- |
|-----------------------------+-----------------------------------------------|
|11| Incubation Vault   | YES | YES | YES | --- | --- | --- | YES | --- | --- |
|-----------------------------------------------------------------------------|
|12| Subterranean       | YES | YES | YES | YES | YES | YES | YES | YES | --- |
|-----------------------------------------------------------------------------|
|13| Outer Reach        | YES | YES | --- | YES | YES | --- | YES | --- | --- |
|-----------------------------------------------------------------------------|
|14| Harvester          | --- | YES | YES | YES | YES | YES | YES | YES | --- |
|-----------------------------------------------------------------------------|
|15| Weapons Complex    | --- | YES | YES | YES | YES | YES | YES | YES | --- |
|-----------------------------------------------------------------------------|
|16| Council Chamber    | --- | Yes | YES | Yes | YES | YES | Yes | YES | --- |
|-----------------------------------------------------------------------------|
|17| Elder Passage      | YES | YES | --- | YES | YES | YES | YES | --- | --- |
|-----------------------------------------------------------------------------|
|18| Fuel Stack         | YES | YES | YES | YES | YES | --- | YES | YES | --- |
|-----------------------------------------------------------------------------|
|19| Fault Line         | YES | YES | YES | YES | YES | YES | YES | YES | --- |
|-----------------------------------------------------------------------------|
|20| Stasis Bunker      | YES | YES | YES | YES | --- | --- | --- | YES | --- |
|-----------------------------------------------------------------------------|
|21| Head Shot          | --- | --- | YES | YES | YES | YES | YES | YES | --- |
|-----------------------------------------------------------------------------|
|22| Celestial Gateway  | --- | --- | YES | --- | YES | YES | YES | --- | --- |
|-----------------------------------------------------------------------------|
|23| Alinos Gateway     | YES | YES | YES | YES | --- | YES | --- | --- | --- |
|-----------------------------------------------------------------------------|
|24| VDO Gateway        | YES | YES | --- | YES | --- | YES | --- | --- | --- |
|-----------------------------------------------------------------------------|
|25| Arcterra Gateway   | YES | YES | --- | --- | --- | --- | --- | --- | --- |
|-----------------------------------------------------------------------------|
|26| Oubliette          | --- | YES | --- | --- | --- | --- | --- | --- | YES |
o-----------------------------------------------------------------------------o

For super-easy access to this table, just copy and paste it into a new Notepad
window and hit the print button.  For extra fun, use crayons to colour in each
cell... oh, you mean I'm the only one who finds that entertaining?  Carry on.


===============================================================================
5. Strategies & Tactics                                              [MP.05.00]
===============================================================================

I've reorganised the strategies that I have and weeded out some of the more far
-out ones.  And by far-out, I mean, "a pretty girl walked past my window and
I just started typing involuntary bollocks."  This section is now smaller as a
result, and I've elucidated more throughout the remainder of the strategies.
Any strategies that involve weapons have now been moved to their appropriate
sections, rather than adding clutter to this section.


-------------------------------------------------------------------------------
- Distancing                                                         [        ]
-------------------------------------------------------------------------------

By varying the distance between you and your opponent, you will not only put
them on the defensive, it may also have the effect of negating the use of
certain weapons.  By negate, I mean that it will either render them
ineffective or too dangerous to use.  An example of weapon negation is the
Magmaul.

Both the regular and the charged shots will deal splash damage to the user if
the weapon is fired too close.  By staying close to someone, you'll render the
Magmaul a liability on the battlefield (especially against Spire).  It may not
sound like much, but for those few seconds while they're re-evaluating/changing
weapons, they're A) not firing at you, and B) vulnerable.

The same can be said about keeping your distance, fast-firing weapons like the
Volt Driver can be easier to avoid, while weapons like the Shock Coil and
Noxus' freeze can be avoided altogether (providing they're not glitching you
that is).  Of course, this has the potential to go quite, quite wrong.

If you're dealing with a novice, or someone who thinks they know better (some
people I know seem to think that Spire is completely fireproof, so they won't
think twice about flambéing the both of you.  Bad and stupid, but at least it
shouldn't happen more than half-a-dozen times).  It really is just a case of
common sense – some people have all the skill in the world, but they lack the
basic common sense to capitalise on something so simple.


-------------------------------------------------------------------------------
- Supply & Demand                                                    [        ]
-------------------------------------------------------------------------------

The Boost-Ball is an invaluable tool for 'dominating' the flow of power-ups and
whatnot on some of the smaller maps.  By controlling the supply of items, you
also control the flow of the whole match.  When deciding the order of the items
that you're going to try and deprive your opponent of, consider it's use and
the quantity in which it appears.

With that said, always go for the actual weapon rather than any supplies of UA
Ammo (ammo is always in large supply, where as weapons are limited to usually
one or two per map, and are easier to control).  Depriving them of the weapon
will always work far better than cutting the supply of ammo.


-------------------------------------------------------------------------------
- Versus Character Strategies                                        [MP.05.01]
-------------------------------------------------------------------------------

<------------------------------------------------------------------------------
"If you know your enemy and know yourself you will not be imperilled by a
hundred battles.  If you do not know the others but do know yourself, you will
win one and lose one.  If you do not know the enemy and do not know yourselves
you will be in danger in every battle" - Sun Tzu, The Art of War
------------------------------------------------------------------------------>

With a bit of luck, you should find the insight you need to help you beat...
you know... Hunters, ah, figure it out.  If you want your strategy here (right
here), send them to me along with naked pictures of your girlfriend... er, I
mean, "ways to make the world a better place" (like filling it with penguins).

I mean; ultimately, I can't recommend a set-in-stone method of beating a
particular Hunter, it always comes down to using your best judgement at the
time, and I obviously can't help with that.  All I can do is present you with
how I think each Hunter performs, and how I would think about tackling them.

[EXAMPLE]----------------------------------------------------------------------

CATEGORIES:

      SPEED: Do they run like the wind or does life (and gastropods) just pass
             'em by?  Only time and the magical numbers will tell.
  ALT. FORM: How do I rate a Hunter's alt. form?  Right here, of course.
 ALT. SPEED: Hunter speed can vary significantly between alt. and biped forms.
ALT. ATTACK: Each Hunter has a unique attack, it could be powerful or crap...
   Affinity: This is where I rate the usefulness of Hunter's Affinity weapon.
    OVERALL: Are they the mightiest Hunter or just Mighty White?  Let's see.


PERCENTAGES:

[1.0] 10% - 20% - It could be worse, oh wait... you suck.
[1.5] 21% - 31% - Better than worse is hardly better, is it?
[2.0] 32% - 42% - Oh, good lord, this is below 'below average.'
[2.5] 43% - 53% - A Hunter with this level of ability is best suited to a
                  player that can compensate for any inherent failings.
[3.0] 54% - 65% - A Hunter with this level of skill can do just about anything
                  without noticeable failing.
[3.5] 66% - 76% - This is above average; there is a Slight, noticeable
                  improvement in performance (hurray).
[4.0] 77% - 88% - A character with this rating can perform this action
                  extremely well; be loud, and be proud - use it to the max.
[4.5] 89% - 99% - Is this Hunter overcompensating?  Who knows and who cares?
                  A Hunter with this level of ability is virtually perfect.
[5.0] 100% ---- - This Hunter IS perfect, good god man, go celebrate.

----------------------------------------------------------------------[EXAMPLE]


-------------------------------------------------------------------------------
- Vs. Kanden                                                         [MP.05.02]
-------------------------------------------------------------------------------

     [SAMUS ARAN]                [KANDEN]

      SPEED:  60%              SPEED: 50%
  ALT. FORM:  85%          ALT. FORM: 70%
 ALT. SPEED: 100%         ALT. SPEED: 75%
ALT. ATTACK:  44%        ALT. ATTACK: 20%
   AFFINITY:  95%           AFFINITY: 87%
    OVERALL:  77%            OVERALL: 60%

If we're staying in the realms of basic combat (i.e. just Affinity and alt.
form), then we have a Mexican stand-off (doesn't require actual Mexicans).
We have a stand-off because both Kanden and Samus are mid-range specialists,
on top of this, both of their Affinity weapons have a homing function.

Samus and Kanden battles are fraught with spamming, mid-range cheap shots,
and foul language (or is that just at my end?).  Baring the Imperialist, the
greatest leveller that we (both) have is the Magmaul.  With skill, a good
Samus player can avoid most of the shots targeted at the Morphball; Kanden,
however, finds it incredibly hard to remove himself from the line of fire.

Really, the only  trouble that Kanden's alt. form will present is the homing
'Tail Bombs' (and they'll only be a threat if you attempt a pursuit).  Just
make sure not to let up for a second; their main weapon of choice, the Volt
Driver requires a large stock of ammo to even be viable, if you allow them
time to go collecting, then you could be in trouble.


-------------------------------------------------------------------------------
- Vs. Noxus                                                          [MP.05.03]
-------------------------------------------------------------------------------

     [SAMUS ARAN]                [NOXUS]

      SPEED:  60%              SPEED:  61%
  ALT. FORM:  85%          ALT. FORM:  71%
 ALT. SPEED: 100%         ALT. SPEED:  69%
ALT. ATTACK:  44%        ALT. ATTACK:  42%
   AFFINITY:  95%           AFFINITY: 100%
    OVERALL:  77%            OVERALL:  69%

The stats are pretty clear-cut; Samus' alt. form remains top of the heap, but
Noxus has her beat pretty badly when it comes to weaponry.  The big 100% next
to his Affinity is quite worrying to say the least (and it isn't there without
a reason).  In the hands of an experienced player, Noxus can quite easily kick
our arses from here to infirmary - his Affinity ability is the single-most
annoying attack in the game.

A Judicator charged shot sends a cascade of shear ice over a short distance –
if you get caught in it's radius, it's ice-ice, baby.  It's best to play it as
safe as possible, keep your distance at all times, and never risk anything.
The worst is yet to come – there is a glitch that's exploited by 99.9% of all
Noxus players – the 'Shadow Freeze.'

The Shadow Freeze basically involves angling the Judicator towards the ground
at a 45° angle - this swaps the horizontal and vertical axis (the vertical axis
having an infinite travel distance).  When the weapon discharges like this, it
can freeze you through walls, over gaps, anywhere - just as long as Noxus is
facing in your general direction.  Technicalities aside, the only real counter
attempt that you can make is to try and use the Morphball to get behind him
while he's facing the ground.

Alternatively, the use of a high-impact weapon can ruin his angle to the
ground, preventing the Shadow Freeze.  You can also try jumping, but that's
very hit and miss (you've also got to take into account that if they jump also
– ice cube).  If the freeze should connect, and you're in biped, then expect an
Imperialist between the eyes (known as the 'Shadow Death Freeze').

Personally, on small and medium maps, I'd recommend hit and run like a girly-
girl tactics - as on small maps, not only is it preferable to use the Morphball
a lot (to avoid the Shadow Death Freeze), but it should also prove very
effective in 'dominating' the Affinity/Judicator icons.  If you can't defeat
the weapon, cut it off at the source.

I don't know how you feel about this, but I prefer to spam the living hell out
of Shadow Freezers with Seeker Missiles (cheap, naturally – but what the hell
do you call turning people into ice cubes?)  Admittedly, Noxus renders all
short-range strategies worthless (even chaining hits with the Morphball).  On
the bigger arenas, the heat (er, ice) isn't so bad – there are more places to
duck and cover, more places to snipe from, and more chances to see him coming
(if he doesn't know your general direction, he can't freeze you).

Finally, moving onto the Vhoscythe (part Scythe and part, er, Vho).  If you've
played around with Noxus (^_o), you'll no doubt have noticed that the Vhoscythe
is an absolute nightmare to control in a precise manner.  You'll also have no
doubt noticed that when the Vhoscythe attacks, it attacks by extending, well,
a scythe from it's spinning mass.  This attack is hard to control and further
destabilises the gyroscopic effect that Noxus uses to stay upright (read a
book).

You picked up on that one didn't you?  The Vhoscythe attacks with a blade – it
has no ranged attack, no bombs, no anything.  If you somehow end up in a
Morphball versus Vhoscythe battle – then you'll be in for quite the stalemate
(the blade may not make for a good offence, but it makes a pretty good defence,
and will knock you all-over-the-shop should it connect).  Fortunately, it's
slow, so you can make use of the Magmaul or Battlehammer.


-------------------------------------------------------------------------------
- Vs. Spire                                                          [MP.05.04]
-------------------------------------------------------------------------------

     [SAMUS ARAN]                [SPIRE]

      SPEED:  60%              SPEED: 50%
  ALT. FORM:  85%          ALT. FORM: 86%
 ALT. SPEED: 100%         ALT. SPEED: 68%
ALT. ATTACK:  44%        ALT. ATTACK: 64%
   AFFINITY:  95%           AFFINITY: 88%
    OVERALL:  77%            OVERALL: 71%

Spire may be slow and dumb, but unfortunately for us, he has more than a few
tricks up his adamantine sleeves.  The most noteworthy of which is the
Magmaul.  As you know, when Spire gets his hands on it, it gains an incendiary
effect.  I mean; let's face it, for this effect alone, just about every Spire
player is going to spam it.  The only clear-cut way of countering them when
they get their hands on it is to stay as close as possible.

A favourite tactic of mine (for the humour alone) is while at a distance, use
a concussive weapon (maybe the Battlehammer, because it lessens the timing).
If you get the timing right, you may very well alter the trajectory just as
they're firing, so that he hits a wall or the floor and torches himself.

The second and by far the most irritating ability at Spire's disposal is that
he is immune to environmental lava (apparently, totally different to the stuff
that comes from the Magmaul).  On stages like the Council Chamber and *ack*
the Alinos Gateway, he gains a major advantage.  Lesson one; never face Spire
on the latter or you'll lose every time (there also happens to be the 'hollow
rock trick' that I never fail to see them take advantage of).

Now, the mighty Dialanche ('Diamond Avalanche'), despite being painfully slow,
can pose a serious threat to the Morphball.  Like Noxus, Spire's alt. form is
built purely for defence (and also has a melee attack).  Should we attempt to
use the Boost-Ball against him, then we'll no doubt be smashed to little pieces
(or indeed, sent flying a fair old distance).

The third skill under Spire's control also happens to belong to the Dialanche
(and is by far his most impressive).  By rolling towards a wall, Spire will
actually attach himself to it, allowing him to climb around the arena (he can
do that, yet we don't get the Spider-Ball).  On some of the larger arenas, the
big man can make impressive use of this ability to reach normally inaccessible
areas (such as the ledges on Alinos Perch).

In alt. versus alt. battles, it actually makes him much trickier than you'd
assume (seeing as he has the potential to escape the Morphball completely).
However; like I said, the overall speed of it is terrible.  If you manage to
spot him and open fire, the likelihood is that he won't be able to escape in
time (if the shot looks tricky, use an area-effect weapon, like the Volt Driver
or Battlehammer to rattle him).


-------------------------------------------------------------------------------
- Vs. Sylux                                                          [MP.05.05]
-------------------------------------------------------------------------------

     [SAMUS ARAN]                [SYLUX]

      SPEED:  60%              SPEED:  65%
  ALT. FORM:  85%          ALT. FORM:  95%
 ALT. SPEED: 100%         ALT. SPEED:  90%
ALT. ATTACK:  44%        ALT. ATTACK: 100%+
   AFFINITY:  95%           AFFINITY: 100%
    OVERALL:  77%            OVERALL:  90%

On top of being sickeningly superior (you can come up with statistics to prove
anything, 67% of people know that), Sylux also has some extremely unpleasant
abilities at his disposal.  You already know of the Shock Coil and it's cruel
neutrino beam (an elementary particle with zero charge and zero mass) that can
siphon massive amounts of your energy into his own body.

Sylux is the only Hunter to actually have a better alt. form than Samus
(although, with the Boost-Ball, she's still marginally faster).  Sylux' alt.
form glides frictionlessly at an incredible speed, and it also boasts a
brilliant turning circle.  The Lockjaw's only form of attack is to lay
'tripwires' around the arena.

A tripwire is formed when Sylux drops two bombs; when the wire is broken (or a
third bomb is laid), the bombs are pulled towards each other.  If you should be
unfortunate enough to get caught in the 'triangle,' you can probably kiss
yourself goodbye, as it does in the region of 180 damage.  There is; however,
a little technique known as the 'Bomb Block' that can sometimes help you out.
If you drop a bomb and it connects with Sylux' bomb (without launching you in
the air), it'll limit the damage you'll receive.

Noxus isn't the only character to possess a 'shadow technique,' nope, Sylux has
a move known as the 'Shadow Triangle.'  If Sylux drops a tripwire close to a
double-sided wall (the corridor on Combat Hall is a good example), he can
usually form a triangle and pull it through the wall by dropping the final bomb
on the opposite side (it usually depends on the thickness of the wall).  This,
of course, allows him to set up unfair ambushes in all manner of places.

The only remedy should you see the Lockjaw heading your way, is to go alt. and
go on the attack (as the Magmaul seems much less effective here, and the
Morphball is still too fast to get caught).  If you should be caught, you can
minimise the damage by boosting away from the oncoming bombs.

Just like you shouldn't face Spire on lava-based maps, you should avoid Sylux
like the plague on maps with lunar gravity (especially Head Shot).  After Sylux
drops his third bomb, he receives a little boost that propels him into the air,
without gravity, this can be used to fly indefinitely (and hide in the same
measure).


