Metroid Prime: Hunters - Strategy Guide (Page 09)
Below are the cheat codes, hints and help for Metroid Prime: Hunters - Strategy Guide (Page 09).
Don't be too concerned about staying in the ring to maintain the Capture
meter. If another Hunter comes along, then take the time to kill him
in the easiest and fastest way possible, then return to the Ring to
capture it. Most of the time, staying in the confines of the Ring will
cause you to take more damage then is necessary - some times even being
fatal, and just wasting your time.
~o~o~o~o~o~o~o~o~o~
[0605] The Arenas
~o~o~o~o~o~o~o~o~o~
A Note on Pickups: Not all weapons and powerups appear in all modes.
------------
Combat Hall
Available Modes: Battle, Survival, Prime Hunter, Defender, Nodes
Available Pickups: Affinity Weapon, Magmaul
Combat Hall is an extremely small arena best suited to 1 on 1 battles,
though that isn't to say that three or four Hunter battles aren't fun.
Spawn points are close together, ensuring that players are in a firefight
at all times. Nodes and Defender modes on this level are particularly
intense, as the Nodes on either side of the battlefield are in constant
contest, and in Defender mode the ring is so hotly contested that players
are lucky if they can hang onto the Ring for more then five seconds at
a time. Combat Hall is one of my personal favorite arenas, and is a
great place for novice Hunters to cut their teeth.
Combat Hall Tips:
Spire has a slight advantage in this level, as he gets two opportunities
to pick up his Affinity Weapon. However, this is offset by the fact that
other Hunters will have a broader range of weapons to choose from. Spire
will be stuck with the Magmaul while others will get the Magmaul in
addition to their Affinity Weapon.
The narrow tunnel with the Energy Pack is a great place to setup
ambushes, especially in Trace's Triskelion alt form. It is also a great
place to lay down Weavel's Halfturret or plant bombs with Sylux's
Lockjaw.
Practice moving quickly through the two tunnels on the upper level.
The two Energy Packs are invaluable, and it is very difficult to shoot
targets in these tunnels.
The small bridge on the second floor, near the middle of the level is a
great place to put both Lockjaw Bombs with Sylux, Weavel's Halfturret,
or wait in ambush with Trace's Triskelion.
Spire can reach the second level quickly and easily using the Dialanche
to climb the wall.
In Nodes mode, the Node on the second level is quite far away from the
other two Nodes on the main floor. You can be sure that once you have
this Node, you can leave it undefended for a little while before one of
your opponents tries to steal it.
------------
Data Shrine
Available Modes: Battle, Survival, Prime Hunter, Capture, Defender, Nodes
Available Pickups: Magmaul, Imperialist, Volt Driver, Judicator,
Shock Coil, Battlehammer
The Data Shrine is roughly based on the Data Shrine 01 area from the
Celestial Archives. The center of the room is where most of the fighting
takes place in Battle, Survival and Prime Hunter modes, and the Defender
Ring and one of the Node Rings is in the central area as well. The large
circular outer hall is one giant loop, and is where most of the action
takes place for Capture games.
Data Shrine Tips:
This level has one of every weapon in it, making it a great level to
practice with a variety of different weapons.
In Capture mode, cut through the center of the arena to cut off the
long round about trip between the two sides of the circle.
Leave bombs or setup ambushes in the Alt Form tunnels in the halls to
discourage your opponents from abusing the Large Energy Packs in the
crawlspaces.
Use the Alt Form tunnel near your own Octolith in Capture mode to cut
across the entire level and emerge right next to the enemy Octolith. But
since you cannot carry an Octolith in Alt Form, this tunnel only works to
get to the enemy Octolith. You'll have to take the long way back.
In Capture Mode, split up with your partner and attack the enemy Octolith
from two sides. If there is only one opposing Hunter on defense, then he
will only be able to cover one side of the Octolith, letting your partner
slip and steal it, possibly without the enemy Hunter even noticing until
it is too late.
