Metroid Prime: Hunters - Strategy Guide (Page 03)
Below are the cheat codes, hints and help for Metroid Prime: Hunters - Strategy Guide (Page 03).
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Ice Hive
New Scans: Alimbic Pride 01 (lore), Barbed War Wasp (bioform),
Blue-Barbed War Wasp (bioform), Ice Bridge (object),
Witherite Shards (object), Ammolite Shards (object),
Alimbic Insignia (object), History 09 (lore), History 10 (lore),
History 11 (lore), Heating System (object)
New Items: Judicator, UA Expansion, Cartograph Artifact, Missile
Expansion, UA Expansion
Try not to hyperventilate. This area isn't that bad, it just has a lot
of stuff crammed into it. The Ice Hive splits three ways from the Sic
Transit door. Left is blocked for now, and you're not ready to go right
yet. Go straight and drop through the vision barrier to the floor. To
your left is an open alcove; face it and scan the switch inside. The
force fields around the other alcoves on the left and right will
deactivate. Scan the switches inside each of them.
Barbed War Wasps will emerge from their nests. Scan one of the Barbed
War Wasps, then destroy their nests on the wall before killing the Wasps
themselves. After they are dead, a computer console will activate above
and a Jump Pad will appear. Use the Jump Pad to return to the three-way
split. Take the left path, down the corridor we skipped earlier. Scan
the Alimbic Pride 01 lore in the corner of this small room, then step
through the force field. Scan the console to open the Vault Door. Jump
down and enter the Vault. Scan and kill the Blue Barbed War Wasp and
it's nest, then scan the crystal formation for the Ammolite Shards
object. Enter the tunnel on the right.
Once you enter the room, purple force fields will block all the exits
(I know they look blue, but the game calls them purple, and so will I).
A panning camera angle will briefly show the Judicator weapon in the
corner of the room. Scan the large orange disc above the doorway for
the Alimbic Insignia object, then climb over the broken pillar to
the other side of the room.
Scan the flashing light, and several platforms in the room will shift.
You have only about a minute to do this next part, so do it fast. Roll
into Alt Form and enter the opening to the left of the light. Bomb
jump up and to the left to the next level. Wait for the elevator to
arrive, then use another bomb jump to hop over to the elevator (this is
probably the hardest part of this whole timed sequence).
Player Tip: Alternatively, you can use a Morph Ball Boost to reach the
elevator instead of Bomb Jumping onto it. To perform a Morph Ball Boost,
swipe the stylus quickly on the touch screen the direction you wish to
go. (Daffy22853)
Ride the elevator to the top, and follow the tunnel to a cliff. The
platform beneath you will begin moving. Ride it until it stops, then
drop a bomb to start it again. Ride it until it stops again, and then
roll onto the three floating platforms. Move carefully but quickly along
them to the tunnel on the opposite wall. Roll through the tunnel, then
drop down to the ledge. Grab the Judicator.
Use the Judicator to punch through the purple force field beneath the
Alimbic Insignia. On the other side, scan the Ice Bridge and the
crystals on the ceiling for the Ice Bridge and Witherite Shards objects.
Cross the Ice Bridge, then kill the Geemers. Use the Judicator to open
the purple force field in the wall on the right. Jump over into the
opening (if you miss just climb back through the Vault and try again).
Take the UA Expansion and kill the Turret. A Shield Key will appear.
Grab it, and scan the ceiling for the Heat System object before you
drop down to take the Cartograph Artifact. Follow the hallway, and
activate the portal at the halls end, but don't go through it yet.
Go down the hall across from the portal. It's filled with weeds, thus
I refer to it as Weed Hall. Blow away the weeds with the Power Beam to
reveal a small opening on the left side of the wall. Roll through it in
Alt Form to find a Missile Expansion. Drop down to the Vault Door area
and break the purple force field with the Judicator. Take another UA
Expansion.
Return to the Upper Ice Cave using the Jump Pad and open the Vault Door
again. Go around through the Vault and back across the Ice Bridge,
into the room on the other side. The Stronghold Portal sits here, but
we're still missing the Subscripture Artifact. Use your Scan Visor to
see three new lore entries: History 09, History 10 and History 11. Drop
down into the area below the Stronghold Portal and use the portal to
return to Arcterra Gateway.
