Metroid Prime: Hunters - Strategy Guide (Page 04)
Below are the cheat codes, hints and help for Metroid Prime: Hunters - Strategy Guide (Page 04).
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Alimbic Gardens
New Scans: Red-Barbed War Wasp (bioform), Gorea 01 (lore),
Gorea 02 (lore), Alimbic War 02 (lore), Alimbic Garden (object)
Look up to see a Red-Barbed War Wasp. Scan then kill it, then climb up
the rubble. Kill the Zoomers along the way. At the top, you'll see the
Delano 7 flying over. To this day I still can't figure out why the Delano
7 flies overhead, but I'm pointing it out anyway. Scan the platforms on
the left and right side of the room for the Alimbic War 02 and Gorea 01
lores, then jump down into the center of the room. The Gorea 02 lore
and the Alimbic Garden object both sit right next to eachother. Enter
the door on the other side of the Garden.
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Thermal Vast
New Scan: Psycho Bit v3.0 (bioform)
Roll into Alt Form and follow the tunnel to it's end. On the other side
is a long pit of lava with numerous platforms and elevators crossing it.
Jump across onto the elevator directly in front of you, and ride it out
to the center of the lava pools. Jump to another elevator which will
move directly alongside yours. This elevator moves left and right,
stopping to make contact with two more elevators on the left and right
side of the room. It doesn't matter which one you take, just hop onto
one of them, ride it to the ledge and roll into the Alt Form tunnel.
If you fall off any of the elevators, then use the rocks in the lava to
jump safely back to the start and try again.
Roll to the end of the tunnel and into a Jump Pad. It will launch you
up into the second half of the Thermal Vast. There are generators here
on the left and right sides of the room which produce Psycho Bit v3.0s.
Scan one of the Psycho Bits, then destroy the generators. Jump along
the rocks to the tunnel, roll through it and enter the door to
Alinos Perch. Don't stand on the Jump Pad, unless you want to do the
whole Thermal Vast over again.
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Alinos Perch*
There's a lot do in Alinos Perch, but we'll be skipping a lot of it for
the time being. There's more pressing matters in the next area. To the
left of where you came in is a locked door. Kill the Guardians in this
area, which will unlock the door. These Guardians are highly susceptible
to the Judicator, so use it for an easy victory. Go through the unlocked
door to the Council Chamber.
----------------
Council Chamber
New Scan: Fire Spawn (bioform)
New Item: Magmaul
Destroy the crate for some UA, then take a right. Destroy another crate
for more UA, and scan the wall behind it to get the Wall Scroll object.
Pass through the vision barrier, and get your Judicator out. A Fire Spawn
will emerge from the pool of lava. Quickly run to the left behind
the barrier, and charge up your Judicator. Wait for the Fire Spawn
to throw a ball of lava at you, then while he is preparing to throw
another step out and shoot him square in the mouth with a charged
Judicator shot. After a few shots, he will die and the Magmaul will
appear on the cliff above you. Climb up and grab it. Use it to blast
the orange force field that appeared over the entrance from Alinos
Perch. Return to Alinos Perch.
-------------
Alinos Perch*
New Scan: Ceremonial Charms (object), Magma Voldrum (bioform)
New Item: Missile Expansion
There are three switches in this room which must be activated (by
shooting them) to progress to the next area. The first is on the rear
of the pillar in the center of the room. The second is along the path
directly in front of you when you arrive from the Council Chamber,
hugging close to the wall. Scan the Ceremonial Charms object right
next to it as well.
Climb to the upper area of Alinos Perch using the ramp to the left as
you come in from the Council Chamber. At the top, scan and kill the Magma
Voldrums and their Generators, as well as the Alimbic Turret v1.4
on the cliff behind you. Climb to the very back of the area and use the
Magmaul to punch through the orange force field.
Go to the right and up the cliff, and kill the pair of Psycho Bit v3.0s.
Shoot the switch in the small bunker, then grab the Missile Expansion
in the left side of the room before returning through the door you
came in. Use the Jump Pad you just activated to launch out to the top
of the highest mesa. Scan the computer and the door on the far wall
will unlock. Jump down to the Jump Pad and let it launch you to the
second Jump Pad, which will in turn launch you to the door. If you
touch the d-pad, you'll throw off the aim and have to start over from the
first Jump Pad. Go through the door to the next area.