-------------------------------------------------------------------------------
- Vs. Trace                                                          [MP.05.06]
-------------------------------------------------------------------------------

     [SAMUS ARAN]                [TRACE]

      SPEED:  60%              SPEED:  70%
  ALT. FORM:  85%          ALT. FORM:  70%
 ALT. SPEED: 100%         ALT. SPEED:  70%
ALT. ATTACK:  44%        ALT. ATTACK:  50%
   AFFINITY:  95%           AFFINITY: 100%
    OVERALL:  77%            OVERALL:  72%

Trace, when holding his Affinity weapon (the Imperialist, duh) is rendered
invisible (although, he does leave a slight outline).  To find a cloaked Trace,
you can use your own Seeker Missiles or the Shock Coil (seeing as they home-in
on heat sources).  To be fair, most Trace players no longer use the cloak,
seeing it as more of a hindrance than a help.

It's not the cloak that's gonna give us problems, it's the Imperialist.  My
personal recommendation is to run away like a girl and hide – but if you really
must go against someone using the Imperialist, then heed my words.  If you end
up having to dodge shots, don't strafe in large steps; strafe in small,
erratic steps (moving in large steps allows them to predict where you'll be at
next).

A sniper will always keep their aim on a fixed axis, and wait for you to move
into their line of fire.  The axis is usually fixed in relation to the ground
– meaning that jumping in a continuous fashion works quite well (just keep
those erratic movements coming, and try not to stay in contact with the ground
for more than a second at a time).  I've never met someone who actively tries
to take people out of the air, they'd much rather predict where you'll land –
by mixing things up, you'll get away with it about 80% of the time.

Now; Trace's alt. form, the Triskelon, is an entirely different kettle of fish.
The Triskelon is a nasty little spider-thing (admittedly, it only has three
legs, so technically not a spider-thing) that can cover great distances, and
deal large amounts of damage with a lunge attack. The lunge attack, if it
connects, (a big 'if') will take in the region of 50 health points from you.

Fortunately, it's quite easy to avoid (and quite hard for them to control) –
I've seen quite a few players hurl themselves to their deaths, off ledges, into
the abyss, and the like.  Of course, the Triskelon would be easy if it wasn't
for the small fact that it too uses optical camouflage (which counters the
pisspoor accuracy).

Accuracy or no accuracy, the worst thing you can do, is to boost at it – wait
for him to leap into your bombs instead.  The Bomb Jump works quite well for
both avoiding him and attacking at the same time.  If you're facing a Triskelon
spammer, when you enter an area; light it up with the Power Beam, you'll either
hit the cloaked little sod, or you'll trick him into thinking he's been rumbled
(in which case, he should flee).


-------------------------------------------------------------------------------
- Vs. Weavel                                                         [MP.05.07]
-------------------------------------------------------------------------------

     [SAMUS ARAN]                [WEAVEL]

      SPEED:  60%              SPEED: 60%
  ALT. FORM:  85%          ALT. FORM: 87%
 ALT. SPEED: 100%         ALT. SPEED: 75%
ALT. ATTACK:  44%        ALT. ATTACK: 50%
   AFFINITY:  95%           AFFINITY: 60%
    OVERALL:  77%            OVERALL: 66%

I have just about as much respect as anyone can muster for this virtual cyborg,
but I just can't get around the fact that his Affinity weapon, the Battlehammer
is a big let down (even with the increased effects) - of course, I primarily
play as Samus, so I don't care.  The thing to take into account with the
Battlehammer is that it will always have you on the defence, on the hop so to
speak.

I wouldn't call it an actual threat, more of an annoyance.  When it hits,
your aim bounces all-over-the-shop, making it hard to retaliate – worse of all,
it's really rather effective against the Morphball (again, not because of the
damage, but because of the hindrance it causes).  Any all-out assaults that you
make from the front will usually be met with the Battlehammer, try and make it
so that you hit him side-on (or keep the distance between you short).

A lot of players prefer using the Imperialist to get things done, and Weavel
can prove hellishly effective at that game.  Rather than use the Half-Turret as
a form of attack, it is used as a decoy – once they get their upper-half into
position, they'll swap back and snipe you.  If the map has an Imperialist and
they've deployed in an overlooked/open area (that would otherwise serve no
purpose), expect that to be their plan.

Now, the Half-Turret is quite an interesting thing to behold.  Weavel basically
splits himself in half, dividing into a mobile upper-half (that attacks on a
melee basis) and a fixed-position Battlehammer emplacement (made from his
legs).  Y'see, when Weavel splits like this, it also splits his health between
both parts (e.g. he has 100 health, it becomes 50 for both halves).

When the legs suffer damage, the upper-half also feels the pain (Weavel cannot
be killed by attacking the legs; at best, his health will be reduced to 01).
Because his Half-Turret is his greatest strength and weakness, players will try
and deploy his legs in cracks and crevices, and even in lava fields in order to
prevent you from attacking them.

If you can't make a direct attack against them, even with the Seeker Missile or
a weapon that deals splash damage, you should probably retreat until he gets
bored (after all, he can't really do anything further to you until he withdraws
them).  The best weapon to use (if you can lay your hands on one) is the Shock
Coil – just keep strafing like you know how, the target is stationary and
easy to lock-on to (even when fighting both parts, concentrate on the legs).


-------------------------------------------------------------------------------
- Vs. Samus                                                          [MP.05.08]
-------------------------------------------------------------------------------

     [SAMUS ARAN]

      SPEED:  60%
  ALT. FORM:  85%
 ALT. SPEED: 100%
ALT. ATTACK:  44%
   AFFINITY:  95%
    OVERALL:  77%

To know yourself is to know no fear, to know yourself is to be happy – whoa,
metaphysical babble alert.  Samus against Samus battles (very Emilie Sagée)
tend to revolves around guarding your weaknesses while trying to exploit those
very same weaknesses in your opponent.

Mirror matches are the ideal way of learning new playing styles or new uses for
weapons, even down to how they move can prove useful.  All I can say is, "there
is always someone better than you, even if you're the best, you just haven't
met them yet."  The secret to success in anything is practice - now get to it,
soldier.


===============================================================================
6. Arenas                                                            [MP.06.00]
===============================================================================

I'm pretty sure that I've managed to find and list every weapon and pick-up
that there is for each and every map – can you prove me wrong?  I very much
doubt it (well, I kinda doubt it... just a little bit).


- UNLOCKABLE ARENAS:

Not every arena is available from the start, you have to earn them through hard
work and penance, don’tcha know.

Sanctorus           - play 02 multiplayer local matches.
Compression Chamber - play 04 multiplayer local matches.
Incubation Vault    - play 06 multiplayer local matches.
Subterranean        - play 08 multiplayer local matches.
Outer Reach         - play 10 multiplayer local matches.
Harvester           - play 12 multiplayer local matches.
Weapons Complex     - play 14 multiplayer local matches.
Council Chamber     - play 16 multiplayer local matches.
Elder Passage       - play 18 multiplayer local matches.
Fuel Stack          - play 20 multiplayer local matches.
Fault Line          - play 22 multiplayer local matches.
Stasis Bunker       - play 40 multiplayer local matches or 1 Wi-Fi match.
Oubliette           - Beat Gorea's second form.
Gateway Arenas      - You'll unlock 1 arena for every planet visited in solo.
Head Shot           - Play 01 multiplayer match with 4 players.


[EXAMPLE]----------------------------------------------------------------------

          SIZE: Maps are sized as small, medium, or large.
  AVAILABLE IN: This tells you what modes each map is available in.
BEST SUITED TO: KANDEN: rated in percent [rank]
                 NOXUS: rated in percent [rank]
                 SPIRE: rated in percent [rank]
                 SYLUX: rated in percent [rank]
                 TRACE: rated in percent [rank]
                WEAVEL: rated in percent [rank]
                 SAMUS: rated in percent [rank]
       WEAPONS: This tells you what weapons are available for your enjoyment.
       PICKUPS: Yup, more items and more enjoyment to be had, hurray for us.
         OTHER: Mainly for health items and the like, hold back ye glee.

          MISC: If there is something special about a map, it goes here, man.

         WHERE: Nothing special, just where this bad boy appears in Adventure.

     LOCATIONS: A big impressive list of where weapons 'n' things can be found.

 THE BREAKDOWN: Breakdown... break it down, yeah.  It’s a map walkthrough.
                As fun as it is; this is primarily for Battle mode, but all the
                good bits will work just as well in the other modes, too.

----------------------------------------------------------------------[EXAMPLE]


-------------------------------------------------------------------------------
- Combat Hall                                                        [MP.06.01]
-------------------------------------------------------------------------------

          SIZE: Small
  AVAILABLE IN: Battle, Survivor, Defender, Prime Hunter, Nodes
BEST SUITED TO: KANDEN: 79% [4]
                 NOXUS: 88% [1]
                 SPIRE: 88% [1]
                 SYLUX: 88% [1]
                 TRACE: 70% [5]
                WEAVEL: 85% [2]
                 SAMUS: 82% [3]
       WEAPONS: Affinity [1], Missile [1], Magmaul [1]
      PICK-UPS: UA Ammo [4]
         OTHER: Medium Energy [4], Large Energy [1], Nodes [3]

          MISC: A slightly different version of Combat Hall appears in First
                Hunt (a demo that came packaged with the first few shipments of
                the DS).  It was called "Ancient Vestige."

         WHERE: Alinos, Training Facility


     LOCATIONS: AFFINITY:

                [1] Opposite the Jump Pad in the Main Hall (near to where the
                    blast shield is).


                MISSILE:

                [1] The only-child known as the Missile can be found near the
                    top of the central arch, use the Morphball or the steps to
                    reach it.


                MAGMAUL:

                [1] It's tucked just behind the arch.  If you can't see it
                    then you're on the wrong side, duh!


                UA AMMO:

                [1] On the North Peninsula.
                [2] On the South Peninsula.
                [3] At the north-end of the Main Hall.
                [4] At the south-end of the Main Hall.


                ENERGY:

                [M1] Sitting behind the Affinity.
                [M2] In the Outer Hall.
                [M3] In the first Morphball Tunnel.
                [M4] In the second Morphball Tunnel.
                [L1] Found in matches with more than two players (or during a
                     Defender match as default), where [M2] appears.


                NODES:

                [1] In the middle of the arena (also the Defender ring).
                [2] On the South Peninsula (a good one to hold down).
                [3] With more than two players, it appears in the Outer Hall.


 THE BREAKDOWN:

The Combat Hall is as basic as you're gonna get in this game.  You'll find one
Affinity, one Magmaul, one Missile pick-up, and a liberal smattering of health
items.  That's not to say that it's a dull little map, there are plenty of
opportunities for ambushes and heavy combat, so let me explain the layout.

The Combat Hall is split into four distinct parts, the Main Hall, the Outer
Hall, and the North and South Peninsulas (gantries, raised bits at either side,
whatever you need to call 'em to make it through the night) – the Peninsulas
are connected to one-another via a Morphball Tunnel.  The Main Hall itself --
a long, wide room -- is partly broken up by an archway (this connects the
aforementioned tunnels).

The arch isn't overly special, but it might be worth mentioning, that during
matches with just two players, there are some small footholds that can be used
to scale the arch (cutting out the need to use the Jump Pad).  The walls of the
arch only jut out a little way, so they won't make great cover (but they will
make some).

At the north-end of the Main Hall is a Jump Pad that'll grant access to the
Peninsulas.  Way, way down south is the blast screen (near the Affinity) – the
blast screen (primarily a big square with a hole in the middle) is a dandy
little place to hang around for a while (the supply of ammo and health make
sure of that).  If you can get on top of it (either using a Bomb Leap or
jumping down to it), it'll make a good place to ambush those that don't tend to
look up when they come out of the Outer Hall.

Oh, right, the Outer Hall next.  The Outer Hall runs down the east-side (or the
west-side, it depends on your idea of which way the map is facing) – doors are
situated next to the blast shield and to the left/right of the Jump Pad.  The
Outer Hall is a hotbed (look it up) for spammers and alt. spammers, but the
Medium/Large Energy and pill-slots usually make the aggro worthwhile.

If the hassle and the gunfire are getting to you, why not hop on the Jump Pad
and visit the Peninsulas.  They make great spots to form ambushes (no sniper
rifle, but Missiles will work just as well), and even better places to hide.
The South Peninsular can only be accessed via a Morphball Tunnel.  Yup, that
means that as long as you have Missiles to spare (or have the Magmaul), you
can hold it down indefinitely (also, there's some UA Ammo for the Magmaul) -
just watch out for Imperialist users standing on the arch).

When fighting Noxus, Spire, or Sylux - try and stay away from the Outer Hall
(if you must enter it, always boost through as quick as you can).  With this
being such a small map (and the only pick-up of any great merit is the
Affinity), you can use the boost to dominate the flow of weapons (and load-up
on Missiles at the same time).


-------------------------------------------------------------------------------
- Data Shrine                                                        [MP.06.02]
-------------------------------------------------------------------------------

          SIZE: Medium
  AVAILABLE IN: Battle, Survival, Defender, Prime Hunter, Capture, Nodes
BEST SUITED TO: KANDEN: 85% [3]
                 NOXUS: 88% [2]
                 SPIRE: 88% [2]
                 SYLUX: 75% [5]
                 TRACE: 50% [6]
                WEAVEL: 89% [1]
                 SAMUS: 83% [4]
       WEAPONS: Missile [1], Battlehammer [1], Imperialist [1], Judicator [1],
                Magmaul [1], Shock Coil [1], Volt Driver [1]
      PICK-UPS: UA Ammo [4]
         OTHER: Medium Energy [4], Large Energy [2], Nodes [3]

          MISC: This is where you first meet Kanden in Adventure Mode.

         WHERE: Celestial Archives

     LOCATIONS: MISSILE:

                [1] The shiny thing on the plinth in the Data Shrine.


                BATTLEHAMMER:

                [1] In the Data Shrine (round the outside).


                IMPERIALIST:

                [1] Inside the North Morphball Tunnel.


                JUDICATOR:

                [1] In the Data Shrine (round the outside).


                MAGMAUL:

                [1] In the Data Shrine (round the outside).


                SHOCK COIL:

                [1] Inside the South Morphball Tunnel.


                VOLT DRIVER:

                [1] In the Data Shrine (round the outside).


                UA AMMO:

                [1] & [2] Opposite the North Morphball Tunnel.
                [3] & [4] Opposite the South Morphball Tunnel.


                ENERGY:

                [M1] & [M2] Below each catwalk in the Outer Rim.
                [M3] & [M4] in the Data Shrine, in front of the doors, when
                            there are more than two players.
                [L1] & [L2] Replaces [M1] & [M2] with more than two players.


                NODES:

                [1] & [2] Near each Morphball Tunnel (on the catwalk).
                [3] On the central plinth with more than two players (also the
                    Defender ring).


                CAPTURE:

                [GREEN] Above [L1].
                [ORANGE] Above [L2].


 THE BREAKDOWN:

There's an Outer Rim and the actual Data Shrine itself, you savvy?  The Outer
Rim is connected to the Data Shrine by two doorways and two Morphball Tunnels
(the doors are located to the east and west, while the tunnels are situated at
the north and south).  Right, that's the general description taken care of, on
to the proper stuff.

The Outer Rim makes one hell of an alt. form racetrack, with both an upper and
lower walkway, and a Morphball Tunnel running under each of the raised
sections.  Samus has a nifty little tactic for this very location – simply stay
underneath a walkway (over the health would be nice) and don't move (it's so
simple that it's genius).

If they want you, then they'll have to come and get you (incidentally, they'll
always die in the attempt) – obviously, best suited to one-on-one battles.
Other than that, there really isn't anything in the way of strategy for this
map.  You can camp inside one of the Morphball Tunnels with the Imperialist and
wait for someone to wander by (or with the Judicator until someone rolls
through).

A nasty little thing to do when you're facing another Samus player is to use
the Missiles on the central plinth as bait - when they come to restock their
supply, bang.  The Data Shrine itself is nothing to write home about, it's a
large room, devoid of any real cover (save two small barriers, one opposite
each door and some small columns supporting the walkway in the centre).

Obviously, if you want most of the weapons, you're gonna need to step inside.
Naturally, you won't find a cup of tea and a slice of cake for your troubles,
you'll find the aforementioned snipers in the Morphball Tunnels or snipers
behind the screens covering the main doors.  Alt. form is your friend, you can
cover the outside of the room and grab any weapons you need quite quickly.
Anything else?  Nope; that's it, well, there's nothing else I can think of.


-------------------------------------------------------------------------------
- Processor Core                                                     [MP.06.03]
-------------------------------------------------------------------------------

          SIZE: Small
  AVAILABLE IN: Battle, Survival, Defender, Prime Hunter, Nodes
BEST SUITED TO: KANDEN: 60% [6]
                 NOXUS: 70% [5]
                 SPIRE: 84% [3]
                 SYLUX: 72% [4]
                 TRACE: 90% [1]
                WEAVEL: 84% [3]
                 SAMUS: 85% [2]
       WEAPONS: Affinity [1], Judicator [1], Magmaul [1]
      PICK-UPS: UA Ammo [4], Death.Alt [1], Double Damage [1]
         OTHER: Medium Energy [2], Large Energy [2], Nodes [2]

          MISC: This is the first place that the Death.Alt and the Double
                Damage appear, fact fans.

         WHERE: Alinos

     LOCATIONS: AFFINITY:

                [1] Sitting safely on the suspended platform in the middle
                    of the arena.


                JUDICATOR:

                [1] To the right of the Central Area.


                MAGMAUL:

                [1] To the left of the Central Area.


                UA AMMO:

                [1] & [2] With the Judicator.
                [3] & [4] With the Magmaul.


                DEATH.ALT:

                [1] Inside of the Morphball Tunnel (north wall) when there are
                    more than two players (also in Defender with less - it
                    doesn't appear in Survival for obvious reasons).


                DOUBLE DAMAGE:

                [1] The old Double D is found inside of the left-hand Morphball
                    Tunnel.  It has something stupid, like a 180 second
                    re-spawn time, so grab it while you can.


