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Game Cheats » Nintendo DS Cheat Codes » Games Starting with the Letter M » Metroid Prime: Hunters - Strategy Guide (Page 08)

Metroid Prime: Hunters - Strategy Guide (Page 08)

Below are the cheat codes, hints and help for Metroid Prime: Hunters - Strategy Guide (Page 08).

Reader Note:  If you do not scan the switch on your first visit to VDO,
then you will not be able to lower the force field.  A bug in the game
prevents the force field from lowering if you do not lower it in your
first visit.  - matt steven

-----------------
UA Expansion #02
Arcterra, Ice Hive

Use the Judicator to destroy the purple force field on the right
of the Ice Bridge as you leave the Vault.  The UA Expansion sits
just inside.

-----------------
UA Expansion #03
Arcterra, Ice Hive

Use the Judicator to destroy the purple force field on the left
side of the Vault Door room, where you fought the Barbed War Wasps.

-----------------
UA Expansion #04
Celestial Archives, Celestial Gateway

Roll into Alt Form and go under the landing platform.  Use the
Battlehammer to destroy the green force field and drop down into
the large room below.  The UA Expansion sits behind one of the
pillars.

-----------------
UA Expansion #05
Celestial Archives, Data Shrine 02

Use the Battlehammer to access the central area.  The UA Expansion
sits in plain sight on a platform in the middle of the room.

-----------------
UA Expansion #06
Celestial Archives, Transfer Lock

When you first enter, drop to the bottom floor of the three-tiered
room.  The UA Expansion sits at the top of a ramp, to the right of
a Voldrum Generator.

-----------------
UA Expansion #07
Celestial Archives, Docking Bay

Run along the catwalk at the top of the room to where the four
floating platforms meet at a central hub.  Ride the second platform
from the left to it's end to find the UA Expansion sitting on top
of a floating structure.

-----------------
UA Expansion #08
Alinos, Magma Drop

Use the Judicator to destroy the purple force field in the tunnels
below High Ground to access Magma Drop.  Drop to the bottom of the
left side of the area, then use Morph Ball Bombs to propel yourself
back to the top of the right side of the area, where the UA Expansion 
sits.  Grab the Medium Energy along the way to stay alive in the magma.

-----------------
UA Expansion #09
Alinos, Processor Core

From the door from the Council Chamber, jump across to the other
side of the room.  The UA Expansion rests behind a pillar on the left.

-----------------
UA Expansion #10
Arcterra, Sanctorus

As you enter Sanctorus, take the left branch of the tunnel.  The
UA Expansion rests at it's end.

-----------------
UA Expansion #11
Arcterra, Drip Moat

From the entrance to Drip Moat from Fault Line, jump over the
edge and grab the UA Expansion from where it floats in midair.  Use
the Jump Pad to return to the door.

-----------------
UA Expansion #12
Vesper Defense Outpost, Stasis Bunker

Climb to the second floor and enter the doorway flanked by two
blue crystals.  Jump up to the ledges on the left or right side
of the room, then jump once more to the back of the device
suspended from the ceiling to reach the UA Expansion.

-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-
[0600] Multiplayer Strategies
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Author's Note: I highly encourage all players to submit their own tips
and strategies for different Hunters and Arenas in addition to my own.
Multiplayer is nuanced enough that no one player can write a complete
guide for it.  Mail all tips to Andrew.ComfortablyNumb@gmail.com, and
they will be included in the next update.  Your name will appear next
to the tip in the guide, as well as in the Special Thanks chapter.  
Please, include a Subject which at least vaguely mentions Metroid
Prime: Hunters to ensure the e-mail doesn't just get deleted.

     ~o~o~o~o~o~o~
     Subchapters
     ~o~o~o~o~o~o~
[0601] Connection Options
[0602] General Tips
[0603] The Hunters
[0604] The Modes
[0605] The Arenas
[0606] The Hunter's License

     ~o~o~o~o~o~o~o~o~o~o~o~o~o~
     [0601] Connection Options
     ~o~o~o~o~o~o~o~o~o~o~o~o~o~
-----------------
Single-Card Play
Single-Card Play is a form of Multiplayer where up to three Client
DS systems without a Metroid Prime: Hunters game card can connect to
a single Host DS with a Metroid Prime: Hunters game card.  The Host
DS should begin the game by selecting Single-Card Play in the MP:H
Multiplayer Menu, while Client DS systems should select DS Download 
Play from the DS main menu.  In Single-Card Play, the Host system 
can play as any unlocked Hunter and can choose any unlocked Arena, 
but can only play Battle Mode.  All Client DS systems can only play 
as Samus.