------------
Crash Site
New Scans: Structural Debris (object), Alimbic Pride 03 (lore)
New Item: Cartograph Artifact
Move forward a tiny bit and scan some of the rubble in the room for the
Structural Debris object. You can also see a Shield Key off to the
left. You'll have to jump out through the rubble to reach it and
deactivate the Artifact Shield, which houses the Cartograph Artifact.
Once you have the Shield Key, drop down and get the Alimbic Pride 03
lore from the rear of the room before running down the tunnel to the
Artifact. Take the Cartograph Artifact then return to Alinos Perch
through the door.
-------------
Alinos Perch
Roll into Alt Form and slide out through one of the holes. Return
to the Council Chamber.
----------------
Council Chamber
New Scans: Glyph Pattern (object), Wall Scroll (object),
Council Chamber (object), Alimbic War 03 (lore), Gorea 05 (lore),
Alimbic War 07 (lore), Alimbic Pride 04 (lore), Ice Voldrum (bioform),
Alimbic War 03 (lore), Gorea 05 (lore), Wall Scroll (object)
New Item: Energy Tank, Attameter Artifact
Scan the pool of lava, near where the Fire Spawn used to stand, for
the Council Chamber object. Blast open the orange force field on the
far right. Go down the hall to the end and grab an Energy Tank. Return
to the Lava Spawn room, and run down to the other side of the pool of
lava. Use the Magmaul to blast through the last orange force field, on
the far left. A Guardian will appear. Kill it with the Judicator, then
follow the hallway around the corner. Keep your Scan Visor on, and scan
the Alimbic War 03 and Gorea 05 lore. Follow the hall until it deadends.
Scan the room for the Alimbic War 07 lore, the Glyph Pattern object,
and a security computer which deactivates the force field behind
you. Turn around and use the Jump Pad to reach the upper Council
Chamber.
At the top, kill the pair of Shriekbats then scan near the hole in
the floor for the Alimbic Pride 04 lore. Move forward and around the
corner. In the next room, force fields will close you in and the two
Generators will activate and start spitting out Magma and Ice Voldrums.
Scan both the new Ice Voldrums, then destroy their Generators and the
Voldrums themselves. Head through the doorway left from where you came
in and activate the portal to Alinos Gateway, but don't go through it
yet.
Step into the circular room near the portal with the force fields on
the floor and ceiling. Kill all the Petrasyls in the room, then scan
the computer. A Shield Key will appear, and the force field in the
floor will disappear. Grab the Shield Key to remove the shield above,
revealing the Attameter Artifact. Drop down through the floor and
shoot the switch on the wall to activate a Jump Pad. Use the Jump
Pad to fly up and grab the Attameter Artifact.
Use the Jump Pad to reach the Alinos Gateway portal. Go through it.
-----------------
Arcterra Gateway
Save and heal, then return to the Council Chamber.
----------------
Council Chamber
Return to the Voldrum room and go through the door to the Processor Core.
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Processor Core*
New Scans: Backup Processor (object), Lava Processor 01 (object),
Lava Processor 02 (object), Alimbic Pride 02 (lore)
New Item: UA Expansion
There may be a Bounty Hunter waiting for you here. You'll know if
there is if you hear battle music. Defeat him if there is one, then
return to the center of the room. Face the Stronghold Portal, then
look to the left. Scan the Backup Processor object. Now look to the
right, and scan the Lava Processor 01 and Lava Processor 02 objects.
Head around to the back of the Backup Processor and use the Jump Pad
to return to the top of the room. Scan the Alimbic Pride 02 lore on
the catwalk at the top of the room, above the Stronghold Portal, then
jump over to the ledge opposite where the door is. On the left, behind
a pipe, a UA Expansion is hidden. Jump over to the ledge closest to
Lava Processor 01 and 02, then jump into the center of the tower.
There is a rising and falling piston in here. Ride it all the way to
the bottom (you may have to ride it up first). At the bottom of the
shaft is a small tunnel. Roll into Alt Form and go inside.
------------
Piston Cave
New Item: Binary Subscripture Artifact
You'll appear in a lava-filled tunnel with a small catwalk leading
across it. Roll along the catwalk, timing it so you avoid the pistons.
The first few pistons will only knock you into the lava if they hit you.
Just roll back to the start and try again if they do.