---------------
Processor Core
Available Modes: Battle, Survival, Prime Hunter, Defender, Nodes
Available Pickups: Affinity Weapon, Magmaul, Judicator, Deathalt,
Double Damage
The Processor Core has two high towers and a lower area with lots of
narrow halls and passages. Most of the action takes place in the lower
area in any game mode, while the upper area with it's numerous catwalks
and narrow ledges makes it a decent place to snipe from or setup more
complex ambushes. The Defender ring and one of the Nodes rings sits
on top of one of the towers, making this one of the tightest packed
levels for those modes.
Processor Core Tips:
In Defender and Nodes, don't run along the center catwalk to reach the
top ring. Players defending the ring will get plenty of free shots off
of you if you do. Zig-zag around the upper ledges to avoid enemy fire.
Use Noxus' Vhoscythe to knock enemies off of the upper towers.
Use the Deathalt powerup in Nodes mode to easily claim the lower ring.
The upper ring in Nodes mode is much easier to defend then the lower
ring. Make it your priority, and only claim the lower ring if the
fighting for it dies down.
In Nodes mode, if you control both rings, then you can defend both of
them from the upper ring.
------------
High Ground
Available Modes: Battle, Survival, Prime Hunter, Nodes
Available Pickups: Affinity Weapon, Magmaul, Imperialist, Judicator,
Double Damage
With three tiers and lots of wide open spaces, High Ground is an
absolutely fantastic level for experienced snipers and a complete
nightmare for experienced targets. A small network of tunnels underneath
the main area provide shortcuts to the different corners, letting players
with knowledge of the map to spring elaborate traps on unsuspecting
opponents.
High Ground Tips:
Two of the ledges on the third tier require very difficult jumps to
reach, but you are well rewarded for making it up to them by their
superior defensive and offensive positioning. The highest ledge in the
arena is quite possibly the best sniper roost in the game, as it
provides plenty of cover from enemy fire and a wide view of the arena
below, and is supplied with an Imperialist pickup, a UA Pack and even
a small tunnel which can provide a quick escape to the tunnels beneath
the arena.
In Nodes mode, use the Imperialist to defend both of the main floor
Nodes simultaneously.
---------
Ice Hive
Available Modes: Battle, Survival, Prime Hunter, Capture, Defender, Nodes
Available Pickups: Affinity Weapon, Imperialist, Judicator, Deathalt,
Double Damage
The Ice Hive is a series of small rooms interconnected in a large
circle around a central hub. It is a large arena best suited to three
or four Hunter battles (two Hunters will spend most of the game looking
for eachother). The central area of the honeycomb is connected to
nearly every other room in some way, making it a dangerous hotbed
of activity.
Ice Hive Tips:
There are small chambers which are barely visible in the room with the
broken pillars. Hide in these alcoves when you need a breather or are
trying to lose a pursuing enemy.
The numerous narrow halls in this arena makes it a battlefield
practically custom made for the Judicator, whose ricocheting shots
bounce around wildly and nearly always hit something.
The Imperialist pickup on the other side of the bridge is positioned in
a highly defensible position. A practiced marksman with a supply of
UA ammunition can hold the Ice Bridge indefinitely.
Be careful in the small, circular room with the jump pad in the center -
the pits lead to a spiked floor which spells instant death for any
Hunter who falls in. Use concussive weapons or Alt Form attacks to
knock enemies into the pit.
If a player is holed up in the Imperialist Room across the Ice Bridge, then
stand below the Ice Bridge and fire charged Judicator shots into the
room. The ricocheting shots will usually scare the Hunter out.
-------------
Alinos Perch
Available Modes: Battle, Survival, Prime Hunter, Capture, Defender, Nodes
Available Pickups: Affinity Weapon, Magmaul, Imperialist, Shock Coil
The perch is a long canyon with a sloping hill on one side, a tall spire
in the center and a path winding around the opposite wall which leads to
another short spire. This is a great level for any number of players, as
it stretches far enough to give four Hunters plenty of breathing room but
is small enough that a pair of Hunters can find eachother quickly.