                ENERGY:

                [M1] On the North Cylinder (not in Nodes).
                [M2] On the South Cylinder with more than two players.
                [L1] Slap-bang in the middle of the Central Area.
                [L2] Replaces [M1] with more than two players.


                NODES:

                [1] In the middle of the Central Area.
                [2] On top of the North Cylinder (also the Defender ring).


 THE BREAKDOWN:

Processor Core; you are egg-shaped, yes you are.  If I split this arena into
three sections, it may help me explain things - it may, but I doubt it.  There
is a North Area, South Area, and a Central Area.  The North and South Areas
both contain cylindrical pillars (henceforth known as North and South
Cylinder), but only the South Cylinder contains a Jump Pad (the only access to
the top part of the map).

At either side of the Central Area are small 'walkways' (basically, a couple of
steps up and a couple of steps down), they curve around the Central Area (i.e.
are crescent), and contain this map's primary weapon supply.  The top of map
can sometimes prove welcomed refuge from the hectic battleground that is the
Central Area.

On the outer rim of the North Cylinder are two Morphball Tunnels (a track
around the back connects both sides).  In the left Morphball Tunnel resides the
mighty Double Damage power-up (incidentally, the tunnel is a relatively safe
place to rest while you're waiting for it to re-spawn).

Because of the many, many surfaces and enclosed areas, my weapon of choice
would have to be the Judicator – Missiles are all well and fine, but I wouldn't
rely on them too much because of those very surfaces and enclosed spaces
(you'll either waste ammo or turn yourself inside-out).

Because this map contains such precious resources (i.e. the Double Damage and
the Large Energy), it'll often turn into a war of attrition, with the one who
controls either (or both) often going on to win (with a bit of skill, the
Morphball can make the lower level un-walk-able – so at the very least, we
have the possibility of gaining control of the health).

The Death.Alt is equally important in matches with more than two players;
although, it is impossible to reach anyone that flees to the tops of the
Cylinders (also note the indentations in each Cylinder, they're good places to
hide if someone beats you to the Death.Alt).  The moment you start-out, you
really need to be boosting straight for the Large Energy, and then turn around
and head straight for the Jump Pad.

If you were on the ball, you should be on track to grab the Double Damage first
(the Morphball Tunnel drops you back near the Jump Pad) – if you grabbed the
Affinity on the way, you'll have 7 Seeker Missiles in stock (doing 96 damage
each) – this should result in a good, early advantage (providing you aim
carefully).


-------------------------------------------------------------------------------
- High Ground                                                        [MP.06.04]
-------------------------------------------------------------------------------

          SIZE: Medium
  AVAILABLE IN: Battle, Survival, Prime Hunter, Nodes
BEST SUITED TO: KANDEN: 47% [6]
                 NOXUS: 51% [4]
                 SPIRE: 54% [3]
                 SYLUX: 54% [4]
                 TRACE: 84% [1]
                WEAVEL: 64% [2]
                 SAMUS: 49% [5]
       WEAPONS: Affinity [1], Missile [2], Imperialist [1], Judicator [1],
                Magmaul [1]
      PICK-UPS: UA Ammo [7], Double Damage [1]
         OTHER: Medium Energy [4], Large Energy [1], Nodes [4]

          MISC: I hate this place, whatever happened to urban renewal?  This
                also happens to be where you meet Spire for the first time.

         WHERE: Alinos

     LOCATIONS: AFFINITY:

                [1] In the Central Area, near the sculpture that looks like
                    new-age porn (hey, I'm not the one with the complex).


                MISSILE:

                [1] Inside the South Tower.
                [2] On top of the West Tower.


                IMPERIALIST:

                [1] On top of the South Tower (reach it from the West Tower).


                JUDICATOR:

                [1] In the outer rim of the Catacombs.


                MAGMAUL:

                [1] At the top of the North Tower.


                UA AMMO:

                [1] Near the Affinity.
                [2] & [3] In Central Area (opposite the Affinity).
                [4] Near Missile [1].
                [5] Near the Imperialist.
                [6] Inside of the North Tower.
                [7] Near the Magmaul.


                DOUBLE DAMAGE:

                [1] Under the statue in the Central Area (alt. to get it).


                ENERGY:

                [M1] In the outer rim of the Catacombs.
                [M2] In the outer rim of the Catacombs (with more than two
                     players doing their thing).
                [M3] & [M4] On the ledges near the South Tower.
                [L1] Slap-bang in the middle of the Catacombs (not in Nodes).


                NODES:

                [1] In the Central Area, opposite the Affinity.
                [2] Inside the South Tower.
                [3] In the middle of the Catacombs with three players.
                [4] Opposite Node [1] with four players.


 THE BREAKDOWN:

Too many damn areas *bangs head off desk*.  Basically, we have three levels of
play – above ground, below ground, and up on the Towers.  It sounds incredibly
exciting, doesn't it?  The 'Catacombs' area (for lack of a better name) is
essentially one large, square tunnel that has a small Central Area (large
enough to stand; although, alt. form is always the best way to travel).

Due to the fact that the Large Energy and the Judicator live down below, expect
it to prove quite a bone of contention amongst players (the Judicator works
extremely well in the cramped confines).  There are about three or so entrances
and two exits, each marked by an orange holographic panel (which obscures the
view both into and out of the Catacombs – all the exits are reached via Jump
Pad).

It’s best not to hang around there anyway, not unless you want to be ambushed.
Why do the tunnels hold such a strategic significance?  The heavy fighting
tends to go on above ground; by travelling through the Catacombs, you can cut
it out almost completely.  Samus is an ideal candidate to speed through the
tunnels for an easy shortcut (the Central Area usually has less campers).

However, she doesn’t have the abilities required to maintain control of them
(think Trace’s stealth or Weavel’s Half-Turret).  Should you choose to fight
above ground, you’ll be trapped between a rock and a hard place (so to speak),
as you’ll have to watch out for aerial assaults and underground ambushes (all
while keeping an eye on your own battle).

The Real draw; however, is the Double Damage sitting out in the open - there
are too many places to hide and too much scenery to get in the way of our
Missiles, so we ideally need to be the one in control of it.  Realistically,
this is the centre of our game (and our best chance of winning).

To fight on top of those Towers, you need to either be a Sholin Monk or
incredibly accurate when it comes to jumping, as there isn’t much room for
error.  You have three Towers -- a North Tower, a South Tower, and a West Tower
-- the only way to reach the top of the West or South Towers is to climb up the
North Tower (which makes it an ideal zone for ambushes and the like).

Of all the Towers, the West Tower has the greatest room to manoeuvre (it even
has limited cover).  Our Missiles didn’t work down below, but up here is a
different story – trying to avoid a Seeker Missile here usually revolves around
throwing yourself off the top (so even if you don’t hit them, you’ll remove
them from your equation).

The crowning feature of this 'upper world' is the South Tower.  At the very top
sits the Imperialist and enough UA Ammo to keep you busy (in theory, holding it
down shouldn’t prove too troublesome).  This is probably the safest place, too;
you have a modicum of cover and you even have a shaft to make a quick escape
down to the lower level (watch out for Spire climbing up behind you).

Generally speaking, enemy Hunters can approach from one direction and one
direction only.  If you’re playing against an aggressive opponent, or if you’re
trying to keep your lead, this is where you should come.  Keep the North Tower
under constant watch and avoid standing too close to the edge, and you should
pull through.


-------------------------------------------------------------------------------
- Ice Hive                                                           [MP.06.05]
-------------------------------------------------------------------------------

          SIZE: Medium
  AVAILABLE IN: Battle, Survival, Defender, Prime Hunter, Capture, Nodes
BEST SUITED TO: KANDEN: 64% [5]
                 NOXUS: 73% [2]
                 SPIRE: 62% [6]
                 SYLUX: 73% [2]
                 TRACE: 65% [4]
                WEAVEL: 76% [1]
                 SAMUS: 00% [3]
       WEAPONS: Affinity [1], Missile [2], Imperialist [1], Judicator [1],
                Volt Driver [1]
      PICK-UPS: UA Ammo [6], Death.Alt [1], Double Damage [1]
         OTHER: Medium Energy [4], Large Energy [2], Nodes [3]

          MISC: A small, accessible arena with both the Death.Alt AND the
                Double Damage.  I swear, I'm gonna find the guy that thought
                this was a good idea and make him listen to my sadness.

         WHERE: Arcterra

     LOCATIONS: AFFINITY:

                [1] Found inside the alcove in the Central Area.


                MISSILE:

                [1] With the Affinity.
                [2] On the outer rim of the Second Floor.


                IMPERIALIST:

                [1] Take the Jump Pad that's closest to the Ice Bridge, follow
                    the path around and head over the bridge (not in Capture).


                JUDICATOR:

                [1] Below the Ice Bridge.


                VOLT DRIVER:

                [1] Follow the rim of the Second Floor around to the left (from
                    the Jump Pad) to reach it.


                UA AMMO:

                [1] Near to the Affinity.
                [2] On the same level as the Imperialist.
                [3] Near to the Volt Driver.
                [4] On a ledge near the Judicator Jump Pad (push towards it).
                [5] On the Third Floor, near the Double Damage.
                [6] In the ramped area (near the Death.Alt's hiding place).


                DEATH.ALT:

                [1] Hidden in an alcove (on the same wall as the door that
                    leads to the Ice Bridge - not in Survival).


                DOUBLE DAMAGE:

                [1] Found above the Jump Pad on the Third Floor.


                ENERGY:

                [M1] In the Central Area, surrounded by the metal structure.
                [M2] & [M3] On the outer rim of the Second Floor.
                [M4] On the Third Floor, nearest the hole.
                [L1] Replaces [M1] with two or more players on the map.
                [L2] In the ramped area with more than two players (not in
                     Capture mode).


                NODES:

                [1] At the top of the Jump Pad opposite the one that leads to
                    the Judicator.
                [2] In the ramped area (the Death.Alt is a great help here).
                [3] Where the Imperialist is (also the Defender ring).


                CAPTURE:

                [GREEN] On the Third Floor (above the Judicator).
                [ORANGE] Where [L2] would normally appear.

                [Note] In this mode, the door to the Ice Bridge is blocked off
                (that's why there isn't an Imperialist up for grabs).


 THE BREAKDOWN:

The layout of this map doesn't really cater too well for campers, there is a
nice big Central Area, but it doesn't pose much attraction (other than for
re-spawn-ers – but they didn't ask to be there).  Generally, it's going to be
the Second and Third Floors that players will be looking to occupy (two of the
four Medium Energy, the Double Damage, and the Imperialist all reside there).

The only real tactic is to try and stay in control of the Double Damage (or
ideally, the Death.Alt) and try and maintain a healthy supply of ammo for
the Judicator/Imperialist.  If you keep the high ground, you should have as
much chance as anyone else - if you need some extra health and ammo, Samus
should be able to traverse the Central Area in alt. form easily, quickly, and
safely.  It's not much, but a small advantage over the slower Hunters is still
an advantage.

If you're finding yourself bogged down for whatever reason and you fail to
reach the Death.Alt, then this next trick is for you.  Okay, you know the ledge
that's to the left of the Jump Pad (that leads to the Judicator)?  Missile Jump
from that ledge and onto the small ledge above the alcove (push into the wall
to stay on).  From here, a regular jump should let you reach the platform (that
can't normally be reached).  This ledge cannot be reached in alt. form by
anyone other than Spire (just keep an eye out for snipers and the like).

The fastest way to reach the Death.Alt yourself is to take the Jump Pad that
leads to the Judicator and jump towards the right-hand corner of the Ice
Bridge (should you get stuck, a Missile Jump will free you), then following the
path around.  This is the fastest known method of reaching the Death.Alt, so
learn it well; young Jedi, you must.


-------------------------------------------------------------------------------
- Alinos Perch                                                       [MP.06.06]
-------------------------------------------------------------------------------

          SIZE: Large
  AVAILABLE IN: Battle, Survival, Defender, Prime Hunter, Capture, Nodes
BEST SUITED TO: KANDEN: 62% [7]
                 NOXUS: 68% [5]
                 SPIRE: 75% [3]
                 SYLUX: 69% [4]
                 TRACE: 88% [1]
                WEAVEL: 79% [2]
                 SAMUS: 64% [6]
       WEAPONS: Affinity [1], Missile [1], Imperialist [1], Magmaul [1],
                Shock Coil [1]
      PICK-UPS: UA Ammo [4]
         OTHER: Medium Energy [3], Large Energy [2], Nodes [3]

          MISC: Snipers love this place to bits - that's why it's still the
                most common map chosen.

         WHERE: Alinos

     LOCATIONS: AFFINITY:

                [1] In the middle of the large Outside Area.


                MISSILE:

                [1] On the jagged pillar to the south of the Outside Area.
                [2] Next to the pillbox-like structure in the Cave.


                IMPERIALIST:

                [1] Inside the pillbox-like structure in the Cave.


                MAGMAUL:

                [1] If you take the Jump Pad north of the Affinity, you'll be
                    dropped right on top of it.


                SHOCK COIL:

                [1] Take the Jump Pad inside the Cave and look to your left.


                UA AMMO:

                [1] Near the Affinity.
                [2] Near the outside Jump Pad.
                [3] Near the Magmaul.
                [4] Near the Imperialist.


                ENERGY:

                [M1] On the pillar opposite the Magmaul.
                [M2] Near the Shock Coil (gets moved slightly in Nodes and
                     down near the doors in Defender).
                [M3] Follow the path around from Missile [1] (is moved down
                     to near Missile [1] in Capture and Nodes).
                [L1] Replaces [M2] with more than two players on the map.
                [L2] Replaces [M3] with more than two players on the map.


                NODES:

                [1] Where [M2] normally appears (also the Defender ring).
                [2] Where [M3] normally appears.
                [3] To the right of the ramped area, near the Cave (with three
                    or more players on the map).


                CAPTURE:

                [GREEN] Where Node [1] appears.
                [ORANGE] Where Node [2] appears.


 THE BREAKDOWN:

For such a large map, it really is quite simple when it comes down to it – you
basically have a large 'Outside Area' and a small 'Cave' area.  The Outside
Area is a huge, primarily flat piece of land that is interspersed by craggy
pillars and rock faces.  Don't expect all-out combat, though -- this is the
domain of the Imperialist -- so war is waged from the safety that said rocks
can provide.

There aren't too many strategies for the Outside Area, other than the usual
Morphball related speed-along -- make sure that you roll from cover to cover –-
never walk or you'll regret it.  However, if you want anything other than the
Affinity and some UA Ammo, you'll need to venture up into the Cave.

A good trick to gain a major height advantage is to 'abuse' the main Jump Pad
to reach the highest part of the arena.  The Jump Pad normally propels you
towards the Magmaul, right?  If you run at it and keep pushing towards it,
it'll shoot you straight up – a final push forward and a jump will see you
landing on top of the large rocky outcrop.  This is a brilliant vantage point
for the Imperialist (Trace's favourite hiding place – although, it does happen
to be quite exposed).

Another favourite tactic of mine is to Bomb Jump up onto the ledge where the
steel plating is attached to the wall (where the doors appear in Adventure
Mode).  Between the six slots, they cover a good area of the ground – in one-on
-one matches, you can lay down some crafty snipes against people when they head
for the Affinity or the Jump Pad.

If you decided to head indoors for a nice piece of Kendal Mint Cake and a cup
of tea, then you'll be disappointed – this place is a powder keg.  Both the
Imperialist and the Shock Coil rest here (along with the Large Energy in the
right circumstances) - it's a classic war of attrition.  The gist is that
there is an upper and lower part of the Cave; the upper level can be reached by
either the Jump Pad on the west-side or the ramp on the east-side.

If you're planning just a brief visit, a Morphball is naturally the best choice
(the ramp can prove quite awkward to navigate, so take the Jump Pad).  If you
wish to extend your stay, use the Imperialist (from the safety of the oh-so
convenient pillbox that it resides in) to get the jump on anyone coming through
the right-hand door (or cutting across from the left).  If you find yourself
cornered, you can drop down and make a speedy getaway.


-------------------------------------------------------------------------------
- Sic Transit                                                        [MP.06.07]
-------------------------------------------------------------------------------

          SIZE: Medium
  AVAILABLE IN: Battle, Survival, Defender, Prime Hunter, Capture, Nodes
BEST SUITED TO: KANDEN: 64% [7]
                 NOXUS: 78% [6]
                 SPIRE: 80% [4]
                 SYLUX: 90% [1]
                 TRACE: 89% [2]
                WEAVEL: 75% [5]
                 SAMUS: 82% [3]
       WEAPONS: Affinity [2], Missile [2], Battlehammer [1], Imperialist [1],
                Shock Coil [1]
      PICK-UPS: UA Ammo [6], Cloak [1], Double Damage [1]
         OTHER: Medium Energy [2], Large Energy [1], Nodes [3]

          MISC: This is where you first encounter Noxus and Trace.  This is
                also the first outing for the Cloak.

         WHERE: Arcterra

     LOCATIONS: AFFINITY:

                [1] Underneath the Central Platform, in the Central Area.
                [2] Near the Jump Pad in the Outer Corridor (in Capture).


                MISSILE:

                [1] Take the Jump Pad from the Central Area and head left.
                [2] Near Affinity [1].


                BATTLEHAMMER:

                [1] Take the Jump Pad from the Central Area and head right (it
                    gets moved slightly in Nodes and Defender).


                IMPERIALIST:

                [1] Sitting proudly over the hole in the Broken Bridge.


                SHOCK COIL:

                [1] In the Outer Corridor.


                UA AMMO:

                [1] Near to Affinity [1].
                [2] & [3] On the Central Platform, in the Central Area.
                [4] Near to the Battlehammer.
                [5] Near the Shock Coil.
                [6] Near the Jump Pad in the Outer Corridor (in Capture).


                CLOAK:

                [1] On the high platform near Missile [1].