After you pass a number of pistons on paths, the camera will change
angles and you'll see pistons slamming together. These pistons are
deadly if you get caught between them. Time it very carefully so you
don't get smashed, and don't worry - two sets of the pistons don't move
at all, so there are safety zones.
At the end of Double Piston Hall is another tunnel. Roll into it,
and you'll find more Pistons. Some crash towards the ceiling, others
to the floor, and all are as deadly as the double pistons. Move to
the right, and roll onto the set of double pistons. You'll have to ride
the piston up and squeeze through the tunnel just before it hits the
other piston. This isn't as hard as it looks - just hold right as the
piston rises and you'll slide through with plenty of space. On the
last piston, wait for it to rise to the top and roll safely through
to the right.
Roll around the corner, and use a bomb jump to bounce up onto the line
of pistons while the upper piston is just beginning to rise. The third
piston in the line is probably the hardest to get past - you have to use
a bomb jump to get up over the ledge before the piston can crush you.
Once you make it past that, it's basically home free to the Artifact
Shield. The last few pistons aren't all that hard to get by.
Bomb Jump to the top of the stairset and grab the Shield Key. Roll
back down to grab the Binary Subscripture Artifact, then hop back up
the stairs and through the tunnel.
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Processor Core*
Return to Alinos Gateway via the Council Chamber Portal to save and
heal if you want. Head through the Stronghold Portal in the Processor
Core when you're ready.
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Stronghold Void
Run down the hall to Biodefense Chamber A.
~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~
Begin Boss Fight: Cretaphid v3
~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~
Cretaphid v3 is a combination of Cv1 and Cv2, combining the ability to
shoot green blobs from his blue eyes and lasers from a separate set of
eyes. Additionally, it is now possible to disable his laser beam eyes by
destroying them when they turn blue. As always, circle around the pillar
clockwise or counter-clockwise and destroy the eyes when they turn blue.
Once all the eyes are destroyed, the brain will appear. Shoot at it until
it retreats, rinse and repeat. Use primarily the Power Beam for easy
victory. Don't forget to scan!
~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~
End Boss Fight: Cretaphid v3
~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~
Take the Octolith and head back to the Stronghold Portal. You've got
five minutes to make it back to your ship, which will be easy or hard
depending on how much Hunter resistance you meet on the way.
---------------
Processor Core*
There may be a Hunter here, and the small area has a lot of hiding
places. Try not to waste a lot of time hunting the enemy Hunter.
Once he's dead, use the Jump Pad in the Backup Processor and go
out through the door to the Council Chamber.
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Council Chamber
Go to the right through the doorway and drop down the hole. Head along
the path alongside the Fire Spawn pool and to the entrance hall. Go
out the door to Alinos Perch.
-------------
Alinos Perch*
Again, there are probably Hunters or Guardians waiting for you here.
Defeat them, then go through the door to your right to the Thermal Vast.
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Thermal Vast
Roll through the tunnel and into the Jump Pad on the other side. It will
launch you clear to the other side of the room, where you should roll
back into Alt Form and through the other tunnel. Go through the door
to the Alimbic Gardens.
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Alimbic Gardens
Jump across the sand garden and around the path to the other door.
Ignore enemies you encounter on the way. Leave through the other door
to High Ground.
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High Ground*
Another Hunter and/or Guardian room. Once they're out of the way (if
any), jump down to the pit in the center of High Ground, into the
tunnel area beneath. Go straight forward where you land, and keep
following the outer corridor until you reach the door to Echo Hall.
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Echo Hall*
Make sure you kill any Guardians or Hunters in this area to ensure that
the door to Alinos Gateway is unlocked. Roll into Alt Form and go through
the tunnel. On the other side, go straight across to the tunnel directly
facing the one you just emerged from. Roll to it's end, and use a bomb
jump to get over the wreckage. Run to the end of the hall and open the
door to Alinos Gateway.
---------------
Alinos Gateway
Jump into your Gunship, save and select "Launch Ship" on the Touch Screen.
--------------------
The Alimbic Cluster
If you still have not completed the second part of the Celestial
Archives, then go there now. Jump back to Part 5 for the walkthrough.
Otherwise, return to Arcterra for it's second half. You won't be able
to finish Vesper Defense Outpost without first doing Arcterra's second
half, so unless you still haven't done Vesper Defense Outpost's first
part (I'm amazed if you haven't) then it's not an option.