Alinos Perch Tips:
Use the Jump Pad near the center of the canyon to reach the very top of
the tallest spire. This is not only an excellent hiding place, but also
provides nearly unobstructed view of the entire battlefield.
------------
Sic Transit
Available Modes: Battle, Survival, Prime Hunter, Capture, Defender, Nodes
Available Pickups: Affinity Weapon, Battlehammer, Imperialist,
Shock Coil, Double Damage, Cloak
Two large, square hallways stand one on top of the other, wrapping around
an inner courtyard with a huge, ruined bridge as it's centerpiece. Sic
Transit is a really easy level to learn, but has so many openings and
passages in it that even a master of the arena can lose someone who really
wants to be lost. The level takes on new life in Capture mode, when the
bridge becomes a barrier of wreckage, dividing the level in two.
Sic Transit Tips:
In Capture mode, players at one Octolith can fire on those at the other
through the wreckage dividing the level. This lets a defender become an
attacker, or an attacker become a defender.
Use the top level of the bridge to get a clear sighting of the courtyard,
and jump down onto the heads of unsuspecting enemies.
The large square blocks in the corners of the courtyard are excellent
places to avoid enemy Alt Forms.
--------------
Transfer Lock
Available Modes: Battle, Survival, Prime Hunter, Capture, Bounty,
Defender, Nodes
Available Pickups: Affinity Weapon, Volt Driver, Battlehammer,
Imperialist
A large, three-tiered structure dominates the majority of this level.
A long bridge stretches across it's center to the third level of the
structure, connecting to the opposite wall with a series of circles set
into the wall. A trench in the back of the level provides a small amount
of cover. Transfer Lock is a good level for any number of Hunters, but
it's relatively small amount of cover and lots of wide open areas makes
for a rather dull fight.
Transfer Lock Tips:
Use the teleporters on the bottom level of the structure to lose pursuing
opponents.
The circles in the wall near the front of the arena provide a wide view
of most of the level, but remember - if you can see them, they can see
you.
----------
Sanctorus
Available Modes: Battle, Survival, Prime Hunter, Defender, Nodes
Available Pickups: Affinity Weapon, Volt Driver, Double Damage
A small room, filled with pillars, with a single hallway that spirals
around to the top of the same room, creating a big loop. Sanctorus is
a delightfully evil little level, whose small quarters are more then
compensated by the fact that there is cover everywhere.
Sanctorus Tips:
Thanks to the broken pillars and columns all over this level, this is
an excellent arena to practice your dodging skills.
The large halfcircle against the wall, near the ring of broken pillars,
is just about the only vantage point in the entire level which gives you
a wide view. Don't hang around long, though; it has no cover to hide
behind, giving those below a decided advantage.
--------------------
Compression Chamber
Available Modes: Battle, Survival, Prime Hunter, Nodes
Available Pickups: Affinity Weapon, Judicator, Double Damage
An extremely small three-tiered room which basically consists of two
tiny rooms with jump pads in them, the Compression Chamber is undeniably
a hectic arena. The more Hunters are in the match, the less of a letup
there will ever be.
Compression Chamber Tips:
There is a small sniper roost in the room with the Double Damage
powerup. Use the Jump Pad to bounce up into the alcove with the
rocket, then from there jump to a small ledge that overlooks the room.
-----------------
Incubation Vault
Available Modes: Battle, Survival, Prime Hunter, Nodes
Available Pickups: Affinity Weapon, Battlehammer, Shock Coil
Another small arena best for only a pair of Hunters, the Incubation Vault
is divided into two floors. The bottom floor has large numbers of
pillars, barriers and walls to hide behind, while the upper floor consists
of a series of narrow catwalks. Also on the second floor is a long green
tube, which is damaging to touch.
