Metroid Prime: Hunters - Strategy Guide (Page 01)
Below are the cheat codes, hints and help for Metroid Prime: Hunters - Strategy Guide (Page 01).
Metroid Prime: Hunters
FAQ/Walkthrough v1.1
April 11th, 2006
Written by MrShotgun
This guide is currently authorized to appear only on Cheat Code Central,
Neoseeker, 1up.com, primehunters.tk, Samus.co.uk, supercheats.com,
gamesradar.com and Gamerstemple.com, and even then only when
credited to me (MrShotgun). If you would like this guide to appear on
your website, please e-mail me at Andrew.ComfortablyNumb@gmail.com.
Please, do not post this guide until you have received my authorization to
do so.
You may link to this guide without asking, provided the copy of the guide
you are linking to is credited to MrShotgun and is authorized to appear
on that website. I would appreciate notification when such a link is
created, but it is not mandatory. And as always when linking to a
different website, make sure you have permission from that website to
do so before creating such a link.
Metroid Prime: Hunters does not belong to me. I did not create the game,
nor do I claim to have done so. It belongs to Nintendo, and whoever else
programmed and produced the game. I am therefore immune from any
bizarre lawsuits that arise over this game.
This guide is copyrighted MrShotgun (Andrew Brown) April 3rd, 2006. I'm
not making any money off of this guide, however if you print it off and
sell it for your own profit then I'm sure my lawyer will find some way for
me to get some cash out of it. Hint hint.
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[0000] Version Information
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FAQ/Walkthrough v0.1
March 22nd, 2006
Walkthrough finished through first visit to Celestial Archives.
---------------------
FAQ/Walkthrough v0.2
March 23rd, 2006
Walkthrough finished through second visit to Alinos.
---------------------
FAQ/Walkthrough v0.3
March 24th, 2006
Walkthrough completed. Added three scans I forgot to point out. Added
a Table of Contents and a Find Code system. Added Subchapters and Find
Code System to the Walkthrough. Added The Logbook and a Special Thanks
chapter.
---------------------
FAQ/Walkthrough v0.4
March 25th, 2006
Fixed the location of the Alimbic Joist object in the first visit to
Celestial Archives. Rearranged walkthrough for first visit to Vesper
Defense Outpost to increase completion speed. Added the Weapon & Item
Locations chapter. Removed the "End Chapter" headlines from the
Walkthrough for being unnecessary. Added a tip submitted by player
Dark Crono for beating Gorea. Added permission to appear on Cheat Code
Central, Neoseeker and 1up.com to legal information. Fixed a problem
with the subchapter find code in the Logbook section. Added more thanks
to Special Thanks.
---------------------
FAQ/Walkthrough v0.5
March 26th - April 1st, 2006
Miscellaneous spelling, grammar and formatting changes to entire guide.
Added the Game Basics, Unlockables, Bugs & Glitches, and Multiplayer
Mode Strategies chapters. Changed the Walkthrough chapter's name to
Adventure Mode Walkthroughs and Weapon & Item Locations to Weapon &
Power Suit Upgrade Locations. Adjusted the Find Code system to match
new chapters. Lumped the Legal, Contact Info and Special Thanks
chapters into one and renamed it Legal Stuff, Contact Info and Special
Thanks. Added a Spoiler-Free Walkthrough subchapter to the Adventure
Mode Walkthroughs. Added the Ice Hive Missile Expansion to the Weapons
& Power Suit Upgrades Locations chapter. Rearranged the Incubation Vault
part of the Walkthrough during the second visit to Celestial Archives for
faster completion. Rearranged the Council Chamber and Alinos Perch part
of the Walkthrough during the second visit to Alinos for faster
completion. Rearranged the Fault Line/Frost Labyrinth/Sanctorus part of
the Walkthrough during the second visit to Arcterra for faster completion.
Added asterisks to the walkthrough to indicate where Hunters or Guardians
may appear.
---------------------
FAQ/Walkthrough v1.0
April 3rd, 2006
Minor format changes done to Adventure Mode Walkthroughs to improve guide
appearance. Added more tips submitted by players. Added links to my
Frost Labyrinth and Echo Hall maps where appropriate. Double-checked
Adventure Walkthrough for accuracy. Added permission for the guide to
appear on additional websites. Guide is now "Completed," though I will
continue to update it as necessary.