~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~
[0327] Part 7: Return to Arcterra
~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~
-----------------
Arcterra Gateway
Drop to the bottom floor and enter Sic Transit.
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Sic Transit*
There may be a Hunter waiting here. Defeat him, then leave through the
orange door in the southwest corner (remember that the door to Arcterra
Gateway is the northwest door). Use the Magmaul to open the orange
door.
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Fault Line*
New Scans: Alimbic War 09 (lore), Seal Sphere 01 (lore),
Arctic Spawn (bioform), Alimbic Prophecy 08 (lore)
New Item: Imperialist
Kill the Quadtroids in this room to unlock a force field in the back,
which leads to the other side of the area. Before you go through the
tunnel, get the Seal Sphere 01 and Alimbic War 09 lore from the rear
of the Quadtroid tunnel. Go through to the area you just opened up
and another force field will appear, trapping you inside. A Frost Spawn
will appear. Scan it, then start strafing around it to dodge it's
attacks. The Frost Spawn is similar to the Fire Spawn, but is only
vulnerable to the Magmaul. Once the Frost Spawn is dead, then the
Imperialist will appear. Scan above the door for the Alimbic Prophecy 08,
then take the Imperialist. Use the Imperialist to open the red door. Go
inside to the Frost Labyrinth.
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Frost Labyrinth
Frost Labyrinth Maze Map by MrShotgun:
db.gamefaqs.com/portable/ds/file/metroid_prime_hunters_frost_labyrinth.gif
Roll into Alt Form and head into the tunnel. Work your way to the top
of the labyrinth and go through the red door. The tunnel at the top
is buggy. You may have to approach it an angle or use a Boost to
actually get the Morph Ball to go inside.
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Sanctorus
New Scans: Gorea 03 (lore), Gorea 04 (lore), Alimbic War 01 (lore),
Alimbic War 06 (lore), Alimbic War 12 (lore)
New Items: UA Expansion, Binary Subscripture
Take a left from the door to find a UA Expansion at the end of a curving
hall. Scan above the hole in the floor for the Alimbic War 01 lore.
Return to the door and take the right path. Go into the tunnel on the
right and scan the arch above for the Gorea 03 lore. Jump down and scan
the Alimbic War 12 lore, then go through the doorway.
Kill the Greater Ithrak hanging from the ceiling. There are three
switches in this room which must be scanned to remove the force field
blocking the Imperialist Switch. There is a computer to your left as
you enter which says as much.
1. Behind the pillar across from the computer.
2. Behind the pillar closest to the computer.
3. On the ledge above the computer.
Scan the broken pillars in the room's center for Gorea 01 and Alimbic
War 06 lore, then stand near the Artifact Shield. Shoot the red switch
on the far side of the room with the Imperialist to make the Shield Key
appear. If you stand too close to the switch, then it will close and
shooting it will not work. Stand near the Artifact Shield to ensure it
stays shut. Take the Shield Key, then grab the Binary Subscripture from
the Artifact Shield. A pair of Guardians will appear to attack you.
Kill them both, then return to the Frost Labyrinth.
----------------
Frost Labyrinth
Frost Labyrinth Maze Map by MrShotgun:
db.gamefaqs.com/portable/ds/file/metroid_prime_hunters_frost_labyrinth.gif
Return to Fault Line through the right exit.
-----------
Fault Line
Stand in the back of the room, between the two arches, and use the
Imperialist's zoom function to snipe the red switch on the wall. The
switch will activate an elevator.
Ride the elevator to the second level. Use the Jump Pad at the top
of the elevator to go up into a narrow tunnel. Move to it's end, to
where the UA Ammo is, then spin around to face where you just came from.
High on the left and right walls, just above the force field, are two
more Imperialist Switches. Shoot them both to lower the tall force
field. Head back down into the area you just opened.
Scan the switch on the left side of the room to open a Portal to
Arcterra Gateway. Return there and save if you like. Back in the
Fault Line, use the Jump Pad near the portal to reach the door on the
upper ledge. Go through the door to the Drip Moat.