-----------------
Arcterra Gateway
Save and heal, then return to the Ice Hive.
---------
Ice Hive
Go back down the Weed Hall and return to Sic Transit.
------------
Sic Transit
Don't worry, you don't have to fight Trace just yet. Jump to the left
and follow the corridor to the end. Use the Judicator to open the door.
Enter it to the Frost Labyrinth.
----------------
Frost Labyrinth
New Items: Energy Tank, Subscripture Artifact
Frost Labyrinth Maze Map by MrShotgun:
db.gamefaqs.com/portable/ds/file/metroid_prime_hunters_frost_labyrinth.gif
Roll into Alt Form and enter the hole. Go right and follow the winding
path. Note the locked door on the way. At the next split, go up. Dodge
the green damage fields, and head right at the next split. There is a
crack in the ice here, with a Shield Key hovering just above it.
Position yourself beneath the crack and use a Triple Bomb Jump to reach
the Shield Key. Return to the last split.
Head down, and at the next split go down again (you'll go through the
unlocked door in a minute). Follow the path around the corner where it
will begin bending up. At the next split, go left, then up, left around
a corner, then up to another split. Go right around the pillar, then
up. Pass through the trio of green damage fields to find an Energy Tank.
Return to the entrance of the Labyrinth, stopping to enter the unlocked
door and grab the Subscripture Artifact. Return to Sic Transit.
------------
Sic Transit
No Trace yet. Return to the Ice Hive.
---------
Ice Hive
Go left through Weed Hall. Take the portal to Arcterra Gateway.
-----------------
Arcterra Gateway
Save and heal, then return to the Ice Hive.
---------
Ice Hive
Climb up to the Stronghold Portal. Either try to jump on top of the
large crystal near the Arcterra Gateway Portal, then jump again to the
Stronghold Portal, or else go around through the Vault and across the
Ice Bridge. Both ways work.
----------------
Stronghold Void
New Scans: Slench 2A (bioform), Slench 2B (bioform)
New Item: Octolith
You know the deal by now. Run down the hall to Biodefense Chamber B.
~o~o~o~o~o~o~o~o~o~o~o~
Begin Boss: Slench 2
~o~o~o~o~o~o~o~o~o~o~o~
This fight is identical to the last Slench fight, with the one exception
that the Slench's tentacles and eyes can only be damaged by the
Judicator. The Slench's beam attacks now deal fire damage, and have
the ability to set you on fire to deal additional damage over time. Fun!
If you run out of UA, then shoot the green blobs the Slench fires in
Slench 2A form to replenish your ammunition. Make sure you scan both
forms of the Slench before the fight is over.
Player Tip: As an alternative to using the Judicator to destroy the
tentacles, you can also use two Missiles. (Scott M.)
Player Tip: If you stand near the door in the A form, the Slench's
beam attacks will fizzle out before they reach you. This means only
the green blobs can reach you, and gives you a good chance to recharge
for his B form. This only works on Slench 2 and 3. (Curtis Hunt)
~o~o~o~o~o~o~o~o~o~o~
End Boss: Slench 2
~o~o~o~o~o~o~o~o~o~o~
Grab the Octolith and leave. You've got seven minutes to make it back
to the Gunship. This is a pretty generous amount, but novice players
might still be pushing things a bit. Return to the Stronghold Portal.
---------
Ice Hive
Drop down and run through Weed Hall to Sic Transit.
------------
Sic Transit
New Scans: Trace (bioform), Triskelion (bioform)
Jump down from the door and take a left into the Damaged Bridge
Courtyard. Trace will finally rear his ugly head.
~o~o~o~o~o~o~o~o~o~o~o~o~o~
Begin Hunter Duel: Trace
~o~o~o~o~o~o~o~o~o~o~o~o~o~
Trace spends most of the beginning of the fight in his perch, taking
shots at you with his rifle. This is the deciding point of how hard
the rest of the fight is going to be: the more shots Trace gets off you
at this point, the harder fighting his Alt Form will be. Wait until he
fires, strafing and jumping to avoid his shots, whereupon he will become
visible. Scan him quickly (it's hard to get a scan of his Humanoid
form once he goes Alt Form), then keep shooting at him until he jumps
down.