----------------
Multi-Card Play
Multi-Card Play is a form of Multiplayer where up to four DS systems
with a Metroid Prime: Hunters game card can connect to play any kind
of Metroid Prime: Hunters game mode.  One player acts as the Host, 
while the other three are Clients.  The Host should select Create 
Game from the Multi-Card Play Menu, while all Clients should select 
Join Game from the Multi-Card Play Menu.  

The Host is given control of what game modes are played and what
maps are played on.  Players are able to play on any map unlocked 
by the Host, and play as any Hunter unlocked on their own Game Card.  
Players in a Multi-Card Play game are automatically added to 
eachothers Friends Roster for Wi-Fi Play (if they have connected 
and been issued a Friend Code), and automatically update eachothers 
Hunter's License before and after each match.

Up to three CPU-controlled bots may be added in Multi-Card Play,
letting two or three players play a filled out match or even solo
players to brush up on their skills offline.

-----------
Wi-Fi Play
The real meat of the Multiplayer mode, Wi-Fi requires first that the
player have access to an active wireless internet connection.  Most 
wireless routers will work, though a WEP Key may be required to access the 
connection (read the Nintendo Wi-Fi Connection Manual enclosed with MP:H 
for more info).

Wi-Fi Play is divided into two modes of play: Find Game and Friends 
& Rivals.  Find Game randomly matches the player up with up to three 
other players in a straight deathmatch.  Players are allowed to 
pick from any Hunter they have unlocked on their own game card, and 
can vote to play on any map that they have collected.  In Find Game 
mode, players can only play a standard Battle.  To play the other 
modes on Wi-Fi, players must use the Friends & Rivals feature.

In Friends & Rivals, players can create a game on the network which
can be joined by Friends (players who have exchanged Friend Codes) or
Rivals (players who have met in Find Game Wi-Fi and agreed to be
eachothers Rivals, or have connected through Rival Radar).  The person 
who creates the game becomes the Host, and selects which game mode is 
played as well as which map is played on.  Before and after each game,
players can communicate using the DS's microphone.

Hunter's License information is automatically updated for all Friends
and Rivals when you connect to Wi-Fi, as well as before and after
each game.

------------
Rival Radar
In Rival Radar, players activate the Radar from the Multiplayer Menu,
then close the DS system to put it in sleep mode.  If the DS comes into
range of another DS in Rival Radar mode, then both players are
automatically added to eachother's Rivals list and exchange Hunter's
License information.

     ~o~o~o~o~o~o~o~o~o~o~
     [0602] General Tips
     ~o~o~o~o~o~o~o~o~o~o~
When you first unlock a level, play it a few times offline against bots
to learn it's layout and - more importantly - the location of it's
weapons.  Pay special attention to the location of the Affinity Weapon,
Energy Packs and UA Packs.

When playing online, vote to play on levels that you are familiar with.
Once you have played all of the levels a handful of times, then decide
which ones you like best and vote for them.  Only vote for Random Arena
selection when you are familiar and experienced with every level.  Sure,
it's not very sporting, but who ever said life was fair.

Don't be afraid to switch to Alt Form and run like a pansy.  Sure,
you'll look like a coward now, but he won't be laughing when you come
back with renewed Energy and UA to finish him off.

Pick up every item you can, whether you need it or not.  It keeps other
Hunters from getting them, who may actually have a use for the item.

Don't just learn to fight with your Hunter's Affinity Weapon.  Learn to
use all of the weapons in the game competently, especially the Power
Beam and Missiles.  The most well rounded Hunter will usually be the
best Hunter.

Set up ambushes behind vision barriers.  You will almost always see
them coming before they see you.

When being chased by a Hunter, then head for a vision barrier and
immediately turn around on the other side.  The enemy Hunter will
temporarily lose sight of you, and this disorientation will give you
the chance to turn the hunter into the hunted.

If you know someone is sniping in the room you are in, roll into Alt
Form and stay in Alt Form to prevent them scoring headshots.

Tight corners in narrow tunnels are a great place to turn around and
ambush a pursuing Hunter.

Always aim for the head.