Incubation Vault Tips:
The green tube on the second floor has a number of metal struts upon it
which can be stood on safely. These make for excellent safety zones from
enemy Alt Forms, all except for Spire who can just climb up to the top.
-------------
Subterranean
Available Modes: Battle, Survival, Prime Hunter, Defender, Nodes
Available Pickups: Affinity Weapon, Imperialist, Volt Driver,
Shock Coil, Judicator, Magmaul, Battlehammer, Double Damage,
Cloak
Consisting of two large rooms connected by a series of tunnels,
Subterranean has a plethora of jump pads and decent sniper outposts to
keep most players happy. The network of tunnels and the hilly upper area
favor close range combat. Indeed a level which has something for
everyone.
Subterranean Tips:
The Double Damage in the alcove on the far side of the level can be
reached by using the Jump Pad near the Affinity Weapon to bounce up to
the ledge on the right side of the room. Run along the ledge to the
other side, then into the alcove in the wall to take the Double Damage.
This spot also doubles as an easily defendable position.
------------
Outer Reach
Available Modes: Battle, Survival, Prime Hunter, Capture, Defender, Nodes
Available Pickups: Affinity Weapon, Shock Coil, Imperialist, Judicator
One of the few completely original multiplayer levels, Outer Reach is
a four-tiered level with several squares built one on top of the other,
connected by a network of jump pads. This is a great arena for any
number of Hunters for any kind of game mode, indeed one of the best in
the whole game.
Outer Reach Tips:
You can reach a very well protected sniper roost from the bottom level
of the zone. Step into one of the jump pads on the side of the bottom
level, and at the top of the bounce perform a jump to make it onto the
ledge with the two pillars. A clear shot can be made to pretty much
anywhere in the level (the only place you don't get a clear shot is
directly below you) and the pillars provide great cover.
Outer Reach is symmetrical, making it a very easy arena to learn.
----------
Harvester
Available Modes: Battle, Survival, Prime Hunter, Capture, Defender, Nodes
Available Pickups: Judicator, Imperialist, Volt Driver, Shock Coil,
Magmaul, Battlehammer, Cloak
An adaptation of the Survival level in the First Hunt demo, Harvester
is another excellent arena for any number of combatants. A series of
jump pads leads to a catwalk above the main battlefield, and the main
floor is practically a flat landscape with very little cover. A great
level for straight deathmatches. It is unique in it's Defender mode in
that it is the only level with an obstacle in the Defender ring: a tall
pillar stands directly in it's center.
Harvester Tips:
In Defender mode, use the pillar in the ring for cover from incoming fire.
This level has one of each weapon in it, making it a good level to
practice with a variety of weapons.
Harvester is symmetrical, making it a very easy arena to learn.
----------------
Weapons Complex
Available Modes: Battle, Survival, Prime Hunter, Capture, Defender, Nodes
Available Pickups: Battlehammer, Judicator, Imperialist, Volt Driver,
Shock Coil, Magmaul, Cloak
It's called Weapons Complex, but it bears little resemblance to the
area of the same name which appears in Adventure Mode. A two-tiered
level connected by a series of long halls, many of the open areas have
low gravity, affecting the height and speed of jumping. Yet another
excellent arena for any number of Hunters.
Weapons Complex Tips:
The low gravity in some parts of the arena make for higher jumping
then normal. Use this to reach higher ledges or to make you a harder
target to hit.
This arena has one of each weapon in it, making it a good level to
practice with a variety of weapons.
Weapons Complex is symmetrical, making it a very easy arena to learn.
----------------
Council Chamber
Available Modes: Battle, Survival, Prime Hunter, Capture, Bounty,
Defender, Nodes
Available Pickups: Imperialist, Magmaul, Shock Coil, Judicator,
Battlehammer, Volt Driver
The level that really pushes the boundaries on size, the Council Chamber
incorporates parts of the Alinos Perch multiplayer level and mixes them
together with different sections of the Council Chamber from Adventure
Mode. Even a full roster of Hunters can spend more time looking for
eachother then fighting eachother in this level, and under no circumstances
should players try a 1 on 1 duel on this level.