---------------------
FAQ/Walkthrough v1.1
April 4th - 12th, 2006
Added a link to the Echo Hall Maze Map to the Power Suit Upgrades chapter.
Added the Star Ranks to the Unlockables chapter. Clarified the function
of the Samus symbol on the Hunter's License subchapter. Added more tips
to Multiplayer Strategies chapter. Fixed scan location for the Stronghold
Portal object in the In-Depth Walkthrough. Added a Frequently Asked
Questions chapter. Added permission to appear on addditional websites
to Legal.
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[0100] Table of Contents
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[0000] Version Information
[0100] Table of Contents
[0200] Game Basics
[0300] Adventure Mode Walkthroughs
[0400] The Logbook
[0500] Weapon & Power Suit Upgrades Locations
[0600] Multiplayer Mode Strategies
[0700] Unlockables, Bugs & Glitches
[0800] Frequently Asked Questions
[0900] Legal Stuff, Contact Info and Special Thanks
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[0200] Game Basics
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Author's Note: The following chapter, for the most part, concerns
only Adventure Mode. For a more in-depth overview of Multiplayer mode,
including Modes, Hunters and Arenas, skip down to the Multiplayer Mode
Strategies Chapter.
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Subchapters
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[0201] Introduction
[0202] Equipment
[0203] Weapons, Items and Upgrades
[0204] Rival Hunters
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[0201] Introduction
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In Metroid Prime: Hunters Adventure Mode, the player takes on the role
of the Galaction Federation Bounty Hunter, Samus Aran, and tasked with
finding the eight separate Octoliths in one of four locations of the
Alimbic Cluster: The Celestial Archives, Alinos, The Vesper Defense
Outpost, and Arcterra. Once all eight Octoliths are located, then
the Alimbic Cannon on Alinos can be used to tear a hole in the fabric
of space-time and access the space prison Oubliette, where the "Ultimate
Power" is held. Along the way, she will be challenged for possession
of the Octoliths and the Ultimate Power by six rival Bounty Hunters,
none of whom pull any punches.
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[0202] Equipment
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Samus is equipped with a Power Suit, a bionic suit of armor created
by an ancient species known as the Chozo. While in her Power Suit,
Samus has a constant uplink to her Hunter-class Gunship, and can
send records to the ship's database using the Power Suit's Scan Visor.
The Power Suit also gives superhuman jumping ability (even the ability
to jump in midair), and is equipped with an Arm Cannon which
automatically adapts to fire any kind of weapon technology and any
type of ammunition. The Power Suit can also roll into a "Morph Ball,"
an Alt Form that can enter small tunnels and has an unlimited supply of
bombs. These bombs can be used to destroy small objects, and can even
allow Samus to use the kinetic energy of the Bombs to propel herself
in a Bomb Jump. With proper timing, she can even use three different
bombs to reach twice the height of a normal Bomb Jump.
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[0203] Weapons and Items
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Power Beam
Opens: Unsealed Doors
The backbone of Samus' arsenal, the Power Beam can fire a three-shot
burst before it begins to charge up for a more powerful projectile
attack. The Power Beam is an extremely useful weapon early on, when
Universal Ammunition pools are low and enemies are relatively weak. With
practice, it is even an effective weapon at later stages of the game.
Since it does not use ammunition and most enemies aren't very resistant
to it's attacks, the Power Beam is a solid choice for any situation.
-----------------
Missile Launcher
Opens: Brown-sealed Doors
Firing powerful concussive missiles, the Missile Launcher is a very
powerful weapon which should never be ignored. Since Missiles are not
needed nearly as much in Hunters as they have been in previous Metroid
titles, players should not hestitate to empty their supply of Missiles
whenever it seems necessary. Missiles are a great weapon to use in
Hunter Duels especially, and Samus can make the Missiles track heat by
charging them first. Missiles move slowly, and are easily dodged by
quick targets.
-------------
Battlehammer
Opens: Green-sealed Doors, Green Force Fields
The Battlehammer fires a string of explosive rounds. It has no charge
mode, and it fires fast enough that it can quickly drain an entire
Universal Ammunition pool before the player realizes it. As the first
weapon discovered which uses UA, the Battlehammer is a good reminder to
conserve your UA for when you really need it. The Battlehammer fires in
a low arc, requiring players to adjust their aim to hit their intended
target.