                DOUBLE DAMAGE:

                [1] Near [M2].


                ENERGY:

                [M1] Follow the corridor around from the Battlehammer.
                [M2] On the Central Platform in the Central Area.
                [L1] Near Affinity [1] (with more than two players, or
                     in Defender with less).


                NODES:

                [1] On the Central Platform in the Central Area.
                [2] Near the Double Damage.
                [3] Where the Battlehammer normally appears (with more than
                    two players - also the Defender ring).


                CAPTURE:

                [GREEN] To the north of the Central Area.
                [ORANGE] To the south of the Central Area.

                [Note] The door from the Orange side that leads to the Affinity
                is blocked off (you can still drop down), and the Broken Bridge
                has been removed entirely.  Why?  Because there now sits a
                steel barricade that stops you just walking over to the
                opposing base.


 THE BREAKDOWN:

This map features a brand-new power-up that'll guarantee us a victory, but only
if we can use it effectively – the Cloak.  The Cloak will allow us to take full
advantage of the Imperialist and launch surprise attacks using the Morphball.
Try and stay away from the Central Area if you can (you can be ambushed in
no-less than six different ways when going for the Affinity) – although, the
Affinity can prove quite a draw for Noxus, Kanden, and Spire players (seeing as
their weapons don't appear on this map).

With or without the Cloak, the best sniping spot has to be the Broken Bridge -
due to the conveniently placed Imperialist and quick and easy access to health
and ammo (and even the aforementioned Cloak, if you like).  When sniping from
here, the Double Damage is the perfect bait – if you can snipe them when they
go to get it (i.e. they die in mid-air without collecting it), you could
probably nab a few more kills before you need to move on (just remember, it is
a very open spot, and as such, prone to counter snipes).

The Outer Corridor (where the Shock Coil is) is where you'll find the happy
hunting ground for Spire, Noxus, and Sylux users.  The rough nature of the
corridor (ins and outs, stuff like that) means that they can torch, freeze,
or bomb you before you even know they're there - even with the Boost-Ball,
traversing it can prove extremely dangerous.

It doesn't matter too much if we miss it out, it only serves as a through-way
to things we can reach just as easily via another route.  If you must pass
through this way, grab the Cloak first (ooh, that reminds me; if you have the
Cloak, you might be able to get the drop on the campers that usually dwell
there - just don't charge any weapons or you'll give yourself way).  The Shock
Coil is probably the best way to conserve ammo AND locate cloaked Hunters
(Seeker Missiles are just too valuable, but they'll do in a pinch).

Rather unsurprisingly, this is a quite popular map (translation, get used to
it, baby), anyone with any experience of Combat Hall should find themselves
immediately at home because of it's compact, centralised design, and the pace
it adheres to (especially so for a medium-sized map).


-------------------------------------------------------------------------------
- Transfer Lock                                                      [MP.06.08]
-------------------------------------------------------------------------------

          SIZE: Medium/Large
  AVAILABLE IN: All
BEST SUITED TO: KANDEN: 83% [3]
                 NOXUS: 79% [5]
                 SPIRE: 73% [6]
                 SYLUX: 91% [2]
                 TRACE: 95% [1]
                WEAVEL: 70% [7]
                 SAMUS: 80% [4]
       WEAPONS: Affinity [1], Missile [1], Battlehammer [1], Imperialist [1],
                Shock Coil [1], Volt Driver [1]
      PICK-UPS: UA Ammo [7], Double Damage [1]
         OTHER: Medium Energy [8], Large Energy [1], Nodes [4]

          MISC: Play this map in Bounty, Defender, or Capture to open the
                Transfer Lock proper.  Also, this is the first map where
                you will experience lunar gravity.

         WHERE: Celestial Archives

     LOCATIONS: AFFINITY:

                [1] In the central alcove, at the bottom of the Control
                    Tower (near the Teleport Pads).


                MISSILE:

                [1] On the second tier of the Control Tower, in the alcove.


                BATTLEHAMMER:

                [1] Behind the domed structure at the very top of the Tower.


                IMPERIALIST:

                [1] On the long platform opposite the Control Tower itself.
                    When the arena is expanded, it'll appear on the Middle
                    Level of the Transfer Lock proper.


                SHOCK COIL:

                [1] On the same level as the Imperialist.


                VOLT DRIVER:

                [1] Behind the domed structure at the very top of the Tower.
                    When the arena is expanded, it appears on the same level
                    as both the Imperialist and the Shock Coil.


                UA AMMO:

                [1] & [2] Either side of the Control Tower, on the ground.
                [3] & [4] Either side of the Control Tower, second tier.
                [5] Near the Imperialist (after expansion).
                [6] & [7] On the main platform in the Space Area (after
                          expansion).


                DOUBLE DAMAGE:

                [1] On the Central Platform in the Space Area (not in
                    Capture).


                ENERGY:

                [M1] & [M2] Either side of the Control Tower, second tier.
                [M3] Right in the middle of the domed area.
                [M4] & [M5] Replaces [M3] in Nodes (not in Capture).
                [M6] Straight along from the Imperialist (when expanded),
                     during Capture, it appears in the Transfer Lock.
                [M7] & [M8] Behind the far left and far right holographic
                            doors on the Lower Level.
                [L1] Replaces [M3] with two or more players on the map.


                NODES:

                [1] On the second section of the bridge opposite the Tower.
                [2] At the top of the arena, down the east-side.
                [3] Exactly opposite Node [2].
                [4] In the middle of the domed area with four players (it is
                    also the Defender ring).


                BOUNTY/CAPTURE:

                [GREEN] Found where Node [4] is (Base).
                [ORANGE] Where the Double Damage is normally (Bounty).


 THE BREAKDOWN:

The Transfer Lock is a worryingly wide, open space – there are few places to
hide, and very few opportunities for anything verging on strategy.  The whole
of the arena is dominated by a huge temple/spaceship/thing (I’ll just call it
the "Control Tower" for the sake of argument) – it’s quite high and rather
steep on the feet.

The steepness is somewhat alleviated by the addition of a pair of dandy one-way
Teleport Pads in the lower alcoves – these will drop you right at the back of
the Control Tower, inside the Gulley.  The Gulley is a large channel that runs
from the bottom of one side, right round the back, and down the other side.

This probably isn’t the best of maps for us to play sniper, it’s far too open
and far too easy to suffer counters, but by all means, try and keep the
Imperialist under some form of control.  If all hell breaks lose and this turns
into some kind of sniping war, you’re probably not going to win (especially
with Trace skulking around – his favourite place is usually on top of the
dome).

If you want to stay alive and maintain a chance of actually winning (yes, both
at the same time), then you’re going to have to use that Gully as your lifeline
(snipers are going to find it hard to hit you, alt. forms are going to be
disadvantaged, and you’ll never be too far from a pick-me-up or two).  If you
thought this place was large and open before, then let's step outside.

When in Bounty, Defender, or Capture, the arena will be expanded.  The doors
that were blocked near the Imperialist will open.  The in-between section is
the actual 'Transfer Lock' (much like an airlock) – in here, there are three
levels, the obligatory Upper, Middle, and Lower Levels.  The middle section is
made up of three energy bridges (the doors make a great place to snipe from).

The Lower Level contains a couple of Jump Pads that’ll throw you almost halfway
up the Control Tower at the speed of sound (well, not quite – very handy in all
three modes – especially if you boost into them).  The Space Area is pretty
sparse of power-ups, but it does have a Double Damage, if you can reach it.
The lunar gravity will allow you to leap between the four space platforms with
relative ease (ya still need timing).


-------------------------------------------------------------------------------
- Sanctorus                                                          [MP.06.09]
-------------------------------------------------------------------------------

          SIZE: Small
  AVAILABLE IN: Battle, Survival, Defender, Prime Hunter, Nodes
BEST SUITED TO: KANDEN: 82% [3]
                 NOXUS: 89% [1]
                 SPIRE: 72% [4]
                 SYLUX: 89% [1]
                 TRACE: 52% [5]
                WEAVEL: 89% [1]
                 SAMUS: 87% [2]
       WEAPONS: Affinity [1], Missile [1], Volt Driver [1]
      PICK-UPS: UA Ammo [4], Double Damage [1]
         OTHER: Medium Energy [4], Nodes [2]

          MISC: <SYSTEM ERROR> WITTY COMMENTS UNAVAILABLE.

         WHERE: Arcterra

     LOCATIONS: AFFINITY:

                [1] In the middle of the Ground Floor.


                MISSILE:

                [1] Near the large opening on the First Floor.


                VOLT DRIVER:

                [1] On the First Floor (in Nodes, it gets moved to where you
                    enter the First Floor via the Jump Pad).


                UA AMMO:

                [1], [2] & [3] On the Ground Floor (the place is tiny).
                [4] On the First Floor.


                DOUBLE DAMAGE:

                [1] On top of the fallen stalactite on the Ground Floor.


                ENERGY:

                [M1] Found behind the pillar opposite the Jump Pad.
                [M2] On top of one of the fallen stalactites.
                [M3] Opposite [M3] with two or more players on the map.
                [M4] On the small step above the Jump Pad.


                NODES:

                [1] In the middle of the Ground Floor (also the Defender ring).
                [2] Where the Volt Driver normally appears.


 THE BREAKDOWN:

You'd be hard pushed to find an arena smaller than Sanctorus - hard pushed to
find one more chaotic, too.  Because of it's 'inadequacy' in the size
department, you won't actually find much in the line of weaponry (of course,
the prerequisite Affinity is there, but apart from that, very little), other
than some Missiles and a Volt Driver.

However, Sanctorus boasts a Double Damage power-up and very little room to run
and hide – you see, Sanctorus is pretty much two small rooms stuck on top of
one another.  There is no respite from any assault that anyone wants to lay at
your door because the First Floor can quite easily be accessed by climbing up
from the centre (meaning no lock-down when you really need it).

If you can be the one that lays their hands on the Double Damage AND the Volt
Driver, you'll win for sure – the problem is, that due to the very rough nature
of the ground, our Morphball is virtually useless on the Ground Floor (sure,
you can Bomb Jump, but it'll usually be way too hectic for that kinda thing).
If you can't lay your hands on it, all you can do is try and waste some time
by firing barrage after barrage of Missiles to keep them at bay.

If you're playing multiple opponents, you may be lucky enough to find that you
now have some brothers in arms that'll help remove the threats (same goes the
other way).  It's amazing what looming death will do for camaraderie.


-------------------------------------------------------------------------------
- Compression Chamber                                                [MP.06.10]
-------------------------------------------------------------------------------

          SIZE: Small
  AVAILABLE IN: Battle, Survival, Prime Hunter, Nodes
BEST SUITED TO: KANDEN: 82% [2]
                 NOXUS: 78% [4]
                 SPIRE: 62% [5]
                 SYLUX: 87% [1]
                 TRACE: 80% [3]
                WEAVEL: 82% [2]
                 SAMUS: 87% [1]
       WEAPONS: Affinity [1], Missile [2], Judicator [1]
      PICK-UPS: UA Ammo [4], Double Damage [1]
         OTHER: Medium Energy [6], Nodes [3]

          MISC: My lips say "no" - my eyes say "read my lips."

         WHERE: Vesper Defence Outpost

     LOCATIONS: AFFINITY:

                [1] On top of the large block in the South Area.


                MISSILE:

                [1] Near the divider between the North Area and the South Area
                    (on the Upper Level).
                [2] They can be reached by taking the Jump Pad in the South
                    Area and jumping towards them.


                JUDICATOR:

                [1] Behind the partition in the North Area.


                UA AMMO:

                [1] & [2] In the South Area (either side of the Upper Level).
                [3] & [4] Near the Judicator.


                DOUBLE DAMAGE:

                [1] Inside the large block that the Affinity sits on.


                ENERGY:

                [M1] & [M2] Near either side of the Jump Pad in the South Area.
                [M3] Up on the high beam in the North Area.
                [M4] In-between the ground supports in the North Area.
                [M5] & [M6] Either side of the Upper Level in the North Area
                            (only when playing Nodes).


                NODES:

                [1] Where the Affinity normally appears.
                [2] Where [M4] appears.
                [3] Up on the rim behind Node [2] with three or more players.


 THE BREAKDOWN:

You've gotta take the highs with the lows, apparently.  The Compression Chamber
is a map that fails to become predictable, even with it's small size.  What we
have are two areas, a North Area and a South Area – accessed from either the
Upper Level, via a walkway or from the Lower level via alt. form.  The secret
to success, is to vary the way you do things – always taking one way into each
area, or always sticking to one level will make you predictable

The Jump Pads aren't just for show ya know – use them often to create ambushes
from the high beams (two guys fighting never stop to look up), or to simply
escape the trials and tribulations of being shot in the face.  The only thing
that we need to stand a chance is the Morphball and the Missiles – other than
that, always try and keep tabs on the Double Damage.

With the map being so small, it will often spell victory or defeat.
Incidentally, where you find it can make quite a nice little hiding place,
while you're waiting for it's return.


-------------------------------------------------------------------------------
- Incubation Vault                                                   [MP.06.11]
-------------------------------------------------------------------------------

          SIZE: Small
  AVAILABLE IN: Battle, Survival, Prime Hunter, Nodes
BEST SUITED TO: KANDEN: 89% [1]
                 NOXUS: 82% [3]
                 SPIRE: 70% [5]
                 SYLUX: 73% [4]
                 TRACE: 69% [6]
                WEAVEL: 84% [2]
                 SAMUS: 89% [1]
       WEAPONS: Affinity [2], Missile [1], Battlehammer [1], Shock Coil [1]
       PICK-UPS: UA Ammo [3]
         OTHER: Medium Energy [4], Nodes [3]

          MISC: It's little and hot - just like Kylie.

         WHERE: Celestial Archives

     LOCATIONS: AFFINITY:

                [1] Inside the Upper Floor of the Shelter.
                [2] On the step down (behind the partition wall).


                MISSILE:

                [1] On the walkway, where it branches off.


                BATTLEHAMMER:

                [1] On the upper rim near the Incubation Tank.


                SHOCK COIL:

                [1] Near the lower Shelter door.


                UA AMMO:

                [1] & [2] Near the Shock Coil.
                [3] Near the Battlehammer.


                ENERGY:

                [M1] Inside the Lower Level of the Shelter.
                [M2] Near the first Jump Pad in the Tank Room.
                [M3] & [M4] Between the wall and the Incubation Tank with
                            more than two players on the map.


                NODES:

                [1] Where [M1] normally appears.
                [2] Near to the west-side of the Incubation Tank.
                [3] Up on the rim, where the second Jump Pad lands you.


 THE BREAKDOWN:

The Incubation Vault is divided into two sections, an indoor area (which I'll
refer to as the 'Shelter,' just because I can) and an open area containing the
'Incubation Tank' (so I'll call it the 'Tank Room').  The Shelter is pretty
straightforward, there's an Upper Level and a Lower Level – the Upper Level
can be reached via Jump Pad (or by climbing the large step just inside the
left-side of the lower entrance).  In the Upper Level, there's a ruddy great
hole that can be used to get back to the ground (or get the drop on people).

The larger of the two areas can definitely be classed as 'interesting.'  Down
the centre of the room runs an energy rod (the Incubation Tank, if you're slow)
– stepping foot on the Incubation Tank will result in your arse being quick-
roasted (the metal banding is safe, though – well, as safe as you can get).
Running down the north-side of the Incubation Tank is the walkway that makes up
a large portion of the Upper Level.

For a Samus player, this is probably one of the best maps we could choose – the
whole map is just so energetic; people are jumping around like jackrabbits and
hanging around the Incubation Tank.  This makes it exceptionally hard for Sylux
or Noxus to take aim with their nasty little weapons (same goes for Spire).

As long as you keep up high, you'll be fine (practice jumping from band-to-band
on the Incubation Tank, as this is where you'll be spending your time –
besides, pixel-perfect backwards jumps just make you look cool).  The two
Affinity icons and the Missile pack will keep you armed to the teeth – yup,
Seeker Missiles are gonna be the way forward (they aim when you can't).


-------------------------------------------------------------------------------
- Subterranean                                                       [MP.06.12]
-------------------------------------------------------------------------------

          SIZE: Medium
  AVAILABLE IN: Battle, Survival, Defender, Prime Hunter, Nodes
BEST SUITED TO: KANDEN: 87% [2]
                 NOXUS: 78% [5]
                 SPIRE: 85% [3]
                 SYLUX: 78% [5]
                 TRACE: 82% [4]
                WEAVEL: 88% [1]
                 SAMUS: 75% [6]
       WEAPONS: Affinity [1], Missile [3], Battlehammer [1], Imperialist [1],
                Judicator [1], Magmaul [1], Shock Coil [1], Volt Driver [1]
      PICK-UPS: UA Ammo [8], Cloak [1], Double Damage [1]
         OTHER: Medium Energy [2], Large Energy [1], Nodes [4]

          MISC: Underground, overground, murdering free.

         WHERE: Arcterra

     LOCATIONS: AFFINITY:

                [1] Sitting on the slope in-between both areas.


                MISSILES:

                [1] On the raised area below the Affinity (it gets moved
                    slightly in Nodes).
                [2] Where Jump Pad 3 spits you out.
                [3] In the large room that leads to the Caverns.


                BATTLEHAMMER:

                [1] Near Missile [1] (on the ground, not the raised area).


                IMPERIALIST:

                [1] Around the outside of the room above Missile [1].


                JUDICATOR:

                [1] The Judicator will only appear when there are four players.
                    It lives down the right-hand side of the Caverns (past Jump
                    Pad 1).


                MAGMAUL:

                [1] It can be found just across from [M2].


                SHOCK COIL:

                [1] In the middle of the Caverns.


                VOLT DRIVER:

                [1] In the same room as Missile [3], it's on a rock at the far
                    end of the room.