Every time you die or appear to have a brief moment alone, check the 
scores by holding down the start button.  If you're in first place, then
focus on killing the guy in second place.  If you're in any other rank,
then focus on killing the guy first place.  This applies to any game mode
but Capture and Bounty.

Attacking Weavel's turret half will do damage to both halves (divided
evenly between them).  Attacking his upper body will do full damage to
the upper body alone.  The Halfturret can be destroyed, and Weavel's torso
will remain in Alt Form, but he will only have 1 health.  If the upper 
body is destroyed, Weavel dies; this applies even if the turret still has 
health.  (Norman Lee)

The Shock Coil's rate of damage (and health restoration, in Sylux's
case) will go up by a large amount if it is held continuously on a
single target for a few seconds. (Norman Lee)

The Battlehammer and Magmaul both fire in an arc.  Study this arc, and 
learn to use it to fire on opponents standing on a higher ledge.

     ~o~o~o~o~o~o~o~o~o~
     [0603] The Hunters
     ~o~o~o~o~o~o~o~o~o~
-----------
Samus Aran
Affinity Weapon  -  Missile Launcher
Affinity Skill   -  Homing Missiles
Alt Form         -  Morph Ball
Alt Form Attack  -  Morph Ball Bombs

Samus Aran Tips:
Samus' Missiles have a homing effect when charged, and deal more base
damage then other Hunters.

Samus has one big advantage over the other Hunters in the game: she
already has her Affinity Weapon to start out with.  Use this to your
advantage by abusing the Missile Launcher early in the match, and
making a speedy chase to the Affinity Weapon pickup and camping it
to prevent other players from using it.

If you suspect that a Trace player is hiding cloaked somewhere, then
charge up a Homing Missile and launch it in that general direction.  The
Missile will home in on the Trace player, invisible or not.

When being chased by an enemy Hunter, roll into Alt Form and leave a
string of Bombs behind you.  The enemy will either dodge the bombs,
giving you more of a lead, or run right into them, forcing them to take
damage.

-------
Kanden
Affinity Weapon  -  Volt Driver
Affinity Skill   -  Disruptor
Alt Form         -  Sting Larva
Alt Form Attack  -  Sting Larva Bombs

Kanden Tips:
Charge Volt Driver shots to add a Disruptor effect which increases damage
and distorts vision.

Kanden's Sting Larva Alt Form is built extremely low to the ground.
When you have the high ground, it can be very difficult for enemies
to hit the Stinglarva.

The Disruptor charge attack is powerful and homes in on the enemy,
but moves very slowly.  Try to be very close to the target before
using it, but still far enough away to avoid the blast yourself.

The Volt Driver's Disruptor Charge Attack has a huge blast radius.  When
playing Nodes or Defender games, charge up a Disruptor and launch it into
the center of the Ring to clear players from it, and severely damage them
as well.

When being chased by an enemy Hunter, roll into Alt Form and leave a
string of Bombs behind you.  The enemy will either dodge the bombs,
giving you more of a lead, or run right into them, forcing them to take
damage.

------
Spire
Affinity Weapon  -  Magmaul
Affinity Skill   -  Immolation
Alt Form         -  Dialanche
Alt Form Attack  -  Fire Blade

Spire Tips:
Charge Magmaul shots to add extra fire damage when they hit enemies.

Spire is immune to Fire, making him a solid choice in levels with lava
(Alinos Gateway, Council Chamber, etc.)

The Dialanche can climb walls, but cannot climb over ledges.  To reach
a higher area, you will have to climb up a shared wall which is common
to both a lower and an upper area.  Climb the wall from the lower area,
up to the wall above the upper area.  Drop down from there to reach the
second floor.

Use the Dialanche's ability to climb walls to take unorthodox routes to
high traffic areas.

The Dialanche's Fire Blade attack can reach through thin walls to attack
opponents on the other side.

The charged Magmaul rolls along the floor when it is fired, and has a
fairly large blast radius.  Use it to clear the rings in Nodes or
Defender game modes.

The Dialanche isn't as great an escape tool as it sounds.  The Dialanche
moves very slowly while climbing walls, making you an easy target with
no way to retaliate.

Setup ambushes with the Dialanche by hanging from a high wall, near
the ceiling, and waiting for somebody to pass by below you.  Drop down 
on their head and hit them with the Fire Blades, then switch to 
Humanoid form and open fire.