----------
Judicator
Opens: Purple-sealed Doors, Purple Force Fields
The Judicator fires a single stream of frozen plasma, or when charged
fires a whole bunch of the streams. The Judicator is especially
effective against enemies based on fire, such as the Fire Spawn or Magma
Voldrums. One of the more commonly used Weapons in the game.
------------
Volt Driver
Opens: Yellow-sealed Doors, Yellow Force Fields
The Volt Driver works similarly to the Power Beam, firing a single shot
before charging up to deliver one powerful burst. Not a weapon you will
find yourself using all that often, but it still has it's uses.
-----------
Shock Coil
Opens: Blue-sealed Doors, Blue Force Fields
The Shock Coil fires a stream of electricty at anything within the
weapon's extremely limited range, continuously dealing small amounts of
damage for as long as the weapon remains activated. A really great
weapon if you practice with it, but it initially seems weak to those who
have not mastered it.
--------
Magmaul
Opens: Orange-sealed Doors, Orange Force Fields
The Magmaul is a powerful weapon which works especially well one
ice-based enemies such as the Frost Spawn and Ice Voldrums. It's
achilles heel is the huge arc it has, requiring considerable adjustment
of aim to actually hit your target. Practice with this one before using
it full time.
-----------
Imperialist
Opens: Red-sealed Doors, Red Force Fields
The Imperialist is a laser rifle, which fires a long thin, stream of
energy with enough force to kill almost anything in one shot (provided
you make contact with the head). The Imperialist is also equipped with
a zoom function, allowing Samus to attack enemies from clear across the
room. A really fantastic weapon if you work on your aim with it.
-------------
Omega Cannon
The last, most powerful weapon Samus finds, the Omega Cannon may well be
the "Ultimate Power" referred to in the hidden message. The Omega Cannon
fires a single, powerful burst which explodes like a nuke, and is only
used against the final boss.
-------
Energy
Energy comes in three varieties and heals three different amounts of
health: 30, 60 and 100. It drops off almost everything and is generally
found in abundance.
--------------
Missile Packs
Gathering Missile Packs increases the amount of Missiles carried in the
Power Suit.
---------------------
Universal Ammo Packs
Gathering Universal Ammo Packs increases the amount of UA carried in the
Power Suit.
------------
Energy Tank
Energy Tanks increase the maximum energy capacity of the Power Suit by
100.
------------------
Missile Expansion
Missile Expansions increase the maximum Missile capacity of the Power
Suit by 10.
-------------
UA Expansion
UA Expansions increase the maximum UA capacity of the Power Suit by 30.
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[0204] Rival Hunters
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Kanden
Weapon: Volt Driver
Alt Form: Stinglarva
Weak Against: Battlehammer
The first Hunter you encounter in the Adventure Mode, Kanden uses the
Volt Driver. His attacks disrupt the Combat Visor, affecting your field
of vision. When he rolls into his Stinglarva Alt Form, he moves very
quickly and is low to the ground, making it hard to hit it from below.
The Stinglarva can drop bombs which home in on enemies.
Kanden is an escaped biological experiment, an attempt to create the
perfect soldier. With the combined DNA of some of the most powerful and
dangerous species in the galaxy bioengineered into his body, Kanden is
an extremely dangerous enemy and is generally considered to be
psychotically homicidal.
------
Spire
Weapon: Magmaul
Alt Form: Dialanche
Weak Against: Judicator
The second hunter you encounter in Adventure Mode, Spire is equipped
with a Magmaul. His attacks can set you on fire when they connect,
causing additional damage over time. When Spire enters his Dialanche
form, he gains the ability to climb walls (ala Spider Ball), though the
CPU AI rarely takes advantage of this ability. The Dialanche can lash
out with two blades at close range, so stay away from his Alt Form to
avoid unnecessary risk.
Spire is the last known Diamont, a race whose body is composed entirely
of a molten ferrous rock. Spire is trying to find the fate of his
people, and believes that discovering how the Alimbics were destroyed
may shed some light on his own people's fate. Spire isn't necessarily
evil, but that doesn't make him Samus' friend either. He will attack
with just as much zeal as any other Hunter.