                UA AMMO:

                [1] Opposite the Imperialist.
                [2] Near the Shock Coil.
                [3] At the end of the Caverns.
                [4] & [5] Near the Battlehammer.
                [6] Near to where Jump Pad 2 pops you out.
                [7] Near the Magmaul.
                [8] Between the wall and the rocky outcrop that [M2] sits on.


                ENERGY:

                [M1] Behind a fallen piece of rock beside the Volt Driver.
                [M2] On the highest point of the Overground area (in Defender
                     and Nodes, it can be found where Jump Pad 2 pops you out).
                [L1] Replaces [M1] with more than two players on the map.


                CLOAK:

                [1] Behind the fallen piece of rock behind the Volt Driver.


                DOUBLE DAMAGE:

                [1] On the plinth near [M2].


                NODES:

                [1] Where [M2] normally appears (also the Defender ring).
                [2] Just before where the Caverns start.
                [3] Near the Shock Coil with three players on the map.
                [4] Where Missile [1] appears with four players on the map.


 THE BREAKDOWN:

The real combat goes on above ground in the larger of the two areas -– the
Caverns are just a lah-di-dah way of reaching the surface –- very little
fighting goes on there, purely because it's a pain in the arse to do (very
cramped).  I suppose the best thing about the Caverns is that the Cloak is
hidden nearby (it's a bit of a shame that the Double Damage is too far away).

You'd think that the confined nature of the Caverns would make it great for
some Morphball-related killing, wouldn't you?  Due to the Jump Pads, it doesn't
– one minute you're rolling around, laying death; the next, you're catapulted
into the air, like a goon (good for hit and run tactics, mind you).

There are four places where you can restock your Missiles, so we're good there,
but my personal recommendation is grabbing both the Imperialist and the Cloak
before setting up camp where the Affinity is (that's guaranteed to nab you a
couple of kills at the least).

Normally, the Double Damage is pivotal to our success, but because it's in such
an easy to reach place, you'll probably never get it unless you forgo your
other tasks to specifically stake it out (a worthless endeavour if there ever
was one).  So don't make a sad face if you can't grab it – just turn that
frown upside-down and use the Double Damage as sniper-bait.  Just stick to the
usual blend of sniping and Seeker Missiles while using those Caverns to escape
if things get a little rough, and you should be set.


-------------------------------------------------------------------------------
- Outer Reach                                                        [MP.06.13]
-------------------------------------------------------------------------------

          SIZE: Medium
  AVAILABLE IN: Battle, Survival, Defender, Prime Hunter, Capture, Nodes
BEST SUITED TO: KANDEN: 84% [4]
                 NOXUS: 79% [6]
                 SPIRE: 75% [7]
                 SYLUX: 82% [5]
                 TRACE: 89% [2]
                WEAVEL: 85% [3]
                 SAMUS: 90% [1]
       WEAPONS: Affinity [2], Missile [2], Imperialist [1], Judicator [1],
                Shock Coil [1]
      PICK-UPS: UA Ammo [6]
         OTHER: Medium Energy [2], Large Energy [1], Nodes [3]

          MISC: Not to brag, but this is where I made the best snipe ever.
                A mid-air head-shot (from the Jump Pad on the Third Floor)
                against someone minding their own business on the ground.

         WHERE: This map doesn't appear in Adventure Mode.

     LOCATIONS: AFFINITY:

                [1] & [2] There is one in front of each of the Jump Pads that
                          lead to the Third Floor platforms.


                MISSILE:

                [1] & [2] There is one set up on each of the Third Floor
                          platforms (not available in Capture).


                IMPERIALIST:

                [1] Hovering between the platforms of the Second Floor in a
                    spooky manner.


                JUDICATOR:

                [1] On the Second Floor, about the same place as you find the
                    Affinity on the First Floor - that's the south-side.


                SHOCK COIL:

                [1] Found in a similar place to the Judicator, but on the north
                    side.


                UA AMMO:

                [1] & [2] On the Ground Floor.
                [3] & [4] With each Affinity.
                [5] & [6] Down the side of the Second Floor walkway.


                ENERGY:

                [M1] & [M2] There's one under each of the shielded areas on the
                            First Floor.
                [L1] With four players on the map, it appears above the Jump
                     Pad in-between the Ground Floor and the First Floor.


                NODES:

                [1] & [2] There's one on each Third Floor platform.
                [3] On the Ground Floor with more than two players on the map
                    (it's also the Defender ring).


                CAPTURE:

                [GREEN] On the Third Floor platform to the north.
                [ORANGE] On the Third Floor platform to the south.

                [Note] Battles basically revolve around grabbing an Octolith,
                the Imperialist, and then having a manly snipe-fest (the Jump
                Pads that would normally be found on each of the platforms have
                been removed).  Team battles are much of the same, one runs and
                grabs, while the other stays and shoots (yes, fun).


 THE BREAKDOWN:

There are no special tactics for winning this one.  To make things hard for
your opponent, you'll need to master the art of boosting around the rims.
People nearly always avoid using their alt. form because of the whole 'falling
off and dying thing' – the Morphball has the control and stopping ability to
allow us to pull it off (rather easily, if you'd believe it).

Never linger on the same level for too long (because of snipers and the odd
homing weapon), work your way up to the top and then jump back down to the
bottom (switching to alt. while in the air will prevent any fall damage).  Why,
you ask?  It screws with their radar and makes you a pain to keep up with or
target, it can also prove quite good for ambushing those on a lower level.

The one thing that you can't do without, though, is the Imperialist.  There are
so many opportunities to snipe, that if you don't take them, someone else will
(especially Trace or Weavel).


-------------------------------------------------------------------------------
- Harvester                                                          [MP.06.14]
-------------------------------------------------------------------------------

          SIZE: Large
  AVAILABLE IN: Battle, Survival, Defender, Prime Hunter, Capture, Nodes
BEST SUITED TO: KANDEN: 87% [2]
                 NOXUS: 69% [7]
                 SPIRE: 83% [4]
                 SYLUX: 73% [6]
                 TRACE: 91% [1]
                WEAVEL: 86% [3]
                 SAMUS: 79% [5]
       WEAPONS: Missile [2], Battlehammer [1], Imperialist [2], Judicator [1],
                Magmaul [1], Shock Coil [1], Volt Driver [2]
      PICK-UPS: UA Ammo [10], Cloak [2]
         OTHER: Medium Energy [6], Large Energy [2], Nodes [3]

          MISC: Parts of this map feel vaguely reminiscent of the Assault
                Cradle that appeared in the First Hunt Demo (yes, I have it and
                it'll cost you thirty of your eBay pounds, puny mortal).

         WHERE: This map doesn't appear in Adventure Mode (nope, nope, nope).

     LOCATIONS: MISSILE:

                [1] In the middle of the north wall on the First Floor.
                [2] In the middle of the south wall on the First Floor.


                BATTLEHAMMER:

                [1] In the north-west corner of the Ground Floor (near door).


                IMPERIALIST:

                [1] & [2] There is one on both the east and west suspended
                          platforms (not in Nodes or Capture, though - they'll
                          be moved to the reservations outside of the Ground
                          Floor entrance).


                JUDICATOR:

                [1] It's located in the north-east corner of the Ground Floor
                    (again, near the doors).


                MAGMAUL:

                [1] Found in the south-east corner of the Ground Floor (yes,
                    once again, sitting near the doors).


                SHOCK COIL:

                [1] Sitting happily in the south-west corner of the Ground
                    Floor (doors; blah, blah, blah).


                VOLT DRIVER:

                [1] & [2] Both found on the First Floor, there's one running
                          down the left side and one running down the right.


                UA AMMO:

                [1] & [2] Where Imperialist [1] normally appears (not in Nodes
                          or Capture modes, no sir).
                [3] & [4] Where Imperialist [2] normally appears (not in Nodes
                          or Capture modes, not at all).
                [5] & [6] On the Ground Floor of the Harvester, there's one
                          down the north wall and one down the south wall.
                [7], [8], [9] & [10] One in each corner of the First Floor.


                ENERGY:

                [M1] Where Imperialist [1] normally appears.
                [M2] Where Imperialist [2] normally appears.
                [M3] & [M4] On the Ground Floor when there are more than two
                            players on the map (not in Nodes or Defender).
                [M5] & [M6] Near each of the Jump Pads on the First Floor.
                [L1] Replaces [M1] with more than two players on the map.
                [L2] Replaces [M2] with more than two players on the map.


                CLOAK:

                [1] & [2] There is one on each of the roof struts (you have to
                          push into the Jump Pad on the First Floor and then
                          Jump onto the struts (happy Solid Snaking).


                NODES:

                [1] Where Imperialist [1] normally appears (three players).
                [2] Where Imperialist [2] normally appears (four players).
                [3] In the middle of the Ground Floor (also the Defender ring).


                CAPTURE:

                [GREEN] On the west suspended platform.
                [ORANGE] On the east suspended platform.


 THE BREAKDOWN:

This arena is way too large for it's own good (two separate outside areas and a
multi-tiered building sitting in the middle of them both).  If you can, try and
avoid one-on-one matches with Trace or Spire (the really cheap ones as far as
this map is concerned), as I can guarantee that they'll steal a kill and then
run and hide somewhere (Spire can exploit a glitch and hide out of sight and
harms way at the top of the map).

The general consensus on large maps is 'the higher you are, the safer you
are,' and that's true enough here, too.  The struts at the very top of the
level not only house the Cloaks, but they also give you a peerless vantage
-point that overlooks some of the re-spawn points (namely the suspended
platforms without any items on).  It may be a little cheap, but we can wait for
someone to pop back up and then take their head off with the Imperialist.

Another good place to use the Imperialist/Cloak combo is on the ledge above the
east or west platforms (reached with the same Jump Pad you take to the Cloak,
or by simply running along the main strut and dropping down).  From here, you
can get a clear view of the entire side of the Harvester proper – if things are
busy, you'll probably nab quite a few kills before the Cloak times-out or
someone clocks you and retaliates.

Is there anything else?  Nothing that isn't already obvious, make good use of
your Seeker Missiles to cry havoc (and let loose some dogs of war while you're
at it) from a distance, or from the excellent vantage-point that is the First
Floor Gantry (the other Hunters need to pass the Ground Floor of this area and
make themselves prone to sneak attacks in order to grab the Affinity.


-------------------------------------------------------------------------------
- Weapons Complex                                                    [MP.06.15]
-------------------------------------------------------------------------------

          SIZE: Large
  AVAILABLE IN: Battle, Survival, Defender, Prime Hunter, Capture,
BEST SUITED TO: KANDEN: 72% [7]
                 NOXUS: 75% [6]
                 SPIRE: 84% [4]
                 SYLUX: 90% [1]
                 TRACE: 84% [2]
                WEAVEL: 80% [5]
                 SAMUS: 87% [2]
       WEAPONS: Missile [2], Battlehammer [1], Imperialist [1], Judicator [1],
                Magmaul [1], Shock Coil [1], Volt Driver [2]
      PICK-UPS: UA Ammo [8], Cloak [2]
         OTHER: Medium Energy [4], Large Energy [1], Nodes [3]

          MISC: Obligatory Hunter reference number five: This is where you will
                first encounter Sylux (albeit, in a much smaller space).  Oh,
                by the way - we have more lunar gravity to contend with.

         WHERE: Vesper Defence Outpost

     LOCATIONS: MISSILE:

                [1] & [2] There's one at the east and west side of the First
                          Floor (where the walls with windows are).


                BATTLEHAMMER:

                [1] Up on the First Floor, in the ramped area (that leads to
                    where the Tube with the Cloak is).  It is near the hole
                    that drops down onto the Medium Energy on the west side.


                IMPERIALIST:

                [1] It's right up on the ledge that overlooks the Central Area.
                    You can reach it by taking the Tube from the First Floor
                    or by using the Bomb Jump/Bomb Leap from the Central Area
                    to make things even quicker (and flashier).


                JUDICATOR:

                [1] It can be found right next to the Tube that takes you to
                    the Imperialist (on the First Floor).


                MAGMAUL:

                [1] In a similar place to the Battlehammer, the obvious
                    difference being that it is over on the east side.


                SHOCK COIL:

                [1] It is inside of the first room that you come to on the
                    First Floor, when using the Access Shaft.


                VOLT DRIVER:

                [1] & [2] There is one at either side of the 'black hole of
                          doom' in the Central Area.


                UA AMMO:

                [1] Near to the Battlehammer.
                [2] Near to the Magmaul.
                [3] Near the Shock Coil (oh my god - a pattern emerges).
                [4] Near the Judicator.
                [5] & [6] There's one with each Volt Driver.
                [7] & [8] In the ramped area of the Ground Floor.


                ENERGY:

                [M1] & [M2] At either side of the Ground Floor (sitting over
                            the gaping 'drops of death'), they can be reached
                            from the Central Area or by falling through the
                            holes in the First Floor (not in Nodes or Capture).
                [M3] On the very top ledge that overlooks the Central Area.
                [M4] In front of the Access Shaft with more than two players.
                [L1] Replaces [M3] with more than two players.


                CLOAK:

                [1] On the platform in the First Floor Access Shaft (not in
                    Node or Defender, mind you).
                [2] Inside the Tube that leads to the Second Floor (found on
                    the First Floor).


                NODES:

                [1] Where [M1] normally appears.
                [2] Where [M2] normally appears.
                [3] Where Cloak [1] normally appears (when there are more than
                    two players, it's also the Defender ring).


                CAPTURE:

                [GREEN] Where [M1] normally appears.
                [ORANGE] Where [M2] normally appears.

                [Note] The side doors from the Central Area (on the Ground
                Floor) are blocked off (not a problem).  The quickest way to
                reach an Octolith is to Bomb Jump up to the First Floor and
                throw yourself down the hole above the one you want (victory).


 THE BREAKDOWN:

By now, you should have learned that lunar gravity equals fun – your previous
experience of lunar gravity was just restricted to one area of the map
(Transfer Lock).  With the Weapon Complex, ninety-percent of the map is lacking
any real gravity.  How does an indoor map have lunar gravity?  It might be
because the Ground Floor has umpteen holes cut into it.  These holes give us
the gravity, but they're also surprisingly easy to inadvertently hurl yourself
into (especially in alt. form).

The map is divided into three floors; the Ground, the First, and a very small
section that overlooks the Central Area and acts as makeshift Second Floor.
Oh, the holes of death – right.  There are only four holes that lead to a
horrible death – the hole found in the Central Area is, of course, the largest
(it almost takes up the entire floor section of the Central Area).

If you want to look cool and gain a slight advantage – learn to navigate around
it at full speed in alt. form because this is where some of the best combat
goes on (and because of that, manoeuvrability and speed is the order of the
day).  A sneaky tactic is to hang around in the First Floor corridors
overlooking it (a Cloak is never too far away) and wait for some sap to try and
jump over it before blasting them down into oblivion.

The other holes are minor in size and in the aggro that they'll cause.  The one
that sits below the Cloak in the Access Shaft tends to claim more lives than
you'd think – especially if you're in the middle of jumping up and someone
blasts you in the back.

The final two holes are identical and sit below the holes in the First Floor
that overlook the Medium Energy.  I've never actually died as a result of
falling into them, but they can prove quite nasty (or useful) in game modes
that centre themselves around them (i.e. Capture and Nodes).

The best place to hang-out, though, is up on the Second Floor platforms.  Why?
Because if you take the Jump Pad Tube from the First Floor, you can gain a
Cloak and an Imperialist within seconds of each other.  Another great thing
about the Second Floor ledge is that by using a Bomb Jump, you can reach the
Imperialist from the Central Area (then backtrack to the Cloak).


-------------------------------------------------------------------------------
- Council Chamber                                                    [MP.06.16]
-------------------------------------------------------------------------------

          SIZE: Large
  AVAILABLE IN: All
BEST SUITED TO: KANDEN: 70% [6]
                 NOXUS: 72% [5]
                 SPIRE: 82% [3]
                 SYLUX: 72% [5]
                 TRACE: 85% [1]
                WEAVEL: 84% [2]
                 SAMUS: 75% [4]
       WEAPONS: Missile [3], Battlehammer [1], Imperialist [1], Judicator [1],
                Magmaul [1], Shock Coil [1], Volt Driver [1]
      PICK-UPS: UA Ammo [6]
         OTHER: Medium Energy [4], Large Energy [2], Nodes [4]

          MISC: This is a greatly expanded version of the Alinos Perch.  Yes,
                more places to hide from snipers - this time, it might be our
                turn to ambush people... right?

         WHERE: Alinos

     LOCATIONS: MISSILE:

                [1] On the jagged pillar to the south of the Outside Area.
                [2] Next to the pillbox-like structure in the Cave.
                [3] On a rock in the middle of the Council Chamber.


                BATTLEHAMMER:

                [1] From the bottom of the shaft (in the Cave), take the door
                    to the left.


                IMPERIALIST:

                [1] Inside the pillbox-like structure inside the Cave.


                JUDICATOR:

                [1] It can be found on a rock in the middle of the lava
                    -covered Council Chamber (next to Missile [3], amigo).


                MAGMAUL:

                [1] If you take the Jump Pad at the north of the Outside Area,
                    you'll be dropped right on top of it.


                SHOCK COIL:

                [1] It can be found in the middle of the Outside Area.


                VOLT DRIVER:

                [1] From the bottom of the shaft (in the Cave), take the door
                    to the right.


                UA AMMO:

                [1] Near the Judicator.
                [2] Near Magmaul.
                [3] Through the door up from the Magmaul.
                [4] Near the Shock Coil.
                [5] Just up from [4] (near the Jump Pad).
                [6] Near the Volt Driver.