-------
Weavel
Affinity Weapon  -  Battlehammer
Affinity Skill   -  Battlehammer Concussion
Alt Form         -  Halfturret
Alt Form Attack  -  Halfturret Slice

Weavel Tips:
Weavel's Battlehammer has a larger blast radius then other Hunters who
use the Battlehammer.

Weavel's Alt Form splits his body in half, the lower half becoming a
stationary turret (controlled by CPU AI) and the upper half a melee
attacker (controlled by the player).  His health is split in half and
shared evenly between both forms while in Alt Form.  If his upper half is
destroyed, then so is the Halfturret.  If the Halfturret is destroyed,
then the upper half stays in Alt Form until the player changes back to
Humanoid.

The Halfturret's shots are easily avoided in large, open areas with
lots of room to sidestep or circle the turret.  Place it in tunnels or
in corners and chokepoints to maximize it's effectiveness.

The Battlehammer's Concussive blasts are extremely useful for clearing
the rings in Nodes or Defender game modes.

In Nodes game mode, leave the Halfturret at a Node you control and use
the upper half of Weavel's body to claim other Nodes.

When being chased by an enemy Hunter, change to Alt Form and run away.
He'll either have the choice of attacking the Halfturret, or chasing
your upper body.  If he attacks the Turret, then you can change back to
Humanoid form and avoid taking unnecessary damage, plus get a few free
shots off.  If he chooses to chase your upper body, then the Halfturret
will get a few free shots off.

If you know a Trace player is sniping in a room, then drop down a
Halfturret near him to pin him in place.  If the Trace player tries
to fire with the Imperialist, then the Halfturret will immediately
get several free shots off of him.

Keep an eye on your Halfturret's health whenever it is out.  If it
begins to rapidly lose health, it is usually a good idea to cancel out
early and save the health lost.  If it only loses small amounts of
health at a slow rate, then wait to see if it is truly in danger.

Weavel's Alt Form is high maintenance and chops his health in half on
a regular basis.  Always be heading for the next Energy Pack to keep
your health up and maximize the effectiveness of the Halfturret.

It's possible to have 299 total health with Weavel: In Halfturret
mode, every energy pickup is split evenly between the two halves, but
the upper body can still reach the normal maximum of 199. Therefore,
you can continue to pick up energy after you have 199 total health to
push the upper body over 100. However, because the turret will stop
gaining energy at 100, you'll only be getting half the amount of
health from each orb.  (Norman Lee)

Sylux's Shock Coil can be devastating to Weavel because the usual counter 
of going Alt Form doesn't help when part of your Alt is a stationary 
target; what can be helpful in this situation is to move the upper body 
back and forth between Sylux and the turret to keep forcing the Shock 
Coil to switch targets while the turret attack with the Battlehammer. 
This prevents the exponentially faster health drain from kicking in.
(Norman Lee)

Weavel's Halfturret is immune to fire, but his upper body is not.
(Norman Lee)

------
Noxus
Affinity Weapon  -  Judicator
Affinity Skill   -  Freeze
Alt Form         -  Vhoscythe
Alt Form Attack  -  Spin Attack

Noxus Tips:
Charge Judicator shots to add a freezing effect when they hit enemies.

Use the Judicator to freeze a target at close range, then switch to
the Vhoscythe and use the Spin Attack for several free hits.

With his ability to freeze enemies in their tracks, Noxus makes an
excellent flag guarder in Capture mode.

Noxus' ability to freeze his opponents has many more defensive uses then
it does offensive.  Freeze an enemy to give you time to escape, or freeze
someone in Capture mode to reclaim a flag.

------
Trace
Affinity Weapon  -  Imperialist
Affinity Skill   -  Cloaking
Alt Form         -  Triskelion
Alt Form Attack  -  Jump Strike

Trace Tips:
Trace becomes partially invisible when he stands still while using the
Imperialist or in Triskelion form, and almost completely invisible
when he doesn't move at all.

Adjusting your aim while invisible makes Trace slightly more visible.  
Avoid adjusting aim until absolutely necessary.

When sniping with the Imperialist, change locations often.  The 
Imperialist's long beam makes it very easy to see where a shot is coming 
from, so even with a well hidden spot it won't be long before your enemies
know where you are.  Scout out a level beforehand to find potential roosts.