-------
Weavel
Weapon: Battlehammer
Alt Form: Halfturret
Weak Against: Volt Driver
The third hunter you encounter in Adventure Mode, Weavel is equipped
with a Battlehamer. His shots with the Battlehammer cause a large
explosion, so even when he misses you're not necessarily avoiding
damage. In his Alt Form, Weavel splits in half. His lower legs
become a turret, his upper half a melee robot. The legs are
significantly more dangerous, so destroy them first if he enters
Alt Form.
Weavel was formerly the Space Pirate General in charge of the Zebes
outpost, at least until Samus arrived and shut down the operation.
However, she made the mistake of leaving Weavel alive. His body was
recovered, and his spinal cord and brain were implanted into a new
cybernetic body. He is now the Space Pirate's most deadly and effective
assassin. It's not certain whether he is after the Ultimate Power for
the Space Pirates or for his own purposes.
------
Noxus
Weapon: Judicator
Alt Form: Vhoscythe
Weak Against: Magmaul
The fourth or fifth Hunter you encounter in Adventure Mode, depending
on the order you finish the planets, Noxus wields a Judicator. His
regular shots with the Judicator deal a moderate amount of damage, but
more dangerous is the charged attack which can freeze you solid. In
his Alt Form, Noxus becomes whirling blades which deal large amounts of
damage to anything he strikes with them.
Noxus is a a member of the Vhozon race, an empire whose might rivals
that of the Galactic Federation. Though the two governments share a
wish to enforce justice, both have radically different ideas of how
to enforce that. The Vhozon are merciless to any who break their
incredibly strict laws, and employ an army of Warrior Monks who police
the population. Noxus is seeking the Ultimate Power to keep it out of
the hands of any "undeserving heretics."
------
Trace
Weapon: Imperialist
Alt Form: Triskelion
Weak Against: Shock Coil
The fifth or sixth Hunter you encounter in Adventure Mode, depending
on the order you finish the planets, Trace wields an Imperialist. He
becomes virtually invisible when he stands motionless while holding the
Imperialist, giving him extra time to carefully aim his shots. A
smattering of rapid fire shots or a Homing Missile are usually enough
to snuff out his hiding place, and if that doesn't work then the long
beams of the Imperialist are pretty obvious indicators of his presence
as well. While in his Triskelion form, Trace can become invisible
while standing motionless, letting him ambush Samus in narrow halls
with it's powerful attacks.
Trace is a Kriken, one of the most hated races in the galaxy. They are
an incredibly warlike race, moving from planet to planet like a swarm
of locusts. Trace is a relatively young Kriken warrior, and has set out
on a quest to find a new planet for the Kriken to invade as part of his
rite of passage. He seeks the Ultimate Power to bring glory to himself,
and failing that at least he'll find a few good planets for the Kriken
to destroy.
------
Sylux
Weapon: Shock Coil
Alt Form: Lockjaw
Weak Against: Imperialist
The fifth or sixth Hunter you encounter in Adventure Mode, depending
on the order you finish the planets, Sylux wields a Shock Coil. Sylux
possesses what is probably the most effective and powerful strategy of
any of the Rival Hunters in Adventure Mode, staying as close to Samus
at all times and letting the Shock Coil slowly wear down her Energy.
While in Lockjaw Alt Form, Sylux can drop a series of bombs which are
connected by a line of electricity. Crossing this line causes all the
bombs to explode.
Sylux is a Bounty Hunter who, for reasons unknown, hates the Galactic
Federation, and especially Samus Aran. His presence in the Alimbic
Cluster may not necessarily be directly related to the Ultimate Power,
but it can be certain that if he got his hands on the Ultimate Power
it wouldn't be good for Samus or the Federation.