                ENERGY:

                [M1] On the pillar opposite the Magmaul.
                [M2] On the rock above the Judicator.
                [M3] Follow the path around from Missile [1] (is moved down
                     to near Missile [1] in Capture and Nodes).
                [M4] Take the door in front of the Jump Pad in the Outside
                     Area and follow the corridor around.
                [L1] At the bottom of the shaft in the Cave.
                [L2] Replaces [M3] with more than two players on the map.


                NODES:

                [1] Where [L1] normally appears (also the Defender ring).
                [2] Where [M3] normally appears.
                [3] Outside of the cave entrance and to the right (with
                    three players on the map).
                [4] Near the Jump Pad inside the Council Chamber (with
                    four players strutting their stuff).


                CAPTURE:

                [GREEN] Where Node [1] is located.
                [ORANGE] Where Node [2] is located.

                [Note] This time around, the Green Octolith is slightly harder
                to defend, as it is now in an overlooked position.  If you're
                looking after it, you may want to stay in the cover of the
                doorway to avoid being sniped from the rim.


 THE BREAKDOWN:

You know the score for the most part, because as I said, this is an expanded
version of the Alinos Perch (the most popular map in the game).  What's new is
that all of the doors that were previously blocked off, have now been magically
opened (so there are now more holographic doors to counter-snipe from).  As you
can tell from the name; this map adds the actual 'Council Chamber' that is
alluded to in the title.

The Council Chamber is a winding, circular room (if I say it's circular,
then it's circular) that's covered in lava (it's where you fight the Fire Spawn
in Adventure).  There isn't much room to manoeuvre on foot or in alt. (making
this a bad place for Samus to be).  So, yeah; the Lower Floor isn't that good
for us, frankly, the Upper Floor isn't that great either.  The Upper Floor can
be reached either by means of a Jump Pad from below, or by dropping down from
the Cave.

The sand circle that was once there has been moved and the floor lowered,
creating a large drop with an equally large area at the bottom.  Anyone who
likes a good old scrap will no doubt be there (due to the Large Energy), my
recommendation is to stay up top and snipe them from the Cave while they're
preoccupied with each other, or lob some Magmaul shots down on top of them in
order to soften them up for your arrival.

The real advantage for us is in the corridors that have popped up to connect
the new areas.  They're ideal for the Morphball-style carnage that we need to
succeed (especially in the new tunnel that appears in the wall opposite the
first Medium Energy).  While we're at it, don't forget the steel wall sniping
spots to catch enemy Hunters off-guard when they come from the new tunnel near
the Jump Pad.


-------------------------------------------------------------------------------
- Elder Passage                                                      [MP.06.17]
-------------------------------------------------------------------------------

          SIZE: Large
  AVAILABLE IN: Battle, Survival, Bounty, Prime Hunter, Capture, Nodes
BEST SUITED TO: KANDEN: 65% [6]
                 NOXUS: 75% [5]
                 SPIRE: 84% [3]
                 SYLUX: 78% [4]
                 TRACE: 89% [1]
                WEAVEL: 85% [2]
                 SAMUS: 85% [2]
       WEAPONS: Affinity [2],  Missile [2], Imperialist [1], Judicator [1],
                Magmaul [1], Shock Coil [1]
      PICK-UPS: UA Ammo [8]
         OTHER: Medium Energy [5], Large Energy [1], Nodes [4]

          MISC: Yet another expanded version of an existing map.  This is
                definitely the last one -- I promise -- well, it had bloody
                better be or else I'll eat this guide.  What do ya mean
                there's one more?

         WHERE: Alinos

     LOCATIONS: MISSILE:

                [1] Inside the South Tower.
                [2] On top of the West Tower.


                IMPERIALIST:

                [1] On top of the South Tower (reach it from the West Tower).


                JUDICATOR:

                [1] In the outer rim of the Catacombs.


                MAGMAUL:

                [1] At the top of the North Tower.


                SHOCK COIL:

                [1] In the Central Area, near the where sculpture that looked
                    like new-age porn was (probably political correctness).


                UA AMMO:

                [1] Near the Shock Coil.
                [2] & [3] In the Central Area (not hard to spot).
                [4] Near Missile [2].
                [5] Near the Imperialist.
                [6] & [7] On the Upper and Lower Floor of the West Cave.
                [8] On the Upper Floor of the East Cave.


                ENERGY:

                [M1] In the outer rim of the Catacombs.
                [M2] In the outer rim of the Catacombs (with more than two
                     players doing their thing).
                [M3] & [M4] On the Lower Floor of each Cave.
                [M5] Inside of the North Tower.
                [L1] Appears in the Central Area (where the statue used to
                     be) with more than two players on the map (or in Bounty
                     and Capture with just two).


                NODES:

                [1] Inside the West Cave.
                [2] Inside the East Cave.
                [3] In the Central Area (with three players).
                [4] In the Central Area (with four players).


                BOUNTY/CAPTURE:

                [GREEN] On the Lower Floor of the West Cave (Bounty).
                [ORANAGE] On the Lower Floor of the East Cave (Base).

                [Note] In Bounty, you'll find the Octolith on the Upper Floor
                       of the West Cave (as opposed to the Lower Floor).


 THE BREAKDOWN:

Playing on Elder Passage is really just going through the same old routine as
on High Ground.  The only real difference that it may throw at you is that the
'porn sculpture' in the Central Area has vanished (along with the Double
Damage) – this makes it harder for campers to do their thing (but easier for
you to zoom around underground) – the tops of the Towers are also now easier to
access.

Why are they easier to access?  Well, it's because of the new Cave areas.
There's one to the east and one to the west – are they special?  Well; no, not
really.  They essentially consist of a lower area with Jump Pads and an upper
area with a few pick-ups for good measure.  Unless you're using the holographic
doors for a bit of sniping, then I see no use for these areas.

All you'll find are a whole host of Trace'ers and Sylux alt. spammers –
besides, the Magmaul is going to make it hard to boost around.  The upper
section of the west area leads right out onto the top of the West Tower, which
means that, A) it will be easier to reach the Imperialist and, B) it will be
harder to defend it, should you need to.

By no stretch of the imagination, this is probably the worst of the expanded
areas for our Samus (the Double Damage is a real blow that we just can't do
anything about – the Towers are just the icing on our Death Day cake).


-------------------------------------------------------------------------------
- Fuel Stack                                                         [MP.06.18]
-------------------------------------------------------------------------------

          SIZE: Large
  AVAILABLE IN: Battle, Survival, Prime Hunter, Nodes
BEST SUITED TO: KANDEN: 85% [4]
                 NOXUS: 89% [2]
                 SPIRE: 85% [4]
                 SYLUX: 89% [2]
                 TRACE: 93% [1]
                WEAVEL: 87% [3]
                 SAMUS: 85% [4]
       WEAPONS: Affinity [3], Missile [3], Battlehammer [1], Imperialist [1],
                Judicator [1], Shock Coil [1], Volt Driver [1]
      PICK-UPS: UA Ammo [7], Cloak [1], Double Damage [1]
         OTHER: Medium Energy [5], Large Energy [1], Nodes [3]

          MISC: Death at the top, death down below, that'll be the Fuel Stack.

         WHERE: Vesper Defence Outpost

     LOCATIONS: AFFINITY:

                [1] In front of the Silo Levitator on the Ground Floor (near
                    the Jump Pad).
                [2] Next to the Jump Pad listed in Affinity [1].
                [3] At the top of the Jump Pad listed in Affinity [1].


                MISSILE:

                [1] In the corridor just off from the First Floor of the
                    Fuel Stack proper.
                [2] Up from Affinity [3] (not in Nodes).
                [3] On a ledge at the top of the map (you need to take the
                    Silo Levitator and push out at the last minute).


                BATTLEHAMMER:

                [1] On the Third Floor of the Fuel Stack.


                IMPERIALIST:

                [1] You need to ride the Silo Levitator all the way to the
                    top and then push out at the last minute, into the very
                    inconspicuous alcove where it rests.


                JUDICATOR:

                [1] Follow the curve around from the Battlehammer.


                SHOCK COIL:

                [1] Near Missile [1].


                VOLT DRIVER:

                [1] You can either take the Jump Pad up from Missile [1] or
                    you can follow the path around from the Judicator (it
                    gets moved slightly in Nodes).


                UA AMMO:

                [1], [2] & [3] There's one near each Affinity.
                [4] Near the Battlehammer.
                [5] Near the Shock Coil.
                [6] Near the Volt Driver.
                [7] Next to the blue-vented wall at the top of the map.


                ENERGY:

                [M1] Near the east door on the First Floor of the Stack.
                [M2] Near the west door on the First Floor of the Stack.
                [M3] & [M4] Near the Volt Driver.
                [M5] Up with the Imperialist.
                [L1] You can reach the room it lives in from either the
                     Ground Floor or by the east door on the First Floor
                     of the Fuel Stack (in Nodes, it gets moved over to
                     where Missile [2] is).


                CLOAK:

                [1] Sitting above [L1].


                DOUBLE DAMAGE:

                [1] Sitting on the small rim around the bottom of the Silo
                    Levitator (incredibly bloody dangerous).


                NODES:

                [1] Where the Volt Driver normally appears.
                [2] Where [L1] normally appears.
                [3] Appears near to where the Jump Pad that leads to the Shock
                    Coil is (in matches with more than two players on the map).


 THE BREAKDOWN:

The problem not just for us, but for the other Hunters, is that due to the
layout of the Fuel Stack, it makes using our alt. form very hard (meaning we'll
be spending most of our travelling time in biped).  The Fuel Stack is a
silo-like structure with an energy core at it's centre (dubbed the 'Silo
Levitator') - the Silo Levitator will, er, levitate any Hunter that steps into
it and shoot them towards the top of the map.

How does the Silo Levitator work?  When stepping into it, you will move
downwards for a brief moment before you start heading up (the faster you're
falling when you enter it's beam, the further down you'll go).  Once you start
moving, you'll gradually gain speed (making it harder to leave the beam).
I'm telling you this because both the top and the bottom of the Silo Levitator
is instant death to anyone who touches them.

More problems – the Silo Levitator is an evil that we just can't do without.
Not only is it the quickest way to the top (by a country-mile), it is also the
only way to reach the Imperialist.  And other than the initial dangers of the
design, you also run the risk of being picked-off by snipers or falling into
ambushes.  If they can't kill you outright, they'll more than likely prevent
your escape from the beam, and you'll self-destruct.

When travelling in the Silo Levitator, make sure you're in your alt. form (not
ideal for reaching the Imperialist, though), not only will you be a smaller
target, but the Boost-Ball is a very quick way to exit the beam should things
go wrong.  The rest of the map is full of cramped corridors and blind corners
that the other Hunters thrive on (Sylux and Noxus being the worst).

Personally, I never see much need to indulge them other than to get the Large
Health and the Cloak from time-to-time (the Cloak is great for travelling up
the Silo Levitator with).  For the best results with Samus, try hanging around
the top of the map and taking pot-shots at people going for the Imperialist
(the ledge with the Missiles is a good place, you'll see them travelling up
long before they'll be able to see you).

Ideally, you can wait with the Imperialist, with a high-impact weapon at the
ready and a bit of luck (like uncharged Missiles), you'll make them hit the top
– making them look stupid and knocking a point from their score.


-------------------------------------------------------------------------------
- Fault Line                                                         [MP.06.19]
-------------------------------------------------------------------------------

          SIZE: Large
  AVAILABLE IN: Battle, Survival, Bounty, Prime Hunter, Capture
BEST SUITED TO: KANDEN: 87% [2]
                 NOXUS: 80% [3]
                 SPIRE: 87% [2]
                 SYLUX: 80% [3]
                 TRACE: 87% [2]
                WEAVEL: 89% [1]
                 SAMUS: 77% [4]
       WEAPONS: Affinity [1], Missile [2], Battlehammer [2], Imperialist [1],
                Judicator [1], Magmaul [1], Shock Coil [1], Volt Driver [1]
      PICK-UPS: UA Ammo [8], Cloak [1], Double Damage [1]
         OTHER: Medium Energy [4], Large Energy [4]

          MISC: New and improved Subterranean, now with added extra bits!
                This is another one of those extended arenas.  Yes, lazy, lazy
                little program monkeys, chasing their own tales and getting
                banana goo all over their keyboards (well, you get the idea).

         WHERE: Arcterra

     LOCATIONS: AFFINITY:

                [1] Sitting on the slope in-between both areas.


                MISSILE:

                [1] On the raised area below the Affinity (not Nodes).
                [2] Down the left branch of Cavern B.


                BATTLEHAMMER:

                [1] Near Missile [1] (on the ground, not the raised area).
                [2] On the ledge that leads to the Overground Area (not the
                    one with the Affinity on, the one reached via the ledge
                    down the east-side of the arena).


                IMPERIALIST:

                [1] Around the outside of the room that sits between both
                    Cavern areas.


                JUDICATOR:

                [1] The Judicator will only appear when there are four players.
                    Down the right-hand side of Cavern A (past Jump Pad 1).


                MAGMAUL:

                [1] It can be found just across from [M2].


                SHOCK COIL:

                [1] In the middle of the Cavern A.


                VOLT DRIVER:

                [1] In the new area opposite the Affinity (i.e. the area above
                    the newly opened Cavern B.


                UA AMMO:

                [1] Near the Imperialist.
                [2] Near the Shock Coil.
                [3] At the end of Cavern B.
                [4] & [5] Near Battlehammer [1].
                [6] Near to where Jump Pad 2 pops you out at.
                [7] Near the Magmaul.
                [8] Between the wall and the rocky outcrop that [M2] sits on.


                ENERGY:

                [M1] Behind a fallen piece of rock near to where the Volt
                     Driver was previously found.
                [M2] On the highest point of the Overground Area (not in
                     Capture or Bounty).
                [M3] Appears between where the 2nd and 3rd Jump Pads pop you
                     out at (with more than two players, or with just two in
                     Capture and Bounty modes).
                [M4] Near the third Jump Pad in Cavern A (with four players
                     or in Survival, Capture, and Bounty with less).
                [L1] Replaces [M1] with more than two players on the map (not
                     in Capture or Bounty).
                [L2] Replaces [M2] with more than two players on the map.
                [L3] In the middle of the Circular Chamber (not in Capture
                     or Bounty, mind you).
                [L4] Near the Imperialist (with four players on the map).


                CLOAK:

                [1] It has been moved to the ledge west of the Jump Pad that
                    leads to the Affinity (reach it quicker by pushing into
                    the Jump Pad in the direction of the Cloak and then
                    jumping at the last minute).


                DOUBLE DAMAGE:

                [1] In Cavern B, there is a cross-section that connects both
                    the left and right tunnels, the Double Damage resides here.


                BOUNTY/CAPTURE:

                [GREEN] Where [M2] normally appears (Base).
                [ORANGE] Inside the Circular Chamber (Bounty).


 THE BREAKDOWN:

We've already focused on the main areas, all the good jazz that we've already
talked about will still work.  You've noticed that great, big extension, right?
It comes complete with another set of Caverns and a very large, dome-like area.
Okay.  Go home.  Oh, okay, you great bunch of soppy sods.

Ya see, the programmers pretty much expected a dead-end with this new area –
so to liven things up a little, they added a Large Energy in the Circular
Chamber and shifted the Double Damage from the Outside Area and into the middle
of the new Cavern area.

This may not seem like a great deal, but I guarantee that this is the area
where the carnage will go down.  Someone with the Magmaul and the Double Damage
can set a brutal ambush for anyone attempting to pass through the new Caverns.
You will be much better off trying the much shorter (less wending) tunnel.
Not only is it a much safer way to reach the Circular Chamber, it also provides
an unrivalled (shielded) view of a great deal of the map.

You'll be able to see most of the sniping spots into the other area.  I've
quite easily taken out a couple of snipers like that (especially seeing as
they'd have their backs turned).  Just don't hang around for long, seeing as it
can be quite easy to grow complacent and get ambushed.  This arena has never
been about great strategy, it's always been about speed and common sense.


-------------------------------------------------------------------------------
- Stasis Bunker                                                      [MP.06.20]
-------------------------------------------------------------------------------

          SIZE: Medium
  AVAILABLE IN: Battle, Survival, Defender, Prime Hunter, Capture, Nodes
BEST SUITED TO: KANDEN: 86% [3]
                 NOXUS: 84% [4]
                 SPIRE: 86% [3]
                 SYLUX: 79% [5]
                 TRACE: 86% [3]
                WEAVEL: 87% [2]
                 SAMUS: 89% [1]
       WEAPONS: Affinity [1], Missile [2], Battlehammer [1], Imperialist [1],
                Volt Driver [1]
      PICK-UPS: UA Ammo [5], Nodes [3]
         OTHER: Medium Energy [4], Large Energy [1]

          MISC: If you've played First Hunt, you'll notice that this map is
                actually based on the Trooper Module.  This interesting fact
                was brought to you in association with 'nothing else to put
                here.'

         WHERE: Celestial Archives

     LOCATIONS: AFFINITY:

                [1] Found in the room south of the Central Area, up on the
                    First Floor.


                MISSILE:

                [1] & [2] Both can be found in the First Floor alcoves that
                          can be reached via the Jump Pad on the Ground Floor
                          of the Central Area.


                BATTLEHAMMER:

                [1] The old blob-launcher can be found in the south-end of
                    the Central Area (on the Ground Floor).


                IMPERIALIST:

                [1] Take the Jump Pad from the Central Area and then head
                    through the small door to the east, the Imperialist is
                    sitting behind the hanging fixture.  If you're capable
                    of using the Triple Bomb Jump, it can be reached quicker
                    from the room below.


                VOLT DRIVER:

                [1] At the north-end of the Central Area.


                UA AMMO:

                [1] In the west corner of the Ground Floor (opposite the
                    Volt Driver, on a diagonal).
                [2] & [3] At the south part of the Ground Floor (close to
                          the second Jump Pad, [3] won't appear in Nodes).
                [4] On the ramp that leads to the First Floor.
                [5] On the First Floor, to the south of where the central
                    Jump Pad pops you up.