Use the Triskelion's Jump Strike to cover ground more quickly then
any other Alt Form.  The Jump Strike can also be used to leap over
small gaps - it covers a lot of ground horizontally, but gets almost
no vertical air time.

Stand motionless in narrow tunnels in Triskelion Form to become
invisible and set up a potentially deadly ambush.

Trace's ability to become mostly invisible is invaluable in the Capture
game mode, where he becomes one of the best Octolith guards.

In Nodes or Defender, cloak using an Imperialist or in Triskelion form
while capturing the ring.  Anyone passing by will immediately know you
are there anyway because of the color of the ring, but the invisibility 
does give you a brief moment to make the first strike.

You can change to Triskelion Form without losing the invisibility
granted by the Imperialist, but you must remain motionless while
changing.

When being chased by an enemy Hunter, switch into Alt Form and try to
make him lose sight of you long enough to turn invisible.  The 
disorientation of this is usually enough to turn the tables.

Set up ambushes near high traffic item pickups, particularly health
pickups and the Affinity Weapon.

Weavel's Halfturret cannot see through your invisibility, so if one
gets placed near you while you are invisible then either stand motionless
until the Halfturret is removed, or switch to Triskelion and run away
as quickly as possible.

Don't use the same old sniper roosts that other players use, and
definitely don't use the same spot twice in one match.  Experienced
players will automatically know where to look to find you.

------
Sylux
Affinity Weapon  -  Shock Coil
Affinity Skill   -  Increased Shock Coil Damage
Alt Form         -  Lockjaw
Alt Form Attack  -  Electric Bombs

Sylux Tips:
Sylux's Shock Coil deals more damage then other Hunters who use the
Shock Coil, and has the additional (and, in my opinion, cheap) ability
to drain life from the target and give it to Sylux.

Surround items, especially Energy Packs, with a pair of Electric Bombs.
When enemies try to take the item, they'll have to pass through the
trip wire to take it, activating both of the bombs in the process.

When being chased by an enemy Hunter, roll into Alt Form and leave a
string of Bombs behind you.  The enemy will either dodge the bombs,
giving you more of a lead, or run right into them, forcing them to take
damage.

Leave Electric Bombs lying in narrow tunnels to serve as temporary
land mines.  The more high traffic the tunnel, the better.

In Nodes and Defender modes, leave Electric Bombs in the rings.

Sylux's Shock Coil has the ability to drain energy, so it's a good thing 
to have it handy when you are low on energy. (RJ)
 
When in the Lockjaw, make a triangle of bombs around an enemy. The bombs 
will automatically close in on the enemy hunter and deliver a lot damage. 
This doesn't work that well when the triangle is too big.  (RJ)
 
Sylux's Lockjaw is exceptionally fast, making it great from running away 
from enemies. It is able to jump short distances horizontally if you lay 
down three bombs quickly enough and you're going fast enough.  (RJ)
 
While in an arena with low gravity, like Head Shot, Sylux can literally 
fly when in his Lockjaw by rapidly laying down three bombs.  (RJ)
 
If Weavel lays down his Halfturret, take out the Shock Coil and start 
strafing around it while attacking. This is a good way to gain energy 
while damaging Weavel.  (RJ)

     ~o~o~o~o~o~o~o~o~
     [0604] The Modes
     ~o~o~o~o~o~o~o~o~
A Note on Tips:  Changes in the Advanced Rule Settings may make some tips
less relevant, inaccurate, or just plain wrong.  Most tips apply to the
basic rule set, and say otherwise if they do not.
-------
Battle
Available Levels: Combat Hall, Data Shrine, Processor Core, High Ground,
     Ice Hive, Alinos Perch, Sic Transit, Transfer Lock, Sanctorus,
     Compression Chamber, Incubation Vault, Subterranean, Outer Reach,
     Harvester, Weapons Complex, Council Chamber, Elder Passage,
     Fuel Stack, Fault Line, Stasis Bunker, Head Shot, Celestial Gateway,
     Alinos Gateway, VDO Gateway, Arcterra Gateway, Oubliette

Battle Mode is just a straight deathmatch.  In the basic ruleset, killing
your opponents scores you a point, and killing yourself removes a point
from your total.  The first person to reach the point goal, or the person
with the most points when time runs out, is the winner.