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Drip Moat
Step forward onto the square tile on the floor. The platform will
begin moving forward. You may notice a UA Expansion below; you'll get
this later on. Ride the platform to the end, shooting the Petrasyls,
War Wasps and Shriekbats who get in the way. If you get knocked off
by one of them, then return to the start and use the Jump Pad to return
to the top and try again. Go through the door at the other end of the
Drip Moat to enter Subterranean.
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Subterranean
New Scans: Alimbic Turret v2.7 (bioform), Alimbic War 04 (lore),
Alimbic War 05 (lore), Alimbic War 11 (lore)
New Items: Missile Expansion, Cartograph Artifact
To deactivate the force fields in this room, you have to shoot the four
switches in the ring above with the Imperialist. Stand in the corners
of the room and the small area in the middle of the force fields to shoot
over the fields and reach the switches. You may have to jump to reach
over the fields. You have to shoot the switches straight on. Shooting
them from the side doesn't work.
Once all the switches are activated, work your way to the center of the
maze and stand on the disc. The disc is actually an elevator, which
will go down. Go to the end of this new hall and take the Missile
Expansion. Scan for the Alimbic War 04 lore, then turn around. On
your left down the hall a ways is a large crack in the wall. Go
through it, and get the Alimbic War 11 lore halfway through the short
tunnel. Hang a left when the tunnel branches, then scan and destroy
an Alimbic Turret v2.7 bioform. Once the Turret is dead, a Shield Key
will appear. Take it, then scan the Alimbic War 05 lore against the
wall before going to the opposite end of the hall to claim the
Cartograph Artifact.
Return to the elevator, and make sure you have all of the scans and
the Missile Expansion before leaving. Once you exit Subterranean,
the elevator will stop working.
Player's Note: Actually, I was wrong. You can get the elevator to run
again, but you must first take the Octolith and return to the Gunship.
Once you have done this, then the elevator will start working again.
Thanks to Dark Crono for figuring this out.
Start working your way out of the maze, and after a short time the force
fields will deactivate and no less then six Guardians will appear to
attack. The Guardians appear one at a time at intervals of only a few
seconds, so the faster you kill them the better. If you're a good shot
with the Imperialist, then a single head shot with the rifle is enough to
kill any of them. Once all the Guardians are dead, return to the Drip
Moat.
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Drip Moat
New Item: UA Expansion
Return to the start of the Drip Moat. When you near the end of the
platform ride, you will see a UA Expansion floating in midair below
you. Jump off of the platform after it stops moving and grab the
UA Expansion. Use the Jump Pad at the bottom of the shaft to bounce
back up. Go back through the door to Fault Line.
-----------
Fault Line
New Scan: Oubliette 01 (lore)
New Item: Attameter Artifact
Ride the elevator back up from the Ice Spawn room and use the Jump Pad
closest to the elevator to bounce back up into the narrow tunnel. Go
up the ramp into the next room. Drop down and kill the Psycho Bits
and their generators to reveal a Shield Key in the far corner of the
room. Take it, then head back to where you came in. Under a ledge
between two pillars is a computer. Scan it. The Shield Key and the
Computer will together deactivate the electricity and the shield in
the tunnel below, letting you claim the last Artifact.
Jump up to the top of the rubble in the middle of the room. Use a
missile on the pillar's large crak to knock it over, creating a narrow
bridge. Get the Gorea 01 lore from the cliff below the pillar, then
cross the makeshift bridge. Run along the ledge and jump into the
tunnel. At the end of the tunnel, drop down to the Ice Spawn room.
Backtrack to the Quadtroid Cave, through the left branch into the tunnel
that was formerly filled with electricity. Take the Attameter Artifact.
Return to the Ice Spawn room and ride the elevator back up. Use the
portal to return to Arcterra Gateway.
-----------------
Arcterra Gateway
Save and heal, then return to Fault Line through the portal.
-----------
Fault Line
Use the Jump Pad to return to the Fallen Pillar Room and enter the
Stronghold Portal.
----------------
Stronghold Void
New Scan: Cretaphid v4
New Item: Octolith
This is your last Cretaphid boss, so if you still haven't scanned
Biodefense Chamber A then do it now. It's your absolute last chance.
The lore can be found just to the right of the door in the boss room.