Council Chamber Tips:
This level contains one of every item, making it a good arena to practice
with a variety of weapons.
--------------
Elder Passage
Available Modes: Battle, Survival, Prime Hunter, Capture, Bounty, Nodes
Available Pickups: Affinity Weapon, Magmaul, Judicator, Shock Coil
Basically a slightly expanded version of High Ground, Elder Passage
adds a small number of hallways to the left and right sides of the arena.
Other then that, it's virtually identical.
Elder Passage Tips:
The halls can provide cover from enemy fire and give easier access to
the higher tiers of the arena.
-----------
Fuel Stack
Available Modes: Battle, Survival, Prime Hunter, Nodes
Available Pickups: Affinity Weapon, Shock Coil, Imperialist, Volt Driver,
Judicator, Battlehammer, Double Damage, Cloak
An extremely tall level connected by a series of spiraling passages
and a large number of jump pads, Fuel Stack's key feature is the large
pillar of light in it's center which acts as an organic elevator. Be
careful in the pillar, however; riding it to the top or falling to it's
bottom is deadly.
Fuel Stack Tips:
Use the elevator in the center to slow your rate of fall if you do
fall.
There is a small alcove with an Imperialist and a Small Health Pack
at the top of the elevator. To reach it, jump out of the pillar just
before it reaches the deadly ceiling and use the inertia from the lift to
make it into the alcove.
-----------
Fault Line
Available Modes: Battle, Survival, Prime Hunter, Capture, Bounty
Available Pickups: Affinity Weapon, Imperialist, Volt Driver, Shock Coil,
Judicator, Magmaul, Battlehammer, Double Damage, Cloak
A slightly modified version of the Subterranean level, Fault Line adds a
few more hallways onto the basic Subterranean layout.
Fault Line Tips:
The Judicator's bouncing shots makes it an excellent weapon to use in
Fault Line's many narrow hallways.
--------------
Stasis Bunker
Available Modes: Battle, Survival, Prime Hunter, Capture, Defender, Nodes
Available Pickups: Affinity Weapon, Battlehammer, Volt Driver,
Imperialist
A large room with a series of ramps and hallways built above it, Stasis
Bunker is large enough for 4 hunter fights but still small enough for 2
hunter matches. There's a lot of going up and down in this level, as a
series of jump pads and openings lead to the main room from the hallways
above. The main room is where most of the fighting takes place, and a
few barriers which seem to have that exact fact in mind are located there
for cover.
Stasis Bunker Tips:
The numerous narrow halls are good places to leave bombs and other
booby traps.
----------
Head Shot
Available Modes: Battle, Survival, Prime Hunter, Capture, Defender, Nodes
Available Pickups: Imperialist, Magmaul, Shock Coil, Volt Driver,
Judicator, Battlehammer, Deathalt
Basically a series of three rings built on top of eachother, Head Shot
is another of the few arenas which appears exclusively in Multiplayer Mode.
An outer ring, hanging out in space, connects to two inner rings on the
inside of the structure. Below this room is another, small room in the
belly of the structure which leads back to the outside.
Head Shot Tips:
All Hunters spawn next to a Large Health Pack. Grab it before leaving the
spawn area.
------------------
Celestial Gateway
Available Modes: Battle, Survival, Prime Hunter, Defender, Nodes
Available Pickups: Affinity Weapon, Battlehammer, Magmaul, Shock Coil,
Judicator
Consisting of three large rooms built on top of eachother, Celestial
Gateway is deceptively much larger then it appears. The real gimmick
of the level is that the third floor can only be reached through portals
on the bottom floor, underneath the large platform in the main chamber.
A good level for any number of Hunters.
Celestial Gateway Tips:
The lower room is full of many large pillars and four separate teleporters,
making it a great place to lose pursuers.