Battle Tips:
Suicides count negatively towards your score.  If an enemy is using 
explosive weapons against you (such as Missiles, Magmaul, Battlehammer, 
etc.) then get close to them.  The explosions will damage them as well,
and if they die it will count negatively towards their score.  Conversely,
don't use such explosives at close range unless you are confident you can
kill them before the explosions kill you.

---------
Survival
Available Levels: Combat Hall, Data Shrine, Processor Core, High Ground,
     Ice Hive, Alinos Perch, Sic Transit, Transfer Lock, Sanctorus,
     Compression Chamber, Incubation Vault, Subterranean, Outer Reach,
     Harvester, Weapons Complex, Council Chamber, Elder Passage,
     Fuel Stack, Fault Line, Stasis Bunker, Head Shot, Celestial Gateway,
     Alinos Gateway, VDO Gateway, Arcterra Gateway, Oubliette

Similar to Battle Mode, Survival gives each player a limited stock of
lives.  The last player standing, or the person with the most lives left
when times runs out, is the winner.  In the event that two players have
the same number of lives, the game ends in a tie.

Survival Tips:
Staying alive is more important then scoring kills.

When you die, idle a little before respawning.  Let the other Hunters kill
eachother for a while.  Don't wait too long, or you'll be disqualified.

-------------
Prime Hunter
Available Levels: Combat Hall, Data Shrine, Processor Core, High Ground,
     Ice Hive, Alinos Perch, Sic Transit, Transfer Lock, Sanctorus,
     Compression Chamber, Incubation Vault, Subterranean, Outer Reach,
     Harvester, Weapons Complex, Council Chamber, Elder Passage,
     Fuel Stack, Fault Line, Stasis Bunker, Head Shot, Celestial Gateway,
     Alinos Gateway, VDO Gateway, Arcterra Gateway, Oubliette

Think tag, in reverse, with guns.  In Prime Hunter mode, one person is
considered "It."  The person who is It is either the first person to
kill another Hunter when no one is It, or the person who kills the person
who is It.  While a person is It, a goal timer begins to rise, and that
player's life steadily falls.  That player also deals double damage, and
can only regain life by killing other players.  The first person to be It
for the set goal, or the person with the highest It time when the time
limit expires, is the winner.

Prime Hunter Tips:
Once you're the Prime Hunter, it's pretty much guaranteed you'll be ganged
up on.  Even though your health is constantly drained while you are the
Prime Hunter, you'll still live longer if you spend more time running then
killing.  Only kill an enemy when you catch him alone, and run away if
any more show up.

--------
Capture
Available Levels:  Data Shrine, Ice Hive, Alinos Perch, Sic Transit,
     Transfer Lock, Outer Reach, Harvester, Weapons Complex, 
     Council Chamber, Elder Passage, Fault Line, Stasis Bunker,
     Head Shot, VDO Gateway, Arcterra Gateway

Capture the Flag has been an FPS staple for years, and has even spawned
several games which are solely devoted to the minigame (you may have heard
of Team Fortress Classic?).  Hunters doesn't change Capture the Flag's
premise at all:  Two teams try to capture eachothers flag, and return it
to their own flag.  If the enemy team has your flag, then you must
reclaim it to score (to put it more simply, having two flags in one
location scores a point).  The first team to reach the goal score, or
the team with the highest score when the time limit runs out, is the 
winner.

Capture Tips:
Going into Alt Form forces you to drop the enemy Octolith when you carry
it.  This isn't necessarily a bad thing, as you can use this trick to
pass the Octolith off to your ally.

Decide with your partner before the match begins what the plan will be.
One player should remain behind to defend the Octolith while the other
goes to steal the enemys, or alternatively both can assault the enemy
base and get their own Octolith back afterwards.

You only need to win by one point.  If the other team is putting up
a particularly good fight, then you may want to consider getting ahead 
by just one point then focusing entirely on defense for the rest of the 
game's time limit.

Killing your opponents should be a secondary goal once you have the
enemy Octolith.  Focus on returning to the flag.

Don't use the same path to and from and the enemy Octolith every time.  
Observant players will notice the pattern, and will have an obvious 
advantage.  Study a map beforehand to learn, at least, three different 
routes to and from your own Octolith and the enemy's.

Don't wait in ambush near the enemy Octolith.  If you wait there,
then either the Flag Carrier won't reach that point at all, making
your ambush wasteful, or will reach it with enough health that you won't 
be able to kill him before he touches the flag.  It is always a better 
idea just to take the enemy Octolith to prevent them from scoring.