Trace will immediately roll into his Triskelion Alt Form and begin
lunging at you. Scan the Triskelion quick, then get to the safety of a
tall block or pillar to avoid it's attacks. Keep shooting at the
Triskelion, but try not to lose sight of it. If Trace manages to escape
your vision for only a second, he'll take the opportunity to either set
up an ambush with Triskelion (bad) or take aim with his rifle (worse).
Once Trace is defeated, he will be added to your Multiplayer roster. If
you already defeated Sylux in the Vesper Defense Outpost, then Trace
should be the last Hunter you have to unlock. Congratulations!
~o~o~o~o~o~o~o~o~o~o~o~o~
End Hunter Duel: Trace
~o~o~o~o~o~o~o~o~o~o~o~o~
Once Trace is defeated, the force fields blocking the doors will
disappear. Leave through the northwest doors to Arcterra Gateway.
-----------------
Arcterra Gateway
Begin climbing up to your ship on the floating platforms, and three
Guardians will appear in the lower door. You'll have to kill all of
them to continue. Once they're dead, climb to the top and take off.
--------------------
The Alimbic Cluster
Now that you have the Judicator, you have a number of options on where
to go next. If you still have not finished the first visit to the
Vesper Defense Outpost, then head there now. If you have finished
the Vesper Defense Outpost and gotten the Battlehammer, then you
can choose to either go to the Celestial Archives for it's second half,
or return to Alinos for it's second half. If this is your first run
through the game, I strongly recommend doing the second half of
Celestial Archives first. The large number of UA and Missile Expansions
found there are invaluable in Alinos' second visit.
~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~
[0325] Part 5: Return to Celestial Archives
~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~
A Note on Hunters: From now on in your adventure, Hunters will randomly
move between the different planets and will attack you in some of the
larger areas in the game (such as Data Shrine 03, Weapons Complex,
High Ground, Sic Transit, etc.). To see which Hunters are on a planet,
then examine that planet's coordinates on the Alimbic Cluster Map. In
the event that a Hunter defeats you in combat, he will claim one of your
Octoliths. You must then hunt down that Hunter to reclaim it.
A Note on Asterisks: From now on in the guide, an asterisk (*) will
appear on an area's name if there is a chance a Hunter or Guardians will
appear in that room. There is only a chance, not necessarily a guarantee.
------------------
Celestial Gateway
New Item: UA Expansion
Make sure you have the Battlehammer from the Vesper Defense Outpost
before you progress any further. You absolutely cannot get the second
Octolith from Celestial Archives without it. If you don't have it,
then jump back to Part 3: Vesper Defense Outpost and finish that
chapter.
Switch to the Battlehammer and jump down from the Gunship. Roll into
Alt Form and slip underneath the landing platform. Use the
Battlehammer to break through the green force field. Drop down into a
large room full of pillars, a UA Expansion hidden behind one of them. Use
the Jump Pad to return to the Upper Celestial Gateway. Take the portal to
the Synergy Core.
-------------
Synergy Core
Leave through the door near the portal to Data Shrine 03.
---------------
Data Shrine 03*
Take a right in the hall and go through the silver door. In the center
room, fight off the Guardians and/or Hunter who appear (if any) then
leave through the other silver door. Take a left and head through the
door at the end of the hall to Fan Room Beta.
--------------
Fan Room Beta
Drop to the bottom of the shaft and go through the door to Data
Shrine 02.
---------------
Data Shrine 02*
New Scans: Literary Hub (object), Medical Hub (object)
New Items: UA Expansion, Volt Driver
Now that you have the Battlehammer, you can open the green doors into
the center area of Data Shrine 02. Take a right and open the green
door with the Battlehammer. Inside, a pair of Guardians will attack.
Kill both of them, then scan both of the low barriers on the left and
right sides of the room for the Literary and Medical Hub objects. Jump
up to the center pillar in the room for a UA Expansion, then onto the
floating platform with the pair of pillars sitting on it. Jump from
there to the ledge on the wall, then roll into Alt Form and into the
tunnel to get the Volt Driver gun. Return to Fan Room Beta.
--------------
Fan Room Beta
Climb to the top of the pillar and enter Data Shrine 03.
---------------
Data Shrine 03*
Go back through the central chamber and out the other side. In the
hall, enter the door to the Synergy Core.