                ENERGY:

                [M1] To the east of the Battlehammer.
                [M2] On the left-hand rise of the ramped area (with more
                     than two players on the map, not in Defender).
                [M3] To the east of where you spring up from the central
                     Jump Pad.
                [M4] On the First Floor, round the back of the cylinder
                     (not too far from where the second Jump Pad brings
                     you out at).
                [L1] Replaces [M4] with more than two players on the map
                     (or just two in Defender, but not in Survival).


                NODES:

                [1] In the middle of the ramped access to the First Floor.
                [2] Near to the Affinity.
                [3] Where UA Ammo [3] normally appears (with more than two
                    players getting funky.


                BOUNTY:

                [GREEN] Where Node [1] appears.
                [ORANGE] Between UA Ammo [2] & [3].

                [Note] The game hates us - the door that leads directly to
                the Green Octolith has been blocked off.  If you want to
                reach it, take the same path that you used to reach the
                Imperialist (keep an eye out for Mr. Green dropping down from
                the room above the Affinity).


 THE BREAKDOWN:

Okay, here's the thing.  We're better off staying down on the Ground Floor (for
some over-stylised Morphball killing (with the increased protection from the
low blast-shields); unfortunately, both Missile packs and the Affinity happen
to be on the First Floor (necessitating the odd visit).

Anyone wielding the Imperialist with a degree of 'finesse' can make a bit of a
killing by camping behind the holographic door (that looks out over the Jump
Pad) and taking pot-shots at anyone coming up (only Spire and our Samus are
capable of ambushing them from behind).

Another bugbear is the ramp area, again, it is way too easy to be held down
with some form of suppressing fire (there's no Magmaul on the map, so it is
unlikely you'll have to face that too often).  There are a lot of tight
corridors with sharp corners, our Missiles may not work as well as they should
upon the First Floor, so we need to look further afield.  The Volt Driver makes
an appearance on this map and should be able to catch a few people out with
it's splash damage and the shear size of the projectile.

This arena is compact and quite awkward to make your way around in a hurry (you
can quite easily get snagged on corners), basically, expect people to take
advantage of this and spam for all they're worth.  In one-on-one matches, you
can maybe wait things out or use the Morphball to keep out of trouble while
you try to launch a counter-attack, but in matches with more than the two of
you, things will become very messy.  More than likely, the biggest spammer or
sniper will come out on top.


-------------------------------------------------------------------------------
- Head Shot                                                          [MP.06.21]
-------------------------------------------------------------------------------

          SIZE: Large
  AVAILABLE IN: Battle, Survival, Prime Hunter, Capture, Nodes
BEST SUITED TO: KANDEN: 79% [4]
                 NOXUS: 75% [6]
                 SPIRE: 69% [7]
                 SYLUX: 93% [1]
                 TRACE: 85% [3]
                WEAVEL: 76% [5]
                 SAMUS: 89% [2]
       WEAPONS: Battlehammer [1], Imperialist [1], Judicator [1], Magmaul [1],
                Shock Coil [2], Volt Driver [1]
      PICK-UPS: UA Ammo [4], Death.Alt [1]
         OTHER: Medium Energy [6], Large Energy [4], Nodes [4]

          MISC: Sylux players love this map because they think that they can
                reach the Death.Alt (oh yeah - spherical death returns) before
                anyone else.  In all actuality, Samus is capable of reaching it
                faster than anyone.

         WHERE: It doesn't appear in Adventure mode, nor does it appear to be a
                modified version of a map that does.

     LOCATIONS: BATTLEHAMMER:

                [1] Inside one of the doorways on the Ground Floor (the arena
                    is circular, y'know - it's hard to give an exact place).


                IMPERIALIST:

                [1] Hovering above the hole in the Central Area.


                JUDICATOR:

                [1] Inside one of the doorways on the Ground Floor (the arena
                    is circular, y'know - it's hard to give an exact place).


                MAGMAUL:

                [1] Inside one of the doorways on the Ground Floor (the arena
                    is circular, y'know - it's hard to give an exact place).


                SHOCK COIL:

                [1] & [2] Both are in the Observation Room that sits below
                          the Imperialist.


                VOLT DRIVER:

                [1] Inside one of the doorways on the Ground Floor (the arena
                    is circular, y'know - it's hard to give an exact place).


                UA AMMO:

                [1], [2] & [3] Sitting around the rim of Central Area.
                [4] Found in the Ground Floor, sitting on a pedestal.


                ENERGY:

                [M1], [M2], [M3] & [M4] One on each starting platform.
                [M5] On the First Floor of the Central Area.
                [M6] On a pedestal on the Ground Floor of the Central Area
                [L1] & [L2] Replaces [M1] & [M2] with more than two players
                     (moved to the struts that separate the outside of the
                     First Floor.  Not in Capture).
                [L3] Replaces [M3] with more than two players (is moved to
                     in front of the doorway on the First Floor).
                [L4] Replaces [M4] with more than two players (is moved to
                     in front of the doorway on the First Floor).


                DEATH.ALT:

                [1] In the Observation Room.


                NODES:

                [1] & [2] To the north and south of the Head Shot.
                [3] & [4] To the east and west of the Head Shot (with more than
                          two players doing there... y'know, thing).


                CAPTURE:

                [GREEN] To the north of the Head Shot.
                [ORANGE] To the south of the Head Shot.

                [Note] The tunnels are an excellent way of reaching the base
                of your enemy, just bear in mind that if you fall down into
                the Observation Room with an Octolith, you'll have to drop
                it in order to make your escape.


 THE BREAKDOWN:

Head Shot is the last of gimmick maps (Chingachgook sympathises), not only do
we have lunar gravity to contend with, but we also have the Death.Alt's final
outing.  Death.Alt means what Death.Alt always means, the first to get it and
put it to use will generally win.  Head Shot is a large, circular building
composed of a Ground Floor, First Floor, and a glass-bottomed Observation Room
(the glass is frosted over; giving it a frictionless quality).

The Observation Room contains the Death.Alt and no way of escape, other than
the four tunnels (that bring you at out at one of the starting platforms).
The thing with the Death.Alt, though, is that on this arena, it is very hard to
connect with the damn thing where the gravity is low (i.e. outside).  The best
trick for using it is to make it there using the boost and then just wait for
someone to drop down on top of you (it happens a lot).

Some people will actually let you get the Death.Alt first and then they'll try
and keep count and keep away until it times out (if you don't grab the
Imperialist, people will be much more willing to jump down).  There is very
little you can do about this because you won't know what kind of player they
are until you grab the Death.Alt and find that no-one comes to the party.  Now,
there is also one glaring flaw to this map for our Samus, there aren't any
Missiles or Affinities to be had.

We just have the 10 we start with (hence the lower score, getting the Death.Alt
is all well and good, but if you can't do anything special while you're waiting
180 seconds for it to re-spawn, you're screwed).  Once the Death.Alt is drawn,
drained and gone (Beck rules), expect the Observation Room to become a den of
spammers and campers.

Everyone wants to be the next to grab the Death.Alt, so everyone is just slip
-sliding around, trying to inhume one-another with minimal effect.  To be fair,
Sylux is usually the one that wins any argument (partly due to the Lockjaw's
minimal resistance to the frictionless surface, and partly because they just
spam those bloody bombs).

If you don't make it there first, then multiplayer battles are no fun.
Standing over the hole and giving the camper/s a taste of Magmaul fire (or
charged Volt Driver shots) may net you a couple of kills, but the best thing to
do is to grab the Imperialist and head outside and onto one of the starting
platforms.  Zoom-in on one of the tunnels, as soon as your scope auto-zooms,
bang.  You're bound to catch someone in the head (Noxus is usually the first to
go due to the fact that he fairs his battles better standing).

And remember, when fighting outside, make use of the Bomb Jump to send yourself
airborne (to launch blistering aerial assaults with your limited supply of
Missiles, and to reach high areas without the use of a Jump Pad.  If you're
going to make a habit of playing here, try and perfect the timing of the 'Space
Roll' that I mentioned earlier.


-------------------------------------------------------------------------------
- Celestial Gateway                                                  [MP.06.22]
-------------------------------------------------------------------------------

          SIZE: Medium
  AVAILABLE IN: Battle, Survival, Defender, Prime Hunter, Nodes
BEST SUITED TO: KANDEN: 70% [5]
                 NOXUS: 79% [2]
                 SPIRE: 66% [6]
                 SYLUX: 75% [3]
                 TRACE: 89% [1]
                WEAVEL: 70% [5]
                 SAMUS: 73% [4]
       WEAPONS: Affinity [1], Missile [1], Battlehammer [1], Judicator [1],
                Magmaul [1], Shock Coil [1]
      PICK-UPS: UA Ammo [4]
         OTHER: Medium Energy [3], Large Energy [2], Nodes [4]

          MISC: A bit like Combat Hall but with 167% less alt. spamming (fact).

         WHERE: Celestial Archives

     LOCATIONS: AFFINITY:

                [1] In the centre of the Ground Floor.


                MISSILE:

                [1] On the west-side of the First Floor.


                BATTLEHAMMER:

                [1] On the east-side of the First Floor.


                JUDICATOR:

                [1] Just look south of the Affinity.


                MAGMAUL:

                [1] Yeah, baby - just look north of the Affinity.


                SHOCK COIL:

                [1] Inside the Lower Room, behind the east post.


                UA AMMO:

                [1], [2], [3] & [4] In each quarter of the Ground Floor.


                ENERGY:

                [M1] Inside the Lower Room, opposite the Shock Coil.
                [M2] On the First Floor, on the window ledge above the Magmaul
                     (in Nodes, it gets moved down to the Ground Floor).
                [M3] Opposite [M2] (i.e. above the Judicator - in Nodes, it
                     gets moved down to the Ground Floor).
                [L1] Replaces [M2] with three players.
                [L2] Replaces [M3] with four players.


                NODES:

                [1] Where [M2] appears.
                [2] Where [M3] appears.
                [3] Up on the north window ledge (with three players).
                [4] Up on the south window ledge (with four players).

                [Note] None of the Nodes become the Defender ring, it appears
                separately in the centre of the arena (just because it can).


 THE BREAKDOWN:

For being classed as a medium-sized arena, things are pretty compact, aren't
they?  If you want all the thrills and spills of Combat Hall without the
spamming, then choose this arena (fact).  There is a First Floor, Ground Floor
(that's split into small quarters, with a raised platform in the centre, making
alt. spamming pointless), and a Lower Room.

The Lower Room is located directly below the platform in the centre of the
arena, and is basically a small, square room with small columns and four
teleporters that lead to the First Floor (they bring you out in a clockwise
manner, starting from the north-east teleporter).

We can Morphball around the outside of the First Floor, but the holes in the
shielding over the centre of the room make it hard to go anywhere else
(although, as a trade-off, it does provide extra protection from below).
You're pretty much safe from any incoming fire, providing you keep moving, and
you can see anyone that goes for the teleporters (giving you time to prepare).

In the Lower Room, the Judicator can cause you some serious pain (either
because of the ricochet effect, or because Noxus just loves to hide there).
You need to go alt. to reach it, so you may as well stay alt. until you're
teleported to safety.  Trace likes to hide there, too, so drop some Magmaul
rounds before dropping down to make 'em run.  I can't really give any advice,
other than what I already have, because this map is so straightforward in terms
of layout.


-------------------------------------------------------------------------------
- Alinos Gateway                                                     [MP.06.23]
-------------------------------------------------------------------------------

          SIZE: Large
  AVAILABLE IN: Battle, Survival, Defender, Prime Hunter, Nodes
BEST SUITED TO: KANDEN: 72% [5]
                 NOXUS: 78% [3]
                 SPIRE: 89% [2]
                 SYLUX: 75% [4]
                 TRACE: 90% [1]
                WEAVEL: 78% [3]
                 SAMUS: 65% [6]
       WEAPONS: Affinity [1], Missile [3], Battlehammer [1], Imperialist [1],
                Magmaul [1]
      PICK-UPS: UA Ammo [3]
         OTHER: Medium Energy [5], Large Energy [1], Nodes [4]

          MISC: Not one of my favourite arenas for many a reason.  Like, where
                the hell are we supposed to roll to?  It's not exactly a skate
                park.  Not a true Samus arena by a long shot.  One for snipers,
                really - all that taking a shot and hiding for two minutes at a
                time bores the bollocks off me no end.

         WHERE: Alinos

     LOCATIONS: AFFINITY:

                [1] Right in the middle of the Landing Pad (it gets moved down
                    to the bottom of the steps in Defender/Nodes).


                MISSILE:

                [1] To the south-west of the Landing Pad steps.
                [2] Down the east-side of the Landing Pad.
                [3] North-west, from the Landing Pad steps (on a small rock).


                BATTLEHAMMER:

                [1] Near Missile [1].


                IMPERIALIST:

                [1] Inside the Cliffside Cave - you can either take the long
                    way around (round the outside, then up the ledges), or you
                    can simply ride the Jump Pads directly to it.


                MAGMAUL:

                [1] Near Missile [3].


                UA AMMO:

                [1] Near the Battlehammer.
                [2] Near the Magmaul.
                [3] Down the west-side of the Landing Pad.


                ENERGY:

                [M1] & [M2] Sitting on the rim of the Landing Pad.
                [M3] Behind a neatly stacked pile or rocks to the east of the
                     large expanse of ground (near the Jump Pad).
                [M4] Near the Battlehammer, behind some rocks.
                [M5] On a ledge up near the Cliffside Cave (need to climb).
                [L1] Near to the Magmaul (sitting across from the steps).


                NODES:

                [1] In the middle of the Landing Pad.
                [2] Sharing personal-space with the Imperialist.
                [3] Near [M3] (with three players on the map).
                [4] Near [M4] (with four players on the map).


 THE BREAKDOWN:

Wow, I mean, I'm at a bit of a loss here.  There really is very little I can
tell you about this arena.  It's just so open-plan, it makes me sick – the
only cover to speak of is found inside of the Cliffside Cave, or tucked next
to the Landing Pad.  Those two rock formations with the Medium Energy?
Yeah, well, everyone has thought of that already – they're probably hiding
there themselves, waiting for someone to turn up.

The Cliffside Cave is really the only place where we can use the Morphball to
good effect without ditching ourselves into the lava.  The Imperialist is
obviously the most sought after weapon on the map (for non-Trace players), so
you can probably use their greed to your advantage.  There will be little else
going on, except the odd Trace camping near the rock formation (near the third
Medium Energy) and trying to snipe up at anyone coming outside.

Refine your Morphball skills say I and only leave the Cave when you're low on
energy (blast across the long stretch and grab both of the Medium Energy before
hitting the Jump Pad at the end and returning).  The last small piece of advice
that I can give is to try and avoid playing this map with more than two
players, it's too easy to lose track of someone in the dark landscape or have
your kills stolen.


-------------------------------------------------------------------------------
- VDO Gateway                                                        [MP.06.24]
-------------------------------------------------------------------------------

          SIZE: Large
  AVAILABLE IN: Battle, Survival, Defender, Prime Hunter, Capture, Nodes
BEST SUITED TO: KANDEN: 84% [4]
                 NOXUS: 78% [6]
                 SPIRE: 70% [7]
                 SYLUX: 90% [1]
                 TRACE: 89% [2]
                WEAVEL: 80% [5]
                 SAMUS: 85% [3]
       WEAPONS: Affinity [2], Missile [2], Imperialist [1], Magmaul [1]
      PICK-UPS: UA Ammo [4], Double Damage [1]
         OTHER: Medium Energy [3], Large Energy [1], Nodes [3]

          MISC: A very open arena with a ton of ice that kills any hope of
                maintaining traction (especially when boosting).

         WHERE: Vesper Defence Outpost

     LOCATIONS: AFFINITY:

                [1] & [2] On the Ground Floor, in the alcoves that don't
                          contain Jump Pads.


                MISSILE:

                [1] & [2] There's one in front of each ramp that lead to
                          the Circular Platform.


                IMPERIALIST:

                [1] At the west-side of the Upper Rim (reached via your
                    friendly, local neighbourhood Jump Pad).


                MAGMAUL:

                [1] Opposite the Imperialist.


                UA AMMO:

                [1], [2], [3] & [4] There's two with each Affinity.


                ENERGY:

                [M1] & [M2] On either of the small platforms on the Upper Rim
                            (in Nodes, they get moved to near the Missiles).
                [M3] In the middle of the Circular Platform (in Nodes, it's
                     moved to the Ground Floor, directly below where it sits).
                [L1] Replaces [M3] with four players on the map.


                DOUBLE DAMAGE:

                [1] In the middle of the Ground Floor (not in Nodes).


                NODES:

                [1] In the middle of the Circular Platform (does not appear
                    with exactly three players).
                [2] & [3] On the small platforms on the Upper Rim (with more
                          than two players).


                CAPTURE:

                [GREEN] On the south-side of the arena (near the ramp).
                [ORANGE] On the north-side of the arena (near the ramp).

                [Note] A straight-forward up-and-over?  Well, no; it appears
                       that we've suffered a Twilight Princess moment, and
                       somebody has gone and buggered off with both ramps.
                       To reach the opposing base, you'll need to run around
                       the outside, or alt. across the ice-sheet and up the
                       steep side.


 THE BREAKDOWN:

Our entire success hinges on grabbing that Double Damage, the arena is just so
damn open, that when combined with the Seeker Missiles, we could literally have
multiple kills in a matter of seconds.  Do you want me to explain the arena a
little?  Right, right, right.  The VDO Gateway is a large, circular arena with
an ice-sheet covering the floor.  The ice-sheet will impede any form of
movement and will severely effect the boost function of the Morphball.