---------------
Alinos Gateway
Available Modes: Battle, Survival, Prime Hunter, Defender, Nodes
Available Pickups: Affinity Weapon, Magmaul, Battlehammer, Imperialist
A large pool of lava dotted with rocks, a pile of rubble against the west
wall and a large pyramid in the center about sums up Alinos Gateway. It
is one of the largest arenas in the game, but it since it is literally one
big room it's never difficult to locate your opponents (which can't be
said of Council Chamber).
Alinos Gateway Tips:
The series of jump pads are connected in a network, finally ending on a
high ledge which gives a wide view of the entire arena. Use the
network to quickly scout out the entire arena for your enemies, and
jump out to them and land unpleasently on their head.
The large amount of lava in this level gives Spire a decided advantage.
------------
VDO Gateway
Available Modes: Battle, Survival, Prime Hunter, Capture, Defender, Nodes
Available Pickups: Affinity Weapon, Imperialist, Magmaul, Double Damage
Basically one gigantic room with three different floors, VDO Gateway is
unique in that it is one of the few multiplayer levels to actually have
"slippery" ice floors. A pair of jump pads on the bottom floor leads to
the third floor, making the concept of this level eerily reminiscent of
Celestial Gateway.
VDO Gateway Tips:
The sloping ramps leading from the bottom floor to the second floor are
frozen and very difficult to climb, making Hunters trying to climb them
a very easy target. Keep an eye on them for Hunters struggling up and
move in for an easy kill, and use the jump pads to return to the second
floor instead of trying to climb the ramps yourself.
-----------------
Arcterra Gateway
Available Modes: Battle, Survival, Prime Hunter, Capture, Defender, Nodes
Available Pickups: Affinity Weapon
A very tall level with a network of jump pads and a much larger series
of platforms leading to a broad ledge at the top of the arena, Arcterra
Gateway is a confusing arena of constant rising and falling. Most of
the fighting takes place on the bottom floor, usually because Hunters are
busy respawning there or falling there.
Arcterra Gateway Tips:
Weavel players should leave a Halfturret near the stairset at the bottom
of the arena to guard the Large Health Pack in the alcove underneath the
stairs.
----------
Oubliette
Available Modes: Battle, Survival, Prime Hunter, Defender, Nodes
Available Pickups: Affinity Weapon, Omega Cannon
A really awful level for more reasons then I can put in writing, Oubliette
is made worse by the fact that this is the so-called ultimate reward for
beating Adventure Mode. Structurally similar to Arcterra Gateway,
Oubliette is crowned by a broad platform on which rests the level's only
weapon: the Omega Cannon. The Omega Cannon fires slowly, giving enemies
plenty of time to get under cover, so pretty much the only ways to kill
someone with it is to get lucky or stand right next to them, in which
case you are also killed in the ensuing blast.
Oubliette Tips:
Don't play Oubliette.
~o~o~o~o~o~o~o~o~o~o~o~o~o~o~
[0606] The Hunter's License
~o~o~o~o~o~o~o~o~o~o~o~o~o~o~
Your Hunter's License is the ultimate score card for your Metroid Prime:
Hunters game time. Most of what it records pertains almost exclusively
to Multiplayer Mode, but there is some minor input from Adventure Mode
as well. To view your own Hunter's License, then go to the "Edit Friends
and Rivals" page on the Wi-Fi Multiplayer Menu. To view the licenses of
your friends and rivals, then select their names from the list. Licenses
are automatically updated every time you connect to Wi-Fi.
+-------------------------------- 1 --------------------------------+
| 2 3 4 |
| BOUNTY HUNTER +-------|
| | |
| | 5 |
| | |
| +-------|
| HUNTER |
| OF |
| CHOICE |
|-----------------------------------------------------------------------|
|L Tab 1 | Tab 2 | Tab 3 | Tab 4 | Tab 5 R|
+-----------------------------------------------------------------------+
-------------------------------------------------------------------------
6
-------------------------------------------------------------------------
Figure 1: Your name appears here. To change your name, select it on the
Touch Screen near the top of the Edit Friends & Rivals List. The
name assigned to your DS is used by default. The color border around
your name decides which zone you are in: blue is the US, red is
Asia, and green is Europe.