-------------
Synergy Core
New Scans: Alimbic Prophecy 05 (lore)
Return to your ship in Celestial Gateway and save if you like, but it's
not necessary. Jump up to the fourth platform and use the Volt Driver
to blast through the yellow force field. Follow the tunnel to it's end
and ride the elevator up. Step on the Jump Pad to launch to the other
end of the room, across the pit. Scan the Alimbic Prophecy 05 lore
above the door, then use the Volt Driver to open the yellow door and enter
the next room. Jump in the portal to teleport to Transfer Lock.
--------------
Transfer Lock
New Scans: Docking Bay L2 (object), Docking Bay L1 (object),
Docking Bay L3 (object), Photon Stabilizer (object),
Psycho Bit v2.0 (bioform)
New Items: UA Expansion
Drop to the bottom of the Transfer Lock from the orange bridge. Kill the
Voldrums and their Generator, then run up to where the generator was to
find yet another UA Expansion. Use the Jump Pad to return to the top of
the Transfer Lock, then turn around and scan one of the large circular
discs for Docking Bay L3 object. Repeat this again on the second and
first floors for Docking Bay L1 and Docking Bay L2, then use the Jump Pad
to return to the orange light bridge and step through the vision barrier.
Step into the room, and a whole mess of enemies will appear. Psycho
Bit v1.0s appear on the catwalk, while Voldrums appear on the lower
level. They both have Generators to supplement them. As always, kill
the generators first (wait for the Voldrums to leave the generators
before you try to kill either - they have an annoying habit of sitting
in the generator, making both the generator and the Voldrum
invulnerable). Pretty soon, a trio of Guardians will arrive to
reinforce the Psycho Bits and Voldrums. Once all this mess is out of
the way, head for the back of the area, behind the large structure,
to find a new kind of Psycho Bit. Scan the Psycho Bit v2.0s, then blow
up their generators before killing the Psycho Bits themselves. As so
you do, the force fields covering the floor will begin to deactivate.
Once all three generators and Psycho Bits are destroyed, drop down
and shoot each switch in the trench. Each switch reveals another switch
near the front of the structure. Shoot each of these switches to
deactivate the force field leading to the innards of the structure. Run
around to the back of the building and go inside. Scan the console
inside to reactivate a portal back near Docking Bay L3. Head back
that way through the vision barrier (which have now had the force fields
blocking them removed), and on your way, scan the gap in the catwalk to
find the Photon Stabilizer object. Enter the portal on the third floor
to transport to the Docking Bay.
------------
Docking Bay
New Scans: Alimbic Order 01 (lore), Alimbic Order 02 (lore), Alimbic
Order 03 (lore), Alimbic Order 04 (lore), Final Wish (lore)
New Items: Cartograph Artifact, UA Expansion
As soon as you arrive in the Docking Bay, a Guardian will attack. Kill
him to reveal a Shield Key on the ramp in the center of the area. Pick
it up to deactivate the Artifact Shield on the other side of the pit.
Ride the elevator across the pit and gather the Cartograph Artifact,
and be careful. A fall is deadly. Before you leave the Artifact
Platform, scan for the Alimbic Order 04 lore. Return to the main part
of the Docking Bay. On the far left (facing from the artifact platform)
of the Docking Bay is the Alimbic Order 02 lore, and Alimbic Order 03
is hidden on the right. With both lores in your logbook, climb to the
upper catwalk. At the end of the catwalk, where the four floating
platforms meet, scan for the Final Wish lore.
There are four platforms moving back and forth here. From left to
right, I have numbered them 1, 2, 3 and 4. Keep this in mind as you
progress. First, jump onto number 2 and ride it to the platform at
the end of it's path. Grab the UA Expansion on this floating structure,
then scan for the Alimbic Order 01 lore. Ride platform number 2 back
to the hub, then get on platform number 4. Step into the platform
to travel to Incubation Vault 02.
--------------------
Incubation Vault 02
New Scan: Electro Voldrum (bioform)
Kill the Crash Pillar, and two generators on the wall will activate
and begin spitting out Psycho Bit v1.0s. Kill them, and the generators
on the floor will turn on and start spitting out Electro Voldrums. They
will also be joined by three Guardians. Kill the Guardians first, then
scan and destroy the Electro Voldrums and their generators. Blow up
the crates in the room to get some health. There are two portals near
the blue shield. One close to it, and one is further away. Step
into the one closest to it.