With practice, it can be offset a little bit; you'll still be at the mercy of
the Lockjaw and the Triskelon, though.  Around the outside of this ice-sheet is
a small walkway (it gets smaller in places due to the beams supporting the
rest of the arena.  Those beams are pretty much your only form of cover, so
take note).  Above the ice-sheet is a Circular Platform that serves as a bit of
a shortcut from one side of the rim to the other.

Leering over the arena -- like a drunk relative over the drinks cabinet -- is
the Upper Rim (like I said, reach this with the Jump Pads - push forward,
otherwise you won't make it).  The Upper Rim is safe from just about everyone
except snipers (even Seeker Missiles and charged Volt Driver shots can be quite
easy to avoid, providing you use the platforms as natural cover), so it is a
good place to hang-out until the Double Damage re-spawns.


-------------------------------------------------------------------------------
- Arcterra Gateway                                                   [MP.06.25]
-------------------------------------------------------------------------------

          SIZE: Large
  AVAILABLE IN: Battle, Survival, Defender, Prime Hunter, Capture, Nodes
BEST SUITED TO: KANDEN: 78% [5]
                 NOXUS: 67% [6]
                 SPIRE: 90% [1]
                 SYLUX: 80% [4]
                 TRACE: 87% [2]
                WEAVEL: 86% [3]
                 SAMUS: 78% [5]
       WEAPONS: Affinity [1], Missile [2]
      PICK-UPS: UA Ammo [4]
         OTHER: Medium Energy [1], Large Energy [1], Nodes [3]

          MISC: What can I say, other than I hate it?

         WHERE: Arcterra

     LOCATIONS: AFFINITY:

                [1] At the very top of the Central Structure.


                MISSILE:

                [1] At the top step (from the bottom).
                [2] Up near the Affinity.


                UA AMMO:

                [1] & [2] At the bottom (can't miss them).
                [3] Just up from the third Jump Pad (from the bottom).
                [4] Reached via the second Jump Pad.


                ENERGY:

                [M1] At the top, near the Affinity.
                [L1] At the bottom, inside the alcove (inside the Central
                     Structure).


                NODES:

                [1] At the top of the Central Structure (also Defender ring).
                [2] At the very bottom of the arena.
                [3] Near the third Jump Pad (with more than two players).


                CAPTURE:

                [GREEN] Halfway up the arena, on the east-side.
                [ORANGE] Also halfway up the arena, but on the west-side.


 THE BREAKDOWN:

It's... very tall, isn't it?  Have you ever tried using the Morphball on such
rough, broken terrain?  Will I ever stop asking questions?  Tune in next week,
same Bat Time, same Bat Channel!  But seriously, this arena is a bad one for
Samus.  Her normally versatile Morphball is no good, simply because we can't
actually find a place to use it properly.

The main thing that we can do, is run as fast as we can for the top (of course,
that depends on where you end up spawning) and attempt to control the Affinity.
If the likes of Trace (even a camping Spire or Noxus) makes it to the Affinity,
you're pretty much screwed, because he'll have the Jump Pads well and truly
covered (you'll never make it to the top, and if you do, you'll have no cover).

A nifty little trick is to fire down through the crack in the platform with
Seeker Missiles to catch any Hunter coming up on the Jump Pad (the magic of
this crack is that it works both ways – so you might wanna watch for snipers).

In matches with more than two players, you may be able to use the confusion to
make it to the top and gain some kind of advantage.  In matches that are just
one-on-one, it may be best to stay at the bottom; that way, the Morphball will
be of some small use (despite the ice-sheet), and you'll have some Missiles and
a Large Energy at hand.  That way, the game will either end in a draw or
they'll get impatient and come down (if you're playing someone who favours
their alt. form, they probably want to be at the bottom anyway – in which case,
head to the top).


-------------------------------------------------------------------------------
- Oubliette                                                          [MP.06.26]
-------------------------------------------------------------------------------

<------------------------------------------------------------------------------
An oubliette was a form of dungeon which was accessible only from a hatch in a
high ceiling.  To exit an oubliette was impossible under any circumstances,
without outside help.  The word comes from the French oublier, "to forget," as
it was used for prisoners whom it was desired to forget - Source: Wikipedia
------------------------------------------------------------------------------>

          SIZE: Large
  AVAILABLE IN: Battle, Survival, Defender, Prime Hunter, Nodes
BEST SUITED TO: KANDEN: 70% [5]
                 NOXUS: 85% [4]
                 SPIRE: 65% [7]
                 SYLUX: 90% [2]
                 TRACE: 67% [6]
                WEAVEL: 87% [3]
                 SAMUS: 95% [1]
       WEAPONS: Missile [2], Omega Cannon [1]
      PICK-UPS: None
         OTHER: Medium Energy [2], Large Energy [1], Nodes [3]

          MISC: The Oubliette is the final destination - that, and the home of
                the Omega Cannon.  Don't stop until you reach the top *cheers*.

         WHERE: (The Prison Ship) Oubliette

     LOCATIONS: MISSILE:

                [1] On the First Ring of the Tree.
                [2] On the Second Ring of the Tree.


                OMEGA CANNON:

                [1] At the very top of the Tree (gets moved to the bottom in
                    Defender and doesn't appear in Nodes).


                ENERGY:

                [M1] At the bottom of the arena (towards the middle).
                [M2] Just down from the top of the Tree.
                [L1] On a platform between the First and Second Ring.


                NODES:

                [1] Near to where Missile [1] appears.
                [2] Where the Omega Cannon normally appears.
                [3] Near the Jump Pad on the Second Ring of the Tree (with
                    more than two players on the map).


 THE BREAKDOWN:

There is no real strategy for this map.  The whole premise is to make it to the
top and grab the Omega Cannon.  No Hunter is any more skilled at making it
there than any other.  The real key to success is to keep control of the spawn
point once you have.  The best way to do this is with your alt. form (the
Lockjaw is probably the best for doing that, but the Morphball comes a close
second).  Now, once we have the Omega Cannon, we have two choices in how it is
fired.

We can either strafe back down the ramp ever-so slightly (my favourite because
it covers a very wide area and makes reaching you a complete impossibility
until the shot reaches it's target) – or you can use the green panels on the
side of the arena to reflect the shot down to the bottom (or from the bottom to
the top, if we're being tricky about it).

In matches with three or four players, a kill will more-or-less always be
scored from the Omega Cannon.  The odds of everyone dodging the shot are small
to say the least.  If you're unfortunate enough to be stuck down the bottom
when the fireworks arrive, it is possible to use another Hunter as a living
shield.  It doesn't always work; but sometimes, if you're lucky, they'll absorb
the whole blast.  To the annoyance of your opponents, the Seeker Missiles are
great for knocking people out of their hiding places and into the blast.


===============================================================================
7. F.A.Q's                                                           [MP.07.00]
===============================================================================

-------------------------------------------------------------------------------
- General Questions                                                  [        ]
-------------------------------------------------------------------------------

[Q] What are all of the badges and borders for on the Hunter License and how do
    I get them/win them; also, how does the Hunter Ranking work?

[A] *In a faux-manly voice* Okay, it shall be done.  Out of the kindness of my
    great big heart, here ya go.  First off, emblems and borders are there
    purely for bragging rights – there are no special bonuses for having them;
    and as long as you give it your best, I don't think anybody will think any
    less of you if you don't have any (cornier than corn, yes).


    - LIGHTNING EMBLEM:

    By playing a set amount of matches (online or offline), you'll earn a
    lightning bolt emblem on the left side of your Hunter License.  Winning
    25 matches will earn you a bronze, winning 100 matches will earn you a
    silver, and winning 200 matches *gasp* will reward you with a gold.


    - ALIMBIC EMBLEM:

    Finish Adventure Mode with less than 100% as a total.


    - OCTOLITH:

    Finish Adventure Mode with 100% as a total (replaces Alimbic Emblem).


    - BORDER/GOLDEN BORDER:

    To unlock the regular border, compete in a total of 500 Wi-Fi or local
    matches.  For the golden border, compete in a total of 500 Wi-Fi or local
    matches whilst maintaining a five-star ranking.


    - HUNTER RANKINGS:

    By winning matches online, you will increase your Hunter Rank – unlike
    emblems, this really does matter to most people.  Winning matches will nab
    you points; beating an opponent with a higher ranking than yourself will
    award a greater amount of points than beating a similar or lower ranked
    opponent.  Something worth bearing in mind is that even if you lose a
    match, you will only lose points to those who ranked above you, meaning you
    will gain points from all those who ranked below you also.

                                                   AWARDED POINTS
                                             o------------------------o
                RANKINGS AND REQUIRED POINTS | BH | SH | EH | MH | LH |
     o---------------------------------------|----v----v----v----v----|
     | RANK 1 | 000 - 039 | Bounty Hunter    > 02 | 03 | 06 | 12 | 15 |
     |---------------------------------------|----|----|----|----|----|
    S| RANK 2 | 040 - 139 | Super Hunter     > 01 | 03 | 06 | 10 | 12 |
    T|---------------------------------------|----|----|----|----|----|
    A| RANK 3 | 140 - 389 | Elite Hunter     > 01 | 02 | 04 | 08 | 10 |
    R|---------------------------------------|----|----|----|----|----|
    S| RANK 4 | 390 - 749 | Master Hunter    > 01 | 01 | 04 | 05 | 08 |
     |---------------------------------------|----|----|----|----|----|
     | RANK 5 | 750 - 999 | Legendary Hunter > 01 | 01 | 02 | 04 | 06 |
     o----------------------------------------------------------------o

    It might be worth pointing out that when you rank up, the points that you
    receive will change accordingly – i.e. the points you just earned will be
    capped at the maximum of the rank you just gained - any other points will
    be discarded.  You might want to consider only battling high-level Hunters
    when you know you're going to receive the full amount of points.


           ---------------------------------------------------------


[Q] Who's the best Hunter to pair with in team games?

[A] It's all a matter of preference; with Samus, it's best to team with a
    Hunter that excels where she doesn't (i.e. all out power or trickery - you
    would think that would be obvious, but some Hunters benefit from being
    paired with a similar type as opposed to a contrasting type).  My
    favourite combination happens to be Samus teamed with Sylux (for their
    powerful Affinity weapons and speedy alt. forms).


           ---------------------------------------------------------


[Q] I've heard that you can unlock Samus without her suit as a secret eighth
    character - how can I do it?

[A] Zero Suit Samus can supposedly be unlocked by completing the game three
    times with 100% (once in each slot and no copies) and then going on to play
    10,000 Wi-Fi or local connection matches.  What do I think?  I think it's
    just a load of old goat - as of yet, nobody has competed in 10,000 matches.
    Besides; if it were true, all those dunderheads with an Action Replay/
    hacked Flash Cart would be playing as Zero Suit Samus just to annoy us.


-------------------------------------------------------------------------------
- Questions About Weapons                                            [        ]
-------------------------------------------------------------------------------

Q: Now that you've included a table for weapon locations, what about doing one
   for the locations of the power-ups?

A: Yeah, I suppose I should... okay, just for you special folks out there.

o------------------------------------------o Oh, wow, look at this.  No space
|                        | CLO | DBL | D.A | will go to waste on my watch.  For
|------------------------------------------| super-easy access to the table,
|01| Combat Hall         | --- | --- | --- | just copy and paste it into a new
|------------------------------------------| Notepad window and hit print.
|02| Data Shrine         | --- | --- | --- |
|------------------------------------------|
|03| Processor Core      | --- | YES | YES |
|------------------------------------------|
|04| High Ground         | --- | YES | --- |
|------------------------------------------|
|05| Ice Hive            | --- | YES | YES |
|------------------------------------------|
|06| Alinos Perch        | --- | --- | --- |
|------------------------------------------|
|07| Sic Transit         | YES | YES | --- |
|------------------------------------------|
|8a| Transfer Lock       | --- | --- | --- |
|------------------------------------------|
|8b| Transfer Lock Exp.  | --- | YES | --- |
|------------------------------------------|
|09| Sanctorus           | --- | YES | --- |
|------------------------------------------|
|10| Compression Chamber | --- | YES | --- |
|------------------------------------------|
|11| Incubation Vault    | --- | --- | --- |
|------------------------------------------|
|12| Subterranean        | YES | YES | --- |
|------------------------------------------|
|13| Outer Reach         | --- | --- | --- |
|------------------------------------------|
|14| Harvester           | YES | --- | --- |
|------------------------------------------|
|15| Weapons Complex     | YES | --- | --- |
|------------------------------------------|
|16| Council Chamber     | --- | --- | --- |
|------------------------------------------|
|17| Elder Passage       | --- | --- | --- |
|------------------------------------------|
|18| Fuel Stack          | YES | YES | --- |
|------------------------------------------|
|19| Fault Line          | YES | YES | --- |
|------------------------------------------|
|20| Stasis Bunker       | --- | --- | --- |
|------------------------------------------|
|21| Head Shot           | --- | --- | YES |
|------------------------------------------|
|22| Celestial Gateway   | --- | --- | --- |
|------------------------------------------|
|23| Alinos Gateway      | --- | --- | --- |
|------------------------------------------|
|24| VDO Gateway         | --- | YES | --- |
|------------------------------------------|
|25| Arcterra Gateway    | --- | --- | --- |
|------------------------------------------|
|26| Oubliette           | --- | --- | --- |
o------------------------------------------o


-------------------------------------------------------------------------------
- Arena Specific Questions                                           [        ]
-------------------------------------------------------------------------------

- TRANSFER LOCK:

[Q] Is there a way to expand the map, other than playing it in Defender,
    Bounty, or Capture modes?

[A] Nope, I'm afraid not.  I don't think it'd be as great as you imagine it to
    be anyway - I think that the map would just be ruined by spammers and
    campers if it didn't have some kind of focus.  Campers and spammers will
    still wreck things if you don't make sure to have the reset option toggled
    on, otherwise they'll just camp out and mug you before you reach the goal.


           ---------------------------------------------------------


- OUBLIETTE:

[Q] I've killed Gorea and completed the game (like you said), but I don't seem
    to have unlocked the Oubliette - why?

[A] To unlock the Oubliette, you need to access and defeat Gorea's ultimate
    form - this can be done by shooting the coloured switches in his chamber
    with the appropriate weapon.  You need to hit them in the order of YELLOW
    (Volt Driver), GREEN (Battlehammer), ORANGE (Magmaul), BLUE (Shock Coil -
    you need to jump for that one), PURPLE (Judicator), and RED (Imperialist).

    If you've done it correctly, you'll be contacted by your hyper-dandy
    Gunship (Photon, eh)?  Once you've defeated Gorea Phase 1, you'll be taken
    off to fight Gorea's final form (inside the Oubliette proper).


-------------------------------------------------------------------------------
- Questions About This Guide                                         [        ]
-------------------------------------------------------------------------------

[Q] Can I use your guide on my site?

[A] As of this moment; no, you cannot host my guide.  Why?  Because I believe
    that the number of sites that I’m allowing to host this guide is enough,
    enough to keep track of and enough to provide adequate distribution to you,
    the wonderful FAQ reading public.


           ---------------------------------------------------------


[Q] I have this guide, would it be okay if I used a part of yours?

[A] *Chokes* part of mine?  What would be the point of that?  You can use my
     guide as reference for all the things that I can’t own (weapon locations,
     price lists, and the like), but you can’t go lifting entire paragraphs,
     even if you credit me for it.  Just read [8. HAPPY LAWYER DEPARTMENT] and
     then think twice before 'borrowing' anything from me.


           ---------------------------------------------------------


[Q] If I've found something that you were too stupid to include, or something
    that you've missed, what should I do?

[A] You could take it, turn it sideways and shove it... *ahem*, just drop me
    a line and tell me in exact detail as to what it was that I screwed up on
    or missed out.  If you can help me to make this guide more accurate, you’ll
    win a cookie, a kudos cookie (great on calories, lousy on taste).


           ---------------------------------------------------------


[Q] Is this really the final version that you'll be doing of the Samus Aran: -
    Character Guide & FAQ *sniff*?

[A] Yup, this is the end of the road - ever-so occasionally (maybe every couple
    of months or so until I get bored), there will be minor updates or changes
    being made, if I feel that I need to make any.  Eventually, though, they
    will fade away and this guide will no longer be updated.



===============================================================================
8. The Happy Lawyer Department                                       [MP.08.00]
===============================================================================

This document may be not be reproduced under any circumstances, except for
personal, private use.  It may not be placed on any website or otherwise
distributed publicly without advance written permission.  Use of this document
on any other website or as a part of any public display is strictly prohibited,
and a violation of copyright.  The author of this guide cannot be held
responsible for anything that may arise from the misuse of this document.


===============================================================================
9. Credits & Outro                                                   [MP.09.00]
===============================================================================

This is really the end section?  It seems I managed to finish this guide
without going completely insane - more tea, Prime Minister Churchill?  What?
Oh, yes, it's the end of the guide.  I'm really quite amazed that I even
thought about rewriting it, let alone actually done it.  Well, now that it's
been completed to my current standards – I may start something new.


-------------------------------------------------------------------------------
- Special Mentions & Thanks                                          [        ]
-------------------------------------------------------------------------------

- If for some strange reason, you would actually like to thank me, feel free to
  sign my guestbook [http://www.freewebs.com/lah-di-dah/guestbook.htm] and
  pledge to serve as my vassal - too far?  Well, just sign it and leave out
  the, "serving me for all eternity" bit (if you like).


THE END - NO, REALLY!


[PHONE RINGS]==================================================================
"No, Mr. President, they have no idea of my true identity.  Yes, Mr. President,
it all went according to plan.  Shall I continue with the second phase of the
operation?  Yes sir, understood."
=====================================================================[HANGS UP]

(\_/)
(o.o) Metroid Prime: Hunters ©2006 Nintendo
(^ ^) Samus Aran: Character Guide & FAQ ©2006-2008 Mike Penance