~o~o~o~o~o~o~o~o~o~o~o~o~o~
Begin Boss: Cretaphid v4
~o~o~o~o~o~o~o~o~o~o~o~o~o~
As always, Cretaphid is similar to his previous version but has one new
trick. This time around, the pillar can move. This gives you something
else to dodge, but the Cretaphid still isn't that difficult. Blast his
eyes when they turn blue, and shoot the brain until it descends. Always
move in clockwise or counter-clockwise circles. And don't forget to
scan him.
~o~o~o~o~o~o~o~o~o~o~o~o~
End Boss: Cretaphid v4
~o~o~o~o~o~o~o~o~o~o~o~o~
Take the Octolith and return through the Stronghold Portal. You've got
an extremely generous four minutes to make it back to Arcterra Gateway
and fly off in your Gunship.
-----------
Fault Line
Run along the fallen pillar and jump down to the Ice Spawn room. Run
back through the Quadtroid Cave and into the door to Sic Transit.
------------
Sic Transit*
If there's a Hunter here, then beat him. Leave through the door across
from the Fault Line entrance to Arcterra Gateway, in the northwest
corner.
-----------------
Arcterra Gateway
Jump to the top of Arcterra Gateway and into your Gunship. Launch Ship
to leave Arcterra for good.
--------------------
The Alimbic Cluster
You've found Seven of the Eight Octoliths, and have every weapon in the
game at your disposal. It's time for the last hurdle. Set a course
for Vesper Defense Outpost.
~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~
[0328] Part 8: Return to Vesper Defense Outpost
~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~
------------
VDO Gateway
Take the portal to Weapons Complex (upper).
-------------------------
Weapons Complex (upper)*
Drop down the elevator shaft and use the Imperialist to enter the red
door.
---------------
Stasis Bunker*
New Scans: Seal Sphere 03 (lore), Seal Sphere 04 (lore),
Oubliette 02 (lore), Oubliette 03 (lore), Oubliette 04 (lore),
Oubliette 05 (lore), Oubliette 06 (lore), Oubliette 07 (lore),
New Items: UA Expansion, Cartograph Artifact, Attameter Artifact
Run forward and destroy the Voldrums and their Generators. Go through
the jammed door and kill the Alimbic Turret at the top. Go up the
ramps to the right to the second floor. There are lots of enemies
and Generators up here. Kill them as you find them. Take a right at
the top of the ramp, then right again through the door flanked by blue
crystals. Go through the hall and into the small room. The opening
in the floor drops down to the ramps that lead up to the second floor.
Jump up to one of the ledges on the left and right sides of the room,
then onto the device suspended from the ceiling. Grab the UA Expansion
and return to the previous room.
Use your Scan Visor in this circular area to find Seal Sphere 03 and 04
as well as Oubliette 02 through 07 lore entries. Leave through the
passage with the locked door at it's end. Take a left to find the
Stronghold Portal; scan if it if you don't have the Stronghold Portal
object already, as this will be your last chance to do so. Remember
it's location, but we can't do anything with it right now. Turn to
the right and destroy the Alimbic Turret, then scan the computer. This
will power another computer near the Weapons Complex door. Roll into
Alt Form and backtrack to the door you entered through, and scan the
computer. You have only 20 seconds to do so. Scanning the computer
will reveal a Shield Key in the room above, where you found the UA
Expansion. Again, you have only 20 seconds to make it there.
The Shield Key will lower one of the two Artifact Shields in the large
room on the first floor, inside of which is the Cartograph Artifact. If
you still have not scanned the Cartograph Artifact for it's logbook
entry, then do it now - it's your final chance to do so. Taking the
Cartograph Artifact will release a few Guardians into the room. Kill
them all, and a second Shield Key will appear on the second floor. Take
this Shield Key to deactivate the second Artifact Shield on the first
floor. Again, scan the Attameter Artifact before you take it if you
haven't done so already - it's your last chance to scan it before it's
gone forever.
Taking the Attameter Artifact will unlock the doors on the first and
second floors. Return to the second floor. Scan the Stronghold Portal if
you haven't got it's object scan yet (this is your last chance to do so),
and go through the door near the Portal.
----------
Ascension
Ride the elevator to the top (you may have to wait a moment for it to
arrive). At the top of the shaft is a portal to VDO Gateway. Return
there and save if you like. Back at Ascension, go through the door
near the portal to the Fuel Stack.