--------------------
Incubation Vault 01
New Scan: Incubation Tank A (object)
Scan the top of the big green glowing tube to get the Incubation Tank
A object, then drop down to the bottom floor and kill the Guardians.
The force fields on the upper level will release and reveal a Shield
Key. Step into the portal in front of the computer console to return
to the Docking Bay.
------------
Docking Bay
Catch Platform #4 and return to Incubation Vault 02 through the portal.
-------------------
Incubation Vault 02
Return to Incubation Vault 01 through the portal closest to the
blue shield.
--------------------
Incubation Vault 01
New Item: Attameter Artifact
Run along the catwalk and into the structure. Grab the Shield Key. If
you fall off the catwalk, then return to the Docking Bay through the
portal closest the computer console and repeat the process to get back
here. Shield Key in hand, the Artifact Shield will disappear. Run out
and grab the Attameter Artifact. Take the portal on the catwalk near
the Artifact Shield (now disabled) to return to Incubation Vault 02.
--------------------
Incubation Vault 02
New Item: Shock Coil
You will appear on the catwalk above Incubation Vault 02. Enter the
structure and drop through the hole in the floor to get the Shock
Coil. Use the Shock Coil to blast through the blue-green shields.
Head to Incubation Vault 03 through the portal against the far wall as
you come through the doorway.
--------------------
Incubation Vault 03
New Scan: Incubation Tank B (object)
New Item: Missile Expansion
Grab the Missile Expansion, then scan the top of the big green glowing
tube to get the Incubation Tank B object. Drop down to the bottom floor
and kill the Guardians. The Psycho Bits can be ignored, but you can kill
them if you really want to. There are quite a few of them though, so be
patient. Blast through the blue force field on the main floor with the
Shock Coil and enter the portal.
------------
Tetra Vista
New Scans: Shield Generator (object), Gravity Stabilizer (object)
Finally out of that maze of portals! Be careful here, though - a fall
through the many gaps in the floor is deadly. Scan one of the blue
force fields on the right for a Shield Generator object. Halfway across,
there is an orange pipe on the right. Scan it for the Gravity
Stabilizer object. As you work your way carefully across Tetra Vista,
Psycho Bit v2.0s will attack you. Neutralize them, and be careful how
you strafe. One wrong move can be deadly. Enter the door at the other
end to New Arrival Registration.
-------------------------
New Arrival Registration
New Scans: Quadtroid (bioform)
Scan the Quadtroid right in front of you when you arrive, then start
blasting at it with everything you have. If it manages to latch onto
your head, then roll into Alt Form and drop a few bombs to shake it
loose. After considerable punishment, it will die. Kill all three
Quadtroids in this room, and the door at the end of the hall will
unlock. Go through it to the next room.
Kill the Psycho Bits that appear, then go around the ledge. Activate
the portal, which leads back to Celestial Gateway. Go through it.
------------------
Celestial Gateway
Save and heal, then return to New Arrival Registration.
-------------------------
New Arrival Registration
New Scans: Gorea 06 (lore), Gorea 07 (lore), Gorea 08 (lore),
Gorea 09 (lore), Greater Ithrak (bioform)
New Items: Binary Subscripture, Energy Tank
Ride the pair of elevators up to the top level, then jump across to
the tunnel. In the next tower, look down to see a single stationary
floating platform. Jump out and land on it. Look towards the right,
and you will see an Artifact Shield in an alcove. Jump over to it. A
force field will close you in the room. Switch to your scan visor to
reveal four lores: Gorea 06, Gorea 07, Gorea 08 and Gorea 09. Scan
them all, and a Shield Key will appear. Pick it up, take the Binary
Subscripture Artifact, then try to leave the room. A Greater Ithrak
will drop from the ceiling. Scan it, then wait for it to lunge at
you. Jump over it as it does, then shoot it's tail with a charged
shot. Do this until it dies.
Return to the tower, and look down. There is a tunnel to the right.
Drop down to the ledge and walk around to the tunnel. Go through it
to the third tower. There is an Energy Tank waiting out in plain sight
to the right. Walk left along the ledge, then jump out to the broken
ledge, and again to the angled platform. Jump a third time to the
Energy Tank. Ride the pair of elevators in the tower to the top and
jump over to the door. Open the door and enter the Stronghold Portal.