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[0300] Adventure Mode Walkthroughs
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Subchapters
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[0310] Spoiler-Free Walkthrough
[0320] In-Depth Walkthrough
[0321] Part 01: Celestial Archives
[0322] Part 02: Alinos
[0323] Part 03: Vesper Defense Outpost
[0324] Part 04: Arcterra
[0325] Part 05: Return to Celestial Archives
[0326] Part 06: Return to Alinos
[0327] Part 07: Return to Arcterra
[0328] Part 08: Return to Vesper Defense Outpost
[0329] Part 09: Alinos Again and Oubliette
[0330] Walkthrough Lite
[0331] Part 01: Celestial Archives
[0332] Part 02: Alinos
[0333] Part 03: Vesper Defense Outpost
[0334] Part 04: Arcterra
[0335] Part 05: Return to Celestial Archives
[0336] Part 06: Return to Alinos
[0337] Part 07: Return to Arcterra
[0338] Part 08: Return to Vesper Defense Outpost
[0339] Part 09: Alinos Again and Oubliette
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[0301] Spoiler-Free Walkthrough
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This is the Walkthrough for people who don't want to be told exactly what
to do and where to go, but is instead a general outline. It does not
reveal the locations of scans, Power Suit upgrades or give strategies for
defeating enemies.
01. Land on the Celestial Archives.
02. Retrieve the Octolith and return to the Hunter Gunship.
03. Land on Alinos.
04. Retrieve the Octolith and return to the Hunter Gunship.
05. Land on the Vesper Defense Outpost.
06. Find the Battlehamer.
07. Retrieve the Octolith and return to the Hunter Gunship.
08. Land on Arcterra.
09. Find the Judicator.
10. Retrieve the Octolith and return to the Hunter Gunship.
11. Return to the Celestial Archives.
12. Find the Volt Driver.
13. Find the Shock Coil.
14. Retrieve the Octolith and return to the Hunter Gunship.
15. Land on Alinos.
16. Find the Magmaul.
17. Retrieve the Octolith and return to the Hunter Gunship.
18. Land on Arcterra.
19. Find the Imperialist.
20. Retrieve the Octolith and return to the Hunter Gunship.
21. Land on the Vesper Defense Outpost.
22. Retrieve the Octolith and return to the Hunter Gunship.
23. Reclaim stolen Octoliths from rival Hunters, if any.
24. Land on Alinos.
25. Use the eight Octoliths to activate the Alimbic Cannon.
26. Return to the Hunter Gunship.
27. Land on the Oubliette.
28. Defeat Gorea.
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[0320] In-Depth Walkthrough
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This is the complete guide to Metroid Prime: Hunters. It covers the entire
game, beginning to end, room for room, in high detail. All Scans are
pointed out and strategies are given for fighting the major enemies or
maneuvering through the obstacle courses. If you're looking for a 100%
completion rating, then this is the Walkthrough you're looking for.
Author's Note: Most of the large areas in the game have a small hallway
between them. These hallways serve as "loading buffers" and have no
real use. This guide typically ignores their very existence. Just pass
through them even when the guide doesn't mention them at all.
A Note on Organization: Each part of the walkthrough is divided into
areas for ease of use. To recognize when one area ends and another
begins, look for the line of hyphens (-). At the beginning of each
area's section, if there are new scans or items covered in that part
of the guide, then it is pointed out. To locate a specific area in
the game, use the in-game map on the pause menu.
A Note on Checkpoints: If you die and return to an earlier checkpoint,
you will have to repeat all Scans and Item Pickups after that checkpoint.
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[0321] Part 1: Celestial Archives
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--------------------
The Alimbic Cluster
When the game begins, a brief introductory sequence plays. Sit through
it if you like (very little of the game will make sense if you don't).
After the intro, a map of the Alimbic Cluster will appear on the Touch
Screen. The two sliders on the bottom and left of the Touch Screen
adjusts Samus' destination. By default, they rest on the Celestial
Archives. Press the large, red Land Ship button to enter the Celestial
Archives.
-----------------
Celestial Gateway
New Scans: Hunter Gunship (equipment), Celestial Archives (object),
Alimbic Prophecy 01 (lore)
Jump off your Hunter Gunship and take a look around. There are two
portals on the left and right of the door (we'll activate them later),
a computer console in front of the Gunship and a green barrier beneath
the landing platform. We won't be able to open this barrier for a
little while, but keep it in mind. Switch to the Scan Visor and scan
the Hunter Gunship for it's equipment scan, and the Computer Console in
front of it for the Celestial Archives object scan. Move towards the
door, and scan the Alimbic Prophecy 01 lore which hangs just above the
door (most Lore scans are in the form of Datashades, which are invisible
unless you have the Scan Visor on). Blast open the door and follow the
long, bending hall to the Helm Room.