When you have the enemy Octolith, your own survival is paramount to
any goal, even turning it in.  As long as you have the Octolith, the
enemy team cannot score.  If your own Octolith is taken while you hold
the enemy's, then find an easily defendable position and camp out there
until your ally can reclaim your own Octolith.

-------
Bounty
Available Levels:  Transfer Lock, Council Chamber, Elder Passage,
     Fault Line

Bounty is a creative twist on Capture mode.  The object is the same:
take the flag, return it to the flag turn-in point.  The catch is, there
are no teams (unless you enable them), and there is only one flag and
one turn-in point, no matter how many players there are.  Bounty is a
Capture mode for players who are a little more bloodthirsty.

Bounty Tips:
Going into Alt Form forces you to drop the Bounty when you carry it.
This isn't necessarily a bad thing - if you're going to die anyway,
then dropping the Bounty is usually enough to get the heat off you.
Sometimes (but not always), this will give you the opportunity to kill
your pursuers while they scramble for the Bounty, possibly giving you
a second chance to reclaim it and turn it back in.

Don't wait in ambush near the Bounty Turn-in Point.  If you wait here,
then either the Bounty Carrier won't reach that point at all or will
reach it with enough health that you won't be able to kill him before
he touches the flag.

Sometimes it's a good idea just to let a Hunter with the Bounty go.
While he is running back to the Turn-in Point, the other Hunters are
probably following him.  This leaves you free to just hang out around
the Bounty Spawn Point and wait for it to reappear, letting you claim
it without effort.

Killing your opponents should be a secondary goal once you have the
Bounty.  Focus on returning to the flag.

Don't use the same path to and from and the Bounty every time.  Observant
players will notice the pattern, and will have an obvious advantage.
Study a map beforehand to learn, at least, three different routes to
and from the Bounty and the Flag.

---------
Defender
Available Levels:  Combat Hall, Data Shrine, Processor Core, Ice Hive,
     Alinos Perch, Sic Transit, Transfer Lock, Sanctorus, Subterranean,
     Outer Reach, Harvester, Weapons Complex, Stasis Bunker,
     Celestial Gateway, Alinos Gateway, VDO Gateway, Arcterra Gateway,
     Oubliette

Defender mode is basically King of the Hill.  A ring appears in the area,
and as long as a player stands alone in this ring then a clock on his
screen begins to rise.  The first Hunter to reach the time goal, or the
Hunter with the highest Ring Time when the time limit runs out, is the
winner.

Defender Tips:
Use weapons with concussive blasts to knock enemies out of the rings,
weapons like the Battlehammer, Volt Driver and Missiles.

As long as there are two Hunters in the ring, then nobody is gaining time.
Only jump into the ring and duke it out at close range if there is only
a single Hunter inside of it.  If there is more then one, then attack
them both from a distance.  This is not only easier, it is safer.

------
Nodes
Available Levels: Combat Hall, Data Shrine, Processor Core, High Ground,
     Ice Hive, Alinos Perch, Sic Transit, Transfer Lock, Sanctorus,
     Compression Chamber, Incubation Vault, Subterranean, Outer Reach,
     Harvester, Weapons Complex, Council Chamber, Elder Passage,
     Fuel Stack, Stasis Bunker, Head Shot, Celestial Gateway,
     Alinos Gateway, VDO Gateway, Arcterra Gateway, Oubliette

Nodes is a bit like King of the Hill, but has a bit more strategy to it.
Anywhere between two and five rings will appear in the arena, and players
must capture these rings by standing in them.  Periodically, points are
added to a player's total, depending on how many rings he has under his
control.  The more rings, the more he scores.  The first Hunter to reach
the score goal, or the Hunter with the highest score when time runs
out is the winner.

Nodes Tips:
Use weapons with concussive blasts to knock enemies out of the rings,
weapons like the Battlehammer, Volt Driver and Missiles.

Defending Nodes you already own is more important then claiming new 
Nodes.

Don't waste time fighting with other Hunters over a Node.  If a Node is
being fought over furiously by several other Hunters, let them duke it
out with eachother while you go and capture an undefended Node.

The further away a Node is from the others, the less likely someone will
attempt to steal it.  However, these Nodes are also harder to maintain
control of if you choose to capture others.

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