----------------
Stronghold Void
New Scans: Slench 3A (bioform), Slench 3B (bioform)
New Items: Octolith
Run through to Biodefense Chamber B.
~o~o~o~o~o~o~o~o~o~o~o~o~o~o~
Begin Boss Fight: Slench 3
~o~o~o~o~o~o~o~o~o~o~o~o~o~o~
Another Octolith, another Slench fight. Slench 3a is unchanged since last
time, except in that he is now tougher and is only vulnerable to the
Battlehammer (other weapons deal minor damage to the iris, but not enough
for it to matter). The real challenge in this fight is learning to
adjust to the Battlehammer's weird firing arc. The shot actually lands
slightly beneath where you actually aim, so you need to aim a little
above your target. In addition to using the Volt Driver in his A form,
The Slench also has a new attack while in his B form. When he rolls up
his eyelid and begins to shake, that is your queue to quickly roll into
Alt Form and roll to the left or right. Because he's going to come
crashing down, and it hurts like the dickens. Do not, I repeat, do
not roll forward or back. If you do, the Slench will hit you anyway.
As always, remember to scan both of the Slench forms to fill out your
logbooks, and when you run low on UA kill green blobs to get more.
Player Tip: As an alternative to using the Battlehammer to destroy the
tentacles, you can also use two Missiles. (Scott M.)
Player Tip: If you stand near the door in the A form, the Slench's
beam attacks will fizzle out before they reach you. This means only
the green blobs can reach you, and gives you a good chance to recharge
for his B form. This only works on Slench 2 and 3. (Curtis Hunt)
~o~o~o~o~o~o~o~o~o~o~o~o~o~
End Boss Fight: Slench 3
~o~o~o~o~o~o~o~o~o~o~o~o~o~
Take the Octolith and head out. You've got eight minutes and thirty
seconds to return to your Gunship. I know it seems like a long way
back to the Celestial Gateway, but it's not as bad as you think.
Return through the Stronghold Portal.
-------------------------
New Arrival Registration
Blast open the door and drop to the bottom of the tower, landing on the
ledge. Head through the tunnel to the middle tower. Ride the elevators
to the top of the middle tower, and into the tunnel to the first tower.
Jump down to the bottom of this tower and enter the door. Run through
the Quadtroid tunnel (the Quadtroids, thankfully, have gone) and into
the door to Tetra Vista.
------------
Tetra Vista
Run and jump as quickly and carefully as you can through the tunnel.
Ignore the Psycho Bit v2.0s (they take too long to kill), but be wary
of their shots which distort your vision. Enter the door at the
end of the hall and return to Incubation Vault 03 through the portal.
--------------------
Incubation Vault 03
Enter the portal in front of the computer console to return to the
Docking Bay.
------------
Docking Bay
To your right as you arrive, there is a small alcove with a portal
inside it (very near the Alimbic Order 02 Scan). Enter this portal
to return to the Transfer Lock.
--------------
Transfer Lock
Drop down to the second level and enter the portal. If you missed the
second floor and landed on the first, then use the jump pad to get up.
-------------
Synergy Core
See, that wasn't so bad now was it? Only two or three minutes and
you're already back in familiar territory. Go through the door and
drop to the bottom of the shaft. Enter the door to Data Shrine 03.
---------------
Data Shrine 03*
Go right and into the silver door. If there were any Hunters loose in
the Celestial Archive when you landed and if you haven't faced them
already, then one of them will probably appear here (possibly joined by
a Guardian or two). Otherwise, it'll probably be a bunch of Guardians.
Kill them, then leave through the silver door which doesn't have blue
crystals around it. Remember, blue crystals means forward, no crystals
at all means back. Most of the time. Go left in the hall and through
the door to Fan Room Beta.
--------------
Fan Room Beta
Drop to the bottom of the shaft, turn around and go through the door to
Data Shrine 02.
---------------
Data Shrine 02*
Go right and through the door into the central area. If there are any
more Hunters about, one may be here. Otherwise, it will just be more
Guardians. Kill them, then leave through the door to the right of the
floating platform. Out in the hall, go through the door to Fan Room
Alpha.