---------
Helm Room
New Scans: Synergy Processor (object), Synergy Drive (object),
Port Helm (object), Starboard Helm (object),
Psycho Bit v1.0 (bioform)
Switch back to the Scan Visor and step towards the large platform in
front of you. Scan it's left side for the Synergy Processor object.
To the left of the Synergy Processor is the Synergy Drive object, behind
the blue force field. Scan it as well. A catwalk near the center of the
room climbs up. Go up it, and follow the catwalk to the left first.
Scan the console for the Port Helm object scan, then to the opposite side
of the catwalk for the Starboard Helm object scan.
Scan the button next to the door against the far wall to unlock it.
Shoot it open and go inside. As soon as the door closes, both doors in
the room will be locked and several Psycho Bits v1.0s will appear. Scan
one of them for their bioform scan, then kill them all to unlock the
doors. Open the door at the top of the ramp and follow the hall to the
Meditation Room.
----------------
Meditation Room
New Scans: Alimbic Panel (object), Navigational Chart (object),
Petrasyl (bioform), Synergy Strut (object),
Tetra Trade Map (object)
Use the Charge Beam to destroy the crates and gather their contents.
Follow the hall down and to the right. Scan the left wall for the
Alimbic Panel object, then enter the doorway to the right. Scan then
kill the Petrasyl, who will drop a Small Missile Pack. Scan any of three
force fields for a Synergy Strut object, then the blue panel near the
ramp for the Tetra Trade Map object. Blast the Brown Door with a missile
to unlock it, then leave the room.
---------------
Data Shrine 01
New Scans: Science Hub (object), Alimbic Artifacts (object),
Artifact Shield (object), Shield Key (object),
Cartograph Artifact (object), Lesser Ithrak (bioform)
New Items: Cartograph Artifact, Energy Tank
The hallway goes to the left and right here. The right dead ends almost
immediately, so go to the left. Notice the small crawlspace beneath the
floor; we'll get to that in a moment. Keep following the hallway left,
and kill the Psycho Bits v1.0s that get in the way. Near the end of the
hall, your Gunship will send a message that another ship has landed in
the Celestial Archives. Go through the silver door to the right.
When you enter the room, both doors will immediately lock. Quickly
scan the small, low wall before you; this is the Science Hub object. In
front of the Science Hub is a computer which holds the Alimbic Artifacts
object scan. Jump up to the center platform and scan the large, blue
diamond for the Artifact Shield object scan. Once you do, several Psycho
Bit v1.0s will appear. There are several waves of them; just keep
killing them until they quit spawning.
A Shield Key will appear next to the Artifact Shield once all the Psycho
Bits are dead. Scan it, then take the key. The Artifact Shield will
disappear, revealing a Cartograph Artifact. Scan then take it. With
the Artifact in hand, the doors will unlock. Leave through the door
with the two crystals standing beside it (as a general rule, doors with
crystals go forward, while those without go back).
As soon as you enter the hall, four Psycho Bit v1.0s will attack. Kill
them, then jump down into the trench. Stop, and turn around. There is
a small path which goes under the floor. Roll into Alt Form and head
down the tunnel to find a Small Missile Pack. Roll back out and follow
the tunnel's curve. On the other end of the trench is another small
tunnel. In Alt Form, go to the end of the tunnel to find an Energy Tank.
Return to the trench and jump up to the platform. Keep following the
tunnel's curve left. Near the end of the hall there is a locked door.
Try to go near it, and a Lesser Ithrak will jump down. Scan then kill
it. The door will unlock. Head through it to Fan Room Alpha.
--------------
Fan Room Alpha
New Scans: Cooling Fans (object)
Scan the base of the pillar in front of you for the Cooling Fans object.
Then, jump up to the top of the pillar using the platforms that surround
it. At the top, head through the door to Data Shrine 02.
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Data Shrine 02
New Scans: Kanden (bioform), Alimbic Joist (object)
New Items: Missile Expansion
This area is structurally similar to Data Shrine 01, but the configuration
of doors and Alt Form tunnels is a little different. You won't
even be able to access most of Data Shrine 02 until we return here later
on. As before, the hall stretches left and right. The left dead ends
on an as-yet-unopenable door, so head to the right. You'll see a
Missile Expansion under the floor after a short ways; we'll get this in
a moment.