Figure 2: The Metroid Samus symbol appears here, and it's color depends
on your completion rating in Adventure Mode or the number of wins
in multi-player mode. It comes in Blue, Bronze, Silver and Gold
variety.
Figure 3: Your star rating appears here. To increase your star rating,
you must earn Ranking Points on Wi-Fi. To see your point total, as
well as how many points are needed to reach the next Star Rank, then
there is a readout beneath the Hunter's License (figure 6).
Figure 4: If you have finished Adventure Mode with a 100% completion
rating, then a glowing Octolith will appear here.
Figure 5: The portrait of your Hunter of Choice appears here.
Figure 6: Your accumulated Ranking Points, as well as how many are needed
to reach the next rank, are located here. This rating is not visible
to others who view your Hunter's License, they instead see statistics
showing the results of the last encounter, total rounds against, and
total victories against.
Tab 1: Tab 1 displays your Wi-Fi Win Record (x out of y), or how many
games you have one won and lost on the Wi-Fi Network. Wireless Win
Record (x out of y) shows your win/loss ratio in Single-Card and
Multi-Card play. Your Connection History shows the percentage of
games you have stayed connected to. Disconnecting from the network
in the middle of a game, either on purpose or by accident, lowers the
percentage.
Tab 2: Tab 2 shows your overall win ratio as a percentage, taking into
account both Wi-Fi and Wireless records. The highest it can be is
100%, until you lose at least one game, when the maximum becomes
99.9%. This tab also shows your best Win Streak, or the highest
number of games you have ever won in a row. Also displayed here is
your "Lucky Arena," a strange name for this statistic since all it
does is show the last arena you played a game on, not the arena you
win the most on.
Tab 3: Tab 3 shows your favorite weapon, or the weapon you have made the
most kills with. The Headshot Kills naturally shows the number of
kills you have made that are headshots, and your favorite mode shows
the Mode that you have played most often.
Tab 4: Tab 4 shows Biped Kills (total number of kills made in humanoid
form), Alt-Form Kills (total number of kills made in Alt Form), and
Kill Streak (most number of enemy Hunters killed in a row without
dying).
Tab 5: Tab 5 shows Wi-Fi Play Time, or the total time played on Wi-Fi.
Wireless Play Time shows the total time played in Single-Card or
Multi-Card games, and total game time shows the accumulated time
of Wi-Fi Play, Wireless Play, time spent with the unit asleep, and
time spent on menus. It does not, for some reason, register the
amount of time played in Adventure Mode.
-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-
[0700] Unlockables, Bugs & Glitches
-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-
~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~
Unlocking Multiplayer Hunters
~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~
Samus - Available by default.
Kanden - Available by default.
Spire - Available by default.
Weavel - Defeat Weavel in Adventure Mode or in a Wi-Fi Match.
Sylux - Defeat Sylux in Adventure Mode or in a Wi-Fi Match.
Noxus - Defeat Noxus in Adventure Mode or in a Wi-Fi Match.
Trace - Defeat Trace in Adventure Mode or in a Wi-Fi Match.
~o~o~o~o~o~o~o~o~o~o~o~o~o~o~
Unlocking Multiplayer Arenas
~o~o~o~o~o~o~o~o~o~o~o~o~o~o~
Combat Hall - Available by default.
Data Shrine - Available by default.
Processor Core - Available by default.
High Ground - Available by default.
Ice Hive - Available by default.
Alinos Perch - Available by default.
Sic Transit - Available by default.
Sanctorus - Play two multiplayer games.
Compression Chamber - Play four multiplayer games.
Incubation Vault - Play six multiplayer games.