---------------
Fan Room Alpha
Drop to the bottom of the shaft, turn around and go through the door to
Data Shrine 01.
---------------
Data Shrine 01*
A Lesser Ithrak will drop down from the ceiling. Kill it, then run
left through the trench. Kill the Psycho Bits and head through the
silver door. If there is anything here to pick a fight with you, kill
it then leave through the opposite door. Hang a left, and go through
the door to the Meditation Room.
----------------
Meditation Room
Climb to the top of the Meditation Room's ramps, killing any Petrasyls
that get in your way. At the top, go through the door into the Helm
Room.
----------
Helm Room*
If you're really unlucky, there will be another Hunter waiting for you
here. If not, there may be more Guardians. But sometimes not! Whatever
the case, do whatever you have to do then head out the door to
Celestial Gateway.
-------------------
Celestial Gateway
Jump into the Gunship, save and Launch Ship.
-------------------
The Alimbic Cluster
So with two new weapons and another Octolith at your disposal, it's time
to choose your next destination. If you still have not done Arcterra,
then now is the time to go there. It's impossible to progress in the
second visit to Alinos without the Judicator from Arcterra, and it's
impossible to progress in Arcterra without the Magmaul from Alinos'
round 2. Lastly, you can't progress in Vesper Defense Outpost without
the Imperialist from Arcterra's second visit.
So, in short, if you have done Arcterra, then head for Alinos' second
visit. If you still have not done Arcterra, then go there now.
~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~
[0326] Part 6: Return to Alinos
~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~
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Alinos Gateway
First, make sure you have the Judicator from Arcterra before you go
any further. You can't get anywhere in Alinos on the second trip
without it. Enter the portal to the Upper Elder Passage.
----------------------
Elder Passage (upper)
Leave the Elder Passage through either it's upper or lower door to
the High Ground
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High Ground*
If there are any Hunters loose on Alinos, chances are pretty dang good
that one of them will be in High Ground. At the very least, expect
a pack of Guardians. If neither are there, count your lucky stars.
Once your foes are out of the way, drop down into the tunnels beneath
High Ground. Destroy the force fields down here with the Volt Driver.
Head around the perimeter of the tunnels until you find a small opening
covered by a purple force field. Blast the force field open with the
Judicator, roll into your Alt Form and go inside.
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Magma Drop
New Item: UA Expansion
This is scary at first, but actually isn't all that hard. The Magma
Drop is one long pool of lava. You will take constant damage in here,
but the fact that there is a medium energy unit every few feet sort of
removes the health danger. Drop all the way to the bottom of the pool,
grabbing the health units on the way. Don't worry if you miss a few.
You'll waste more health then you'll recover if you try to grab each
and every one. At the bottom, roll to the right.
Use a bomb to propel yourself upwards. The liquid magma will make you
rise very high and very fast. Bomb up to the first ledge, then use
another bomb to head up to the next ledge. You will fall just short,
but don't worry about it. Hug the left wall until you get stuck on
the cliff, then use another bomb to propel to the right of the ledge,
then back to the left to land on the ledge. Bomb up one more time to one
more ledge, grab the UA expansion, then use another bomb to leave through
the shaft above you.
See? Scary, but not hard.
------------
High Ground*
New Scans: Thermal Regulator (object), History 02 (lore),
Alimbic Prophecy 06 (lore)
Another Hunter may have taken up residence in High Ground while you
were down in the Magma Drop. Return to the central area and kill him,
but be careful if you took a lot of damage in the Magma Drop. Once the
Hunter (if any) is out of the way, then blast the purple force field
near the empty Artifact Shield with the Judicator. Go inside.
At the top of the ramp is a door. This leads to the Combat Hall. Go
explore if you like, but you don't need to go in there until the third
and last visit to Alinos. So I won't be covering it just yet. Scan
the wall on the opposite side of the door for the Thermal Regulator
object, then keep following the hallway up. Blast the Alimbic Turret
v1.0, then scan the History 02 lore in the corner.
Go out the door and scan the button on the edge of the ledge to activate
one of the floating platforms above High Ground. Be careful you don't
fall down the hole, or you'll have to climb up again. Use the new
platform to reach the other side of High Ground. Scan above the door
for the Alimbic Prophecy 06 lore, then jump over the hole in the ground.
Blast the door open with the Judicator and go inside.
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