Keep following the hall. Near the end of the trench, you'll get a
glimpse of a green humanoid figure. This is Kanden, the first and
easiest of your rival hunters. He'll run if you get too close; try
to scan him before he sees you. If you don't, no worries - you'll be
able to scan him again in a moment. Run towards him, and he'll roll
into his Alt Form and run down the tunnel. Roll into your own Alt
Form and follow him.
On the other side of the tunnel, change out of Alt Form and kill the
Psycho Bit v1.0. Keep following the trench, and halfway across scan
the angled beam on the ceiling above for the Alimbic Joist object.
Kill another Psycho Bit, then continue on. At the far end of the
trench is another tunnel. Go Alt Form and roll to it's end to get
that Missile Expansion we saw earlier. Return to the trench. Jump onto
the path above Kanden's Tunnel and kill the Psycho Bit v1.0s that
guard the door. Leave through the door to Fan Room Beta.
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Fan Room Beta
New Scans: Tetra Galaxy (object)
Scan the center window on the far wall for the Tetra Galaxy object, then
jump to the top of the pillar. Kill the Petrasyls that get in your way.
Head through the door at the top to Data Shrine 03.
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Data Shrine 03
New Scans: Stinglarva (bioform), Political Hub (object),
Anthropological Hub (object), Attameter Artifact (object),
Alimbic Turret v1.0 (bioform)
New Items: Attameter Artifact
Blast open the crates to your right and gather up their contents.
Follow the hallway to the left. The hall deadends at a silver door. Go
inside, where Kanden will attack you.
~o~o~o~o~o~o~o~o~o~o~o~o~o~
Begin Hunter Duel: Kanden
~o~o~o~o~o~o~o~o~o~o~o~o~o~
Kanden begins the fight in his Stinglarva Alt Form, so scan him quick.
All rival Hunters must have their Humanoid and Alt Forms scanned
individually. Blast the Stinglarva a few times with the Power Beam,
and he'll change back into his Humanoid form. Scan him now if you
missed him before. Keep pelting Kanden with rapid or charged shots, and
absolutely never stand still. Hide behind objects, strafe around him,
jump around like an idiot - anything to keep him from hitting you. Not
that he hits hard, it's just good practice for later when not being hit
actually will matter. Try to make all shots connect with his head,
especially Charge Shots. Kanden is really easy and should be no trouble
to even the most novice player.
~o~o~o~o~o~o~o~o~o~o~o~o~
End Hunter Duel: Kanden
~o~o~o~o~o~o~o~o~o~o~o~o~
When Kanden is defeated, he will leave behind a Shield Key. Pick it
up, and one of the doors on the upper catwalk will unlock. Blow the
door open, then roll inside with the Alt Form to find the Attameter
Artifact. Go back out to the main room and scan the Anthropological
and Political Hubs on the left and right sides of the room. Leave
through the other door (the one you didn't come through).
Out in the hall, turn right and scan the Alimbic Turret v1.0
directly in front of you before you blow it up. He's got a friend
behind him; blow it up too. With both Turrets dead, the door on the
left wall will unlock. Go in to the Synergy Core.
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Synergy Core
New Scans: Binary Subscripture (object), Lift Controls (object)
New Items: Binary Subscripture
Scan the yellow button on the floor to your left. This will activate
a portal, but don't go through it yet. Begin jumping up the platforms.
Part of the way up, on the wall above the door you came through, is the
Lift Controls object scan. Take note of the yellow force field, but
you won't be able to do anything with it right now. Climb to the top
of the shaft and enter the door at the top.
In this room is an Artifact Shield which holds the Binary Subscripture,
the last Artifact you need for this visit to Celestial Archives.
Surrounding the shield are four switches. Scan then shoot each of these
switches, and the Shield Key will appear. Pick it up, then scan and
grab the Binary Subscripture. The door to the next room will unlock,
leading to the Stronghold Portal. But before we go there, return
to the portal we passed earlier. It will take you to the
Celestial Gateway.
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Celestial Gateway
Jump into the Gunship (stand in front of it, jump on top of it and
stand near it's center) to save and heal, then return to the Synergy
Core through the portal
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Synergy Core
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