Subterranean - Play eight multiplayer games.
Outer Reach - Play ten multiplayer games.
Harvester - Play twelve multiplayer games.
Weapons Complex - Play fourteen multiplayer games.
Council Chamber - Play sixteen multiplayer games.
Elder Passage - Play eighteen multiplayer games.
Fuel Stack - Play twenty multiplayer games.
Fault Line - Play twenty-two multiplayer games.
Stasis Bunker - Play a Wi-Fi game or forty multiplayer games.
Head Shot - Play a multiplayer game with four Hunters.
Celestial Gateway - Visit Celestial Archives in Adventure Mode.
Alinos Gateway - Visit Alinos in Adventure Mode.
VDO Gateway - Visit Vesper Defense Outpost in Adventure Mode.
Arcterra Gateway - Visit Arcterra in Adventure Mode.
Oubliette - Defeat Gorea 2 in Adventure Mode.
~o~o~o~o~o~
Star Ranks
~o~o~o~o~o~
Rank 1: Bounty Hunter - 000 to 039 Points
Rank 2: Super Hunter - 040 to 139 Points
Rank 3: Elite Hunter - 140 to 389 Points
Rank 4: Master Hunter - 390 to 749 Points
Rank 5: Legendary Hunter - 750+ Points
~o~o~o~o~o~o~o~o~o~
Other Unlockables
~o~o~o~o~o~o~o~o~o~
Records Page on Main Menu - Beat Adventure Mode once.
SFX And Music Test on Audio Menu - Defeat Gorea 2 in Adventure Mode.
Octolith Emblem on Hunter's License - Score 100% in Adventure Mode
and unlock every Multiplayer Arena.
Bad Ending - Defeat Gorea 1
Good Ending - Defeat Gorea 2
-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-
[0800] Frequently Asked Questions
-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-
------------------------------------------------------------------------
Q: In single player, if you forget to scan the rival hunter's alt form,
such as Stylux and his Lockjaw alt-form....are you screwed then? Is there
any way to go back to him and scan it or something?
A: Luckily, you can scan your rival Hunters at any time once you've
entered the "Second Round" of Adventure Mode, i.e. you've encountered
and beaten all of the enemy Hunters at least once. Once you have at least
four Octoliths (and in certain cases, even before that), then the enemy
Hunters will randomly appear in the game. You can scan them for their
Biped and Alt-Form Bioform Scans at this time.
--------------------------------------------------------------
Q: How do I get new Weapons? Enemy Hunters do not drop them!
A: That's because enemy Hunters don't drop them. All of the game's
weapons are found over the course of the game, usually by solving a
puzzle in a specific room.
---------------------------------------------------------------------------
Q: There is a force field blocking the door to Fault Line/Council Chamber,
but you say it should be open!
A: It should be. First, make sure you actually got the first Octolith
from Alinos/Arcterra. If you didn't, then the force field will remain
in place. If you have the Octoliths and the force fields still will not
go away, then your game has bugged and you will have to start over from
scratch.
-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-
[0900] Legal Stuff, Contact Info and Special Thanks
-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-
~o~o~o~o~o~o~o~o~o~o~
Boring Legal Jargon
~o~o~o~o~o~o~o~o~o~o~
This guide is currently authorized to appear only on Cheat Code Central,
Neoseeker, 1up.com, primehunters.tk, Samus.co.uk, supercheats.com,
gamesradar.com and Gamerstemple.com, and even then only when
credited to me (MrShotgun). If you would like this guide to appear on
your website, please e-mail me at Andrew.ComfortablyNumb@gmail.com.
Please, do not post this guide until you have received my authorization to
do so.
You may link to this guide without asking, provided the copy of the guide
you are linking to is credited to MrShotgun and is authorized to appear
on that website. I would appreciate notification when such a link is
created, but it is not mandatory. And as always when linking to a
different website, make sure you have permission from that website to
do so before creating such a link.
| « Previous Page | Next Page » |