-----------
Fuel Stack
New Scans: Silo Levitator (object), Cooling Vent (object),
Alimbic War 08 (lore), Alimbic Order 05 (lore),
Cryogenic Storage (object), Seal Sphere 02 (lore),
Methane Pipline (object)
New Items: Missile Expansion, Binary Subscripture Artifact
Step into the hallway on the left. Something will go wrong with the
power levels, and you are given one minute to activate the computer at
the top of the Fuel Stack before the whole Outpost explodes.
Run along the passage, around the corner and onto the Jump Pad. Bounce
up to the small ledge, then jump up to the top of the shaft using the
other ledges which encircle the walls. Go through the tunnels, ignoring
the Geemers on the way (killing them just wastes time). Use the Jump
Pad at the end of the tunnel to go up another level, to another set of
small ledges. Jump up them to the top of the shaft and next-to-top
floor. Step through the vision barrier, go around the ledge to the left
and jump onto the elevator. Switch to your scan visor as you ride the
elevator to it's destination. Jump across to the small ledges which
lead up to a tiny alcove. In the alcove is the computer. Scan it to
fix the power levels in the Fuel Stack.
A Shield Key will appear near the center of the Fuel Stack. Drop down
to the floor beneath the elevator. Kill the swarm of Psycho Bits, then
scan in the alcove for the Cooling Vent object and Alimbic War 08 lore.
Drop down through the hole in the floor to the area with white walls.
Kill the Alimbic Turret, then follow the spiraling ramp to the bottom.
Grab the Missile Expansion in the alcove here. Climb back to the top
of the spiral ramp and scan the computer (if you don't see one, you're
on the wrong side of the room - jump across the pit and check the other
side).
Scan the white pillar of light in the center of the pit for the Silo
Levitator object, then step through the vision barrier you just unlocked
by scanning the computer. Scan the pipeline on the wall here for the
Methane Pipline object, then move into the next room. Scan for the
Seal Sphere 02 lore in front of the Artifact Shield, then drop down
into the trench. Scan the Shield Key before taking it; this is your last
chance to add it to your Logbook. Climb back up to the Artifact Shield,
and scan the Binary Subscripture before you take it. This is your last
chance to do so.
Return to the Zoomer Hall outside the Shield Key trench. Scan for the
Alimbic Order 05 lore in the center of the frozen room, then hang a left
through the tunnel. At the end of the tunnel, scan the glass wall on
the left for the Cryogenic Storage object, then drop down the shaft
to the bottom of the Fuel Stack. Return to Ascension through the door.
----------
Ascension
Go through the portal to VDO Gateway.
------------
VDO Gateway
Save and heal at the Gunship, then return to Ascension through the
portal.
----------
Ascension
Drop to the bottom and go through the door to the Stasis Bunker.
--------------
Stasis Bunker
Head into the Stronghold Portal.
----------------
Stronghold Void
New Scans: Slench 4A, Slench 4B
New Item: Octolith
This is your last visit to the Stronghold Void, so make sure you have
the Stronghold Void and the Biodefense Chamber B lore before you leave.
This is your last chance to get them!
~o~o~o~o~o~o~o~o~o~o~o~
Begin Boss: Slench 4
~o~o~o~o~o~o~o~o~o~o~o~
Same old Slench. Except this one hangs from the ceiling, and is only
vulnerable to the Magmaul. Aim your shots well above your actual target;
the Magmaul fires in a wide arc. In the Slench's B form, he will use
a new attack right away. He will roll into a ball and start ricocheting
around the room. Stand in one of the corners and wait for him to stop.
Take the opportunity to destroy any remaining green projectiles with the
Power Beam and claim the health and UA ammo they drop. In his B form,
the Slench is identical to Slench 3. He will shoot projectiles at you,
and will occasionally attempt to crush you. As before, roll into Alt
Form and head for the far side of the room when he begins to shake. If
you run low on health, then wait on 4A to destroy the tentacles. The
Slench's green projectiles drop lots of health.
Player Tip: As an alternative to using the Judicator to destroy the
tentacles, you can also use two Missiles. (Scott M.)
~o~o~o~o~o~o~o~o~o~o~
End Boss: Slench 4
~o~o~o~o~o~o~o~o~o~o~
Scan the Octolith before taking it. This is your last chance to get the
Octolith object scan. Return to the Stronghold Portal. You've got
three minutes to return to your Gunship. If this seems like more than
enough time, that's because it is.
---------------
Stasis Bunker*
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